Speaking of Instant Cast CC's... — Guild Wars 2 Forums

Speaking of Instant Cast CC's...

shadowpass.4236shadowpass.4236 Member ✭✭✭✭
edited November 27, 2019 in PVP

Overcharged Shot (rifle 4) on engi does not have a cast time. @Cal Cohen.2358

And Lock On is still a double proc reveal for 12s every 25s that grants 14s of fury and applies 20 stacks of vulnerability.

Comments

  • it does have a travel time tho.

  • shadowpass.4236shadowpass.4236 Member ✭✭✭✭

    @Stand The Wall.6987 said:
    it does have a travel time tho.

    In sPvP the majority of fights take place in melee range on a node.

    Holo, a melee-oriented bruiser, will usually be very close to their targets. In other words, rifle 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

  • Just remove the reveal, holo has been hurt enough.

  • mortrialus.3062mortrialus.3062 Member ✭✭✭✭

    @Eurantien.4632 said:
    Just remove the reveal, holo has been hurt enough.

    Not even close. What weird planet are you from?

    Best Dressed Memser NA.

  • @shadowpass.4236 said:

    @Stand The Wall.6987 said:
    it does have a travel time tho.

    In sPvP the majority of fights take place in melee range on a node.

    Holo, a melee-oriented bruiser, will usually be very close to their targets. In other words, rifle 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    In sPvP the majority of fights take place in melee range on a node.

    Ranger, a mid-close ranged bruiser, will usually be very close to their targets. In other words, longbow 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

  • mortrialus.3062mortrialus.3062 Member ✭✭✭✭

    @DonkeyHaxor.4052 said:

    @shadowpass.4236 said:

    @Stand The Wall.6987 said:
    it does have a travel time tho.

    In sPvP the majority of fights take place in melee range on a node.

    Holo, a melee-oriented bruiser, will usually be very close to their targets. In other words, rifle 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    In sPvP the majority of fights take place in melee range on a node.

    Ranger, a mid-close ranged bruiser, will usually be very close to their targets. In other words, longbow 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    You're trying to be sarcastic to make a point, but Point Blank Shot is easier to avoid in melee range and eons more fair than Overcharged Shot because of the fact that it actually has a cast time, and said cast time is very noticeable. An engineer in melee range with stability i basically running a mantrta blow out in effectiveness.

    Best Dressed Memser NA.

  • @mortrialus.3062 said:

    @DonkeyHaxor.4052 said:

    @shadowpass.4236 said:

    @Stand The Wall.6987 said:
    it does have a travel time tho.

    In sPvP the majority of fights take place in melee range on a node.

    Holo, a melee-oriented bruiser, will usually be very close to their targets. In other words, rifle 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    In sPvP the majority of fights take place in melee range on a node.

    Ranger, a mid-close ranged bruiser, will usually be very close to their targets. In other words, longbow 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    You're trying to be sarcastic to make a point, but Point Blank Shot is easier to avoid in melee range and eons more fair than Overcharged Shot because of the fact that it actually has a cast time, and said cast time is very noticeable. An engineer in melee range with stability i basically running a mantrta blow out in effectiveness.

    Both of them are easy to dodge, neither of them should be changed.

  • SeikeNz.3526SeikeNz.3526 Member ✭✭✭

    @DonkeyHaxor.4052 said:

    @shadowpass.4236 said:

    @Stand The Wall.6987 said:
    it does have a travel time tho.

    In sPvP the majority of fights take place in melee range on a node.

    Holo, a melee-oriented bruiser, will usually be very close to their targets. In other words, rifle 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    In sPvP the majority of fights take place in melee range on a node.

    Ranger, a mid-close ranged bruiser, will usually be very close to their targets. In other words, longbow 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    In sPvP the majority of fights take place in melee range on a node.

    Warriors, a mid-close leaper bruiser, will usually be very close to their targets. In other words, bull's charge is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

  • @SeikeNz.3526 said:

    @DonkeyHaxor.4052 said:

    @shadowpass.4236 said:

    @Stand The Wall.6987 said:
    it does have a travel time tho.

    In sPvP the majority of fights take place in melee range on a node.

