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It’s true that there’s quite a number of things not working, but really the engi’s finished to me, and I’m not just sayin, I’ve won over 200 matches (genius title to prove it), and I truly wish flamethrower worked properly.
@bwillb
Did we ever mention backstab?
We are refering to thieves damage/effort in general, which are already enough to prove what we are discussing
@sorrow
I’d also like to point out that the footage you guys are refering to, clearly shows how hard it is to avoid the grenade toolbelt skill. It’s just hard as hell to use it correctly and on top of it in order to use it you have to hit:
1-a sitting duck OR
2-a net-shot opponent, which is quite hard on aware players
That net just screams “DODGE ME!”
Still, grenades get thrown at random, which means even thought all conditions are met, you still have a great chance to miss your target (for the whole damage, which, is what makes the burst worth it)
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@bwillb
I’m obviously refering to heartseeker and steal
What I was sayin was, that the mesmer has to hit quite a number of skills to reach the damage thieves can get in one hit, and on top of it, it’s quite avoidable, not to mention those clones are weak and will get blasted almost always before hitting the target, and the mesmer is stuck from the flurry while doing it, sure you get the distortion, yet the enemy can run out of it.
If you are actually refering to skill-3 of mesmer sword then… would you seriously compare it to thieves’ heartseeker? consindering it’s THAT conditional and, again, clones die easily? AND it’s not an instant skill, but has to be placed and then activated again in order to trigger the positioning effect? given you are actually placed where you wanted to?
Also I have yet to see a mesmer being able to kill any1 all alone in 1v1 even with a moa morph.
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because it takes 0.25 to summon 3 clones, survive a moa morph and cast the shatters (which are evoidable by simply strafing into them) and do the flurry which sticks you in place right?
Man seriously do the maths before comparing a mesmer (LOL) to a thief, do you actually want to compare a whole, avoidable, killable, hard to pull, setup to a simple auto-positioning-skill clik?
stop with the “oh noes pve” stuff, Anet is used to split skills for pvp and pve stop complainin about that and btw it IS OP and breaks the game, not by doing just its damage, but getting all thieves, no… all classes that wanna be glasscannon, into that spec, attracted by big numbers.
And on top of that it FORCES other players to build into toughness while they don’t like/want to (especially WvW considering it takes your pve stuff).
And to all the guys that claim “oh I get RARELY beaten by thieves” either the thief was bad, either just got out of another fight, he wasn’t actually a glass cannon, you are a tank build, you have incredibly good reflexes.
I don’t care what you’ll answer to me, can’t you see??? 500+ post worth topic can’t get a community to stop this, THERE IS a problem, just agree with that.
I don’t agree to this because they don’t actually need it, because, say the engineer uses kits, for versatility, each one has its place and range, but when we’r talking about elementalist, if you choose a weapon you choose a play-style, if you choose dagger as main you are bound to stay close to your enemy, maybe you’ll also pick dagger off-hand because of the extra mobility and control it provides, also the lightning flash utility.
If you pick the staff then you are going to stay away from your target, you won’t have to move that much, and you’ll get control over your enemy movements.
The scepter is halfway, better for control options as you’ll use the auto-atk for the damage mostly and switch to control utilities when needed, while keeping a bit of distance which is easy to manage with 900range.
SO to sum it up, elementalists would need multiple weapon kits if they lacked so much in one department to have to switch, but they don’t, also consider managing 4 skillbars is already hard, maybe 8 would be even too much of an option. It’s not that I wouldn’t like it, but it’s not needed I mean the class feels already complete as it is.
no class is “designed” for one thing, the concept behind gw2 is that every way should be viable in terms of damage/survivability, no matter the class, race or gear.
If you want to build “that” way you can do so.
So, admitting thieves are made to be a burst dmg class is like saying there’s smtg wrong with them which means they need a change, thus your statements backfires.
My point is, right now they are a burst dmg class, yes, and no1 can compare to thieves in terms of damage, I don’t rly know how I’d balance things there are many options like:
Initiative recharges slower in pvp.
Make some thief skills scale a bit less once past a certain amount of power (in pvp)
Cap crits to a certain amount, this would work for bosses too (every class)
If one of these actions pass effectively then we could consider:
adding more useful shadow step utilities.
adding some kind of more useful crowd control moves.
reworking traps AoE either make up for what they are now.
better “steal”-style skills, as of now thieves don’t really “steal”.
