Showing Posts For someone.7485:

Stronghold pip loss

in PvP

Posted by: someone.7485

someone.7485

It is far too easy to lose 2 pips in stronghold compared to conquest. Until this is remedied stronghold should be avoided in pvp.

League PvP made me hate PvP

in PvP

Posted by: someone.7485

someone.7485

This guys sense of entitlement is hilarious.

99% of my playtime in Gw2 is queues.

in PvP

Posted by: someone.7485

someone.7485

Just find some one that is just starting at pvp and queue with them. Take the time to teach them how to play and move on to another new player. This benefits you and the community.

Dev forum presence

in PvP

Posted by: someone.7485

someone.7485

Going through the pvp forums it seems like there is next to no dev presence in the forums.

Proposed Changes for Engineer Turrets

in PvP

Posted by: someone.7485

someone.7485

The conditions part seems really insensible to me. There’s no rhyme or reason why bleeding should effect turrets. Since when do they have blood?!

While they need a significant nerf, them being susceptible to non-burning conditions makes ZERO sense. I think the ability to be critically hit and maybe a slight dmg decrease would be more than sufficient.

They could still have a liquid that would ‘Bleed’ out.

Proposed Changes for Engineer Turrets

in PvP

Posted by: someone.7485

someone.7485

This change is silly! Unlike other AI builds, turret builds make the user completely worthless! Hip Shot! Hip Shot! Hip Shot! So mighty! Plus turret Engineers can’t swap weapons and are absolutely worthless off point! It only makes sense that turrets are beefier and stronger than other forms of AI!

I would’ve thought the obvious change would be to have turrets scale with your stats! An Engineer that values damage while sacrificing defense will in turn provide frail, high-powered turrets and vice versa! That way someone that builds to be a bunker can’t deal much damage and someone that builds to be a damage dealer can’t take many hits! But oh well! That logic is wasted on the cele meta which some classes build to be a bunker AND deal decent damage! #Anet!

Wahoo! Bye frands!

This change would be more interesting that what Grouch is proposing. Might even result in turrets being used in unexpected ways.

Proposed Changes for Engineer Turrets

in PvP

Posted by: someone.7485

someone.7485

It is good that you are doing something about turrets. However, I feel you chose the fast and easy solution. Turrets themselves need a complete overhaul. I hope at some point that turret design is revisited. They are useless anywhere but pvp at the time.

This will likely remove turret engis from pvp, which is what the community wanted and it is good to listen to the community if you want the game to thrive. However, this does not bring turrets inline with the rest of pvp. Turret engis have massive drawbacks, and the main trade off for this was you were a massive nuisance at a single point.

If your not going to rework turrets, I have some suggestions.
I would suggest reducing the cool down on turrets that are picked up before being destroyed. I would suggest leaving the cool down of the healing turret the same as it is. But change the cool down for picking up the other turrets from 25% to 35%. Also, If you do not want floating turrets, make it so they are placed faster. This is the easiest fix.

Why the turreteer is overpowered currently.

in PvP

Posted by: someone.7485

someone.7485

@ErazorZ.5209 The two turret engis with a solid team is a much more difficult one to deal with. It was interesting to watch some of the tournament matches with that composition. The teams without turret engis did manage to counter them, but it was close. The fights seemed relatively fair. No teams that have tried them in tournaments have been successful yet. I think part of the reason they even do alright is because people are still not completely used to fighting those comps. I think we need more really good engis actually playing the builds to determine if they are really an issue or not.. I personally think they are not overpowered, but I would like to see changes made to them.

Suggestions for more Skill-Based Turrets

in PvP

Posted by: someone.7485

someone.7485

Having to press to use the turret every time would just end up resulting in just mindless button mashing which is not really ‘active’ play.

Why the turreteer is overpowered currently.

in PvP

Posted by: someone.7485

someone.7485

1 well placed turret behind a zerg and up on a highground versus you and your team. Wich if you fight equally is unwinnable because of said turrets.

people seem to forget that not all turrets go cap close or far alone, a reall turret engi plants his turrets on zerg points or has communications with there team when an enemy zerg is inbound, for extra support healing CC, you name it.

