It is a good change for those who dislike strategy.
@OP you made me laugh. 10k on rapid fire is sooooo overhyped. What were you expecting? AI to play the game for you? Try a turret engi if you want that.
Wow. I thought they’d give PvP players something with this patch. Instead we just got the new no-stomp feature.
Has anyone tested the new Superior Trapper rune set yet? With the 3 second Stealth on traps, + SR, + Blinding Power, + Black Power / Heartseeker combo, + Cloak and Dagger, + Hidden Thief trait, + Meld in Shadows trait bonus (+1 extra second Stealth to everything), + Master of Deception trait bonus (20% faster recharge on SR and Blinding Power. Do you guys feel Stealth is more OP now that the rune set let Traps grant an additional Utility skill for Stealth?
You can be the first thief trap player I’ve seen in a long time.
After this patch, thieves are not what you need to worry about.
What? Why did ANET move this topic? It was a PvP discussion.
As I’ve said a million times now…. adrenaline did not need to change in PvP. All ANET need to do was make endure pain not cap or contest a point and warrior would have been fine.
The satisfaction of downing a glass cannon thief in 2 seconds with;
Rapid Fire / Signet of the Hunt / Signet of the Wild / Rampage As OneOh my kitten
I hope they don’t nerf us
You aren’t glassy enough. 1 rapid fire practically kills a thief. Ranger is finally easy mode.
True, and they buffed AI, so now I can go walk around outside and still do well holding a point.
Gold league in seasons is mostly just about T1 servers competing with each other though. Whoever ends at 6th probably doesn’t really matter that much because except the first match all t2 servers are going to fight with at least 1 t1 server in their matches. So those matches are going to be lopsided with or without a strong 6th server.
Gold league is a fail anyway. Either add more teams or just let 1-3 fight against each other. It is ironic that we have to wait for seasons to end to get good matches again.
If good players are already able to counter it rather easily, where is the issue? I could understand if such a build was effective in tourneys as well, but it is easily crushed at competitive levels.
Asking for the game to be balanced over the needs of low skill level players is rather nonsensical. You could ask for nerfs for everything by following that pretense.It’s a joke that a turret engi can hold a point against multiple zerkers classes in uncoordinated games. I hate to break it to you, but in a large chunk of games you’ll have at least one team not on TS. It gets even worse when you get paired with randoms.
My issue with turret engis isn’t WHAT the do but HOW they do it. It is demoralizing watching a player sit there and auto attack, never dodge and often times win a fight where his turrets are setup or be a MAJOR factor in that fight. It’s bad for the playerbase because it’s like a virus. The bads that get rekt by turrets will switch to turrets and realize that it’s way too OP for how easy it is and keep playing it.
The issue is skill vs reward. AI has repeatedly proven itself to remove the required input on part of the user. There should be major sacrifices in efficacy when you choose something that is easy to play. If I’m forced to hit 4x as many buttons twice as fast to play a spec, why is a spec that hardly requires a pulse to play anywhere near effective as what turret engis are?
This ^^.
Would love to hear from ANET.
If Mag ends up in gold league, the entire tournament is a fail. Let’s hope ANET addresses it.
@OP
Passive are a bad idea. If you want to play a passive build, just go be a turret engi or something.
Although I am “thankful” they are still trying with balance, I still have severe problems with how it is implemented:
>> Balance is focused on their dream of sPvP being an E-Sport, which is highly debatable IMO
I disagree here. E-sports have frequent balance updates. ANET releases patches every 5-6 months. The balance team is the single biggest reason why this game isn’t an esport.
Fear not. Thieves will no longer be able to spam blinding powder on you (for D/P) or precast the #3 (for S/D). Should be positive for any of you newer players out there.
Well, unless there is different leadership put in place, this is the WvW you will get. Your choice whether to play or not.
@OP:
You win for the best post in a while. Your comments about Karl and Grouch made me laugh. So true too.
Fear not. ANET has introduced the last as of the last update. The reason is that in the feature patch, they will reduce lag back to the previous levels and call it a feature.
Why would they bring a PvE map into WvW for seasons? What is next? Using heart of the mists?
Your position on the leaderboards is based off your MMR, which is not a steady or linear way of tracking skill progression. This is why we are still focusing on ladders and seasons as a top priority in order to give players a more predictable way of showing skill progression over time.
Your glicko rating IS however good for matchmaking, as intended. It is used to find equal opponents for you to fight against, and becomes more or less accurate depending on the number of people playing and whether you play with the same five people every game.
