I agree with cerulean moth.
The little buggers are awesome at applying additional bleeds, but are too prone to death to be truly useful.
The Anet devs have stated that DPS is first, and all other roles fall into support (and are secondary). This means that all skills are balanced in favor of dealing damage compared to negating it.
Support in GW2 means a lot of things. Support for my Guardian isn’t just “hit a button and heal,” it’s “apply stacks of Might to myself and allies whilst being able to take more hits because of passive self-healing while also focusing on burst-finishers and crowd control.”
Sure, I can heal others, but just focusing on that is not what GW2 wants you to do. There is no “healing” role, therefore you will never, ever be able to support anyone taking moderate damage.
Healing in GW2 is set up to only extend your life, but you must also be able to DPS because you cannot infinitely sustain in most situations.
To be clear, support is completely viable, but people don’t understand what this means for GW2. This means, in most cases, losing some damage to be able to help allies (and yourself) in other areas. This does not mean being able to just heal, or just buff.
This is already reinforced when choosing to focus solely on only one of these aspects: you find yourself weak or lacking. This was done on purpose, to help direct people to be more balanced in what they chose to do. You will be unhappy if you seek to simply be a buff bot
It does not mean that support-oriented builds are not viable. It’s just not one-dimensional. You can effectively be either purely DPS or a team-player DPS.
There are some enemies in instances that do not count as actual kills, it seems. Things that seem to endlessly spawn (such as the Devourers in CoF) do not count. I don’t know exactly which enemies outside of that, but it does seem silly to make them not count in the first place.
I found the asura cultural hammer to be quite nice compared to most choices.
Also, why are you posting this in the Halloween Event section?
Not that I have seen.
It seems the Kits function as a skill that’s based off of raw stats without regard to weapon. My understanding and observation of how Kits scale seems to suggest that they do have a Weapon Damage component, but it scales based off of level (just like all skills).
@Mayam
Actually, while winning or losing isn’t relevant to it, the fact that the Halloween event did affect the number of people in WvW is undeniable.
If you were playing WvW immediately after the update, you’d know that JQ took the entire IoJ borderlands nearly unopposed. I can say that SBI had no queues for hours after the update. I’m sure IoJ didn’t either, seeing as there weren’t many of them in all of the WvW areas.
The update did throw things off, as the score was quite close beforehand and only did JQ pull farther ahead once the event hit. I’m happy they have such a dedicated WvW team. It proves to be a wonderful challenge.
Hurry everyone! Reroll Engineers and plop down 20 turrets at supply camps!
Onward to victory~
Hold on a second.
These people all stacked inside the radius of a Healing Turret (doesn’t matter if there were more than one, the regen doesn’t stack) and propped up a Rifle Turret and sat there. Defending.
And you’re saying that your (assuming: outnumbered) zerg couldn’t defeat them?
And you’re blaming the turrets?
The turrets.
What?
Am I missing something here? xD
I’m not whining. I’m calling it as I see it. And I have been fighting for 2 hours now. Whatever… nice attitude from a fellow server mate or whatever we’re supposed to call each other. I think your little snippy comment is why WvW isn’t what we’ve all been hoping for. There’s no sense of community or having each other’s backs and all that.
IoJ has seemed to lost most of it’s presence in WvW after the event hit, and JQ took advantage of this. JQ saw you as weak, took almost all of your borderlands, and went on to hold it for hours unchallenged.
SBI guys saw this, and said, “We can’t let them have all of that for free.”
It’s unfortunate, but please, blame your server before you accuse SBI and JQ for double-teaming. It’s a childish accusation, and it’s incredibly silly to use that excuse for the reason IoJ is losing.
IoJ was doing this “double-teaming” thing (it’s not double-teaming, it’s war) during the weekend against SBI, but that’s not what SBI thought it was. They thought it sucked, but knew why. SBI was probably an easier target than JQ for IoJ.
Looks like IoJ are all caught up in the Halloween event xD
I don’t know why they don’t load names first, then characters. The most important information is knowing something is there (ally or enemy) and how many. This alone would solve the general issue.
Here’s what I’m currently experimenting with.
This is an Altruistic Healing-focused build, which can be done in many different ways, but this one focuses on making everything you do benefit you. Hammer is perfect for this kind of build, as you can be constantly buffing yourself and allies (thus constantly healing yourself).
I choose to focus on building my precision/crit for this build, as the more you crit, the more you heal. I can hit decently hard (with 50+ crit chance and 80+ crit damage) and can survive things most people can’t. You can chose to focus on more conditions or vitality, depending on what you like.
Using a hammer with Superior Sigil of Strength works very well, or you can use Superior Sigil of Perception to boost your precision. I swap out to the staff if I want to be able to back away from my enemy as well as heal (usually to full) with Empower.