    Holo, a melee-oriented bruiser, will usually be very close to their targets. In other words, rifle 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    In sPvP the majority of fights take place in melee range on a node.

    Ranger, a mid-close ranged bruiser, will usually be very close to their targets. In other words, longbow 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    In sPvP the majority of fights take place in melee range on a node.

    Warriors, a mid-close leaper bruiser, will usually be very close to their targets. In other words, bull's charge is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    big agree

  • At the very least, make it ignore/remove stability for the user - they did it for Headbutt, so I don't see why not. It makes sense for the skill's one drawback to be, y'know, an actual drawback. At least gives the enemy some time to react and stunbreak before the engi has recovered.

  • @shadowpass.4236 said:

    @Stand The Wall.6987 said:
    it does have a travel time tho.

    In sPvP the majority of fights take place in melee range on a node.

    Holo, a melee-oriented bruiser, will usually be very close to their targets. In other words, rifle 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    in other words, nerf core to nerf elite spec. cool story.

  • bravan.3876bravan.3876 Member ✭✭✭✭

    About Engi rifle knockback i first was the same opinion about it should have more cast time. It is a cc the target cannot dodge or move freely anymore when get hit by it and this kind of cc should not be instant no matter if from range or melee. The only exceptions (aside from Daze what doesn't require a stunbreak to move freely and dodge anyway) are hybrids like Fear and Taunt because they can be removed by stunbreak OR condiremove and for that are less problematic than stun, knockback, knockdown, floating etc. when instant.
    But the problem is, you also cannot compare Enigs rifle knockback to Rangers bow knockback because Rangers bow knockback does not punish the Ranger like the Rifle knockback does also knockback the Engi himself. If you make rifle knockback too easy to dodge Engi is left with a skill will most likely only cc himself. Means i am not that sure anymore that giving it a longer cast time so it is also dodgeable in close range is a fair move. The animation could get a bit more visible though, even in range it is kind of hard to see sometimes, in particular with all the visual clutter around in teamfights.

    "playing revenant is borderline exploiting" - up condimirage 2k18

  • bravan.3876bravan.3876 Member ✭✭✭✭
    edited November 28, 2019

    @Stand The Wall.6987 said:

    @shadowpass.4236 said:

    @Stand The Wall.6987 said:
    it does have a travel time tho.

    In sPvP the majority of fights take place in melee range on a node.

    Holo, a melee-oriented bruiser, will usually be very close to their targets. In other words, rifle 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    in other words, nerf core to nerf elite spec. cool story.

    It doesn't matter if something is core or not. When something is op it needs nerf, no matter what traitline or skill! And the funny thing is, that the most passive, low skill ceiling/floor and op stuff you find in core defensive traitlines and not that much in elite traitlines.

    Also: All traitlines correlate with each other just like the core lines did in core gw2. Stop seeing elite traitlines as something special, they are traitlines just as all others. Otherwise we get so bad ideas like adding a double trade off (the general trade off, all traitline have already: trade off by the other traitline you cannot pick instead anymore). For most (not all) classes elite specs clearly add different and active, interesting mechanics which are not op itself. For example Holo, could be a high skill ceiling spec just from its mechanics, if some Holostuff would just have longer cds and if the taken core defensive traitline would not overperform in general. What makes Holo forgiving and easy spam playstyle is not the Holomechanic itself, it is the general powercreep. And you can nerf that powercreep in dmg and sustain by nerfing the real roots without killing the Holo mechanic or make it clunky to play (tweak access to boons and boon duration, tweak dmg and cd numbers etc).

    So pls i can't hear this standard propaganda about "don't nerf core lines to balance elite specs" anymore. Elite specs use 2 core lines, they all correlate, they all matter in terms of balance and performance and as said, often its not even the elite traitlines mainly overperforming, the most passive and forgiving stuff you find in the core defensive traitlines. And the few things overperforming in elites like too short cds for Holomode skills or too passive condi ambush skilldesign on Mirage or pre-nerf too short cd on Fullcounter you can balance by tweaks without killing the new and active gameplay mechanics we got with elites. Punishing them by giving them unnecessary double trade off... in particular when done so bad that you make the whole class or elite mechanic clunky, unfun and killing gameplay flow or even completely kill the spec. Only change mechanics when the mechanic itself is the problem and in that case change them to something more skillbased not something still broken but nerfed to death or clunky as hell.

