The 3th ability is awefull because it takes so long before its even available. By that time (wether pve or pvp) im either rallied or dead.
The damage is okay (hello mesmer 6k dmg) with a knockback. But if you are downed this long, something is wrong. Not to mention it can be countered with stability and blind.
Something that takes that long to be available + a cast time better be awesome, and it simply is not. Its like a Little Ol’ Bomb.
Why is grenadier underwater so overnerfed and worse than a speargun?
in Engineer
Posted by: Terrahero.9358
You never hit that 3th grenade, even the 2nd is random.
Anything that moves, will be missed because your “aim” with grenades underwater doesnt lead and doesnt lock-on.
Speargun is still aweful aswell. The best dmg ability is achieved by hugging your opponent. And the basic shot is soooooo slow. slow firerate, and slow travel time. Its impossible to hit anything that moves away from you because of how slow the projectile is.
I think i mostly use Elixirgun now, not exactly ideal either.
Its amazing how the infinite spawn didnt get fixed, but keeping the gauntlet from running by kiting a mob from the first wave DID get fixed.
So its now completely impossible to do. So, how soon is soon? Because right now if you need tokens all you can do is run path 3. Path 1 is impossible because its broken, path 2 is hell and takes soooo long you’d get more tokens just running path 3 over and over.
No, Thief and Guardian are already very powerfull at other things. Filling up your weaknesses but not someone else’s would hurt balance even more.
I play an Engineer, i got good AoE and long-range for siege fights. Im not good at picking off people, im not good at keeping camps contested indefinitly, i cannot reflect projectiles and defend my team from siege attacks.
so maybe we can add a Shield that lets me put down projectile reflections and such with an AoE knockback that also absorbs projectile based attacks.
And a dagger that lets me stealth all over the place and let me take half of someones health off if i hit him with it. And twirl around crippling everyone with stability and reflect projectile.
I think you know where im going with this. Thieves are kitten annoying to fight in the field and guardians are, along with Mesmer, the two professions that already impact WvW waaaaay more then any other profession.
Tired from fighting a 2v1 all week? Desolation focussed on AS, and didnt go after VS which is why VS got a lot of rather easy points.
Now that we’ve come close enough to threaten VS, they mobilize to keep themselves ahead. Which shouldnt be to hard since this is the first time VS had to fight all week.
Deso on the otherhand has been fighting a 2 v 1 half this matchup, and had to put in a great effort to just get here. We’ve already done the all-nighters and whatnot this week. Now we’re tired, and all VS has to do is fight serious for 1 night to win this match up, for the first time in this week since AS took the beating for them.
Siege has no target limit for their AoE. Whip out some arrowcarts/cata’s/balistae and enjoy scattering their entire zerg in mere seconds.
That is if the arrow cart damage can overcome the healing capability of a zerg which has no cap plus the guardian skills which makes the zerg immune to damage.
Even if people arent all standing on one spot, standing close can still have support (defensive/healing) overcome a lot if not all of the damage if you are outnumbered.
And unless you are completely outnumbered, like big difference, there is no reaon why you couldnt put up a few arrow carts and have your own guardians/Ele’s protect your gates/walls.
Ive seen this strategy used once, and only once because their whole zerg was turned into a big red smear on the ground in no time.
In higher tiers its not used at all, because with even the slightest coordination you can put up a few pieces of siege and completely obliterate them in seconds.
It is simply not a viable strategy unless you completely outnumber the enemy force, and then i wonder why even bother?
In order to be succesful having a server comprised of many different international zones helps a lot.
And i dont think you can really contest the idea that servers that are aimed at a specific, non-english speaking, demographic, will simply not have that broadness.
I dont see it as an issue. It is no secret that international coverage is going to fare better once the nationalities start to mix. That seems to be what Arenanet wanted and why transfers have been free for so long, to get this flow of players going between different servers.
Its even something theyve openly spoke about before release. So playing on a single-nation/language server will run you into problems.
Desolation is a prime example, despite the kittening and moaning, this is simply the future. National servers had their advantage early on before these migrations, but they will fall out of fashion. And when you think about it, it makes sense. One single country on one single timezone simply cannot ever hope to compete in a 24/7 battleground against servers that have the flexibility to allow for better round the clock coverage.
