https://www.youtube.com/watch?v=6q3em9s5I4c
https://www.youtube.com/watch?v=6q3em9s5I4c
I like the game. I have a good time when I log in. The game in a great medium for me to have a good time with my guild and friends.
If your going to complain, and are making “transparency” a point of issue, don’t be a hypocrite, and offer specific a list of very reasons that you feel the game is becoming less fun so those can be addressed. Otherwise your just complaining for the sake of complaing.
https://www.youtube.com/watch?v=6q3em9s5I4c
You guys need to diversify if you honestly believe that the mesmer profession is the only one that has issues of this nature. Trust me, these problems occur with every profession.
https://www.youtube.com/watch?v=6q3em9s5I4c
I do not know what that build is. Got a link to it? Every other day there is some Johhny come lately here now a days claiming their name to a build. Generally they are listing a build that some one else posted 2 years ago, and flooding the forums with so called “named builds”. So it makes it a little difficult to put builds to names now a days.
https://www.youtube.com/watch?v=6q3em9s5I4c
it was a immobilize since the beginning of the game.
Yes, but it was not before the game released. Which goes back to my point. Which is why would you go the direction of forcing immobility over other options, when it comes to toning down a specific skil? As well, there are several skills that were given forced immobilization with the skill such as hundred blades.
Again your trying to make this discussion about one skill and not the topic, which is in the title.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
People get away with tourettes engie/mm necros because they afk on point and hope people come by to try and kill them. They create a mini death factory
LoL a “mini death factory” ?? How do you call it a mini death factory, when one single skill, can literally destroy all of them???
https://www.youtube.com/watch?v=6q3em9s5I4c
well, the skill was more interesting when the game started. Basically, if you cancel before the full channel. It only gives a 3 cd.
That is kind of some of the point I am getting at. Many of the skills didn’t have forced immobilization until the forums was flooded with “profession X” is OP threads. I never agreed with forcing immobilization for a skill to function as a method to nerf a profession. I was very shocked to see so many posters here supporting the idea of forcing immobilization into the functioning of a skill.
https://www.youtube.com/watch?v=6q3em9s5I4c
I noticed alot of mentions in your post about the upcoming changes to the classes that you would like to improve diversity in builds. I read that as part of the goal for the last feature pack, but what I don’t understand is why you continue to limit diversity.
If you are going to accuse someone of intentionally limiting something like build diversity, you should at least do the world the courtesy of explaining how you feel they are doing so, otherwise it comes off as unspecified flaming.
Here’s a suggestion that would free up diversity in all classes. Unlock the XIII traits. They can remain in the grandmaster traits column that’s fine but allow people the ability to make their own builds after they’ve earned these traits
I do not understand what your saying here. Want to clarify that a bit.
For example, it would benefit greatly a support Explosive Condition build Engineer to be able to be grandmaster in both the Explosives and Inventions lines.
You can already do that now in a 6/x/6/x/x build.
Another example, it would benefit greatly a Turret build Engineer the ability to use Synaptic Overload.
That would probably benefit any build. Why does this benefit turret builds over others?
Some traits are still locked out because of the need for certain essentials, in order to improve diversity they should float so that they are available for every build. If you plan on adding XIV traits in the future those two should float. By float I mean that the Synaptic Overload could be used in the Grandmaster Slot on the Firearms or Tools Grandmaster Columns.
I think that is a very bad idea. Traits worked like that pre-release and and it waaaaay worse then its is now as far as limiting diversity. They actually even stated that they could look at traits used, and the ability to select traits in the manner your suggesting, caused everyone to gravitate towards the same traits.
The way I see it, is that the only way to make stats outside of direct damage stats matter, is to cause toughness to reduce damage way more then it does. Double healing power scaling, have a stat that reduces condition damage similar to toughness, and so on. Right now the benefit of condition+precision is so strong in PvP and precision+ferocity is so beneficial in PvE that they minimize other stats value to near nothing. The ability to dodge also minimizes the need for defensive stats.
Personally I hate the fact that all the new traits are in the grandmaster line, especially since a lot of them don’t even fit there.
Couldn’t agree more.
https://www.youtube.com/watch?v=6q3em9s5I4c
and you want mobility on engineer’s magnetic shield also? An elementalist could complain about why yours is so much better and wants your version of magnetic shield.
I am an elementalist bright boy. I was very clear that my point was not a specific desire to buff an engineer skill, I just happened to mention that it was the profession I was on when I started thinking how much I dislike having mobility break skill channels in a game designed around mobile combat.