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It’s not that they are balanced or not, it’s just that no other class can reach the same damage with the same effort thieves show, while by design Anet mentioned that every1 no matter what the class, should be able to build as they wish, say I want to build a glasscannon mesmer, or necro, or guardian, I’d NEVER be as effective/fast as thieves are, that’s when “balancing” counts. This ultimately ends into every glass-cannon being thieves… and that’s just wrong.
Yes but when it comes to comparing the warriors to the thieves, yes the first can manage to dish out way more dmg than thief can…. BUT there’s just no way they could actually land all the hits unless they are in pve, while the thief is simply better for that purpose, considering the effort required, the fact that they can setup before the fight, not during it, and the self-positioning-spammable skills.
I’m saying this ’coz I want ppl to really stop comparing those 2 as they are different worlds.
A glasscannon thief heartseeker can dish out a ton of damage with minimum effort, let’s say you crit just 6k, in 0.5s or so I don’t care… how much does a heal skill heal you and how often? also consider the cast-time.
I’m not saying that I want to be able to sustain such damage with just heals, I’m saying that I should at least be able to heal once, even just casting it and getting interrupted, that at least would seem fair.
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By “an entire build” speaking about warriors, I meant all their utilities for the quickness, stun and immobilize, all a thief needs is stealth and it fits in every situation, and yea you might get some damage from mesmers at times, but it requires a crazy effort/setup to land it (especially compared to thieves), considering how easy are shatters to dodge.
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Man everyone just speaks as if it was 1v1…
This game is about teams!
Now let’ kitten an example: I’m all alone vs 2 thieves, now what do you think would happen even if I’m a totally tough engi?
…. exactly, and just to point it out, it won’t take more than 3secs, even if I had the time to place smtg to setup, even big’ol bomb needs time to blow.
I deserve a chance even slight, even if based on luck, I have to be able to buy some time to my teammates at least.
About those QQing about: hey you should use that stun breaker man you’r bad and stuff… again this is team pvp unless it’s 1v1 I’m almost always on CD, traveling around the map to get to the next point to capture, I’m fighting many guys not just a supposedly 1v1 fresh match that just began.
Example: I’ve been defending the keep from a couple guys a while ago I had to stun break I’m on CD-oh a thief-bam-bam-downed-invisi-stomp… how could some1 think of this as “fair”?
Just in case you are gonna say: then bring more stun breaks…do you really think one would need this much utility just to counter a single skill spam? no skill should need an entire build in order to be countered if it was balanced.
Now let’s analyze the damage:
most thieves would say-hey warriors do hella dmg theyz OP, well good news: hundred blades burst dmg is just the last hit/s (the others are usually bearable for most people), which usually hits for a ton ok, but it’s truly your fault for standing there like a duck the whole combo, again this is warriors, they need an entire build in order to do this not just a skill, and they still hafta time it.
Also… this isn’t meant to be a burst class, in fact the game is designed to allow all classes to do that kind of dmg (being a “glasscannon” yea), I have however yet to see a mesmer do THAT damage THAT easily.
Last but not least: most ppl run around with 2k300 armor, tanks usually 2k700, maybe even more for some classes, also most ppl prefer stacking vitality over toughness simply to have an easier way vs condition based builds (and I agree with them).
Now… do I HAVE to be a tank in order to survive a thief?
I however have a suggestion, seeing how often I have to face’em in pvp and such, why don’t we all play thief, to “understand each other”, once ppl see how the rates of played characters are off I bet there will be some changes.
“If you can’t beat’em, join’em”.
This is not a flame, this is not complaint, this is fact, simply ‘coz there’s an average of at least 6 thieves playin in any match (countin both teams).
@Aliatis, check closer, the guy managed to slow down the vid on “key” actions, by at least 40%, do the maths.
Now I don’t want to look like an “hey nerf’em” guy. I seriously want to see thieves with MANY different builds, I want to try it myself but just nothing can compare to that, I mean, would you actually use traps? especially when stealth utilities are a must?
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“other means”?? why would I transmute an hard-to-get item into smtg I already got because Soldier suffix is missing it is simply weird, it just feels like karma food vendors on first weeks, there’s no excuse for having those items just there instead of everywhere.
“they are ingame” yeah but stats shouldn’t be this hard to get in a game where stats shouldn’t be a problem no?
By hard I mean the amount of time to get a couple of dungeon items when masterworks would be just fine.