Turretsteams give you the ability because of there tanky nature to outrotate you faster then you can outrotate them. Because if your rotating correctly between 2 turret engis, You will always have to kill the engi. Or overcommit to capping.

Turrets should definatly require amulets if they ever want to be competetive. “Oh ur running zerk turrets? atleast i can one shot you”.

“Oh your tank turrets? Atleast i wont have to bother with your damage turrets”.

The flaw with turrets is the base stat, wich is too high and too effective. Also the cast time is too high, Because it doesnt just pop CC or DPS, it does it at the same time dependant on where you started to engage from and mutliple times during a fight. At a steady rate of fire at all times. Never missing a beat. Aka AI.

Most posts ive read about ‘howto beat engi’ is considering they dont have a team backing them up or understanding turret placement.

Wich i understand that most people at soloQ do. But at higher ranked play, a turret team knows howto rotate. And because of the tankyness of turret engis and turrets themselves, once they cap a point it takes too long to recapp unless your fully organised and can get the engi before he moves to his target. without engaging in a zerg. at the same time. Wich one some maps is impossible. And due to the sheer “doesnt matter what amulet X is using” Turreteers ussually go full ham on defensive amulets. Making them a perfect target to tank a whole lot of damage with. Combining this with CC turret And they can escape nearly anywhere and leave you on cooldowns.

I am giving information on how to beat a team of turret engis. Me and a bunch of guildies play 4 turret engis and a support warrior. It turn out 5 turret engis are less effective. We push all three points cause this is the most effective strategy with turret engis. Forcing a team of turret engis into a team fight situation is not in their favor most of the time. Just make sure to actually take out the rocket turret and the rifle turret if convenient. I have see so many team fights with rocket turrets just left alone. The teams that effectively zerg us win 10/10 times because we have terrible mobility and are frequently forced to leave a significant amount of our damage at a point that there is no fighting. Teams with too many tanky builds do not do well against us. You should NEVER be out rotated by a team of turret engis. When fighting turret engis over committing is not necessarily a bad idea.

As a person that plays turret engi, I can tell you that you do not want the turret stats to scale with amulet. I run zerker amulet sometimes just for fun and I find it makes 1v1s even easier, but you die too fast in 2v1s. If someone had zerker amulet and turrets that scale they will just put down the turrets then stand back and laugh as the AI wrecks you. You do not want to make it easier for the engi to put all their damage into the AI.

Suggestions for more Skill-Based Turrets

in PvP

Posted by: someone.7485

someone.7485

There are enough AI things that just follow you about. Actually, just get rid of the cool down if the turret is picked up before it is destroyed. Instead make it so the engi repairs the turret when stowed over a period of time, say 20s. Have this as the cooldown counter, but allow the engi to place the turret again before it regenerates all of its health if they need to. Rather than reducing turrets health allow vulnerability to be applied to turrets. This condition sorta makes sense to be applied to a turret. Allow picking up and replacing the turret to remove vulnerability. Also make it so that turrets can be critically hit.

(edited by someone.7485)

Why the turreteer is overpowered currently.

in PvP

Posted by: someone.7485

someone.7485

Turrets are not affected by amulets.

I repeat. Turrets are not affected by amulets.

You can run a super zerk build as a turreteer and still have your healing turret spike for an extreme amount of healing asif your

Rocket turret does zerker damage even if you have a basestat of 0 power.

This is why the turret engineer actually is overpowered at the moment in pvp. There is no changed to how turrets work with various amulets and ussually in most matches you see full bunker turrets setups.

This gives them the strongest multiclass roling there is ingame. This is why they are broken.

Arenanet isnt listening at all to the community this is also why PvP will never become a thing. when 50% of the leaderboard consists of turret engi’s

The healing turret does scale with healing power. Since when is hitting for 1698 zerker damage.

The turret engi is not really OP since it has no strun break, terrible mobility, cannot guarantee a stomp, and is very vulnerable to conditions. This basically allows you to zerg through the capture points.

The community does seem extra annoyed by this build. The thing is how do you change this build, which is not OP, without just getting rid of it from pvp. The devs do not seem interested in doing this.

