Jump to content
  • Sign Up

MaLong.2079

Members
  • Posts

    132
  • Joined

Everything posted by MaLong.2079

  1. I think part of the problem is that PVP and WVW are too different to make a set of turrets that fit both. In WVW turrets would require to be very durable, deal a lot of damage/boons and have a very long range to compensate for the complete lack of mobility alone. And still they would probably see limited use because really, all your opponents need to do is to stay away. PVP on the other hand is to cap and hold a small area, so having a very durable turret that deals a lot of damage and has a very long range could be too much. The few times I see someone using turrets in WVW they are used like elixirs. Drop, wait for overcharge and pickup/explode quickly.
  2. I thought it was a clear nerf too until someone pointed out in another thread that the animation speed will be increased in pvp and wvw only. I guess we will have to wait and see how many shots per second we get now.
  3. Rifle Burst: This skill now fires one piercing projectile before the grenade instead of two. Increased piercing projectile power coefficient from 0.3 to 0.4 in PvE only. Grenade power coefficient increased from 0.4 to 0.6 in PvE only. Increased skill animation speed; total animation duration remains the same as previous version in PvE only. If we brake it down by sentence it becomes this: - This skill now fires one piercing projectile before the grenade instead of two. <--- NO SPLIT - Increased piercing projectile power coefficient from 0.3 to 0.4 in PvE only. - Grenade power coefficient increased from 0.4 to 0.6 in PvE only. - Increased skill animation speed; total animation duration remains the same as previous version in PvE only. Maybe all 4 changes are in PvE only but for what is in the description it is reasonable to think that PvP and WvW will get one less bullet and no increased coefficients or animation speed. ---------------------------------------------- EDIT: I see what you mean now. Less shots but faster. It will come down to how much faster it is then. It could even be a buff if it is a lot faster.
  4. I have not used rifle in a long time but for what the description says I am guessing that now there will be one less chance to activate on-hit, on-crit, etc. effects. Also opponents using effects like blindness and aegis should benefit from this change. It is a hard nerf in disguise.
  5. I actually thought (and still think) that not canceling kneel when disabled is a huge buff in WvW. But what you are saying is that now there is no way to cancel it? Not even by the player? The only option will be to move at 25% speed until the action is completed?
  6. I like the range nerf to thief. Please do the same to ranger too. Only engi mortar should have a 1500 range because it is very slow (rate of fire and projectile speed) and it is an ELITE skill kit that has nothing but mortar skills when equipped. Why is the 300 distance thing added to Mech only? Why not to ranger's pets too? And clones? and minions? etc.? I am hoping to see more changes related to play and counter play soon.
  7. It is nice that they mention instant cast skills and the need to have time for opponents to see and react. This is one of the main complains against stealth during combat, so it should be added to that point too. 👍
  8. Making mech or any other class harder to play will not solve balance issues. Whoever conquers the difficulty wall will be overpowered. Classes have to be balanced assuming that they will always be played at their maximum potential.
  9. Difficulty should not be a factor to determine if a class is balanced or not. If a class is made more powerful because it is hard to play then it will only be a matter of time before that class becomes a problem. People will learn how to play it, they will learn how to play it well, they will learn (or cheat) to play it consistently, and they will even learn how to get more from it than the designers even thought possible. Thinking that difficulty can balance a class is a mistake.
  10. Thief is for players that are... well... lets say 'special' 😬. That is why not many people play it in WvW and that is why it is mostly ignored by other players there. That is also the same reason why it is allowed to be broken. It is inconsequential at the moment.
  11. I only play open tags without comms and I am normally the only scrapper in the squad now. I don't play support scrapper. I don't see many (if any) stealth bombs since the nerf. I do feel like organized groups in comms are way stronger than they used to be in terms of sustain and CC output. I guess those are the pros that figured out the new comp meta and the rest will catch up later. But yeah, scrapper is an endangered species in WvW at the moment.
  12. Dude has a valid point. How much fun can an english-only player have in a server where there is only german in the chat. Servers are even listed with their respective languages. https://wiki.guildwars2.com/wiki/World#North_America This should be taken into consideration for WvW restructuring.
  13. The change was made thinking only of a scrapper playing in a group with other scrappers or other sources of stealth and blasts for the smoke field before it was removed. For the solo scrapper an elite skill that gives 3 seconds of stealth on a 60 seconds cool down is a really bad elite. It should give the engi 3 seconds of stealth per pulse and 1 second to 5 allies.
  14. The engineer then would have to be invulnerable while the 'puppet' is out. Otherwise the opponent will just go after the engi while the engi runs for his life and the mech chases them both. Sounds like a fun fight to watch though. 😁
  15. Are you sure it was not the mesmer who killed them from downed state?
  16. Keep in mind that it was a critical hit so the actual function gyro did maybe half of that, probably less. Also, there are traits to add a % to damage plus who knows how many stacks of might, food, etc. It really does below average damage at best.
  17. Is it me or those reductions look like they were selected without much thought or even testing?
  18. Great news. Now it remains to be seen if might will be a good enough replacement for quickness to keep solo scrapper alive in wvw. I hope it is.
  19. I like the roomba idea but have it move faster than superspeed and with the effect on all the time. The gyro will only run for it's normal duration. If there is no target then it moves in a straight line in front of the scrapper. Of course there is the question of how they will interact with the terrain and walls etc.
  20. You are not alone. I am useless with them too. Also, last time I checked the rate of fire was not even close to what the description says.
  21. Running to an enemy also means standing in their line of fire, getting in range of all their attacks and standing inside their wells etc. Not to mention that many builds have no problem staying away from the scrapper. Super speed is applied on the last pulse of gyros, which means that by the time you get your 1-1/2 seconds (so much!) of super speed to catch your opponent the gyro is done. I think scrapper is the most balanced specialization in the game at the moment.
  22. Same here. I honestly regret buying EoD now. I have been playing for around 5 years. Always engi. Started with turrets and loved them, in PvE. Maybe a year ago I started playing WvW and turrets had to go. Tried many engi meta builds for WvW and finally, after many changes and frustrations I set up a build (and key binds and got a mouse with extra buttons too) that works for me in WvW and PvE. It is not meta, it is not stellar, but I can play it with action camera and I have a lot of fun with it. So much fun that I even started crafting legendary items for it. And now this. Had I known these changes earlier I would have not bought EoD because it is very unlikely I will dedicate the same amount of time and effort to a new character. There are few options that use medium armor and even fewer that use medium armor and hammer. Not to mention having to do everything again, discover all maps, complete all seasons, all hero points.... I know many people do that all the time but it is not fun for me. Specially since now I know that at any time my new character could be rendered useless for me and there will be nothing I could do about it. I will try the new scrapper of course. But I am pretty sure it will only be ok for zerg play in WvW and useless for solo play. Not to mention how hard or easy it will be for me to use it with action camera.
  23. Also, I remember the original gyros. I don't remember them in detail because I immediately discarded them but I remember they used to follow the scrapper after summoning them (I think). They were super slow. Telling them where to go would probably suffer from that. The current implementation is not bad. There is some tradeoff between the gyro's mobility and the fact that the scrapper is in the center of it. So, to hit something with the shredder gyro the scrapper has to go there and risk getting hit, immobilized, etc. I think they just have to redesign how skills that affect multiple targets work.
×
×
  • Create New...