This build is excellent in PvE (both Dungeons and DEs), and does well in WvW. I haven’t tried this in PvP, but I would probably go another route.
It seems to me that ANET should just abandon the whole notion of “balancing” classes, free up the future for all kinds of new class variations, and just let the general population figure out what they prefer playing. Then, if very few people are playing a certain class, they might take a look at changing something – but, then again, why not have classes that few people enjoy? I think trying to accomplish an even spread of class choices is also a mistake – an attempt to homogenize class appeal. Even if a class is difficult to play, so what? Lots of people enjoy playing difficult-to-play classes.
This is what they seem to be doing – letting the “meta-game” develop and see how people learn the mechanics and how they deal with them. They have said multiple times that this is how they tend to look at things.
Also, you mention how it’s good to “have classes that a few people enjoy.”
Everyone has their preference towards what kind of profession they’d enjoy. I prefer melee-oriented. Someone else prefers range-focused. But when a profession gets chosen more often than not because of a certain mechanic they have that gives them an advantage over others with little effort, then this is something that should be looked at.
Balancing needs to happen.
If it doesn’t, everyone would play two archetypes – the top ranged, and the top melee – and ignore preference. This is bad.
Want to know why Elementalists aren’t played as much? Because it’s harder to play one successfully. Want to know why there’s a ton of Warriors? Because they are easy to play right.
People prefer Warriors because of their ease-of-use and general strength.
Sure, there are definitely things that need to be looked at and watched as time goes on (as they have mentioned, they are watching and planning to alter some Elementalist skills). This doesn’t mean re-work. This means they are confident in their design, and that they maintain a checklist of what’s feasible for each profession to accomplish, and probably weigh them against other professions.
The server that gets the influx of players have longer queues and greater numbers which end up making the competion quit early.
Servers that are trailing in points on the scorecard don’t come out to play and when that happens everyone is the loser.
There are no winners.
Exactly.
The rules for server transfers have poisoned WvW, and rankings are irrelevant until it’s changed. There are some great people on ET, but our forces have been sheered and have left us vastly outnumbered.
ET and HoD: Casualties of Server Transfers.
I have to agree with the above poster.
While Engineers do have a tool for almost every job (Yes, even a melee kit), if you’re looking for the generally best way to deal damage, Grenades are going to be what you find yourself stumbling back to. All other kits are mostly situational (Bombs, Elixir Gun, Tool Kit), whereas Grenades you can get away with in almost any situation.
You will find that in WvW, Grenades are absolutely amazing at controlling your enemies lines and where they are able to move. The range of the Grenades is phenomenal for this.
sPvP, things are different, but you will see some successful use of Grenades.
Just like Sabbathius said, you can play an Engineer however you’d like and do well, but Grenades are arguably our best kit in terms of damage with added CC and conditions.
I hear rumors that RUIN left to Desolation (EU) to be their “nightcap” guild.
do you know what their cooldown is on 100kittens. Ive never played warrior
Less than 10 seconds, probably around 6-8.
ET you know you can not win so why do you want to take part of our glory.
JQ will be getting the number one spot on the ladder next week while you are back in tier 2.
Hod has now seen what a real WvW server looks like.
Binafus, why are you talking like you did anything for JQ?
You just transferred there.
An observant player knows you cannot counter everything at all times.
It seems a lot of players want to be everything at once without giving something up, which feeds this negative thought process of “I’m underpowered, you’re overpowered.”
There’s a bug (which I have experienced, too) that sometimes bugs your queue into never popping. I believe this happens if you zone, or zone into a specific area type/place.
What I tend to do now, to make sure that it doesn’t happen, is to re-queue each time I zone and know I’ll be in the zone for a while.
It’s funny how quiet it got in TS when ET cheated… Was such a good fight… and ET just had to cheat to try to win… You’ve almost demoralized us by cheating alone. And yet, we’re still kicking your teeth in. I pretty much hate ET more than HoD now. There’s no place for cheaters.
people act as if we enjoy having cheaters on our server. To be honest, whenever I hear about something like this it does bother me, and to now hear that it happened from someone (or an organised group) on ET, it quite frankly aggravates me, even if it gives me an advantage.
^This.
It sucks to see people of our own server doing something like this. It really makes everyone on our side look bad, even if the rest of us are putting up a good fight.
Since my quote button seems to have scuttled off, I’d like to mention something about kits and weapon damage:
Kits DO have their own weapon damage. If you check your attack modifiers, it lists your weapon’s average damage. When you swap to a kit, this changes and you gain whatever weapon damage the kit has build in (I’m assuming this scales statically with level, just like all other abilities).