I’d love to see more puzzles, even more if they were implemented to dungeons, even heavily, perhaps puzzles that’d require teamwork too? I’d just love that, it simply factors positively in gameplay
I agree, it was possible in GW1 so why not in gw2? I’d like to costumize my character’s weapons like I used to in order to “adjust” weapons easily to my armor looks.
yes but that’s expensive indeed and I see no reason for it not to be in-game like all other suffixes
Why is it missing? I’d like to run my pvp build in pve too but it seems I can’t as the soldier suffix is entirely missing from all the items.
Was this intended or is it a bug?
I fully understand that Anet decided to design classes as they are, all games do that, but it still feels kind of a pity I can try cross-class armor combos in the locker without being able to actually do that, I mean, having THAT kind of preview means it IS possible, but still it’d take quite some effort into reworking stats.
Besides that, you guys should have known what kind of armor each class/race can access, so why did you make a character that you wouldn’t like?
My suggestion is: try harder on which armors you can wear/craft/find and customize your character accordingly, check the locker for combos and you might find smtg tasty, but keep in mind, many armors look just better on different dyes, some display also different colours even when the same dye is applied, so collect’em, if you are looking for a specific style try to unlock dyes from the same colour range.
Last but not least: try out all dyes, don’t stick with just a couple expensive thinking you look good because you’re rich, that won’t work.
Now for a couple of tips: if you are looking for black, try out charcoal (it’s cheap so…), I got abyss dye and it still feels a bit blue-ish, while charcoal’s definitely more… “neutral”.
If you are struggling for white dye then I suggest the blue ice as a cheaper solution.
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I actually think you should choose the class without thinking about “epicness”, just play what you like and it WILL feel epic, the race INSTEAD could get epic depending on what you like, the coolest-tough-guy talking would be the charr obviously, c’mon everything they do they do it with a very-tough-looking cherry on top of their black steaming metal roaring cake.
I use “tough” ’coz the other word would turn to kitten, so charrs are badkittens I guess.
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Based on what the first poster said I think you didn’t spend anything on health or toughness am I rite? you should start to consider pumpin either, also unless you have quite some money and can manage to max it, I’d say to drop the condition damage entirely (so dropping pistols too, ‘coz that’s rly their only viable option) ‘coz you can’t properly stack stacks of bleeds anyway, as you’d need runes and everything to boost the duration, my suggestion is, try to use some combo fields once a while, they are very helpful and help whoever is in them, try out all the kits (just ignore flamethrower’s skill-2, bugged), as long as you are not sure about what to use, try to get some survivability, that should help you for the time being until you figure out what you truly wanna do after you tried everything, maybe go to the mists to check skills.
I think you should check this topic (which pretty much puts the same argument as you, even the name almost matches), in particular I suggest you check my answer… I know it’s a walltext but I feel it was the most complete one.
https://forum-en.gw2archive.eu/forum/professions/engineer/My-opinion-about-Engineer
About Pistol: I must say they are only truly viable in a condition build but even so they are plently outdamaged by other classes, I mean it, you can’t expect to stack decent enough stacks of bleed with THAT condition duration and also keep in mind pistols=30 points wasted to get’em to pierce, which means that in order to compliment that you’d HAVE TO use critical gears and such ultimately ending up in a build that a lot of people use and it’s not truly your own, ’coz iz just easy to figure out.
About mortar: I actually wish this was edible pvp-wise, but the slow projectiles, the short time it spends AoEing after launching the skill and the LOW healthbar make it one of the worst, I mean… it IS useful… just on paper though, it obviously needs some rework, either shorten the CD and make the AoEs last longer while givin it a DECENT amount of hps, OR all of the above plus adding a new mechanic to the engineer that lets him control turrets like rangers control pets (say a “right side” mechanic uh?).
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actually iz more weapons in one as it has the wrench, prybar, magnet and the gear shield, so well iz actually a W/S (W=wrench lol), I wish it counted as a shield set though…
@Avie.2359
1-Rifle, while most people complain that it doesn’t have long range stuff I actually like it more this way, simply because it’ll be very rare find a situation in pvp where long range actually helps, also it gets you extreme control from its net shot and jump shot not to mention “overcharged shot” which added to others knockback skills helps you physically keeping targets at distance, maybe even throw’em off cliffs (easily paired with net turret).
2-grenades, yea you are right they are actually best used in places where you could just “stand there” so bosses and WvW, else you could try to get the best out of the toolbelt skill with the use of net shot, still you’ll have to spend 30sp to make it viable.