Server transfers are still open, so nothing is stopping you from moving to any other server.
And if you do not speak english, i pity your educational system. But that shouldnt restrict the way the rest of us play the game. Idealy i wouldve liked it if there werent any language specific servers at all. To late for that now however.
Siege has no target limit for their AoE. Whip out some arrowcarts/cata’s/balistae and enjoy scattering their entire zerg in mere seconds.
Bumping this on the matter of aggro.
From running a bunch of dungeons on explorable mode i, and my friend, have noticed a trend.
When someone goes down, mobs tend to deaggro on that person and chase after someone that isnt downed yet.
When i go down (on my Engineer) they keep aggro, infact its not uncommon it even attracts mobs i didnt have aggro on to come stomp on me while im down.
Just did AC exp. And for the sake of it, i kept track. Not a single time did mobs drop aggro on me when i went down, on many occasions mobs would even switch from someone else to me when i went down.
No one else seemed to have this problem, and for as far as i could keep track of other people when they went down almost always mobs would deaggro and run to someone else.
This situation makes it very difficult to rally once i get downed because i take much more damage, causing rezzing to be much slower. And ofcourse, i’d die much faster. I got downed no more then anyone else did, but i died several times more often.
Mortar elite will often fail if you try to queue attacks, and instead of using the special-ability (such as freezing shot or that heal thing) itll fail and revert back to using a default ability 1 shot. However, it does put the ability you tried to use on cooldown as if you actually succesfully used that.
Its firerate is very bad in general. Itll often delay shots for no apparent reason, then burst out several shots in rapid succesion. Or skip one but still put it on cooldown.
@Terrahero: You only read the topic title, didn’t you?
I recommend rascal armour, it’s crafted and could be bought dirt cheap just for the skins. I actually like it better than any other armour, so I even transmuted my lvl 80 exotics into it
Indeed i did, i was in a bit of a rush when i posted it.
I honestly dont remember any exceptionally looking armors. The pirate set chest can look pretty cool with the right dyes applied to it. And its easy to obtain.
If you want a scoring system that matches equally strong servers (or as close as possible) together then you cannot keep free-transfers.
Because these transfers lead to a massive shift in power on a day to day basis. Servers that are scaled in at the lowest tiers could get a nightcapping guild and suddenly dominate everything for weeks to come before they get to a tier where they can actually, and effectively, be fought.
Or when an otherwise decent server gets stomped by another, for whatever reason, masses can abandon ship freely. Causing that realm to go into a freefall to the bottom.
“I have fought several thieves and hurt them more than they hurt me. But most of them just decided to use a longer stealth and ran when they realized that I was not a squishy/easy kill.”
I have the same issue with Mesmers. Who, with teleports, distractions and invisibilities can also seem to escape whenever they kitten well please.
Its simply not an option to give a profession both the the ability to pick and choose his fights, and then also give him an undo-button to get out of a wrong choice. That eliminates all the skill (for as little as it is skill) involved with choosing your battles.
The chest you see at the preview when you make a new character is available at lv80 in Orr from various karmavendors.
You can check the dungeon vendors in LA, i think the Sorrow’s Embrace exotic chest looks pretty good aswell. A bit of an armored/miner coat. With some things on the belt, such as a small lantern of sorts.
What of the Engineer is in such a sorry state that makes it unplayable?
Unplayable, No. But getting kittened over in PvP, WvW or PvE simply because abilities are unreliable (bugged) is a pain in the kitten
Randomly failing because of seemingly random, unforseeable, circumstances that cause skills to malfunction is rage inducing.
Or simply lacking certain tools because they flat out do not work. Losing the ability to spec for certain traits because they do not work, or worst actually work to nerf you.
Or how you miss out on fundamental stats and effects simply by using your kits. Which are essentially the replacement for real weapons.
Not to mention when your buglists spans several pages, how would you go around balancing a profession that isnt even working the way you intent it too?
And when from that buglist, seemingly the few bugs that actually work in our favor get cherry picked and fixed while the nerf-bugs persist for months (including beta), thats just a kick in the teeth.
And do something about our horrible downed state! Throw Pillow, “Martyr” and “lol this takes to long to charge so i never use it anyway” are worthless.