So, for those who are saying you do not retain any weapon damage with a kit, this is incorrect. You do, but it’s usually a lower amount than what you would normally have.
For example:
Me with my rifle – 1067 Weapon Damage
Me with a kit equipped – 969 Weapon Damage
You do lose a lot when you swap to a kit, which I wish they would look into.
I play an Asura Engi (Lv. 80) and love everything about them. The armor I have definitely looks great on him, plus the animations and whatnot are fun. Getting thrown back by Overcharged as an Asura never gets old!
Also, no other race can say they do a flip spin-in-mid-air to dodge.
I agree with the poster Aristo, though. Norns get huge guns (See: Vigil Rifle). It’s quite ridiculous and awesome-looking.
They have said they know of this and will not punish those who take the 1 copper.
Using the guards is fine. When you are away from your keyboard while reaping gains in the game, it is by definition, botting.
No, not really. Not in this case.
Botting (hence its name) is when you use a program to control your character to farm for you. It’s never been a case of “when you are away from your keyboard.” Someone can use a bot program and be at their computer.
I can see this being questionable, because if I leave one of my turrets somewhere while I step away, I don’t want to be given a warning. This should have been something that was looked at.
Arenanet, I need a clarification: What did you think you fixed with speedy kits?
in Engineer
Posted by: Zeke Minus.5720
I’m puzzled in the same way Lyuben is.
I don’t know what they changed with Speedy Kits. It seems to function as it did before. The only change was with Invigorating Speed. A 5 second ICD was added, but the functionality of Speedy Kits remains the same.
I’m not sure why they mentioned it in the patch notes, honestly.
To clarify: I am still able to stack Swiftness duration by swapping kits, using the Med Kit #5 skill and using Elixir B. Through testing, I was able to keep increasing it past a minute (where I stopped). I was able to do this without boon duration increases or cooldown reductions of any kind on any of the skills I used.
woah how did you get it to a minute without boon duration extension? by casting it when there’s only 0.5 seconds left?
Rotation:
Swap to Med Kit
Med Kit #5 (20 sec CD)
Elixir B (40 sec CD)
Refresh with Med Kit button until Med Kit #5 is up
Med Kit #5
Refresh with Med Kit button
This is why I’m confused about why they needed to mention Speedy Kits if it hasn’t changed. Through this rotation, I could (assuming there is no limit) extend my Swiftness infinitely.
Arenanet, I need a clarification: What did you think you fixed with speedy kits?
in Engineer
Posted by: Zeke Minus.5720
So I’m assuming after today the boon duration extension somehow doesn’t affect the new speedy kit swiftness? That way you get 5s of swiftness every single time no matter what.
That’s not what the notes say. The notes simply reiterate that Speedy Kits has a 5 second ICD, not that the Swiftness if gives can only last 5 seconds.
Arenanet, I need a clarification: What did you think you fixed with speedy kits?
in Engineer
Posted by: Zeke Minus.5720
I’m puzzled in the same way Lyuben is.
I don’t know what they changed with Speedy Kits. It seems to function as it did before. The only change was with Invigorating Speed. A 5 second ICD was added, but the functionality of Speedy Kits remains the same.
I’m not sure why they mentioned it in the patch notes, honestly.
To clarify: I am still able to stack Swiftness duration by swapping kits, using the Med Kit #5 skill and using Elixir B. Through testing, I was able to keep increasing it past a minute (where I stopped). I was able to do this without boon duration increases or cooldown reductions of any kind on any of the skills I used.
Freakiie.8940
“About the exp part. No. There’s a reason you get a max char when you enter sPvP. Simply keep it the way it is now. If you want kind of PvP and lvl at the same time, go to WvW.”
Can you elaborate on the reason you say no?
And what’s the reason you get 80 in WvW and still gain EXP, yet this is not true for sPvP? I’m not seeing the connect here. They’re both forms of PvP. Arguing that it’s also got PvE in it is irrelevant to maintaining the balance and cohesion of the PvP in GW2. This would actually make it more cohesive across the board, as sPvP is the only thing in the game that does not give EXP.
Another thing: WvW is not the same experience as sPvP. Not at all. It doesn’t make sense why sPvP shouldn’t give EXP. I know why it doesn’t, but it’s a silly excuse.
sPvP is an odd duck in the way that it’s very geared towards those who have already hit 80, and even then it’s lacking. As someone who enjoys both PvP and PvE, it’s unfortunate that I cannot continue to gain EXP if I choose to participate in a more structured form of PvP.
I honestly don’t see why they wouldn’t allow us to gain EXP while in sPvP. That’s really the only downside I see with the system, seeing as the rest is balanced/vanity-based.
EXP in sPvP – Yes, please!
From what they’ve said over the past few weeks, they are unable to spawn items/currency. Out of luck, basically.