    "playing revenant is borderline exploiting" - up condimirage 2k18

  • @bravan.3876 said:
    snips

    except no one ever complained about it before holo cuz its fine with scrapper and core. every class has strong stuff. should we remove teef sword 2 immob since it sets up both sword 3 dual attacks? maybe rangers knockback is contributing too much to the burst of rapid fire. how about stop whining and let every class have strong aspects to them so combat isn't decided by a 20 sided die.

  • shadowpass.4236shadowpass.4236 Member ✭✭✭✭
    edited November 28, 2019

    @DonkeyHaxor.4052 said:
    Ranger, a mid-close ranged bruiser, will usually be very close to their targets. In other words, longbow 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    No there's a spinning wind animation before lb 4 casts. Look at this video of me dodging PBS in melee range.

    Unlike ranger longbow's knockback, rifle 4 has NO animation whatsoever in melee range.

  • shadowpass.4236shadowpass.4236 Member ✭✭✭✭

    Anyone who says Overcharged Shot is easy to dodge in melee range is more than welcome to be in one of my youtube videos to prove your point.

  • shadowpass.4236shadowpass.4236 Member ✭✭✭✭
    edited November 28, 2019

    @Stand The Wall.6987 said:
    in other words, nerf core to nerf elite spec. cool story.

    If Point Blank Shot on ranger didn't have a cast time I'd have an issue with it too.

    Overcharged Shot has no cast time, hard CCs, and is impossible to react to in melee range. Increasing the cast time so there's a visible animation (even 1/2 a second is okay) is perfectly fine and the weapon will be as functional and strong as it is now. Don't lie to yourself.

  • No cast time, Hard CC, Strong Damage.No animation.
    One of them needs to go, heck even adding 1/4s cast time onto it and making it more visible/giving loud sound queue would help alot.

  • bravan.3876bravan.3876 Member ✭✭✭✭
    edited November 28, 2019

    @Stand The Wall.6987 said:

    @bravan.3876 said:
    snips

    except no one ever complained about it before holo cuz its fine with scrapper and core. every class has strong stuff. should we remove teef sword 2 immob since it sets up both sword 3 dual attacks? maybe rangers knockback is contributing too much to the burst of rapid fire. how about stop whining and let every class have strong aspects to them so combat isn't decided by a 20 sided die.

    Not true that no one complained before. In core/ HoT days there clearly where complains about Condikit Coreengi sustain and also about Scrapper sustain (how i love these "in old days everything was better", but forgetting that there were just as much complains about meta builds as today. Just as every problematic Mesmerbuild always needed to use either Inspiration or Chaos or even both, see Bunkerchrono, to be a problem. Warriors 100% passive defense traitline since game release another example).

    Ofc the problems got worse though but elites are not the main reason for that. Most defensive traitlines are too passively (and for that mistake- and newbie friendly) designed, Anet was bad in balancing the dmg-sustain relation since game release. Traitline rework before Hot release started powercreep already (deleting traitlines nature-specific stat boni, making a lot of powerful traits baseline etc.) and lowered opportunity costs in dmg for defensive traitlines even more. The problem with low skill ceiling/floor defensive core traitlines exist since game release and it got worse duo to general power creep (incl changes in these traitlines themself making them more powerful). There is some overperforming stuff in elite specs too ofc (i mentioned some already), like too short cds on Holo skills or a still too hard hitting PoF Gazelle Ranger pet which can be tweaked but only very few elite mechanics itself are problematic, even more, the gameplay mechanics itself added by elite traitlines are in most cases not op and more important: not passive or low skill ceiling. Quite the opposite often they clearly add skill ceiling and difficulty to a class, they just need to be tweaked to remove the power creep just like in every other traitline. The only few mechanics which are problematic itself and need a rework are for example EM on Mirage which got nerfed to death so no one can use it anymore (instead reworking it into something useful but not broken), or too passive designed condi (clone) ambushes (which should get reworked, lower their dmg part and give that back to Mesmers active ways of condi application and add useful effects instead, effects the player can active work with to outplay opponents, similar to sword ambush). DE is another elite spec with a problematic mechanic, it is pretty near to be either broken or useless.