I personally think the issue is not with the build and is with soooo many bad players. The turret engi just seems to only be effective because it takes advantage of the weaknesses within the community. One of the biggest being lack of communication before and during games. Another being people thinking they should be able to 1v1 every build. The last issue is people do not know how to out rotate turret engis. This is one build that it is not really a good idea to 1v1. You can do it, but it usually takes too long. Instead you should zerg through the points, starting with the point with the fewest turret engis. Make sure to destroy the rocket turret. Keep your interrupt for downed player on your team, turret engis cannot stomp effectively. You should always be able to rez the downed player during a team fight. Most turret engi teams at this point become staggered, make sure to always +1 points. It is also good to determine who the two most bursty players with excellent mobility are before the match starts. These two should stick together and make sure to kill any lone turret engis. Decide which of you two will lead and which will follow so you actually stay together during the match. COMMUNICATE MORE PEOPLE!

Also, anet really needs to lower time it takes to place turrets so you cannot do floating turrets. Do not lower placement time on the healing turret, maybe toy with making it 3/4s rather than 1/2s. Any turret that does not do aoe damage should only attack the person targeted by the engi. This makes it so the turret engi must be a bit more active and makes it so a thief decapping a point will not get destroyed.

(edited by someone.7485)

Engi are ruining PvP! Pls Do something!

in PvP

Posted by: someone.7485

someone.7485

They merge them all into one.

Engi are ruining PvP! Pls Do something!

in PvP

Posted by: someone.7485

someone.7485

Seriously people! Actually communicate before a match.

This is like saying “Hey, if you ready up, the match will start quicker” – which might be desirable, but how many times does it happen?

In the time I have been playing, the odds that you got people communicating at the start, telling roles and builds can be count on one hand…
Sad? Maybe, but it is the truth…

Also, as much as I like try to stay unbiased on the forums, the numerous amounts of “Daily Engineer” and the obvious growing popularity of the build are starting to get to me more and more…

The poor communication is my point. I use turret engi to get peoples attention because turret engi thrives on a lack of communication. It seems like most people are just reading the thread title and are actually missing my point. I find you stand a better chance of winning if everyone communicates before the game starts. It is difficult to communicate during the game, but you can use the mini-map for some fast communication.

You use turret engi because you want to win. Don’t pretend otherwise

I never implied anything else and I personally see nothing wrong with wanting to win. Winning is fun, and the way I play turret engi is fun for me (not all turrets). I play the distraction engi. I want to distract as many opposing players for as long as possible so my team has the numbers advantage at the other fights. PvP is generally a game mode that players do whatever it takes to win, while not violating the EULA. Engi is my main and it only has nades or turrets to choose from. Turret engi is one of the best builds to carry bad teams with. I have won multiple 4v5 with turret engis.

I am just stating my frustration with the lack of communication before and during games. I am also stating that the turret engi thrives on this lack of communication. I am only pointing out the issues with turret engi would be lessened significantly if people would just communicate. Now, if I have not said it enough in this thread:

PEOPLE NEED TO COMMUNICATE MORE BEFORE AND DURING MATCHES.

because people who solo-q can just communicate so easily via voice comm, right?

Dont try to explain so much about WHY you chose turrent engi, sure it’s fun winning, but for you it’s also about winning effortlessly compare to other classes/builds.

So rather than even trying before the match starts everyone just sits there twiddling their thumbs. Yes it is more difficult to type or draw on the map, but you should at least give it a try.

The amount of effort needed does not matter to me, it is effectiveness that matters when it comes to winning.

Engi are ruining PvP! Pls Do something!

in PvP

Posted by: someone.7485

someone.7485

Seriously people! Actually communicate before a match.

This is like saying “Hey, if you ready up, the match will start quicker” – which might be desirable, but how many times does it happen?