Also even in close range they are quite unreliable, because they’d land just too slow and scatter a bit too much on single targets, we truly need an auto-attack that works like elementalist’s fireball imo.
3-bombs, you couldn’t be more wrong, actually I think it’s a must have in pvp, yea BoB’s simply godly, but its bombs are strong (being stronger than your other skill1 attacks), they can hit enemies chasing you so you don’t have to turn the camera, also provides HUGE combo fields which help the entire party AND manage to hit guys running at you *cough*melee*cough* without even making them realize they are being hit because bombs look kinda small, you could even escape a bad situation by dropping a glue bomb and getting the hell away using the speedy kit trait, OR helping others and even yourself with finishing enemies in pvp by placing a smoke bomb right before pressing F.
To compliment all this you obviously have to take “forceful explosives” trait, and thank god it’s only 10sp.
4-Flamethrower, bugged, true, but considering Air blast is great for the control it provides, the Napalm, which is a very useful combo field that manages to still scare people in pvp (well mostly situation of roaming) AND finally smoke vent, which I think it’s the best, ’coz it lets you finish off enemies safely when timed correctly, just like smoke bomb, keep in mind you CAN switch kits while “finishing”.
5-Tool kit, kinda hard to see it as a desirable option compared to other kits but its 3-4-5 skills look quite good, pair it with “kit refinement” trait and you’ll have a no CD insta-skill 2. It obviously needs some kind of reworking though.
6-Elixir Gun… “such lil support”? Ok first “kit refinement” is a must on this kit, the kit’s worth almost for just its combo field, I mean it’s light, LIGHT, it heals, projectiles remove conditions and blasts gets you AND YOUR PARTY retaliation! (BoB+elixir kit=3s retaliation without possible bonuses from traits/eqs), Acid bomb’s pretty cool combined with other stuff to keep the distance, Elixir F cripples and fumigate… well yea it needs kinda reworking as to when/how much poison it applies, but I’d use it when I see the enemy might want to heal so he doesn’t fully recover.
The weapon would be even cooler if we had some more combo finishers, projectiles especially…
About downed skills… I think ours are some of the better ’coz both provide enemy control, ok not much resistance on a group of roamers but trust me, you have enough already while not downed.
About Elites, I agree, exept for the underwater Elixir-X, ’coz it lets me easily capture the Ruins even in 2v1.
I think this is all, I tried to be as constructive as I could, I hope it helped.
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I actually feel very disappointed for the number of bugs we still have, don’t rly care about the number of builds viable since most guys sayin “oh grenades are god” are just playin pve (c’mon in pvp they are hella hard to use and you’d be so easily countered…).
I’d rather see some freakin fixes, say… flamethrower? we don’t have much on weapon choice simply because we have kits already, the thing is… there’s a weapon almost entirely broken!
Before buffing and nerfing I’d rather see skills AND traits to actually fully work.
So to sum it up:
1st-bugs (especially the flamethrower and turrets)
2nd-nerfs/buffs + descriptions
Even thought I wouldn’t say there’s any nerf coming, just why are people complainin about grenades? to make’em viable we have to use up 30sp which is HUGE not to mention they’d only be truly viable in dungeon bosses and WvW.
Mine field doesn’t seem to apply the reduced cooldown from Tools traitline, I know it’s been a while but… am I really the only1 that thinks there’s smtg definitely wrong with their random placement on the field?
well we could turn it back to what it was if we take out the knockback for an unstackable 1s daze/stun (so that just one mine lands the daze/stun if triggered at the same time) OR make the knockback effect a trait with Xs CD (maybe 15s would be ok), adding to that very trait maybe the “not dodgeable” feature that necro’s marks got.
Why isn’t there a mine kit that works like the med kit? being many mines as skill from 1-5? also they atm got kitten range, and I mean a kitten that just drank an elixir S (not toolbelt version), also the range seems pretty buggy (its range trait’s not even working), also the knockback has issues, and the toolbelt version won’t even trigger a knockback so…
any ideas about this?
I feel like we could repick a shrapnel mine from GW: Nightfall can’t we?
Right now they are considered underpowered and never ever used both in pvp and pve so…
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My Elixir X got cancelled (but got on CD on FULL duration) every single kitten time I tried to capture the ruins, my enemy was another engineer (charr, dunno if it may affect things) and the guy managed somehow to stop me from casting, It’d be ok if there was some clear interrupt skill but it didn’t seem so, and the FULL CD was just painful…
Just to remind you… ruins=underwater combat, so it may be just the underwater version to be checked.