From my experience from going 1 to 80 and not really knowing anything about Guild Wars 2, this is what I got from most of the mechanics:
- You may play however you’d like, as there’s no real “role” other than pure damage or utility (healing is included in this, as it is too weak to be considered a role).
- Because everyone can provide utility in some way, you are expected to be able to cope with a wide variety of mechanics. One-Spec-Wonders will not survive long.
- Just because you can go pure damage does not mean you should. A lot of situations call for specific things that you, or almost anyone else can do. Don’t be greedy.
- Crowd Control is your friend, and as stated above, everyone has them. Everyone. Use them. They are a main form of damage mitigation. your healing spells are meant to be a support net.
- Death is part of the learning process, something that most people don’t get. Especially in dungeons.
I don’t understand points people are making about getting hit/aggro flying all over the place. Tank and spank (in my opinion) is a boring, dull mechanic. Without this, you are required to be both a team player and self-responsible.
I love the healing role, but I’m happy that it’s not in Guild Wars 2. I find combat to be fun and interesting. I fully support refinements to the combat mechanics (as I’m sure there will be), but do not feel they are as terrible as most are making them out to be. As others have mentioned, I hope they do widen the margin for error for a few things.
One thing that I have found nice, though, is the fact that ranged players are not safer than melee. Both carry responsibility to avoid damage when able.
Well its not just the death of the holy trinity as many call it it, its the death of any sort of strategical depth. Its like football game with nothing but linebackers in every position. Or a basket ball game with no centers forwards or pointguards…just people running around with no special abilities or roles.
It absolutely makes grouping a lot more boring, as everyone more or less is a DPS class with no real significant abilities or roles besides this. I think GW 2 is an example of what not to do. Its an ok game but the lack of any real strengths or class strengths really shortens the lifespan of this game. If every class is the same ability wise I really lose interest in playing other classes.
Its sad the MMO genre has reached its absolute dumbest dumbed down state ever with GW 2.
You need to try more than one profession, because playing a support Guardian compared to a support Necromancer is completely different.
This is just one example, however, as each profession does a different kind of support in a specific way. Guardian is more raw healing power whereas Warrior can be more buff-oriented. Necromancer is more of an offensive support, as a lot of their “support” abilities debuff or damage consistently.
This, to me, is not “dumbed down.” This provides each profession with purpose outside of what they already bring in damage. From my experience, it’s all based around how a profession does something instead of what they do.
A support Engineer can be great if you’d like a mix of damage and buffs along with healing, but if you’re needing more in the healing department and less in the buff area because of your composition, Guardian or Elementalist might be a better choice.
These options are highlighted in any kind of organised PvP, as you are constantly discovering new ways of doing something and figuring out what synergies with what best (or better for your current situation).
No tactic? No strategy? Okay.
(edited by Zeke Minus.5720)
This change is more of a fix than anything. You’re not “punished” for using Heartseeker on things above 50% health, you’re just not getting the most out of the ability. I know for a fact that, if the ability launched with the numbers it has now, nobody would dare say “punished.” They would tell you to L2P and not spam Heartseeker.
Stun, stun, stun, immobilize, sink, stun, immobilize, immobilize, stun, sink, sun – exciting. Can’t get from point A to point B, while exploring, without getting ensnared and beaten to a sliver of my health by a few zombies. To be frank – that’s the worst thing about Orr. It’s not hard, it’s not exciting, it’s just purely annoying.
You misunderstand what I regarded as fun, as I have said that it’s not fun to travel through, but that’s okay. I agree.
But I also don’t get impatient when having to fight my way to something. I thoroughly enjoy combat on my Guardian.
It seems as if I’m the odd one out in this thread, but I love Orr.
I enjoy the aesthetic feel, and how it imbues the sense of corruption. Until I came to this thread, I had no idea that Orr was sunk and had been underwater for a time (though the coral everywhere made me think it had been, I had just never known).
I like how dangerous the area feels. I like how you can get killed inside of a base, making it feel as if nothing is truly a sanctuary. While I understand complaints that the enemy density can be bothersome, I would rather it be this way. Paired with the fact that the Orr areas will only see an increase in player activity, this makes sense. I would actually prefer if the “group” dynamic events were tougher.
It is a pain to travel through, but it’s also one of the most exciting zones.
Ever since this passed Thursday/Friday, I have also been having the same issues as the above posters. This has not occurred before with any game. The lag is constant, and it seems to begin immediately upon login. Time of day is not a factor.
At this point in time, it’s quite irritating and almost unplayable, as everything I do has a delay of some sort. I also experience rubber-banding with my evasive skills which also puts me at an extreme disadvantage while trying to fight.
I hope this is something that can be resolved soon!