I am surprised how many posters here actually support having skills force immobility in the game.
https://www.youtube.com/watch?v=6q3em9s5I4c
I actually use this build when commanding on JQ in WvW
I find it to be a very flexible build. I use my group as my source for stability and those following my Pin to supply the swiftness and stability. Remember, this is a group oriented aspect of the game. Work with those around you to group with those who can offer what you lack and vice verse.
When I am not running on the front lines, I often use
It allows me to only need to change out my weapon, a quick respec, and skill swap. Some regular engineers here may or may not agree with my build ideas, but the way I play, I thrive with these two and a few other builds.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
Maybe you should watch someone who know how strong this skill is?
Only if it is a video of you using it. I have never had any negative feedback of my use of it from the videos of my efforts.
I have been using the skill quit well for a long time now. I have spent nearly two years using it to command on a JQ in WvW very regularly. There is no need to make back handed comments. I am simply bringing my thoughts on the matter up for discussion. If the general community disagrees with me, then I am happy to know how they feel, and if I am in the minority, then that is fine.
https://www.youtube.com/watch?v=6q3em9s5I4c
I don’t find it unreasonable that strong skills also require immobility. Could you imagine a mobile hundred blades? Or a mobile meteor shower? It would be crazy and those skills would need to be toned down to compensate.
Imagine it? They used to be that way…………
No one is suggesting they did or did not need to be toned down, I am simply suggesting that forcing immobilization upon the player was not the was to go about it. I simply feel it is counter intuitive to the games mobile combat design
wouldn’t it be a little overpowered if it allowed u to move also?
No, I do not feel it would be at all.
Yeah, I have no idea why you have to be immobile to cast churning earth or meteor shower. Part of what draws my attention to this, is how they are changing it with rangers long bow skill “Barrage”.
Magnetic Wave is a longer duration, reflects, cures 3 conditions, is also a blast finisher, has a lower cool down, and doesn’t force immobility.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
What elementalist would love to have or not, is not my point. My point is whether or not you, or others feel skills skills that force immobility to use them, should be in a game designed around mobile and active combat. Do not misinterpret my comparison for contrast, as a class comparison. For that matter, Engineers have access to Magnetic Aura as well, so you can make the comparison with in the profession itself.
https://www.youtube.com/watch?v=6q3em9s5I4c
I was commanding in WvW last night on my Engineer, when another experienced commander got on and relieved me for a bit of a break. I jumped on my elementalist. When using skills such as Magnetic Aura on my elementalist, I realized just how out of place the restrictions on Engineers Magnetic Shield.
The problem I see is that Magnetic Shield as a skill is that is only functions when immobile. Any character movement breaks the skill. This seems very counter intuitive in a game based on action, as well as active and reactive game play.
Personally, I feel this skill needs to be adjusted to function similarly to magnetic Aura.
When they added the a similar component to warrior great sword skill Hundred Blades, I felt it was a bad move as well. I greatly dislike any skill that forces immobility to utilize the skill.
Does it bother anyone else that we have skills that do not function when in motion in this game?
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
The downed state is a fun mechanic, and I like it. You call it a flaw, yet I call it a benefit of flare and diversity from other MMOs.
The lack of variety of game modes for PvP are the top of the isse list in PvP, not the downed state.
https://www.youtube.com/watch?v=6q3em9s5I4c
Because stealth is stealth is invisibility. If the skill is on too long of a cool down, then perhaps that needs addressing, but counter play to prevent stealth should be consistent against all versions of it, be that another profession with stealth/invisibility skills or even combo field uses for professions with no native access to it.
And where’s the counterplay when we get hit by those anti invi skills?
Dodge? Evade? Block? Disengaging? Take your pick. All of which are not not options against stealthed players. Due to the fact that no tells are visible on invisible players. Which makes the question seem a bit backwards.
https://www.youtube.com/watch?v=6q3em9s5I4c
Guild Wars 2 PvP is not PvP. Its Build vs Build.