They already said they’d check and fix MANY respawn rates and such so stop complainin or speculating, it’s obvious that bugs go first.
guys don’t turn this suggestion topic into a general discussion one, keep it constructive and “suggestion”-ish so, at least, give some kind of suggestion instead of a dumb “get rid of it entirely” that’s just… lame-.-’….
Actually, I feel they should let us able to unlock but in a special way: we didn’t get to see those personal-story-quest either what happened in there, so here’s my idea: give us the ability to unlock such orders by joining parties with people entering their personal stories contributing to their quests and thus unlocking those achievements, I’ll help that order, even if it’s not my story.
Auxillary Powered (T2 Med Asura Cultural gear) and dye channels
in Suggestions
Posted by: Rfreak.6591
actually that leg-piece is the worst in my opinion, because not only it has just 1 dye slot, but it also completely covers the shoes which are often (if not always) way cooler, also you can’t hide’em under your chest armor (like legguards do).
I suggest you to check the pvp locker first (be4 risking money on smtg that might end up being useless or uncool)
Also… GW2 is about creating your own character and I always feel like I hafta find my own style so I mix armor sets, this is my opinion, it’s just that to me sets feel too standard and overused thus making me… the opposite of feeling “special” or “unique” if you get what I mean.
I actually felt kinda ashamed to see the difference between the coolness of the item’s icon and the armor looks… so yea u got my vote, that or cut the karma cost by 80-90% ’coz iz definitely not worth the cost.
1st: making their moves work differently compared to those of lower grade skins would make the game extremely unfair, xpecially considering there’s ppl that would never get to spend such a gargantuarian amount of stuff to get’em.
2nd: they do have different animations and effects already
3rd: you’ve just gotten a legendary skin item… it’s already an achievement for you and everybody can notice it just by looking at you… why the kitten would you need anything else to show it off even more??
4th: I do agree that quite many legend skin suck or aren’t as good as others… but greatswords alone almost make it worth to play another class (at least daz my opinion)
It’d take way too much work to implement such a feature (being at least 2yrs) so I don’t think we should consider this, I know it sounds cool and everything but let that be another game perhaps? Things would have to change too much… this at least is my opinion.
I think we should just w8 for more armor releases (it’s not that it isn’t going to happen anyway oO be it now or with a future expansion release), also I’d truly appreciate if Anet ran some more art-contests, best one being an armor-art contest, just in case you guys didn’t know Anet ran quite a few art-contest in the past, I still remember the weapon arts one, those weapons would be implemented to the game, so… to help such issues… maybe letting us voting too.
Still I think that just knowing a stat would somehow boost your drops… makes you feel you wanna stack some now ain’t it? for what? I feel like it’s just wrong… anyway we could come up with so many ideas devs might decide to change it to something actually useful gameplay-wise, plus it’s fun to think about it. =D
Legendaries are already imba-looking (did you even see the Sunrise in action??) not to mention how EXPENSIVE they are… man… I only got 40k karma in about 150hrs gameplay, how are people supposed to get those purples? Get over with it, it’s not gonna happen.
“poll” because to most people magic find is just ruining this game, I’ve never ever used it to boost my drops because I didn’t care rly about them and felt it’d be a lil broken and backfire-ish to my performances.
SO post a yes or no if you want to change magic find into something new (and then describe that “something new” you’d like to see).
I’ll start first
-Yes
-The only thing I came up with would be cooldown on all skills reduced by X% where X is half the magic find we got atm (or even a third ‘coz some traits could cut down some imba skills, lez keep some balance), also keep in mind magic find isn’t part of pvp so pve-wise it shouldn’t be too game-breaking.
What do you guys think?
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@Ari Kagura.9182
That would be really cool too!
I’m gonna create the topic in suggestion section I think it’d be both cool and constructive.
Well why don’t we run a poll on the suggestion section of the forum?
Suggestion because we could also post what kind of stat (a new one though) we’d like to see in action.
The only thing I came up with would be cooldown reduced by X% where X is half the magic find we got atm (or even a third ‘coz some traits could cut down some imba skills, lez keep some balance), also keep in mind magic find isn’t part of pvp so pve-wise it shouldn’t be too game-breaking.
What do you guys think?