    On the other side i don't see a problem that Firebrand got more skills but Anet forgot to balance them in a way that the whole ensemble of available skills is not more powerful than a whole ensemble with overall less skills available. Means most FB skills are just as powerful as if the class would have less skills available. So on classes with more skills available each single skill needs to be a bit weaker than skills on classes with lower amount of skills (or higher cds). Simple tweaks in effects and numbers are enough we don't need to delete some tomes. I see the Firebrand trade off coming deleting one or two f-skill for FB, gosh that would be so bad...

    So no, most elites are overperforming because of the since game release (!) bad designed defensive core traitlines and ofc because of some power creep dmg and cd numberes in elites themself, not because of the new gameplay mechanics added by elites (with very few exceptions).

    "playing revenant is borderline exploiting" - up condimirage 2k18

  • mortrialus.3062mortrialus.3062 Member ✭✭✭✭

    @DonkeyHaxor.4052 said:

    @mortrialus.3062 said:

    @DonkeyHaxor.4052 said:

    @shadowpass.4236 said:

    @Stand The Wall.6987 said:
    it does have a travel time tho.

    In sPvP the majority of fights take place in melee range on a node.

    Holo, a melee-oriented bruiser, will usually be very close to their targets. In other words, rifle 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    In sPvP the majority of fights take place in melee range on a node.

    Ranger, a mid-close ranged bruiser, will usually be very close to their targets. In other words, longbow 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    You're trying to be sarcastic to make a point, but Point Blank Shot is easier to avoid in melee range and eons more fair than Overcharged Shot because of the fact that it actually has a cast time, and said cast time is very noticeable. An engineer in melee range with stability i basically running a mantrta blow out in effectiveness.

    Both of them are easy to dodge, neither of them should be changed.

    If the engineer has stability and gets in melee range Overcharged shot is literally instant cast blow out.

    Best Dressed Memser NA.

  • mortrialus.3062mortrialus.3062 Member ✭✭✭✭
    edited November 28, 2019

    @SeikeNz.3526 said:

    @DonkeyHaxor.4052 said:

    @shadowpass.4236 said:

    @Stand The Wall.6987 said:
    it does have a travel time tho.

    In sPvP the majority of fights take place in melee range on a node.

    Holo, a melee-oriented bruiser, will usually be very close to their targets. In other words, rifle 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    In sPvP the majority of fights take place in melee range on a node.

    Ranger, a mid-close ranged bruiser, will usually be very close to their targets. In other words, longbow 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    In sPvP the majority of fights take place in melee range on a node.

    Warriors, a mid-close leaper bruiser, will usually be very close to their targets. In other words, bull's charge is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    Bull's Charge isn't anywhere near as fast as Overcharged Shot. For starters the warrior does a very noticeable spin before they rush you. Massively more fair than Overcharge Shot.

    Best Dressed Memser NA.

  • @mortrialus.3062 said:

    @SeikeNz.3526 said:

    @DonkeyHaxor.4052 said:

    @shadowpass.4236 said:

    @Stand The Wall.6987 said:
    it does have a travel time tho.

    In sPvP the majority of fights take place in melee range on a node.

    Holo, a melee-oriented bruiser, will usually be very close to their targets. In other words, rifle 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    In sPvP the majority of fights take place in melee range on a node.

    Ranger, a mid-close ranged bruiser, will usually be very close to their targets. In other words, longbow 4 is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    In sPvP the majority of fights take place in melee range on a node.

    Warriors, a mid-close leaper bruiser, will usually be very close to their targets. In other words, bull's charge is effectively an instant cast, very powerful hard cc that can only be reactively dodged at longer ranges.

    Bull's Charge isn't anywhere near as fast as Overcharged Shot. For starters the warrior does a very noticeable spin before they rush you. Massively more fair than Overcharge Shot.

    even in melee range they "hover" next to you for split sec. giving time to react

  • zoopop.5630zoopop.5630 Member ✭✭✭✭

    no.