In the time I have been playing, the odds that you got people communicating at the start, telling roles and builds can be count on one hand…
Sad? Maybe, but it is the truth…

Also, as much as I like try to stay unbiased on the forums, the numerous amounts of “Daily Engineer” and the obvious growing popularity of the build are starting to get to me more and more…

The poor communication is my point. I use turret engi to get peoples attention because turret engi thrives on a lack of communication. It seems like most people are just reading the thread title and are actually missing my point. I find you stand a better chance of winning if everyone communicates before the game starts. It is difficult to communicate during the game, but you can use the mini-map for some fast communication.

You use turret engi because you want to win. Don’t pretend otherwise

I never implied anything else and I personally see nothing wrong with wanting to win. Winning is fun, and the way I play turret engi is fun for me (not all turrets). I play the distraction engi. I want to distract as many opposing players for as long as possible so my team has the numbers advantage at the other fights. PvP is generally a game mode that players do whatever it takes to win, while not violating the EULA. Engi is my main and it only has nades or turrets to choose from. Turret engi is one of the best builds to carry bad teams with. I have won multiple 4v5 with turret engis.

I am just stating my frustration with the lack of communication before and during games. I am also stating that the turret engi thrives on this lack of communication. I am only pointing out the issues with turret engi would be lessened significantly if people would just communicate. Now, if I have not said it enough in this thread:

PEOPLE NEED TO COMMUNICATE MORE BEFORE AND DURING MATCHES.

Engi are ruining PvP! Pls Do something!

in PvP

Posted by: someone.7485

someone.7485

Seriously people! Actually communicate before a match.

This is like saying “Hey, if you ready up, the match will start quicker” – which might be desirable, but how many times does it happen?

In the time I have been playing, the odds that you got people communicating at the start, telling roles and builds can be count on one hand…
Sad? Maybe, but it is the truth…

Also, as much as I like try to stay unbiased on the forums, the numerous amounts of “Daily Engineer” and the obvious growing popularity of the build are starting to get to me more and more…

The poor communication is my point. I use turret engi to get peoples attention because turret engi thrives on a lack of communication. It seems like most people are just reading the thread title and are actually missing my point. I find you stand a better chance of winning if everyone communicates before the game starts. It is difficult to communicate during the game, but you can use the mini-map for some fast communication.

Engi are ruining PvP! Pls Do something!

in PvP

Posted by: someone.7485

someone.7485

Good players that communicate still beat multiple turret engis every time. It is about communication and proper rations.

http://www.twitch.tv/guildwars2/b/647594592

Watch the first match. Watch how often apex was chasing their tails. This is APeX Prime a team that won the very first ToL and placed 2nd in the second ToL. Are you gonna tell me that this team HMan, Morf, Happy Kid, Night, and Anastarcis are bad? Are you seriously going to try and tell me that those players are so bad because they lost to that comp. You honestly believe this spec isn’t broken one bit?

At least neither turret engi are running the metabuild. They made sure to reduce that pesky mobility issue. But, they only had 2 turret engis and still lost. A significant part of pvp is communication and rotations. You can do rather well with sub par builds if you are really good at communicating and rotations. In the end APEX just out rotated them, which is what always happens to turret engis against good players. My main point that the lack of communication is the issue in pvp still stands.

Engi are ruining PvP! Pls Do something!

in PvP

Posted by: someone.7485

someone.7485

Not difficult to read from the OP’s completely one sided, one dimensional post who plays a turret engi. Some mod should just delete this joke thread.

Yes, just ignore me and ask me to be silenced because my opinion differs from yours. My point is the lack of communication is pvp is laughable and is the real issue.

Engi are ruining PvP! Pls Do something!

in PvP

Posted by: someone.7485

someone.7485

Good players that communicate still beat multiple turret engis every time. It is about communication and proper rations.

Engi are ruining PvP! Pls Do something!

in PvP

Posted by: someone.7485

someone.7485

Nerf turrets. A build that forces people to communicate and coordinate is OP. I want to be able to not communicate with my team and still win. Why should I have to spend that time before a match communicating with my team and devising a strategy. I should be able to 1v1 every build because teamwork and communication is hard. I should be able to just run headlong into a player and fight them, I should not have to pay attention and find the rocket turret first. I should not have to learn rotations.

