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No on HGH builds (the one people are discussing about), but in general nope.. not many people use turrets, the damage is extremily low, they die too fast and the cool downs are too long. turrets really suck tbh, that’s another things the large majority of engineers will tell you
and don’t be fooled by the 50% dmg boost to rifle turret, it currently does 317 dmg on mist dummies, and 400 and sum on light armor if you’re lucky
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Well 25 stacks might on a permanent duration (if specced right) is a bit too strong. Also consider that there is no class which can spread this variety of conditions so fast and so easily (eg. necromancer lacks of burning). No other class is so fast in killing point defenders, due to permanently hit grenades.
I think some little tweaks could bring HGH to a balanced level.Its Grandmaster trait man. Other classes stacks might too.
Let me introduce you to Mesmer shattered strength…. A build that at one time would give us 3 stacks per illusion shattered… That was considered OP and promptly hotfixed nerfed…. It was a grand master trait…. Everyone said “Noone should be able to get that many might stacks!” So it was fixed… Now we have HgH engis they not only have maxed might stacks… But they also have high boon duration of other lovely things like fury…
Please tell me how this is not OP at all…. It does melt guards… Just had a match with 3 engis on the opposing team… there was literally nothing we could do… this build is too strong and needs nerfed into oblivion… Make other stuff more viable but bring this down… It is destroying pvp and everyone and their mom is running this cheese copy and paste build.
Easy. on the current meta shatter build, the meser shatters 6 illusions ( 8 with Illusionary Persona ) thats 18-24 stacks of might, and they don’t have to sacrifice runes/utility slots or anything.
also, you’re not forced to trait into boom duration, which allowed the mesmer to spec into power builds making it possible to hit 15k+ mind wracks etc or have unthinkable Confusion damage.
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Most of them were bug fixes which shoulda been done 9 months ago
turrets got buffed, now they can hit for 317 dmg on a mist dumie
the rest were nerfs, and 1 of them was that they destroyed a core trait from the class, Kit Refinement.. it was very popular, like clones on dodge for mesmer, or evasive arcana on ele.. this affected every kit build engineers had, so people have been migrating to HGH build
if you ask any Engi, 99% of them would tell you, we wish that update never happened.
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http://www.twitch.tv/saetiasc/c/1827679
that should be explanation enough hehe :P
Simply because most players assume engineers suck so they don’t take the time to learn how to counter the class, and then if they get killed, they think it must be because we’re abusing an exploit or something.
Even everyone dies, and you’re left alone finishing off a boss! LIKE A BOSS!
For all the haters out there! this is the future of the class! LOL Watch it! too funny
@Raptured.9307
Nothing happened last patch that buffed HGH builds, what happened was that Anet killed diversity of our others builds so people have been starting to play HGH alot more.
Which is best?
In your opinion, ignoring the “fun” factor! Which nets you the most gold?
Warriors with 2 legendary and eternity s would tell you. Ignore the fun!!! >:)
nah he doesn’t seem like that type of person… on the other hand, I could very well be the person to blame for the 100nades nerf … i had couple more of those, idk what happened to them tho
That’s sPvP :P in WvW the damage is much higher.. can’t test it on my own since i dont have a PvE/WvW War but in comparison to 100B which does around 15k on sPvP but there are lots of 42k+ screenshots, even on cof ( lvl 75) so imagine an 19k on WvW or PvE
Also, you asked for viable builds that can stack 25 might on their own hehehe, never said, it had to be for top tier tPVP builds, but anyways, the weapon irrelevant on the build, you can go around with 25 perma might with GS as well.
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Kits are unaffected by weapon damage and is set at around 900 at lvl 80 by default
and yes, all Sigil weather is on Wep swap, on crit, on kill etc are affected by kits
Nope, when people have a viable build they don’t bother to look for new ones.
as a thief in sPVP i can run around with DB easily taking down people with150+ Bleeds and evading 80% of attacks, same build on WvW can capture camps by tanking everything and taking it down in under 60s..
as Necro, Guardian, Ele there are simply easier builds, you rarely see them running anything away from the meta ( ex DD ele etc )
And warrior’s version i use to troll sPVP with 18k(even 20k crits)
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Well 25 stacks might on a permanent duration (if specced right) is a bit too strong. Also consider that there is no class which can spread this variety of conditions so fast and so easily (eg. necromancer lacks of burning). No other class is so fast in killing point defenders, due to permanently hit grenades.