    Rifle holo after these up coming balance changes wont be as good anymore and people would stop crying about a spec that dies to anyone.

  • mortrialus.3062mortrialus.3062 Member ✭✭✭✭

    @zoopop.5630 said:
    no.

    Rifle holo after these up coming balance changes wont be as good anymore and people would stop crying about a spec that dies to anyone.

    The nerfs from the preview are a slap on the wrist for holo. More substantial than the literally year that passed with 0 nerfs or attempts to rein in the spec.

    Best Dressed Memser NA.

  • bravan.3876bravan.3876 Member ✭✭✭✭

    @zoopop.5630 said:
    no.

    Rifle holo after these up coming balance changes wont be as good anymore and people would stop crying about a spec that dies to anyone.

    Weird argumentation, that something will not get used anymore because other reasons doesn't make the issue less of an issue (also it is not even proven how good or bad Rifle Holo will be). The moment another rifle Engi build will become good we have the same problem again. I am not saying Engi rifle should have the same treatment as Ranger bow knockback but arguing about something gets used or not as balance argument doesn't make sense. At least it needs a better animation, about longer cast time can be discussed.

    "playing revenant is borderline exploiting" - up condimirage 2k18

  • zoopop.5630zoopop.5630 Member ✭✭✭✭

    @mortrialus.3062 said:

    @zoopop.5630 said:
    no.

    Rifle holo after these up coming balance changes wont be as good anymore and people would stop crying about a spec that dies to anyone.

    The nerfs from the preview are a slap on the wrist for holo. More substantial than the literally year that passed with 0 nerfs or attempts to rein in the spec.

    deleting a spec from 1 of the 3 only viable weapons they have isn't going to solve a single thing. Rifle 4 is not over performing let alone "OP" in order for it to get nerf.

  • mortrialus.3062mortrialus.3062 Member ✭✭✭✭

    @zoopop.5630 said:

    @mortrialus.3062 said:

    @zoopop.5630 said:
    no.

    Rifle holo after these up coming balance changes wont be as good anymore and people would stop crying about a spec that dies to anyone.

    The nerfs from the preview are a slap on the wrist for holo. More substantial than the literally year that passed with 0 nerfs or attempts to rein in the spec.

    deleting a spec from 1 of the 3 only viable weapons they have isn't going to solve a single thing. Rifle 4 is not over performing let alone "OP" in order for it to get nerf.

    Giving rifle 4 a Point Blank Shot style precast isn't going to make Holo or rifle unviable, that's nonsense.

    Best Dressed Memser NA.

  • shadowpass.4236shadowpass.4236 Member ✭✭✭✭

    @zoopop.5630 said:
    deleting a spec from 1 of the 3 only viable weapons they have isn't going to solve a single thing. Rifle 4 is not over performing let alone "OP" in order for it to get nerf.

    So adding half a second cast time to an instant cast, long duration, hard CC will delete an entire spec?

    Yes or no? Because from my POV, it just sounds like you're being dramatic.

  • Eurantien.4632Eurantien.4632 Member ✭✭✭
    edited November 28, 2019

    @mortrialus.3062 said:

    @Eurantien.4632 said:
    Just remove the reveal, holo has been hurt enough.

    Not even close. What weird planet are you from?

    Besides their insane 6s stealth which is kinda busted...

    their stab is being nerfed and photon wall nerfed... that's what's planet I'm on. I'm gonna CC holos into oblivion.

  • @Eurantien.4632 said:

    @mortrialus.3062 said:

    @Eurantien.4632 said:
    Just remove the reveal, holo has been hurt enough.

    Not even close. What weird planet are you from?

    Besides their insane 6s stealth which is kinda busted...

    their stab is being nerfed and photon wall nerfed... that's what's planet I'm on. I'm gonna CC holos into oblivion.

    Now they will have to actually use dodges ;p
    Before it was just wall,stab,heal,stealth.