Seriously people! Actually communicate before a match. This significantly increases your chance of winning. I personally find it funny that there is a build that is only OP due to lack of willingness to communicate before a match. The turret engi has massive flaws that can be easily exploited. There is a reason that turret engi is not seen in high level play much.

Suggestion: Death Summary-right click

in PvP

Posted by: someone.7485

someone.7485

After dying, it would be nice to be able to right click (or cursor over) the skills that contributed to your death to get a skill description. In the case of conditions, it would be nice to know what skills caused them. It would also be nice to know how many hits contributed to the damage.

The fastest way to nerf turret engies

in PvP

Posted by: someone.7485

someone.7485

Good players do not play turret engi because they have massive flaws. The lack of stun break is a big one. No blocks.The fact they are an engi means they are easily dispatched with conditions. If you can intercept them away from a point, they cannot do much. They have terrible mobility. Turret engi is only good against medium to low level players.

(edited by someone.7485)

Do Something About Turret Engis.

in PvP

Posted by: someone.7485

someone.7485

I am not going to complain about going against a 5 premade turret engi team, when we weren’t premade. Its whatever, but Anet please fix the ability to put the turrets in the air. All of them put their turrets in the air…and with my cele rifle engi build I couldn’t grenade the turrets down.

This just happed: 4/3/2014 1:15 cst if you want to see the turret placements…so not only it is going up against 5 turret engis but with turrets i couldn’t destroy.

I rifle down turrets in the air all the time, and it does not take that long. The rocket turret is the main one you need to focus on and it gets destroyed really fast. I think turrets could always be placed in the air, it is just recently that everyone has learned how to do it. Also, it is easier to be a full team of 5 turret engis than a team of 3 or 4 turret engis with one or two others with good mobility.

You know something is OP when...

in PvP

Posted by: someone.7485

someone.7485

Turret engi’s are only really OP against bad team play.

Don't tell me how to play

in PvP

Posted by: someone.7485

someone.7485

Hotjoin is meant to do whatever the hell you want. I find a large number of people are there just for the dailys anyhow. Keep it up. Just please try to be useful outside of hotjoin. The best way to do this is use a metabuild (www.metabattle.com/ is a good source) before you try your own builds. Do try your own builds, but become familiar with the meta first. Frequently a metabuild can be tweaked slightly to suit your play style. Many of the builds listed give you alternatives so you can fit your own play style.

Titles

in Guild Wars 2 Discussion

Posted by: someone.7485

someone.7485

Why did anet decide to not have titles do anything. I thought the way they did it in gw1 was good. Right now there is zero reason to get a title.

Why was solo queue removed, again?

in PvP

Posted by: someone.7485

someone.7485

It rarely happens. There are dozens of threads where one player starts by complaining he’s always matched against premades, while in reality it’s 3 out of 70 games

This is subjective. On average it may “rarely” happen, but the average itself can change very quickly depending on the circumstances because of the small player pool. The average from a player pool of a million + active players is different from the average of a pool of a thousand players.

For an anecdotal example, I was playing arenas on a low traffic hour of a weekday, and was matched against a team consisting of 3/5 or 4/5 Abjured players. That’s fine if it was one game, but no, it was 6 games in a row matched against the same Abjured team. I took a 45 minute break to avoid them, came back in queue, and again was matched versus the Abjured team. It was amazingly, beautifully awful.

This is the shame about playing during low traffic hours. If they still have profession based MMR turned on (last I saw it was being used as a small factor in MM) then switch to a less played profession and you may get a different match up. A second account is also good for this. If one of the players is streaming you can wait till their queue pops to go queue yourself (you really should not have to do this). You could also try waiting 10min to queue after match ends. High end teams frequently take about this long to find a match.

A question of ethics?

in PvP

Posted by: someone.7485

someone.7485

You could try to whisper the person and suggest things they may want to try instead or point out issues you saw. This is probably the least embarrassing way to help them get better, and they may be more receptive to advice. I guarantee some people will just respond with negative comments, but they may still head your advice.

Build codes

in PvP

Posted by: someone.7485

someone.7485

We are supposed to get this eventually. I am hoping it will be part of HoT or sooner.

