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Alcatraznc.3869

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Posts posted by Alcatraznc.3869

  1. 13 hours ago, Dadnir.5038 said:

    Nope the conjured weapons used to expire after a set number of skills activation. Now they last a flat 30s after being grabed.

    If I could use Earth shield, lightning hammer and fiery GS like engineer currently use kits, I'd only use conjured weapons on elementalist. The last utility slot might even be taken by frostbow for a bit of aoe burst and hard CC. (I never managed to enjoy the design of fiery axe, thought.)

    Unfortunately, the conjure mechanism is different from the engineer's kit mechanism.

     

    Hm didnt know that thanks 

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  2. 3 hours ago, Dadnir.5038 said:

    If it can help you, "I dislike this because this is how elementalist's conjured weapon used to work and it was bad!"

     

    used to ? I'm pretty sure it still work that way under the form of limited number of usable. 

    A shame they arent that great though, I like the concept of conjuring weapon

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  3. 41 minutes ago, Sobx.1758 said:

    Next time you talk about "what anet did and why", make sure you read the whole message they wrote, because you're taking this part out of context to fit whatever you want it to fit ("buff me"). Anet did not "remove trade offs from everyone except engineer and mechanist".

     

    Yeah sure, Mirage getting back its 2 dodges, Chronomancer getting back its F5, Vindicator getting back its 2 dodges, Druid pet penalty removed, all of these small changes are definitely not trades off that has been removed. 

     

    Next time you comment makes sure to read properly what the person is saying and make some research as well 

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  4. 15 hours ago, Stalima.5490 said:

    Because it is so unbalanceable they should simply make it a more balancable spec via minions and not the permanent pet as this would allow the engineer to once again use it's toolbelt as it should be able to.

     

    Then the mechanist branch will need to buff the Engineer as well then because there is no way I am playing a spec that trades an entire tree for a temporary minion.

    Also what Anet should have done is giving back the toolbelt skill to the Mechanist when its pet is off field. Like how such a small concept is hard to grasp ? And before someone talks about balance, Anet removed spec trades off from everyone....Everyone except Engineer and Mechanist. This is just asking what we should have gotten several months ago

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  5. Rifle needs a complete rework to be even worth using it over Hammer. Its current situation is complete trash in any PvP content and underwhelming in PvE. But the issue doesnt comes from skill 2, it's arguably the best skill of the weapon. 

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  6. 9 hours ago, Jerus.4350 said:

    Alac generation in PVE doesn’t need mace2 or barrier signet.  Just needs around 500 concentration for the mech to inherit then mech barrier pulses + F2 and F3 will cover.  Mace2 and barrier signet are actually pretty meh due to the 1s ICD of the barrier -> alac trait combined with the mechs barrier pulses every 3s.  You need to land the mace2 in that 2s window or you get nothing. For barrier signet you’re sure to lose 2 ticks of alac as well for that reason.   Mech alac is funky as heck but doesn’t need mace/barrier signet.

     

    I'm not talking about group content in which case you run full support. I'm talking about OW solo stuff. Unless you run the support for F2 and F3 in OW in which case that's good for you I guess. With the build I run I only have F2 to generate alac along side mace and barrier signet if I want a 100% uptime.

     

    2 hours ago, Stalima.5490 said:

    You would think mechanist was the most overpowered spec in the game the way it's playing out with that.

    I am sure the vast majority of PvP player still believe Mechanist is a braindead top tier meta pick. 

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  7. On 12/1/2023 at 12:14 AM, LilBiM.3581 said:

    Didn't they nerf access to alacrity on Mechanist? So it's probably just to bring the numbers back up a bit such that it (Mechanist) is not even worst off in solo PvE content.

    As far as PvE goes (solo PVE) the relic system killed the old sanctuary rune. It is still possible to maintain alacrity but you have to use Mace 2 off CD and spam barrier signet.

     

    As far as PvP goes, Mechanist received nothing but nerf eversince its been released. Even the last patch nerfed condi mechanist. Anet isnt even hiding their intention of making Mechanist unplayable against opponent who dont mindlessly spam 1.

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  8. Actually transmute now is better IMO. Having more control on cleanse is great.

     

    I agree for emergency elixir, being tied to ultimate skill is completely stupid. If you run mortar kit chances are you will get more trigger out of it but you will either trigger it when you dont need to or when it's too late. If you're not running mortar kit then you might as well forget this exist. 

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  9. As far as PVE goes, I think Engineer is for the most part fine. I wont comment on PVP because I have stopped playing this gamemode since 2016 or 2018, I dont remember, this gamemode has a balancing that is so.....Idk weird that it's its own game at this point. As for WvW if you're in a zerg I would say Engineer is ok but as a roamer it's just frustrating to play when almost everyone now has teleportation, super speed or movement ability that allow them to gank and leave while Engineer still has no mobility if you dont run the clunky rocket boot.