  • @bravan.3876 said:
    snips

    most of what you said is true, but none of what you said pertains to rifle 4 being inherently op. its still a fact that its too strong when paired with holo and nothing else. that should tell you something. if it gets a cast time, a lot more people will dodge it. so what should anet do then cuz now its just a self cc. should they flat out change it to a lame knockback? has anyone thought this far ahead or am I the only one? holo stab was nerfed and now elixir stab is getting nerfed. as far as holo goes, what cc do they have besides rifle 4 and stealthed elite? when you take away their insane sustain whats their claim to fame? every class needs big threat skills, if you water all the classes down combat becomes boring and people will quit for more interesting and engaging games. don't get me wrong rifle 4 is very powerful but it needs to be cuz without things like it holo will become a joke. I know somethings off but instead of huge changes lets try shaves first. this is where the old balance team failed.

  • bravan.3876bravan.3876 Member ✭✭✭✭
    edited November 28, 2019

    @Stand The Wall.6987 said:

    @bravan.3876 said:
    snips

    most of what you said is true, but none of what you said pertains to rifle 4 being inherently op. its still a fact that its too strong when paired with holo and nothing else. that should tell you something. if it gets a cast time, a lot more people will dodge it. so what should anet do then cuz now its just a self cc. should they flat out change it to a lame knockback? has anyone thought this far ahead or am I the only one?

    Nope you are not the only one:

    @bravan.3876 said:
    About Engi rifle knockback i first was the same opinion about it should have more cast time. It is a cc the target cannot dodge or move freely anymore when get hit by it and this kind of cc should not be instant no matter if from range or melee. The only exceptions (aside from Daze what doesn't require a stunbreak to move freely and dodge anyway) are hybrids like Fear and Taunt because they can be removed by stunbreak OR condiremove and for that are less problematic than stun, knockback, knockdown, floating etc. when instant.
    But the problem is, you also cannot compare Enigs rifle knockback to Rangers bow knockback because Rangers bow knockback does not punish the Ranger like the Rifle knockback does also knockback the Engi himself. If you make rifle knockback too easy to dodge Engi is left with a skill will most likely only cc himself. Means i am not that sure anymore that giving it a longer cast time so it is also dodgeable in close range is a fair move. The animation could get a bit more visible though, even in range it is kind of hard to see sometimes, in particular with all the visual clutter around in teamfights.

    That is exactly why i say i am not sure if a treatment like Ranger bow knockback is fair.

    Still nothing what is op about a lock down/ hard cc being instant in melee range has anything to do with being core or elite. It is also op on Coreengi, just because Coreengi as a whole build is not viable doesn't make Rifle 4 balanced, it only makes it not a problem/nothing ppl would complain because Coreengi doesn't/didn't get played but Rifle 4 (even when Rifle not used on any build) is still op by itself.

    I rly feel like turn around in a circle in this forum. I explained several times why the fact that something never got used before or will not get used in future or that ppl did not complain about something before NEVER EVER is a prove of something not being/ wasn't op before already. Rifle 4 is also op on Coreengi, only Coreengi as a whole being not viable and for that not played doesn't solve the op issue on rifle. It maybe makes it vanish from the surface but it will still exist. You know, also stuff you cannot see can still exist, yes it is not a myth and stuff you might not see can still see you! :scream:

    (hard learnt that during playing hide and seek with my parents when i was 3yo and got that only closing my eyes will not make me or them vanish).

    "playing revenant is borderline exploiting" - up condimirage 2k18

  • Shao.7236Shao.7236 Member ✭✭✭

    How about not touching Engineer and reduce the stupid cleave range from autoattacks on Holosmith? Have some uniformity around with all that auto attack spam that has more chasing potential and less risk overall compared everything in the game.

    Photon Forge is a glorified offensive Tool Kit in Tool Belt afterall and honestly given how that scenario is powerful for better utilities. Tool Kit final cleave shouldn't have to be so slow. ¾ is more like it.