Why was solo queue removed, again?

in PvP

Posted by: someone.7485

someone.7485

Due to small player base it was have ranked/unranked or solo/team. They thought ranked/unranked was more beneficial.

(edited by someone.7485)

What about nerfing turrets ?

in PvP

Posted by: someone.7485

someone.7485

They were prob hit with this http://wiki.guildwars2.com/wiki/Rocket. I think this can crit for around there.

What about nerfing turrets ?

in PvP

Posted by: someone.7485

someone.7485

Pretty much, ENG has been one of the strongest if not the strongest class since release.

I have been playing engi heavily in pvp for over a year and when I started engi was not close to one of the strongest professions. Engi was probably the profession I saw the least of at that time. Then the decap engi build came along and people started trolling hard with engi. Since then there have been a good number of engis and new builds have become viable. Such as the much despised turret engi. This build is only prevalent because anet finally fixed turrets and game them some love. This will go away as more players become good at fighting against the turret engis.

What about nerfing turrets ?

in PvP

Posted by: someone.7485

someone.7485

The daily nerf turret engi post was done already. You are a few hours early.

There's zero high rated PVP streamers

in PvP

Posted by: someone.7485

someone.7485

This person has already been directed at lists of streamers.

Ranked is filled with turret farmers

in PvP

Posted by: someone.7485

someone.7485

Some one needs to just post the how to fight a turret engi on each of these posts. So many people do not know how and just come and complain. I keep seeing the complaint that it takes too long to destroy the turrets. This is a clear sign that you are fighting the turret engi wrong. It takes only a few hits to destroy the rocket turret. After you destroy this turret you need to dispatch the turret engi. If you can stay out of range of the thumper turret (240 radius), it is suggested. If you can take out the rifle turret quickly, this may help reduce the amount of damage done to you. Do not go out of your way to take this out. Once the turret engi gets down to half health CC as much as possible to try and interrupt their heal. If you are a condi build, save your heaviest conditions for after they use the healing turret. If you are tanky, do not bother if the point is already capped. Do not try to 2v1 a turret engi with 2 tanky players. This is exactly what the turret engi wants. A turret engi dies extremely fast to 2 burst builds and this tends to be an extremely effective way to counter the engi.

What about nerfing turrets ?

in PvP

Posted by: someone.7485

someone.7485

I spent a lot of time with him on rotations since they are extremely important. I’m sure he can elaborate but here is the general philosophy we go by:

-His build is turret decap and so he can decap any pt in ~5-15 seconds or less against any of the best players in the game. You can see our vods against Abjured, AG, and Radioactive to see he had no problem doing that.

-His build excels in 1v1 and 2v2 scenarios, so whenever possible we play a 3pt game, pressuring all 3 points.

-Due to lack of good mobility turreteers will bleed people out—we have a no stomp philosophy where we NEVER stomp anyone except in rare 1% niche circumstances.

-The last rule is that we never leave anyone at a point doing nothing. If we win mid, we never leave anyone there unless we know someone is coming around back to cap it or something like that. If the other team wants to out-number themselves for ~25 seconds running to mid and capping it we will use that number advantage elsewhere.

So that being said if Jazz is home and caps it uncontested, he immediately runs to the enemy home since side pts are always easiest to decap. It is (usually) far better to be the aggressor. If jazz just sits home and the other team sends 1 to jazz then we are not at an advantage since Jazz can potentially get decapped, lose his point, or basically stalemate since even if he kills the attacker we are hardly any better off than had he not come. So we always have jazz on them move, he is always trying to be one step ahead since the OTHER team is at a huge disadvantage if Jazz is rushing what they own.

Side-note: His build was specifically meant to counter the bruiser/boon meta and so he can 1v1 any cele ele, engie, etc if he gets his rotations and kiting correct.

Sometimes the best move is not to move though, and this is what Jazz is really good at. For example, since Jazz is our strongest 1v1 player we send him to far at the start and he almost always will win it, or at least full cap the other player there, and it forces the other team to make 2 choices, either 2v1 Jazz or let him free cap it. They almost always try and 2v1 him, and Jazz can live ~60-120 seconds 2v1 against bruisers. That usually gives us enough time to clear mid and support far.