The main factor in how stable your rank is depends on your MMR’s volatility, which will lower if you play many equal matches, and rise if you play less unequal matches. This is why you may not rise on the leaderboards if you play often, because your rating is only getting more accurate, not necessarily going up and down.
Seems like there is a difference between solo queue and team queue. The matchmaking in solo queue is horrible, but the matchmaking in team queue seems pretty good, even if it is 5 pugs vs 5 pugs (except when you match a 5 person premade with a 5 person pug)
No, they are not fine. A broken spec is still a broken spec. If it doesn’t impact top end play, then why should those players even care if it is nerfed? For everyone else, it is an OP spec that needs to be toned down.
The fact the build doesn’t work at high-level play means it’s not broken. The real problem is a lot of low-tier players, perhaps such as yourself, don’t know how to counter them.
I wouldn’t mind seeing AI builds entirely neutered in PvP just because they’re so cheesy, but there’s really no one but yourself to blame if you’re really struggling that much with any of the AI builds. None of them are viable in high-end play anymore.
Sigh For those of you who need multiple explanations, here it goes again.
The issue with the turret build is that it is OP against PUG teams. A PUG team consists of ALL hot join, ALL solo queue, and at least 50% of team queue. It needs to be fixed.
I understand that a lot of engineers are worried that they will need to actually play going forward, but it is for the best. Really.
Hello frands! Vee Wee here, #1 Engi NA and world first rank 80!
The game should be balanced at high levels! Turret Engis are complete garbage at high levels! They are even garbage at mid level! If the game was balanced based on the whims of the average hotjoin player, then… well Vee Wee doesn’t even want to imagine that scenario! Vee Wee bets that Heartseeker would do no damage at all! Turret Engis are fine!
Edit: This is also why Vee Wee thinks Anet should consult top players of every class when making balance decisions! Valve often talks with the best Counter Strikes players on map decisions and gun changes and whatever! They also consult with the best Dota2 players in the world when it comes to hero balance! Anet should do the same! Developers are just developers! They are not the best players!
Wahoo! Bye frands!
No, they are not fine. A broken spec is still a broken spec. If it doesn’t impact top end play, then why should those players even care if it is nerfed? For everyone else, it is an OP spec that needs to be toned down.
As I said, a warrior just needs a simple fix right now. Do not allow them to contest or cap points when under the effect of endure pain. It will completely change the way warriors play and that is a good thing.
I don’t disagree with many of the comments in this thread. I do think the endure pain change would be the easiest to implement. What’s the downside with ANET making the change? It completely changes the way warriors have to play and that’s a good thing.
Engineer is having its turn for some discomfort in terms of rage
. Hambow had it Minion Mancer had it Spirit Ranger had it. The AI helps, but how many times have you played against a casual spvper running one of those builds and have won? Some skill and knowledge of sPVP is still needed to be truely effective in a team.
Actually, Engi had bigger complaints during the decap days. At least those engis had to play though.
No competitive teams high end in GW2 are using turrets to the max. Thats just the truth. Theres a reason for that. They can come into a team of course and be effective, but more than likely the opposite team will counter fast.
You made my point. Turret engi is not an issue for COORDINATED teams. As I keep mentioning though, hot join, solo queue, and at least 50% of team queue is pug. The build is broken there.
Turret engie is only good in hotjoin. OR if placed well in a very balanced team. Other then that they are not that good. Turret engie is only 33% effective with turret build, while a good roaming engie with kits can be more then that.
No. It is good for any uncoordinated team. As I mentioned, that applies to all hot join, all solo queue and at least 50% of team queue. It takes a smart team strategy to beat it. It is just too effective for how easy it is to play.
However, if you want a bit of humor try killing a turret engie on point with any warrior spec.
Turret engis are a whole different problem which you can read about here:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Fix-Turret-Engineers/
no, because endure pain does not stop conditions from melting and killing the warrior, it does not stop any control effect as well.
even if endure paint plus berserker stance plus balanced stance activated all together, the stability boon can be very easily removed.
so, no.
I know this might come as a shock to you, but not everyone in the game runs condi spam.
There is no good reason for endure pain to contest or cap points.
@OP:
The reason they went to the pre-recorded clips is because of how Karl spoke when doing it live. It was painful to watch. At least now we can get the information for each profession quicker.
Now we just need a balance team and this game will be on its way to esports!
That said, the AI is too strong. Turrets do need a major damage nerf. They should become more about supporting the engi build and not BE the entire engi build. There is a difference.