  • Nix.3152Nix.3152 Member ✭✭
    edited November 28, 2019

    @shadowpass.4236 said:
    Overcharged Shot (rifle 4) on engi does not have a cast time. @Cal Cohen.2358

    And Lock On is still a double proc reveal for 12s every 25s that grants 14s of fury and applies 20 stacks of vulnerability.

    there is nothing wrong with rifle 4. the problem is the holo that has stab all the time and can use it without self knockback.
    if you take a look at rifle without holo its a trash weapon: net shot misses half of the time for no reason, blunderbuss goes on cd without firing if your enemy is moving next to you, jumpshot is very slow and telegraphed. its one of the worst weapons in the game.

  • zoopop.5630zoopop.5630 Member ✭✭✭✭
    edited November 28, 2019

    @shadowpass.4236 said:

    @zoopop.5630 said:
    deleting a spec from 1 of the 3 only viable weapons they have isn't going to solve a single thing. Rifle 4 is not over performing let alone "OP" in order for it to get nerf.

    So adding half a second cast time to an instant cast, long duration, hard CC will delete an entire spec?

    Yes or no? Because from my POV, it just sounds like you're being dramatic.

    I'm being Dramatic?

    Let's be honest..... Just checking your last few post has been noting but you being dramatic lately on the forums crying about nerfs.

    https://en-forum.guildwars2.com/discussion/89968/how-to-nerf-tools-holo#latest

    https://en-forum.guildwars2.com/discussion/89178/ranger-greatsword-is-dead#latest

    https://en-forum.guildwars2.com/discussion/87126/for-the-love-of-god-delete-mesmer-mantras#latest

    https://en-forum.guildwars2.com/discussion/79593/nerf-mantra-mesmers-and-revenants#latest

    I mean we can go on for days about being overly dramatic but yea. Seem to me your just a bit bias about a few classes overall. FYI changes to great sword weren't a nerf if anything a buff but hey what would I know?

  • @bravan.3876 said:
    snips

    i'll say it again. every class has very strong, not necessarily op, skills. if you nerf rifle 4, why stop there? what about teef sword 2, necro corrupt boon, ele fresh air? these skills force combat to reach a conclusion faster and thus add risk. without risk combat is boring. I can agree to a little tweak to engi rifle 4, but its a kitten slippery slope.

  • shadowpass.4236shadowpass.4236 Member ✭✭✭✭
    edited November 29, 2019

    @zoopop.5630 said:

    @shadowpass.4236 said:

    @zoopop.5630 said:
    deleting a spec from 1 of the 3 only viable weapons they have isn't going to solve a single thing. Rifle 4 is not over performing let alone "OP" in order for it to get nerf.

    So adding half a second cast time to an instant cast, long duration, hard CC will delete an entire spec?

    Yes or no? Because from my POV, it just sounds like you're being dramatic.

    I'm being Dramatic?

    Let's be honest..... Just checking your last few post has been noting but you being dramatic lately on the forums crying about nerfs.

    https://en-forum.guildwars2.com/discussion/89968/how-to-nerf-tools-holo#latest

    https://en-forum.guildwars2.com/discussion/89178/ranger-greatsword-is-dead#latest

    https://en-forum.guildwars2.com/discussion/87126/for-the-love-of-god-delete-mesmer-mantras#latest

    https://en-forum.guildwars2.com/discussion/79593/nerf-mantra-mesmers-and-revenants#latest

    I mean we can go on for days about being overly dramatic but yea. Seem to me your just a bit bias about a few classes overall. FYI changes to great sword weren't a nerf if anything a buff but hey what would I know?

    Yeah you're being dramatic. Adding a half a second cast time to an instant cast, long duration, hard CC will NOT delete an entire spec.

    In fact, the change would hardly affect gameplay at all. Instead, it would give opposing players something to look out for instead of just getting instantly launched off the point.

    I play every single class. I understand what's busted and what's not. Even on ranger I considered Sic Em Soulbeast and Bunker Boonbeast builds to be completely ezmode specs that don't require any skill to be effective on. In other words, if it feels like I'm fighting against the class more than the player, it's an issue. And, when I think it's an issue, I will bring it up in an attempt to get these problematic builds looked at.

    Also, the changes to ranger greatsword hard nerfed 2 skills, made one skill slightly worse, and fixed a bug that let enemies hit through our block without needing to use unblockable attacks. So yeah, you don't know anything if you consider them a buff.