“Ok there is a delay at the end that if I player is aware they can dodge. How is that different that many skills in the other classes that have a delay before it unleashes. For example when I see a warrior kneel with a rifle I know what is coming.”
The Jump isnt exactly instant, that alone is your warning that he is comming for you. Then on top of this you hover above your target area for a bit before you actually stomp.
And unlike Killshot, Jumpshot doesnt one-shot people.
dual-pistol has a solid baseline over rifle. But it scales poorly, at mid-range level rifle starts overtaking pistol because it simply flat out scales better in every possible way.
At lv80 in cond/crit/tough i was getting bigger hits on my Rifle then my Pistol, conditions included. Rifle straigth up damage just scales (much) better.
It might also be the result of conditions just being awefully implemented. They cap, so in large events involving one boss your damage contribution is balls because you get basicly nothing from your conditions.
Direct-damage scales with power, precison, crit-damage, weakness, damage modifiers. Condition damage scales with… condition damage. Nothing else, not even Weakness or +X% dmg done sigils/runes.
And direct-damage is simple. You hit, you hurt and your enemy has one chance to avoid it and thats it. Condition damage can be avoided by the same things as direct-damage (dodge/block/etc) but once applied, it can also be removed.
You’d think with all these disadvantages condition damage has a solid strong point right? Well, it ignores Toughness. And thats about it. It even scales worst in dps.
1# deals very low damage. Very, very low. When i go down i almost have to rely on someone else killing something in order to rally because i simply lack the damage. Even stacking power/crit/crit% dmg i still get pisspoor hits. Less then half of what other professions are getting.
2# i can interupt 1 enemy. Assuming i dont get blinded or they are close enough. Infact its more beneficial for my enemy to just hit me from a distance. My throw junk is actually throw pillow. So i am completely harmless when downed. Unlike for example a Mesmer, who will pull a fantasm out of his hat that can hit upwards to 6k dmg! Or other professions spamming 1k hits, or being able to move. Not me, stuck in one place, less dangerous then a Seed Turret.
3# i rarely ever use this, even in pve. It takes forever to become available + casttime. By this time im either rallied, or dead. Usually the latter.
When i get downed there is no fighting to survive, no last ditch desperate bit of damage. Best i can do is pull an enemy to me and try to pick him from an ally. Great, i can be a martyr. =(
So if the fix a bunch of bugs but released no halloween content, I wonder what ppl would complain about then…..hmmmm
Poor excuse. You cant keep ignoring the pile of issues of a professions, thats only getting larger and larger, by saying “well, our other stuff affects more people so its more important”.
This will snowball into less and less people playing the Engineer, which cycles back to “it involves less people = less priority = less players = even less priority”
Engineer is and was not ready for launch. Fundamental functions are missing or broken, not even mentioning the staggering amount of bugs in the majority of the skills (weapon, utility or kit) and in various traits. Some things just flat out do not even work!
I can understand not delaying the game because a profession (or two, looking at necro) werent fully ready for release. But then i do kitten well expect this to have priority. Not to add more content, but to make sure the release content is actually upto snuff.
FS you had one good day, saturday, would not go as far as to say you domated but yeh you won that day hands down.
Wasnt that saterday the day that no one but FS could get into Far Shiverpeak borderlands and they essentially got the whole map for free due to the loadingscreen bug?
Advance notice is a horrible idea for wvw.
If they give advance notice, then players can amass golem armies, and then the moment servers come up zerg all the things.
If they build the golems before the server goes down they lose all those golems.
Building it after the patch still involves massing large quantities of supplies to actually build that army. And that takes quite some time.
Guardian or Warrior.
Thief is impossible to kill if he wants to stay alive, but mostly does so by running away with its numerous stealths, blinks and speedbuffs. Not what you want for a commander who you need present at the frontlines.
Have you considered Elementalist? They can be quite tanky and supportive aswell.
It seems the only chance to get any reward is if you by chance hit some enemy players, or even contribute to the death of an enemy player.
Other then that, you got the most boring job and also the one with the worst reward. WvW reward in general could be a lot beter.
SE is just a joke right now. Dont think im even going to bother with it anymore.
There is hard, and then there is flat out purposely trying to frustrate people.
You’ve got a point about the supply tent.
As for the waypoint, consider that those waypoints are made inside a defended keep, while a tent would be out in the open and an easy target.