But such an engi build is all about turrets. How else it could be, when you spend two grandmaster traits and several other traits upon them? Specialization must pay off, else it would be a waste of points.
Also, unlike other classes, engineers have got a single weapon. And since we’re talking about a full turret build, there is no kit involved here.
It is a bit hard to advocate for active play when a class must spend most of its time by autoattacking to begin with.
You missed my comment in the OP. I don’t think engis should have to spend a grandmaster trait on turrets. I think the boons should come automatically while at the same time the damage is removed.
Also, a lot of turret builds still use one kit.
The problem is warriors is not 100 blades (umm, what ANET??). The problem isn’t even the adrenaline.
There needs to be one simple change made to warriors: When under the effects of endure pain, a warrior should not be able to contest or cap a point.
That’s it. Simple change. Big impact. It’s only fair.
I’m interested to see what percentage of teams will run thieves after the next patch.
There weren’t any PvP changes as a result of this feature patch. As much as I’d like templates, I’d much rather have matchmaking improvements, seasons, etc
It took them 10 months to add new commander colors (and i think this was done more for PvE anyway). How long do you think it would take them to add this type of functionality?
All exotic gear is perfectly fine. You do not need ascended to be effective.
For solo queue, I agree completely.
For hot join, there will always be unbalanced teams due to the nature of the game mode. Some people play it will waiting for a queue to pop. Some play it to finish a daily. The change here is that it should be impossible to join the winning team when the numbers are even. In other words, if it is a 3v3 and red has 200 and blue has 150, the next player can either sit and spectate or can join blue. Joining red would not be an option.
Having played engineer since the beginning, this is only the SECOND complaint about engi’s after HGH and even then no one says it’s overpowered, only that it’s extremely annoying.
I take it you missed the whole decap engi situation earlier this year.
That said, the AI is too strong. Turrets do need a major damage nerf. They should become more about supporting the engi build and not BE the entire engi build. There is a difference.
There’s a lot of players who don’t care for WvWvW or the tournament and got stuck with this lockout thing from the last season. It lead to a lot of confusion and more than a handful of posts in this forum. I’m not surprised there’s no lock-out. Good riddance.
Huh. If they don’t care about WvW, they won’t care about the lockout. That makes no sense.
Make thread to vent/complain
Provides no solution or idea to solve problem
Expects anet to come up with solution
Yea, good plan……
Wow! A person who defends the WvW dev team. Congrats. I bet you think that 2 years to add some extra commander colors is fast development.
Ok. I see people are still posting about EotM in the WvW forums. Wrong area. PvE is in another location.
That said, green definitely has the advantage. It is part of the reason that it should never count for anything important.
The fact of the matter is that it’s just not going away because they don’t believe it’s bad no matter how many of us QQ for how long.
I think it is more that they don’t want to admit that they have failed in the map department. How long has it been since they released temple? That was their last good competitive map.
This is really disappointing ANET. You can’t even release a new map in a year. You can’t fix a broken leaderboard. You can’t fix solo queue. You can’t get better quality matches.
I guess I am expecting too much given that you are still trying to figure out how to remove skyhammer from solo queue.
I’d love to hear from ANET why they thought buffing turret engi was a good idea.
I feel like this was more of a feature patch to hype at gamescom and pax than anything else. The PvP and WvW enhancements were pretty lame.
@OP:
Nice post. You made me laugh. Ele has gone from average, to completely OP to complete garbage, and now back to one of the top classes. If you are looking for more consistency, play a guardian.
The only thing holding back GW2 from being an esport is the balance team. If they can get some new people in that group, this game has great potential. You can’t have an esport with so many under/over powered skills and then taking 5-6 months to release any balance adjustments.
The winners:
Ranger, Engi, and Guardian
The losers:
Thief
Everyone else is in the middle.
@OP:
You are completely correct. The AI in this game has become too much. There needs to be less of this, not more.
I sometimes do wonder if there even is a balance team. It is definitely the weak point in the game at this point.
Right now turret engineers are the easiest spec to play in the game, and yet one of the most effective.
Against an ORGANIZED team, this spec isn’t that great. The reality though is that all hot join, all solo queue, and >50% of team queue is not against organized teams (even team queue are mostly pug except at the very high end). The spec is way too effective given the difficulty in playing it. It needs a nerf. A few options:
The easy fix:
—Decrease damage inflicted by all turrets by 50%
The better fix:
Make turrets more of a support function (think banner warrior). They each play a role, but shouldn’t be the main focus of a spec.
—Remove all offensive capabilities of the turrets
—Have turrets give buffs by default (no more trait needed)