     

    But IMO the issue isnt that Engineer is too weak it's just that the class itself doesnt get "scaling buff", at least in WvW. Take the Scrapper and superspeed in WvW for instance. We could argue that Scrapper with all the high superspeed duration was very mobile like....5 years ago if not way before. But if we look at today, superspeed for Scrapper is simply nothing. What is superspeed going to do when a Willbender can just instant teleport to your location burst you down and just teleport away while being under aegis and stability ? What is superspeed going to do when Thief can do the same ? Or when a Warrior has so many movement skill it can just catch you by using them ? Or Ranger and all its leap ? And yet here we are today with a Scrapper that can barely keep up superspeed for itself, let alone for its allies. Other class got buffs that are way overtuned while Engineer for the most part received insignificant buff. Oh now my elixir throw can ignore projectile hate ? wow such gamechanger, much quality. 

     

    In PvE, honestly Engineer is fine but what annoys me the most is Anet's incompetence to overall balancing but especially when it comes to making their mind on what does what. Again, Scrapper quickness, I am personnally fine with how it is now, but how do you justify Scrapper having to work harder to provide quickness in a small radius when you have Herald that gives quickness in a 600 radius by existing ? Holosmith got buffed a few patches ago and was able to do some high condition damage with Holosmith. Just why ? Holosmith is already a great power DPS spec and now you're also making it a strong condi DPS even though Mechanist exist. And it only took a few patch before Anet nerfed condi Holosmith....and pistol. So yeah they nerfed pistol main hand and off hands. But then recently someone must have realized that after 10 years Engineer only has 1 off hand offensive weapon and it is the pistol. So what did they decided to do ? Buff off hands pistol to make viable for both condi and power option. Just the patch after the nerf.

     

    Dont get me wrong I am happy about off hand pistol buff but this just show how Anet is inconsistent with Engineer. No one in this team even knows what Engineer spec are supposed to do and their philosophy often goes against what the spec is supposed to do.

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  10. I dont know much about support but I can say it is horrible to use and it's super unfun.

     

    -the radius is too short. The buff you get they look strong on paper but not enough to justify the pityful 180 radius

    -the concept of the weapon is to do chain reaction but you only really seem to get 1 reaction. So yes you can trigger all canister arrow at the same time but you'll only get 1 chain reaction buff and 3 wasted canister.

    -the setup time is just too long. Waste a second placing one arrow, waste another second to place the second arrow, wait half a second to detonate the arrow. The weapon isnt smooth and you are expected to use SB while juggling with kits. The shortbow only synergize with very few field that engineer has. You can either do:

         -Put arrow on the ground-->Kit-->drop a field--->switch back to SB--->detonate---->put another arrow down--->kit and so on which is....very annoying to do on the long run

          -Kit--->drop a field--->switch to SB--->drop arrow--->detonate which is smoother to do but very likely to fail considering the wasted time between switching kit and waiting for the arrow to be ready for detonation

     

    And this is only for the PvE aspect. I've seen people being able to make use of it but honestly it feels like the worst support weapon engineer has, beaten by Mace which only has skill 2 as a support skill. That says a lot about SB. This needs to be put back to the drawing board. 

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  11. For once I can agree with you, Engineer is getting garbage and it doesnt deserve it.We deserve better.

     

    This SB is horrible and unfun to use and it means a lot when Mace is considered a better support weapon despite having only skill 2 as a supporting skill. Let me rephrase that. Shortbow, a weapon fully designed to be a support weapon with 1 auto attack and 4 support skill is actually performing worse than Mace in the support departement even though Mace support consist of using skill 2. Well I'm exagerating because you would run shield with it but still.

    Rifle is in a worse state than its pre rework version now.

    I am surprised pistol off hand has been buffed, I thought the dev forgot about them. 

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  12. 13 hours ago, WhoWantsAHug.3186 said:

    Yes now finally engi will(hopefully) get some much needed buffs now that grenade kit is no longer gatekeeping the class from actually being in a decent state. 

    Well I sure hope that's actually the case considering Anet recent history with anything that involve engineer.

    I am still shocked that they buffed pistol off hand

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  13. 16 minutes ago, Yasai.3549 said:

    You have all these problems because you are starting to apply logic to a game's mechanics. We have no idea what the philosophy is for Anet to design it this way but via player testing, we have understood that these are the properties of a mechanic labelled Shadowstep. 

    If there is no logical reasoning behind a mechanic and the dev says nothing about it then yes, player will have problems. 

    16 minutes ago, Yasai.3549 said:

    That's why things like Shadowstepping up certain cliffs which cannot be naturally scaled are called exploits. And exploits should be fixed. 

    At least we agree on that

    16 minutes ago, Yasai.3549 said:

    I have no idea why you guys suddenly drag logic into a mechanical discussion. It's clear about one thing though: you guys just hate teleporting. And I'm getting the feeling that you guys feel that it's unfair that some classes have teleports and others don't. 

    I never hid the fact I hate teleportation in GW2 and I have explained the reasons above.