But thats the thing. The waypoints are in keeps, set locations on the map that can easily be “under attack” to render the waypoint contested. And costs 1.5g as a tier 3 upgrade.
A tent can be anywhere, harder to contest (is small) and cheap. People will find places for their tents that are easy to spawn on, easy to defend but lets a zerg move all over the map.
Nightcapping is dominant in WvW, i dont like it that much myself. Getting points when your opponent sleeps, something that will sort out when these servers get faced off against eachother.
But i feel a lot of butthurt from FSP in this thread, and a lot of chest thumping “we are better during the day! You just win at PvD!” Well, Desolation can hold its own during the day and then some.
I’ve seen FSP plenty of times with a massive point-gain lead in the morning (morning cappers) only to see it completely evaporate in an hour or two leaving them third. The rest of the day Deso had the lead most of the time, albeit a small lead. And FSP and kodash took the lead aswell. But certainly not this “awe inspiring, all mighty, day-time”-crew from FSP many seem to boast about.
You’re fighting an opponent that clawed its way back up, one that can compare with you in strength. But, also has a better round the clock coverage, and you are losing because of that.
Leave your whining at the door, you are making your realm look bad. Arenanet basicly said, go 24/7 or go home. Again, not sure if i like it but its the way it is. And you all know it or you wouldnt look to get nightcoverage aswell. So complaining about Deso having nightcrew (quite a bunch even native to europe, RUIN is absolutely not alone) while trying to get one yourself is just childish. “He has the toy i want!”, im glad most from FSP are more sensible then that.
And if you think nightcapping is bad, wait till you meet Blacktide. You can both morningcap and fight eachother head-on. Look forward to a good fight.
I dont see this changing anything but the influx of “zomfg check this totally whack backstab i just took”.
You get hit in rapid succesion by several hits. And they now all do 15% more instead of one ability doing 50% more. And now they dont have to wait with it for a big hit, but they can even use it on the steal+CnD crap.
If anything, this would probably be a buff.
Seems working as intented. If i use Inc. Ammo on my Engineer my next three attacks inflict burning. But a charge is consumed wether it actually hits or not.
(Infact the ability is truely bugged because it consumes 2 charges for only 1 burn, but thats besides the point.)
And i believe the same applied to my Ranger and Sharpening Stone.
This down state is amazing for WvW, which i mostly play. Going down and immediatly being able to run a bit can be the difference of getting stomped or reaching allies/stronghold for a safe rez.
Kit Refinement trait doesnt work underwater. At all.
So many bugs, so many borked skills.
And this is all they did. Kinda disapointing…
Mesmer portals and thief camp stalling: Why these tactics are important for WvW
in WvW
Posted by: Terrahero.9358
Whats the problem is that 2 professions get a very, very powerfull tactic. Mesmers taking the cake.
A single Mesmer can bypass all defenses and the entire act of sieging anything. You run around keeps and whatnot to root this profession out specifically. Not Engineers, or Elementalists or anything. No, Mesmers. Because they, and they alone, have the power to let an entire army bypass the walls of keeps, towers and castles.
And especially in the latter its hard to purge the entire SM of Mesmers because that place is huge with a ton of areas to hide. On top of the Mesmer already being one of the most illusive professions.
Not to mention the on-demand culling bug to make your whole zerg invisible.
Thieves can indefinatly keep points contested, even against overwhelming odds. Delaying caps more then anyone for help to arrive in a way no one else can.
All of this adds insult to injury when Thieves are also 2shotting people while being completely invisible. And Mesmers are also very strong both walking AND downed.
Its like the two strongest, and most frustrating professions in this game, are then also singled out and giving exclusive powers for special and very powerfull strategies.
Its just completely unbalanced. But no, the Charr Landmine racial, THAT is upsetting WvW and has been removed… What are the devs thinking?
Trait from the Tools-line: Packaged Stimulants.
“Med Kit skills can be thrown”
It also changes the cooldown for all med kit skills to 15seconds. Thats a buff for Stimulant (20->15) but a nerf for the three Drop Bandage skills (12->15). Antidote is already 15seconds so it doesnt change.
Stimulant also doesnt stack with the Mesmers speedbuff. And with the trait Packaged Stimulants, it doesnt stack with Speedy Kits. That is to say, if you switch kits and get swiftness from Speedy Kits and you run over the Stimulant, it doesnt pick it up granting you no swiftness/fury.