Isn’t it glorious when you finally realize you “mastered” your class, found your style-build and feel that kind of sense of self accomplishment that brought you to go for an unespectedly underated build but found the most out of it?
discuss and describe it =D
I actually feel that way every time I pick my engineer I know iz kinda generic but I simply discover new stuff playin on it even thought I’ve been around since day-1 and half skills are still bugged (most shameful the primary trait-line “tools” not givin the cooldown bonus, I mean it’s supposed to be our signature).
Experiencing Grenadier trait stopping Grenades from arching anymore
in Engineer
Posted by: Rfreak.6591
Oh I see then it must an object obstacle, this usually happens when there’s tables, torches or smtg like that standing between you and your targeted area (which becomes red), you have to move a lil bit left or right in order to make up for it, I bet you’ve seen also “invulnerable” and stuff like that am I right? I think that’s ‘coz even thought you are targeting a killable mob you hit walls and such that are invulnerable objects. But still I don’t think that’s related to the grenadier trait because it should change the arch of grenades only when 1200+ from target, but it happened to me anyway with as without the trait.
Experiencing Grenadier trait stopping Grenades from arching anymore
in Engineer
Posted by: Rfreak.6591
the arch thing is the bad one, ’coz usually they happen to hit the ceiling in caves and places like those or other objects, not to mentiontheir SLOW projectile animation.
Even if u get to hit the target without any obstacles, you still manage to miss the mobs that are running towards you, okay, they are situational, kits are meant to be so, but without a reliable 1-slot auto-attack (which stresses you mentally and physically) grenades are truly forced for heavy-hp-mobs (dungeons) and bosses (which happen to just stand there so you can toss those grenades effectively):
I’d say we could rework’em like this:
-lower the board damage of 1-slot skill by 10-15% (so just 5% for each grenade, if kits actually get to retain weapon’s stats)
-boost all grenades projectile speed by 25-33%, fix the cast delay, change skill slot-1 to work like elementalist’s fireball, becoming a normal-3-hitting AoE auto-attack (no longer ground targeted), this should make it similar to its underwater version.
Also about your question, I think that in order to make things balanced the dev team decided that when you are too high or low, compared to your target, even if you actually are in range, hits are bound to miss.
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I think this should be moved to suggestions BUT! here’s my idea… what about a new set of skills called “ammunition” (or “bullets”), they’d work like kits but instead of holding a whole different weapon you would simply see different 1-5 skills, and this would work for both pistols and rifles, each would still get different skills else weapons wouldn’t make sense…
What about names like “depleted kaboomium” or “dhuum-dhuum bullets”? To make up for past requests we could add some kind of passive bonus to the weapons while under the effects of these “bullet kits” like a +300 range (for sniper’s crybabies) or a +400 condition damage (’coz dhuum-dhuum just feels condition oriented <3).
These are just examples but really… give them the time to fix bugs THEN we’ll talk about about new skills (which I think will be released in a possibly future gw2 game like it used to in gw1-factions, nightfall, eotn)
I don’t rly care about the skills ’coz I bet the developers already got ideas about those, balanced, on top of it.
Actually there’s no point in determining how much dps each player has, because the cap stats are simply the cap stats there’s no “enhancing” here, either “gear-ing”, you just have to play your class and, as I’m guessing you’ve hit the cap, I’m confident players have already tried a number of builds in 80 levels…. am I right? I mean the only way you could say somebody’s not doing his job is… that you see the guy afk.
I’d also like to point out that bet most people don’t realize that getting a low number of points in pvp isn’t the issue either, because those who defend the capture points get FAR less points compared to the “attackers”, but trust me, defending is very reliable.
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If u can ensure the amount of time he spent “dead” is enough I guess we could report it as a points botter, either try to open a new suggestion topic to add a system that kicks dead-afkers
I’m not sure of this but… shouldn’t objective neutralizer and point capture ALWAYS reward those 10 points each? ‘coz when I checked closely sometimes it worked but others didn’t… any1 could confirm this?
I mean it, just like it used to for GW1 u get a debuff for leaving a pvp instance in the middle of the match, that won’t allow you to get into pvp for the next XXmins. I just can’t accept that every time things get SLIGHTLY bad every1 just leaves and gets into another room, it’s just plain bad and the auto-balancing won’t help win the match as it usually activates once the match is point-wise “done”, also I think it doesn’t trigger always… MANY matches I played ppl massively left me all alone against the other team zerging all capture points.
(edited by Rfreak.6591)