  • @shadowpass.4236 said:

    @zoopop.5630 said:

    @shadowpass.4236 said:

    @zoopop.5630 said:
    deleting a spec from 1 of the 3 only viable weapons they have isn't going to solve a single thing. Rifle 4 is not over performing let alone "OP" in order for it to get nerf.

    So adding half a second cast time to an instant cast, long duration, hard CC will delete an entire spec?

    Yes or no? Because from my POV, it just sounds like you're being dramatic.

    I'm being Dramatic?

    Let's be honest..... Just checking your last few post has been noting but you being dramatic lately on the forums crying about nerfs.

    https://en-forum.guildwars2.com/discussion/89968/how-to-nerf-tools-holo#latest

    https://en-forum.guildwars2.com/discussion/89178/ranger-greatsword-is-dead#latest

    https://en-forum.guildwars2.com/discussion/87126/for-the-love-of-god-delete-mesmer-mantras#latest

    https://en-forum.guildwars2.com/discussion/79593/nerf-mantra-mesmers-and-revenants#latest

    I mean we can go on for days about being overly dramatic but yea. Seem to me your just a bit bias about a few classes overall. FYI changes to great sword weren't a nerf if anything a buff but hey what would I know?

    Yeah you're being dramatic. Adding a half a second cast time to an instant cast, long duration, hard CC will NOT delete an entire spec.

    In fact, the change would hardly affect gameplay at all. Instead, it would give opposing players something to look out for instead of just getting instantly launched off the point.

    I play every single class. I understand what's busted and what's not. Even on ranger I considered Sic Em Soulbeast and Bunker Boonbeast builds to be completely ezmode specs that don't require any skill to be effective on. In other words, if it feels like I'm fighting against the class more than the player, it's an issue. And, when I think it's an issue, I will bring it up in an attempt to get these problematic builds looked at.

    Also, the changes to ranger greatsword hard nerfed 2 skills, made one skill slightly worse, and fixed a bug that let enemies hit through our block without needing to use unblockable attacks. So yeah, you don't know anything if you consider them a buff.

    tldr
    Buff ranger.
    Nerf everything else.

  • shadowpass.4236shadowpass.4236 Member ✭✭✭✭

    @Leonidrex.5649 said:

    @shadowpass.4236 said:
    On ranger I considered Sic Em Soulbeast and Bunker Boonbeast builds to be completely ezmode specs that don't require any skill to be effective on. In other words, if it feels like I'm fighting against the class more than the player, it's an issue.

    tldr
    Buff ranger.
    Nerf everything else

    L2R

  • @shadowpass.4236 said:

    @Leonidrex.5649 said:

    @shadowpass.4236 said:
    On ranger I considered Sic Em Soulbeast and Bunker Boonbeast builds to be completely ezmode specs that don't require any skill to be effective on. In other words, if it feels like I'm fighting against the class more than the player, it's an issue.

    tldr
    Buff ranger.
    Nerf everything else

    L2R

    you :
    nerf mesmer mantra.
    nerf mesmer pistol
    nerf mesmer condi traits
    nerf rev
    nerf holo cc
    nerf holo healing
    nerf holo quickness
    also you :
    RaNgEr Gs Is DeAd

  • shadowpass.4236shadowpass.4236 Member ✭✭✭✭

    @Leonidrex.5649 said:

    @shadowpass.4236 said:

    @Leonidrex.5649 said:

    @shadowpass.4236 said:
    On ranger I considered Sic Em Soulbeast and Bunker Boonbeast builds to be completely ezmode specs that don't require any skill to be effective on. In other words, if it feels like I'm fighting against the class more than the player, it's an issue.

    tldr
    Buff ranger.
    Nerf everything else

    L2R

    you :
    nerf mesmer mantra.
    nerf mesmer pistol
    nerf mesmer condi traits
    nerf rev
    nerf holo cc
    nerf holo healing
    nerf holo quickness
    also you :
    RaNgEr Gs Is DeAd

    me:
    also plays mantra mesmer
    also plays condi mesmer
    also plays rev
    also plays holo

    Dude even after the nerfs I suggest I'd still play those specs.