And Stimulant no longer works on Supply Dolyaks in WvW, it did back in the BWEs.
(edited by Terrahero.9358)
in all honesty if you play a burst spec with no vit or toughness you cant really complain about thiefs damage because obviously you are trying to do the same thing to them..
its hypocrisy to its fullest.
if you think its so easy change class
Yet when a Thief plays like that, its fine. Because thanks to instant-gapclosers and stealth he will always get the first strike and win. And even in toughness and vitality you still eat a ton of damage.
“you need toughness!”
“got that”
“…and vitality!”
“check”
“trait defensively”
“uhuh”
“go full bunker!”
“yah that worked”
“NERF BUNKERS!”
And we already see a ton of people changing classes. Have a look in any starter level zone, or in sPvP. There is a disproportional amount of fresh Thieves.
Looks easy to counter by a meager arrowcart.
Grenades dont properly aim underwater.
With the Grenadier perk, rarely does the 3th grenade hit due to the spread. Aiming down, at a target below you, one of the grenades always detonates almost right after you throw it. Effectively making the Grenadier perk kinda worthless.
“But, but, the range!”
Thats another issue it has underwater. It has no aiming at all. It throw the grenade to where the target currently is. Any target that moves will never be hit unless he is really close or moving directly towards you. It doesnt even make an effort to lead a target that moves.
Also, Blunderbuss (Rifle) is unable to hit targets that are steeply below you. Seems like a common bug in a bunch of abilities.
Overcharge Shot breaking you out of immobilize rarely works if the target is behind you. It’ll go on the short 3sec cooldown without actually firing, leaving you stuck.
(edited by Terrahero.9358)
Here is the short and dirty. If he is half-competent you will not kill him. At best he will simply run away.
All these “amazing” tip “yah i drop my smokebomb and he just cant hit with the backstab” ow really? and why on earth would he not wait a few seconds before he opens on you? Thats the Thief being an idiot there.
Your best bet is that the Thief is a buttonsmashing monkey, and that is a safe bet since most of them are. Use something to survive the opening burst, and then turn around and put a ton of presure on him. Using CCs are an absolute must. Letting the Thief slip back into yet another stealth so it can get the initiative again is suicide.
My best bet is, break out of the opening burst and overcharge shot him. Followed by a netshot and then i unload everything. Grenade Barrage, Throw Wrench, Blunderbuss. Often they slip into stealth, just keep shooting. After about 5sec a downed Thief appears on the floor.
But again, he can slip into stealth and with Steal instantly teleport to you without you seeing him comming. The CnD combo is already half your health gone and he hasnt even appeared on your screen yet. Dont think for one second you can reliable fight this.
Its why Bunkerbuilds are popular. If you want a solid anti-glasscannon playstyle look into turning yourself into a bunker.
The downed state isnt that bad in mechanic, it serves a very particular role in this game. Even in PvP.
The one major flaw with it is the simple matter its unbalanced. Very, very unbalanced. 2 professions are to far to the high-end spectrum and 2 are to far to the low end. The high-end blows everyone else out the water, and the low end are about as threatening as a newborn kitten (i actually typed kitten here). While the middleground seems fairly balanced.
Another thing i wonder about is how stats influence downed state. Toughness and Vitality dont mean jack if you are downed, or condition damage if you dont apply any conditions. But power/prec/critdmg would greatly improve your damage and are stats that do mean something.
So, you jumped into a Golem that someone else made? Any idea how lame that is?
All we have here is your word, and you arent exactly unbiased. You openly show a strong dislike, bordering hate, towards RUIN. And now you are jumping into a Golem RUIN made and wasted it.
Do you see how this looks to the rest of us? Looks like you were just purposely trying to kitten them off in some twisted vendetta, screaming bloody murder when you got the response you were looking for.
It still feels cheap to win like this. Big score disparities when during the day the difference between the servers isnt that large at all.
Steamrolling other servers based on nightcapping and not actual superiority. Its what i hated with playing against nightcapping servers when desolation wasnt active at night. During the day you could be evenly matched, or even better, but it didnt matter because at night theyd take a massive lead and sit in their upgraded keeps at dawn.