I think some little tweaks could bring HGH to a balanced level.Its Grandmaster trait man. Other classes stacks might too.
I know the traits. Could you give me another example of a class that can stack 25 might on its own for 40 seconds?
Warriors, Thief
Thief have our grandmaster trait as a minor trait, with venoms ofcourse, also u can trait to get base 15s might on every dodge/stealth depending on build.
all you gotta do is use the same rune set up
Necro, Guardian, Ele can also perma 25 might.. but not for 40s, its a shorter window when they have to spam skills and a little bit more of a hustle so i didn’t add
why arent people playing it ? because no other class has been nerfed so harsh than after every patch we all need to find new builds..
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Seem that way, this build is becoming extremely popular and it’s impossible they haven’t notice this. so this bug was intentionally created.
it’s just really sad, because devs talk among them, and this is probably the mentality around the office.. the way 100nades was described is probably how they assumed it worked, and it doesn’t seem the took the time to get on an engineer, try the build/watch videos or anything. they simply said nerf.. anyone who played the build will tell you that’s not how it worked. if it was so easy
so if they don’t take the time to test game breaking builds like 100nades, imagine what will happen to lesser builds that happen to be able to kill people.
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also, the dev admits to being spike down (19k) in a matter of 3-5s in PvP, that translates to a lot more than 26k in WvW.
he also admits to rolling a thief, and learning how to counter them.. but 100nades nerf was based of a screenshot, kinda like Grande nerf was based off damage to an immobile dummie, why not have someone actually play the class to get accurate feedback ?
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I respect Robert Hrouda, i think he’s a great dev and thank him for keeping in touch with the community, but it’s kinda sad if this was what anet was thinking
“I consider things like “hundred nades bug” to be OP, where a single attack dos 26k damage in an AOE. Sacrificing so much versatility/defense to be a glass cannon spiker is not OP, it’s a build. That build is just really really good at spiking, and it overpowers almost any other build the thief can bring to deal damage.”
My computer might had lagged, but theif have crit me for 10k with steal and 17k backstabs in WvW.
100nades mechanic was intended, blinding powder + heart seeker is a bug, you leap then damage. not damage then leap, and for some reason this doesn’t remove stealth…
“There was actually a super awesome video of it in WvW, where I watched a single engi take out a group of guardians and warriors by jumping into the middle of them”
Granade barrage had a 150 radius -_- they must have been standing on top of each other making it circumstantial and impossible to replicate on normal gameplay.. there are lots of videos of theif 1v3+ with very litte effort tho.
“Because there is play in thief burst. There is play there, and that spike isn’t a single attack that’s 150% your max HP in damage. Thieves need to execute a series of skills in a row, in which at any time the victim has the potential to mitigate or have some sort of play to save themselves or stop the thief. You just don’t see that with the 100nades stuff, or its a window so narrow that we as devs weren’t happy with the play from both sides of the equation as attacker/defender.”
Might just be me that disagrees, but 100nades had a little bit of work setting up and it was really easy to counter with a condition removal, an evade or simply a dodge.. if people didn’t know how to counter because they weren’t used to fighting engineers is a completely different thing…
Current thief D/P rotation…
Blinding powder > heart-seeker > steal > backstab.. the burst duration from the moment it lands the first attack lands is 1/4s ….
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it offers a lot
- Auto-attack might be a little slow but it hits like a truck
- Decent snare
- Does a lot of damage, and applies confussion
- This block is amazing and on a fairly short cool down
- Too much fun pulling enemies to you!
toolbelt: this skill is actually amazing, it hits hard, and it can hit enemies multiple times (anyone running away from you usually gets hit 3-4 times)
I think the toolkit goes best with power builds, and it offers good damge CC as well as defense
https://forum-en.gw2archive.eu/forum/pvp/pvp/It-s-time-to-nerf-Engineers
proudest moment of my life seeing someone comparing us to Eles and asking for our class to be nerfed! LOL
In the past, we been getting nerfed without anyone QQ about us, if people start complaining now, does that mean that now we’ll get deleted? or is it like reverse physiology and now we’ll be getting buffed?