Either he knows that due to his lack of mobility, it’s better for him to stay on a point and die 1v2 than try to leave, and so many times I will tell Jazz he can’t get support but we have advantage elsewhere and that he needs to do all he can to sustain before dying by himself.

Now when I said sometimes not moving is better than moving it’s when jazz has capped far and we just killed 1-2 people. In that case they will respawn and usually try to jump him, We either choose to let Jazz 1v1/2 or will send 1 to help him.

But yeah, while people say that turreteers do not rotate or rotate well, Jazz is a prime counter-example where his entire role focuses on smart rotations and strong, fast decaps.

We are not concerned with camping someone on a point since if the other team caps it, we can decap it whenever we choose unless they stack numbers on it to defend it… and we’re pretty good about not going into those unnecessary battles when the other 2 points are easier to penetrate.

This is the game plan we use with turrets. The emphasis being about decapping points rather than “setting up shop” on point. It’s hard to explain the entire rotational philosophy because a lot of rotations are situational.

I owe a lot to my rotation skill to Lux. He’s spent a lot of time teaching me about rotations and how to think a few moves ahead. He’s honestly a huge asset to a turret engi because of his play calling and map awareness.

Thanks for the response guys.

What about nerfing turrets ?

in PvP

Posted by: someone.7485

someone.7485

Thanks JazzyTurrets for posting those comments. There is one important thing about playing turret engi that you did not discuss and that is rotations. I would like to see your take on this or your teammates. For a turret engi, choosing where to be is very important due to a lack of mobility and the long cooldown on turrets.

What about nerfing turrets ?

in PvP

Posted by: someone.7485

someone.7485

i see good turret engis jumping off ledges and placing their turrets floating up in the sky so they can’t even be attacked by melee.

i dont see how floating turrets can be intended by design.

I see nothing wrong with this, take no notice of the floating turret in the sky. It is your friend and will do you no harm….probably.

What about nerfing turrets ?

in PvP

Posted by: someone.7485

someone.7485

If you play another class you may notice some abilities require you to move from a single spot or even follow the target at close proximity! It will blow your mind!

There are melee builds in this game, wow mind blown! Sorry about trying to be helpful, disregard my post!

I called out the rangers for doing this the most. Every build has some sort of ranged skill that you can start attacking the engi with. I am suggesting trying not to get in range of the thumper if you can help it. It has high health, but not much range. It is some of the easier damage to avoid. If you do try to take it out, the engi will cause you a significant amount of pain with jump shot and blunderbuss, then they will just knock you away and net you. Going after the thumper is not really worth it.

What about nerfing turrets ?

in PvP

Posted by: someone.7485

someone.7485

Why are people even trying to kill the thumper turret? This turret has a radius of 240, this does not even cover the point. If the turret is at the center of the point just stay at the edge of the point and fight the turret engi. I keep seeing rangers go after the thumper turret which is pointless when they do best for ranged damage. Fighting turret engi’s is really a l2p issue. I suggest trying to play turret engi and learn how to counter it that way. This is the best way to learn how to counter any build you are having trouble with.

What about nerfing turrets ?

in PvP

Posted by: someone.7485

someone.7485

I have been playing turret engi with 3 others and a warrior (all turret engi is a disaster). This is effective against many teams. However, as soon as the team realizes that all they need to do is zerg through the points we tend to lose. Turret engi’s cannot stomp which makes team fights go badly. If you can heavily cc the turret engi they can be dispatched quickly. d/d ele can heal right through most of your damage after taking out rocket turret. Even dps guardians can do well against you. A bunker warrior can basically faceroll, no one dies in this case.

Players with very little experience do tend to do well on turret engi and it is a good way to get people into pvp. This is especially the case when most of the people you play with have a good mmr and you have one new player. An inexperienced player still does not know when to dodge and where to be during the game, so they will still lose against experienced players. This build does carry, but not as hard as people want to believe.

meta builds take no skill

in PvP

Posted by: someone.7485

someone.7485

I personally do not see any issue with having multiple of the same profession. Depending on the build you can significantly change the play style. Currently we see them running identical builds, which is a problem.