So i hope Desolation gets pushed up to the tiers where other servers are active at night fast, to avoid frustrating servers that dont nightcap. Because lets be honest when only 1 server is active at night, no matter what happens during the day, that server will win.
The reasoning is simple.
You get loot, experience, karma and coin just like in PvE. So you adhear to the moneysinks of PvE.
Be glad, its only got repairs. The worst is waypoint costs. Personally dont have an issue getting my money back in WvW. Not getting rich or anything, but i wont go broke either.
Welcome to WvW. Nightcap or go home.
-Arenanet, 2012
Bypassing the defenses in WvW was something Arenanet has cracked down a lot in the passed. Remember when Thieves could shadowstep up to walls? Mesmers could portal through? All that stuff was fixed.
Obvious enough that Arenanet doesnt want people to bypass defenses. And with that thing, all it takes is 1 Mesmer to get it done. And he can Teleport his whole server in.
All RUIN are doing is stopping eu players playing on an eu server, and stopping eu players from playing in WvW. Thats all there doing.
Are you kidding?
Desolation is chuck full of fairweather WvW players, that dont play if they are losing and mass queu when they are winning.
RUIN contributes to the winning with their strong night presence, if they didnt play Desolation probably wouldnt be winning so big. Or even winning at all. And then these players wouldnt bother with playing WvW anyway.
I remember the match-up from 2 weeks ago. In the weekend, around noon, Desolation has outmanned on all borderland maps. Desolation is a HIGH population server, and no one bothered with WvW because they were losing.
Now they are winning and suddenly there is a big queu? Yah, obvious enough whats happening here.
So dont blame RUIN for that. Blame the kitteny WvW community that couldnt muster a force to defend the tower next to their spawn on a freaking weekend if they are behind in score. But mass queue’s when there is an oppertunity to spawn camp another server.
I have seen them go off at once. Ive seen mixes of multiple bleeds proc (from sigil+trait), combinations of burning and bleed.
I cannot recall ever noticing all at the same time (2 bleeds + 1 burning) but honestly, i dont pay attention and the chance is relatively low.
But it works.
I have some complaints about Warriors. At lower skill levels/entry level, they are an easy noob-killer. Takes no skill to pummel beginners into the ground as a beginner yourself.
Kill Shot deals entirely to much damage. I do not care how it can be avoided, no ability should be able to one-shot anyone at full health. Especially lame in WvW where in the chaos you rarely ever notice the Warrior doing the cast.
But, in general Warriors are no where near as bad as Thieves and Mesmers. Atleast a Warrior i can see jogging my way, and his burst comes with a very telegraphed animation that tells me “dodge nao!”. A Thief i dont always see comming as he was in stealth before i saw him, and his burst comes instantly. Steal+CnD = already more then half my health gone and its pretty much unavoidable, instant and simultaneous.
Thats what pisses people off with Thieves, its pretty much impossible to avoid the burst. At best you can try to cut it short and break out of the chain, already at a heavy cost of your healthpool.
And where a Warrior is fairly low skill to avoid, a Thief requires very rapid reflexes and much more skill to react properly. While executing this for a Thief is pretty much a no-brainer.
The karma lv80 stuff in Orr looks very neat. iirc thats the armor shown as a preview on the profession-selection screen when you make a new character.
The headpiece is very bad however. But for that you can pick the Dredge helmet (looks a bit like a gasmask/power armor headpiece) or the Nobles headpiece which is essentially the goggle covering 1 eye.
Looks pretty solid.
PvP says no.
More stuff is AoE then you might think. A Greatsword Warrior hits multiple targets with almost all attacks. So to deal with a pet he has to spend his 7sec weaponswap to pull out weapons that, hopefully actually work, just to kill a pet?
If you use your pet as fire and forget then expect them to die easily. The only way to deal with Mesmers and their endless stream of pets is some aoe to cleave through them. If that doesnt work and i have to use my limited singletarget abilities to deal with them individually i might aswell not even bother anymore.
This could only ever work if PvP and PvE are strictly seperated here. Where pve mobs’ aoe doesnt hurt pets, but players aoe does.
It seems like poor use of screen real-estate. Id rather see functional stuff then white nothingness. If some people disagree, make it a number that can be defined by the player or matches certain resolutions.