“Play Now” will usually take you to dark places.. you’re much better off selecting a match manually, unless you like jumping into duels and almost dead servers.
3v3v3 King of the hill! with trebs/cannons/buffs etc.. would be awesome as well as worthy of eSport :P
phys.7689
lol you’re right, i was thinking about PvP when talking about balancing. personally i think the game is not challenging enough to need a strategy for PvE content, as long as you can stay alive, you can always finish whatever you’re doing. ofc there are exceptions such as high level fractals, where the strategy is as shallow as saying, bring a guardian. it’s ridiculous how much easier they can make some encounters while some classes such as ranger can actually complicate encounters (pets make a large portion of the ranger’s damage, but they tend to die easily) , this mainly applies to high level fractals and maybe Arah/CoE where class balance becomes more noticeable but anywhere else, it really doesn’t matter.
and in PvP, clones are a strong survival mechanism, you need to waste time identifying the real one, as well as clones interfere with key bindings such as “closest enemy” forcing you to click the players ( which ironically can be dodged ) or use tab targeting, which also takes time. time in which they can freely DPS you all they want. then stealth and do it again lol
and yea, stealth in PvE is kinda meh now with the nerf on agro tables.
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Elixir U itself seems to function fine for me in that it either gives me Quickness along Frenzy or Haste.
Toss Elixir U , on the other hand, is what I find somewhat buggy. Sometimes, instead of one of the intended projectile-warding fields, no field is produced.
usually happens when you throw it far. If you use it by your feet you should get the effect 100%
What if they don’t go for HGH directly but rather go after might stacking builds from the root ? I think that’s what they are going to do.
prevent classes from stacking might duration from runes. it would destroy the build and wouldn’t be a direct Engi nerf (Even tho everyone would know it was) and not too many other classes would care.
Also they do not fire as fast, or fire at enemies as a matter of fact… they tend to get distracted and shoot at rocks..
but yea, their damage was so low to begin with that a 50% damage boost is nothing more than a pretty number.
it’s gonna be the same thing when they nerf HGH, they will try to keep people calm by “boosting” other traits such as Acidic Elixirs by 150% more damage, attractive boost, eh ? no really.. that’s 500 dmg crits on power builds </3
Great Axe. that’s all it needs to be said..
Warrio’s are PvE kings but in PvP they are the complete opposite. every class has the scenario where they shine as well as their own “personality”. Thief is about being sneaky, mobile and dealing damage, while warriors are all about Tank & spank
Also.. mesmers are probably the strongest class right now and they shine in every area of the game.
The mining pick is merely a commodity so you don’t have to always run to merchant to purchase them or waste inventory space carrying reserve picks, it does not provide any type of adventage.
also, Anet made it so making money ingame is really easy, 17g is fairly easy to get even for newer players, all you have to do is basically play the game, do dungeons/fractals etc
JonPeters.5630
As we have stated many times we have tried many modes and there is a reason we ended up where we did. This is not to say we will not introduce new modes at some point, however a few notes on death match.
1) You can obviously have it without a healer.
2) Even games people consider to be DM have tons of secondary objectives (Quake 3, counter strike, Starcraft, etc.)
3) Objective based games tend to be both more total noob friendly AND more esport observer friendly as players/watchers can go/look at where the action will likely be.Deathmatch without other objectives lacks things like a reason to engage, a way to break stalemates, and a tie breaker. It also creates much wider blowouts when someone on your team doesn’t know what they are doing (does this ever happen to you that you get a clueless teammate? Heh)
Hopefully that clears up some of our reasoning for future discussions.
Jon
Would Anet consider bringing a 3+ teams king of the hill kind of play style. it could be fun with different objectives such as cannons/trebs/buffs/debuffs etc
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Yes, gw2 is an action MMO, it doesn’t have much strategy besides “survive/DPS”. it lacks control, shut downs, pressure and therefore strategy.. sadly 70% of the few forms of control were given to guardian (bubbles/reflects, etc ) instead of being fairly distributed among all classes. so all that’s left is DPS
and DPS.. shines the most on classes who’s class mechanic allows for greater survival such as stealth or clones
And about quality over quantity.. that’s not true at all. I’m not sure if Anet is saving up under-power skills/traits to later shift the meta but.. too many skills/traits lack quality, and the ones who do have it and tend to be nerfed on less popular classes such as kit refinement/ Empathic Bond because traits(skills too) shouldn’t be build defining.