When I heard about how balanced this game is…
So what? ALl you doing is stating the obvious that happens in every game in some underhanded way that attempt to make it seem like some unique problem in this case. There is not competitive game with a PvE side in which builds are not relevant. For that matter, I cannot think of a game that is purely competitive that builds are not strongly relevant.
https://www.youtube.com/watch?v=6q3em9s5I4c
Never be Rd of the term “BIO Engineer” either. Perhaps it is a term your friend made up, or perhaps he didn’t really know what he was talking about.
https://www.youtube.com/watch?v=6q3em9s5I4c
Because stealth is stealth is invisibility. If the skill is on too long of a cool down, then perhaps that needs addressing, but counter play to prevent stealth should be consistent against all versions of it, be that another profession with stealth/invisibility skills or even combo field uses for professions with no native access to it.
https://www.youtube.com/watch?v=6q3em9s5I4c
So what do you guys think?
I think it is fine.
Should some of them receive some compensatory buffs?
Which ones specifically? Why do those specifically need buffs over the other ones?
Should they be left as is and we’ll see what happens?
Absolutely.
https://www.youtube.com/watch?v=6q3em9s5I4c
I disagree with the OPs suggestion. I am against intentionally dumbing down skills in order to use them outside of there intended purpose.
https://www.youtube.com/watch?v=6q3em9s5I4c
The turrets are easily distroyed, so I completely disagree with the OP. I suspect the reason players complain about them is because turrets do not take condition damage.
I see no actual reasons posted here to make a change. What about them is too tanky? What’s wrong with a very tanky build and Iit’s components not dieing at your will?
https://www.youtube.com/watch?v=6q3em9s5I4c
Dire wasn’t part of the base game because it provided too much defense for the damage. It was added for condi PvE’ers because the condition cap led them to having no defense and no damage.
That’s a load of lies. What is it with people making random claims when we have dev post, interviews, and statements, that say otherwise? Your statement has nothing to do with why they stated they didn’t bring dire gear in from the start.
As well we have already proven that in almost every case (the only exception is necromancer) that a direct damage builds with soldiers gear do the same damage output as the condition damage build counter parts in dire gear.
https://www.youtube.com/watch?v=6q3em9s5I4c
The way it read to me was that your intention was in comparison to the elixir gun fumigatr skill that was also mentioned. They function similarly. Only the condition differs. Your post wasn’t particularly clear given the context of your comparison. I do feel if you change one, that the other should change as well. Besides, it is not as if the Guardian needs more condition removal compared to the engineer.
https://www.youtube.com/watch?v=6q3em9s5I4c
Now after we have fixed the brainless use of F1 skills can we please make it so you cant use all stances at the same time?
That is not a reasonable suggestion. They have a solid cooldown on them and certainly fit the tank expectations of a tanky, heavy armor archetype. Unlike their mobility build.
https://www.youtube.com/watch?v=6q3em9s5I4c
That would be relevant if you had any evidence what so ever to show that the PvP community pays the bills at Anet. But I suspect that the PvE community is where the money comes from. Simply because they promote the PvP as an Esport does not define the other 2/3 of the game modes as an Esport. Game modes that no MOBA has.
https://www.youtube.com/watch?v=6q3em9s5I4c
Regardless of whether or not there is a casual side alongside the competitive scene, the point of the matter is that you cannot balance based on the casual crowd, because it either empowers the experienced players even further by allowing them to more easily master the game, or it removes the skill curve completely because everyone will perform the same regardless of player skill.
You seem to be confusing MMOs with MoBA’s. MOBA’s are games that are completely competative with no PvE. MMOs in general, particularly GW2 has a very large portion of the player base in PvE. So to suggest that you cannot balance based on casual players when they are probably 80%+ of the player base as well s income for this game, seems very irrational to me.
Both of those are terrible for balancing because it provides no incentive to keep playing to improve. If Dota 2 based their balancing on casual pub games every hero would be simplified to the point that their abilities would be nearly indistinguishable from one another and there would be no depth to the game and no reason to invest time and effort into it.
Again your comparing a game like DoTA 2 that is a competitive only game, to an MMO, is apples to oranges.
I already explained why you can’t just dismiss it as ‘apples to oranges’. If you’re not willing to read into that then I have no desire to speak to you further.
I was more then willing to read what you said. I indeed did read it. I simply didn’t agree with it, and personally felt your logic was unreasonable. I disagree with your reasoning behind feeling they are comparable. If your not open to discussion, why are you posting on an open forums? Simply because you refuse to discuss anything that anyone says because you disagree does not lend any more value to what your saying.
https://www.youtube.com/watch?v=6q3em9s5I4c
You could also pull your points out of that line so that you are certain you do not have transmute, and see if you can replicate the “immune” pop up while not having the trait on your build. At least for purposes of testing this particular curiosity.
https://www.youtube.com/watch?v=6q3em9s5I4c
Regardless of whether or not there is a casual side alongside the competitive scene, the point of the matter is that you cannot balance based on the casual crowd, because it either empowers the experienced players even further by allowing them to more easily master the game, or it removes the skill curve completely because everyone will perform the same regardless of player skill.