Please stop calling for a nerf to everything. It would be better to give other professions slight buffs to make them more equal to the top builds.

The cele stat is so overused simply because it allows you to do a little bit of everything. It is still important to have a zerker amulet or some build that can do burst damage to turn the team fights in your favor. However, the stat difference between celestial and everything else is a little too much still. They should try toning it down to +400 on each stat. How it currently stands currently is you get about the same damage as with a regular amulet but you get healing power and vitality thrown in for free. I was giving the rabid engi build a try recently (I used to play it, switched to cele) and found it had about the same damage overall as the celestial build if the profession did not have constant condi clear. The sustain was better with the cele build and because damage is spread across everything it works better in general.

Lack of streamer/outside game community?

in PvP

Posted by: someone.7485

someone.7485

I take it you are not aware that broadcasts get deleted off twitch rather soon after they are aired. There does seem to be less streamers for thief than other profession, but they are out there.

Turret engi love

in PvP

Posted by: someone.7485

someone.7485

I think turrets need to be able to be fabulized. They need to have options for assorted colors and patterns, making us able to make them rainbow and glittery and have dancing llama effects whenever someone gets CC’ed by them.

This would be hilarious.

Turret engi love

in PvP

Posted by: someone.7485

someone.7485

It is always amusing seeing all the hate posts towards the turret engi build, especially on the first page right now. For this reason I am starting a turret engi love thread simply to troll.

Please give advice to other turret engi players on how to troll harder and play the build better. Also playing turret engi makes people rage soo hard they will pull out some very entertaining ways to insult you and your team. This entertainment can sometimes continue significantly after the match which makes those long queue times less annoying.

1) Overcharge shot some one into range of the thumper turret and then overcharge that one. It is soo annoying to get chain cc’d like that, so just to lessen the suffering save that cc from your rocket turret for when they finally get up. Don’t forget that net shot either. Now that they are finally up and about it is probably supply crate time.

2) If you want to far push with a turret engi switch out rifle turret for bomb kit (speedy kits and sigil of energy become useful). You can get 8s of stealth if you blast that smoke bomb right (remember the leap finisher). Also big ol’ bomb gives you that extra bit of cc you always wanted to make the other team rage harder.

3) Since you got bombs and your pushing far. Do not even bother with trying to kill them. Just switch to clerics amulet, bomb healing, and just make yourself tanky. You can cc the person off point so much while surviving that you can just cap the point with them there and stay at full health. Make sure to set auto attack on those bombs and you may even be able to keep the point and go get a drink while you wait for a 2nd or 3rd person from the enemy team to show up.

4) A turret build sometimes just does not have enough AI damage. Swap out those pesky melandru runes(you dont need that condi duration reduction :P) for pirate runes.

5) Getting those key buffs on temple can just be annoying sometimes. Try leaving a turret in a spot that is hard to hit but can stop a person from channeling.

Tracking Thread: Bad Matches

in PvP

Posted by: someone.7485

someone.7485

0-500 foefire NA game end 2:33am

Tracking Thread: Bad Matches

in PvP

Posted by: someone.7485

someone.7485

501-161 TEMPLE NA 9:57
208-501 FOEFIRE NA 11:03
500-209 forest NA 11:23
500-229 foefire NA 11:38
501-230 kylo NA 12:04
215-500 foefire NA 12:44
501-104 foefire NA 1:05

(edited by someone.7485)

Tracking Thread: Bad Matches

in PvP

Posted by: someone.7485

someone.7485

500-249 foefire NA 10:02 est (game end)
501-11 FOEFIRE NA 10:21 est (game end)
214-500 temple NA 11:03 est (game end)

Hi Anet I have a question and a possible idea

in PvP

Posted by: someone.7485

someone.7485

They plan on giving us more information about matches. I do not know if any solid details have been given.

stupid engi turrets

in PvP

Posted by: someone.7485

someone.7485

Rocket turret only makes up 75% of a bad turret engi’s damage. The rifle auto attack does the same amount of damage in the time the rocket turret fires a single shot. A engi that is not braindead will be hitting you with blunderbuss and jumpshot whenever they can.