You have “quality” traits like Ele’s earth embrace which for 10 points, it grants long stability/protection/stun breaker, if traited also regen/vigor, remove a condition and even has a glitch that for a short window it will suck in all projectiles. and then you have ranger traits that give you 5s might after activating a signet, not too much quality there..
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3. Health vs. Damage
Why over complicate things and go into the 1000’s? Higher numbers = more impact?
Again, Why stray so far from the GW1 formula???
Also, every profession in GW1 had the exact same amount of base max health (with the exception of runes altering them slightly but to no great degree). I don’t understand why max health per profession in GW2 vary so significantly. One would simply say “balance purposes” to justify this decision but if that was the case… all I have to say is “just look at GW1”.Part of it is the higher level cap. And part of it is that many gamers are easily impressed by superfluously by big numbers. I call it Big Number Syndrome. Attacking an enemy for 10 points of damage and dropping it from 100 health to 90 is cool and all, but attacking an enemy for 1000 points and dropping its health from 10000 health to 9000 is AWESOME!
simple minds – easily amused i guess lol
Another reason could be condition damage. no one would be impressed by 5 dmg bleed ticks :P
No! just no.. Retal needs a 100% damage buff so other classes can kill us faster! and then we can use our down #2 to pull them to us and save them the walk so they can safely finish us off! every class has a purpose in game and if you as an engi aren’t dying! then you’re not fulfilling your role good sir! /sarcasm
:P!
but yea.. 1s cd on the boon would be nice
I’m sure you mean when using the med kit, inertial converter will recharge the healing skill on your tool belt, while medical response would only recharge the med kit skill itself (not toolbelt) this may or may not include all the skills inside the kit as well
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lol massive damage
Sure it is.
It’s pretty considerable. You don’t have to come any closer than 1200 range to apply it. Not our best roaming DPS build, but arguably our 2nd best at the moment (and now our only real burst build), and still viable, just not at the very tip-top tier. Recent changes to turrets makes rifle turret even more useful if you are proactive in your thinking rather than reactive.
Actually there is a similar much stronger burst build i made. go
30-10-0- 5-25 Mine field/Rifle turret/Tool kit
with mine field ( toolbelt ability ) + surprice sho you can 1 shot glass cannon builds, as remove up to 5 boons.
you could run a power build with FT, Rifle turret, tool kit
Spike, FT #2, throw wrench/surprise shot, whatever rifle attack.. all attacks hit at once making it a nice burst for sPvP. 10-15k+ dmg if crits
Ahh good to know Kardiamond, btw do you know why he takes the rifle turret but said not to use it?
Because of “Surprise Shot”, the Rifle Turret Toolbelt’s ability, it has the shortest cool down of all toolbelt skills and also happens to work great with Static discharge.
using rifle normally would be a waste since you wouldn’t be able to use static discharge. you can and should rifle tho, but you have to know when.
- drop it before using static discharge burst ( you will get an extra SD from detonate turret
- After you use Surprise shot, drop turret and overcharge it and let it fire/bleed for a few seconds, and then simply blow up when you think static discharge is recharged.
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I could enjoy a no respawn deathmatch but I would want a secondary mechanic that forces the action. I am not saying that mechanic should be capturing nodes. One team could defend while another attacks then switch the roles. Some kind of mechanic that worsens over time so the teams are not staring at each other comfortably not doing anything.
1 v 1 v 1 v 1 ( 4 people ) all fighting for king of the hill :-]
- Dadly, would be too unbalanced with how fast some classes can kill compared to others…
- Imagine going death match against 5 mesmers? :|
- Not saying i want healers, but .. without them, team would just gank on 1 player and nothing could stop him from dying..
would love death-match tho, also maybe 1v1 Winner stays type of games or 1v1v1v1 fighting for king of the hill..
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The new Bomb kit KR is actually no that good, it’s just “different..” the old one you could place a bomb that would AoE hit for 2-3k on glass cannon builds with no cool down, which you could use it to leave behind in between attacks ( no down time but really finger breaking). and you could combo it in too may ways!
I found a glitch! with acidic elixirs my branch now crits for around 300dmg!!!!!!!!!!!!!!!!!!!!!!!!! whoooo hooo!