You seem to be confusing MMOs with MoBA’s. MOBA’s are games that are completely competative with no PvE. MMOs in general, particularly GW2 has a very large portion of the player base in PvE. So to suggest that you cannot balance based on casual players when they are probably 80%+ of the player base as well s income for this game, seems very irrational to me.
Both of those are terrible for balancing because it provides no incentive to keep playing to improve. If Dota 2 based their balancing on casual pub games every hero would be simplified to the point that their abilities would be nearly indistinguishable from one another and there would be no depth to the game and no reason to invest time and effort into it.
Again your comparing a game like DoTA 2 that is a competitive only game, to an MMO, is apples to oranges.
https://www.youtube.com/watch?v=6q3em9s5I4c
3 conditions removed from self + up to 40 condi removed off of friendlies (to be far that is only in the most ideal situation possible and extremely unlikely) is a lot.
20s isn’t even close to enough duration increase in my opinion. Maybe on a profession that needs solid access to condition removal. Given guardians very available access to condition removal, this would make guardians nearly as bad as necromancers from the perspective of other condition builds.
I think a bigger part of why you never see torch used, is that there is no MH weapon that really benefits from investment in condition damage as a stat, so there isn’t anything to really mesh well with the torch as an off hand.
https://www.youtube.com/watch?v=6q3em9s5I4c
Those are the same builds with different amulets, engi was in exactly the same place pre-patch, it didn’t change a thing
That is not true. My experience suggest there are very different trait set ups. So let me ask you this, you suggest that turret engies (which didn’t exist at all before) are not new builds?
Not to mention, you do not thing an over all gear change in which players are using completely different stats and runes does not define a new build?
https://www.youtube.com/watch?v=6q3em9s5I4c
You didn’t have to reply. I can’t make you do anything.
As others have mentioned, you posted misinformation, so I did need to reply.
Uhh, no i didn’t.
Umm, yes, yes you did. Example one is……………
However they are doing it. Their reason for balancing it in the way that they did at launch was because of how hexes worked in GW1.
thanks for misquoting me kitten. Believe. Not statement of fact. I might have forgotten to add “might have something to do with” to the line of text, but you are still misquoting me.
I didn’t imply that it was intentional. However they are doing it. I do believe that their reason for balancing it in the way that they did at launch was because of how hexes worked in GW1.
And unless you have anything to support that, being as it completely contradicts the reasoning the game creators are offering, it is completely inaccurate and misinformed.
Dude, you freaking literealy edited her own “misinformation”, how could you still think you’re still in a position to tell her she’s inaccurate? You lost all credibility, and it’s too bad for you.
Because I am going off of supportable and accurate information and he is blurting out uninformed assumption. Edited? I quoted two sentences and omitted the rest of the post that was irrelevant. The real question here is, why are you defending someone claiming their opinion as fact when it contradicts what the literal experts in the area have stated in response to the issue?
https://www.youtube.com/watch?v=6q3em9s5I4c
The combo system is well done? The failure that is the combo system is the reason for melee stacking.
The combo system is the reason everything feels the same, because it is all you got to understand and then bunch up and burn down whatever gets close (or stuck in a corner).
Personally, I feel the combo system is done extremely well.
I am honestly not surprised about the esports thing now that I think about it. I’m realizing that it seems to be common in mmo’s without a subscription. God knows WoT has a godawful esports set up that that game was most certainly not set up to use.
You shouldn’t be surprised at all about the Esports agenda in GW2 because they discussed and promoted that aspect for almost a year before release. Honestly, it is not like it should be a shock to anyone that PvP would take priority with the game, because they said it indeed would, regularly. Personally I thing pushing Esports in an MMO is a bad idea, and that it must be allowed to develop organically on its own, but that is just my take on it.
The problem Anet seems to have is that they have a vision of how they want to do things – use that vision to hype the player base then when things change for whatever reason they fail to tell us what’s going on and leave us in the dark.
Fractal reset and leader boards, new legendary weapons, new legendary types, introduction of ascended, healing signet nerf, ranger CDI – specifically pets, and so on and so forth.
hard to claim that now, since they have a live stream and post videos on the blog that explain what they are trying to do.
Not to mention that they in fact did explain in great detail, every single item you listed here. Yet your claiming they didn’t communicate any of it. If you failed to see the information, that is purely your fault, because it was all over the forums.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
No idea about other games. But even if you find something, it’d require to rework the gw2 system entirely. It’s months, maybe years of working. Seeing how fast anet updates their game, you won’t see that before 2100. You can’t rework a combat system fully like that, especially when it doesn’t give you more gem buyers.
Not necessarily I don’t code, and I’m sure you don’t either. So you can’t say it will as much as i can’t say it wont.
And here lies the problem. The specific people who did code the game explained what oxtred is telling you, and you claim your uninformed counter claim holds just as much wait. You are making opposing claims to the actual creators of the game and expect to be taken seriously.
https://www.youtube.com/watch?v=6q3em9s5I4c
People are actually defending the ridiculously long balance cycle, that always changes NOTHING?
Some people are okay with the long cycle to allow time to make informed changes, yes. If you feel it never changes anything, then yes, I disagree with you. I do not always personally like the changes they make, but too many posters here are arguing from the perspective that their idea of balance is the only correct one.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
You didn’t have to reply. I can’t make you do anything.
As others have mentioned, you posted misinformation, so I did need to reply.
Uhh, no i didn’t.
Umm, yes, yes you did. Example one is……………
However they are doing it. Their reason for balancing it in the way that they did at launch was because of how hexes worked in GW1.
thanks for misquoting me kitten. Believe. Not statement of fact. I might have forgotten to add “might have something to do with” to the line of text, but you are still misquoting me.
I didn’t imply that it was intentional. However they are doing it. I do believe that their reason for balancing it in the way that they did at launch was because of how hexes worked in GW1.
And unless you have anything to support that, being as it completely contradicts the reasoning the game creators are offering, it is completely inaccurate and misinformed.
https://www.youtube.com/watch?v=6q3em9s5I4c
I love the downed state
Me too. I completely disagree with most of what the OP stated. Most of what he claimed as problematic, I feel are thematic, fun (although sometimes frustrating) and give an additional fighting chance.
https://www.youtube.com/watch?v=6q3em9s5I4c
If you do any pvp, you would know that sanctuary is one of the best elites there is.
Also, thieves can also backstab with a dagger when they are stealthed.See how useful it is to to further one’s argument when talking about thieves?
It is not an elite. It is a 120 CD utility skill.
https://www.youtube.com/watch?v=6q3em9s5I4c
You didn’t have to reply. I can’t make you do anything.
As others have mentioned, you posted misinformation, so I did need to reply.
Uhh, no i didn’t.
Umm, yes, yes you did. Example one is……………
However they are doing it. Their reason for balancing it in the way that they did at launch was because of how hexes worked in GW1.
https://www.youtube.com/watch?v=6q3em9s5I4c
You didn’t have to reply. I can’t make you do anything.
As others have mentioned, you posted misinformation, so I did need to reply.
https://www.youtube.com/watch?v=6q3em9s5I4c
I could get behind this skill having a native 60s cool down. As far as I am concerned there shouldn’t be any utility skills with cool downs longer then 60s, even if they need to rework a skill to change its value slightly.
https://www.youtube.com/watch?v=6q3em9s5I4c
I still think how GW1 was has something to do with it. I don’t doubt that what you’re saying was a problem, I’m saying that there is probably more too it then that. And, they should be exploring alternative methods of fixing the problem. OR they need to completely rework how conditions work/are applied.
Well that is fine, you go on thinking what you like. I am simply stating to you, the facts as they were relayed by the folks the built the game, in this vary same forums. As well, they have stated that they are attempting to rework conditions in a manner to allow them to work with the games infrastructure.
What I am telling you is that you are forcing a discussion on us that has already been had, only you are pushing your personal beliefs at people when it is contrary to the actual situation.
https://www.youtube.com/watch?v=6q3em9s5I4c
Power builds do not have back end restrictions. Conditions on the other hand have to be tracked individually per condition, per stack, as well as fluctuating condition damage stat levels on the player. This is in fact, why conditions have the limitations they do. Having all of that in mind, I am a little curious why the OP implies that Anet is intentionally limiting their options or how a player can play.
I didn’t imply that it was intentional. However they are doing it. I do believe that their reason for balancing it in the way that they did at launch was because of how hexes worked in GW1.