@MosesZD
FT 1 – Flame Jet. I have no major problem with this skill. I get 10 attacks and crit on 6 of them plus a very good burn. Add in Incendiary Ammo, and that first attack can really put a major hurt on an enemy.
But from a conceptual point of view… It should burn from the beginning. The direct DPS should be lowered and the burn made a 2-second burn of greater intensity (ie, it should be far more condition than impact).
FT2 – Flame Blast: Damage is fine, but it gets bugged. Too many times it shoots into the floor instead of up-the-slope. The DPS of it is ok, though it should be a BLAST FINISHER.
FT3 – Air Blast: It’s bugged or was nerfed without changing the tool-tip. It’s supposed to (according to the tooltip) put a 2-second burn on the target. I spent a good 45-minutes this AM in Frostgorge, Malchor’s Leap and Cursed Shore gathering and killed scores of enemies. Not once did it apply a burn.
FT4 – Napalm: Takes too long to fire. If you fire early, enemies dodge-roll through it or go around it. Therefore, no burn. If you fire later, the enemies have gotten to you before the line of flame gets out there.
FT5- Smoke Vent: It’s probably one of the most worthless skills in game as a single auto-attack from the weakest weapon in the game will negate the 5-second ‘blind.’ Making it worse, it has a TWENTY-SECOND COOLDOWN.
I have 8 characters and I use every #5 skill in every build/weapon set they have and find virtually all of them to be excellent to outstanding skills. Except this one which is as close to worthless as they come and not worth the 1-second animation time.
Bring back Backdraft. Or make it so it makes a 4-second smokescreen that grants protection from projectiles like the thief’s Smoke Screen which is actually useful!
FT #5 can be useful on PvP to stomp players. you just have to watch their animation and blind them before try to rupt you. that’s pretty much the only use.
Krait’s poison field on the aquatic fractal hit me for around 5k per tick.. lots of fun!
1 step towards making under-water combat more entertaining would be to highlight whoever you’re targeting.. idk about other players but 80% of the time, I don’t even know who I’m suppose to be aiming at! i just go 123 and zzZ
They could also make traits actually useful, like rangers they have 1 trait that gives them 1 might for 5s after activating a signet. or engi have a trait that makes thrown elixir do damage (196 dmg crits) and I’m sure there are lots and lots of useless traits such as these.
ummm here is another one! Rifles.. lol
there isn’t any rifles with “vision of the mist”
there isn’t Super Rifle
80% of the skins are unimpressive :]
The current problem with Meta events, is… There is no change of failing the event
but from a business perspective, it’s better to have something that looks cool and gives the player a false sense of accomplishment along side a small loot reward rather than have hundreds of players complaining on forums “Events are too hard!, NERF NERF”
Recommended skill changes:
- Ignore, auto attack is useless unless you’re trying to die fast from retal.
- Increase damage, reduce dmg by 50% if detonated
- Same :]
- Add a damage-over-time besides burning ( 40-50% of Acid bomb)
- 2-4s Smoke Field.
There, flame thrower fixed :p
- Tone down “Mug” damage on Thief, it hits too hard for a 10 point trait.
- Tone down on Earth’s Embrace on Eles. Stun breaker/protection/stability at the same time is too much for a 10 point trait. or make it like Warrior’s “Endure Pain”, so that if you use the skill. the trait goes on a 90s cd.
- Add a short internal cool down (2-3s Max) where mesmers can’t create illusions after using shatter skills.
- New Salvage options for PvP Items (save our wrist).
- Please Ignore the Engineer on next patch :] we’re fine
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If you’re an engineer and you switch to a kit in the middle of gathering, Everything will be ruined
You get a white/blue sword, and then transmute the legendary to it, since white/blue items are not soul bound, you will be able to place it on bank and switch in between characters, and then you simply transmute it back into an exotic on the character you want ( thief )
I haven’t done it with a legendary myself so I’m not sure, if you do this. you might lose the purple text/legendary status and keep the skin. but like i said. i’m not 100% sure.
Apparently RoTL will be made so that you’re slowed down while you’re carrying the orb on SW, they might make it so cripple/chill does this as well.. I’m sure if they do this, they will also nerf skills like swoop and Hornet Sting(Monarch’s Leap)!
so slow down on movement skills are here to stay :p