No, they balanced it the way they did, because the coding and server situation was causing problems and there was too much information for them to keep up with each individual condition + each individual stack for each individual player. The davs have stated this a few times before.
https://www.youtube.com/watch?v=6q3em9s5I4c
Personally, I like rocket boots with bomb kit, as another AoE burn. My opinion would be to swap EG with tool kit. TK is a good axillary and defensive kit, but it only really has one skill (pry bar), that gains much from condition damage. This is simply a matter of personal preference for me though. I strongly suggest that you play with what you have listed, try it at you said with EG instead of rocket boots, and then play again with the EG instead of TK. Spend some time in game with each one and go with what feels the most comfortable to you when in action.
When I am using rabid, I like to invest fully in the fire arms line. To maximize the value of both precision and condition damage of the rabid gear combined with the innate stats of the trait line. Again, that is just personal preference though.
Personally i am a huge fan of playing what trait combination, gear set, and utility skills feels the best for how you play as an individual, and not caring at all about the so called “meta”. The way that you go about doing that though, also depends on what aspect of the game your looking to play. Is this more of a WvW or PvE build your looking for?
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
Power builds do not have back end restrictions. Conditions on the other hand have to be tracked individually per condition, per stack, as well as fluctuating condition damage stat levels on the player. This is in fact, why conditions have the limitations they do. Having all of that in mind, I am a little curious why the OP implies that Anet is intentionally limiting their options or how a player can play.
https://www.youtube.com/watch?v=6q3em9s5I4c
A veteran player should not be able to stomp a new comer all day.
Wait, this makes no sense. You are seriously suggesting experienced and skilled players should not have a great advantage over inexperienced and unskilled players?
The truest definition possible in a game is that skill level specifically defines the win/lose ratio. By definition, players against equally skilled players would have a 50/50 win/lose ratio.
That will only create an environment that cannot grow.
That is not true at all.
NO. We dont want new balance patches every 2 months. We want balance patches every 4 months but with content worth 4 months of waiting. Not just a few numbers crancked up or down. Give us new skills, new traits, something to keep the (used-to-be great) gameplay from spiralling into the pit of boring.
Posters like this are a large part of the forums in general in my personal opinion. The simple fact that you feel you represent the rest of us and attempt to speak for myself and others is just embarrassing.
I feel like sPvP is holding half the game hostage.
I would have to agree with this. Anytime you refuse to balance PvP and PvE separately, one or the other will always suffer.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
Hello frands! Vee Wee here, #1 Engi NA and world first rank 80!
That’s not true at all! Vee Wee runs a very offensive build and can keep the cap from a hambow! The secret is Tool Kit! Tool Kit is sooooooooooo good!
Wahoo! Bye frands!
Tool kit is so bad! When u stop blocking thief come and one shot you and you dont have anything for survive and run away.
You mean such as an AoE cripple+bleed? Are you really suggesting your are not skilled enough to escape a crippled opponent? As well you believe the ability to pull an opponent off a point at 1200 range does not sound to me like a bad function at all. But to have all of these in one single utility skill, yet label it as terrible? That doesn’t seem wise.
https://www.youtube.com/watch?v=6q3em9s5I4c
Simply because I cannot stand having a build without a stun breaker, I would swap out the tool kit with Egun, or another stun breaker.
https://www.youtube.com/watch?v=6q3em9s5I4c
What was the reason for the change Coglin? Doesn’t seem like it would have a big impact on balance.
Before kit refinement was changed, it gave a super elixir when you swapped to Egun. When you add fire forge trigger+kit refinement+fast acting elixir+cleansing formula 409+HGH traits in one build in which Egun skills #2 elixir F and super elixir, then you could use the super elixir skill+the super elixir proc from swapping out,then back into Egun+ Elixir F, to compound 12+ stacks of might, 5K plus of AoE healing, and 6 conditions removed every 10 seconds.
All of the traits that effected both kits and elixirs were essentially doubling up to all have effect on the “elixir” flagged skills on the Egun.
https://www.youtube.com/watch?v=6q3em9s5I4c
the fact is, warrior haters should not be even complaining about warriors in the first place.
these unjust unreasonable uncalled for nerfs happens because the minority vocal warrior haters complained.
What about the complaints from reasonable players who play warrior and admit that it needed to be toned down? I feel this way, as ell I listen to several podcast and streams with high end tPvP and sPvP warrior who all make the exact same suggestion.
https://www.youtube.com/watch?v=6q3em9s5I4c