    16 minutes ago, Yasai.3549 said:

    If you have an issue against a classes' ability to teleport, then just man up and say you have a problem with their teleports and back it up with why you feel that is the case. If not, don't hide behind logic reasoning for video game mechanics like "Why can't my rocket boots go up vertical planes" when Anet just simply didn't design rocket boots to behave that way. I for one have an issue with Willbender having like a whole arsenal shadowsteps that can track up and down cliffs. I want that stuff nerfed, so I say I want that stuff nerfed. You don't see me going "why do they have teleports, let's play a roundabout logic game and see if people support me in calling a nerf" 

    If you hate teleports:

    1. Say that you hate teleports

    2. Explain why you think x or y teleports shouldn't behave the way they are 

    3. Suggest a compromise, or admit you're just whinging

    Again you are completely missing the fact here. I dont give a crap about teleportation itself, for all I care if tomorrow Anet decide to give Thief unlimited teleportation I dont care. However GW2 Teleportation is illogical and broken as it is so yes I dont want more of this. If you do not see the issue with an instant movement skill that allows you to skip combat mechanic (on top of extra stuff like dispell, instant cast, breaksunts...) such as height then there's nothing I can do for you but dont come here and say "you guys want teleportation to be nerfed but dont want to say it".  I've given plenty of argument why I think it should be nerfed but the people who disagree with me seems unable to offer a proper explanation other than a confused emote so nothing much I can do here. 

    16 minutes ago, Yasai.3549 said:

    Or else it's not much of a discussion, it's just beating around a bush. Players don't design the game, the developers do. If you want Rocket boots to scale vertical cliffs so much, ask Anet to do it. Anyway, the whole thread has gone way off topic. OP just suggested all teleports turn into targeted ones, and here you have people suggesting teleports make no sense. Yea it's fine if it makes no sense, tell Anet to nerf it then, why bother convincing everyone it makes no sense. 

    If people are convinced about what I say then great, if they dont I dont care as long as they are able to provide some meat to the discussion. That's the whole point of the forum as a whole giving detailed feedback about the game.  

  14. 3 hours ago, Yasai.3549 said:

    The only prerequisite the game uses to allow the movement is if the player is able to reach the location via walking normally with 0 jumping and 0 weird movement tricks. That alone should be enough for most people understand what works and doesn't work with a Shadowstep.

     

    If that is the case then do you have an explanation as to why targeted teleportation can reach ledge in WvW ? Do you have an explanation why I can teleport below a bridge and attack someone and then go back up ? Because in both case it is true that there is a way to walk normally to the designated area. But there is a difference between walking in a straight line to the point and going on a detour to reach the said point. 

     

    Just saying "if I can walk to it then I can teleport to it" is flawed for that exact reason. But if people are fine with it then allow me to extend that concept to other class then. Why rocket boot with Engineer doesnt allow me to gain a lot of height that I would be able to jump over bridge ? Why Rifle shot doesnt allow me to reach higher height while travelling ? Why Hammer Warrior F1 cannot gain height as well ? If in any of those case you say "because it would be OP" then it makes no sense an instant moving skill allows you to reach higher height without any drawback / penalty is allowed to stay as is. Just like stealth Anet doesnt clarify what their idea of teleportation should be and we end up with cases where one teleportation can skip height while another teleportation requires a direct unobstructed path to the target.

     

  15. Not all teleport needs to have a target. But teleports should not allow you to go to places where your character wouldnt be able to go if he goes in a straight line. How many time have I abused teleport in WvW where I can just harass someone and if things get rough I can aim at a ledge and go away. There are so many skips and exploit that Anet doesnt want to fix. 

    Then we have to look at what class are we dealing with. Mechanist for instance has one teleport on a sign that's overloaded but no one complain about Mechanist teleport in PvP/WvW (except the bad one of course ) because Mechanist itself is trash and anyone can beat it with the bare minimum of game knowledge. It also has quite a long CD of 40 sec. But compare that to thief shadowstep where it's 50 sec but you effectively gets 2 teleports with both being stunbreaker and the teleport back also removing condition. Shadowstep on a class that has plenty of invisibility and mobility. 

    Guardian used to be a class with low mobility but look at Willbender and how disgusting it is mobility wise and yet the class is mostly made of targetted teleport.

     

    What needs to be looked at isnt just teleport itself. Teleport is half the problem, the other half is the overabundance of it on classes that doesnt really need them. Hell I'm still baffled how for a long time people screamed at Scrapper for having a lot of superspeed but those same people are totally fine with Willbender or Thief being able to harass someone 3k unit away and then go back to their starting point with next to no penalty. 

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  16. 1 hour ago, Doggie.3184 said:

    You don't seem to understand how amazing ranged cone skills are, it's why they removed Guardian staff 1, lol. So they'll never give Engineers a Shotgun anyways since it'd be too powerful/useful. It's a common Engineer theme though so it'd be nice to go back to Hip Shot and make it function like an actual Shotgun instead of stealing Thief weapons.

    Most Engi builds are left with Mortar kit for lack of options and the fact that it easily covers ranged situations when you're stuck with a melee weapon and not using grenades. Pretty much already a rocket launcher. It's not clunky, it just requires aiming and timing, if you want to see clunky try playing Deadeye with your Auto Attack not toggled off.

    They could be improved though I'd actually like if they gave the Shortbow treatment to Mortar and Grenade kit and made the first skill a targeted auto attack while the rest remain ground target. I don't think ground target should be a thing for #1 skills.

    We dont have the same definition of clunky if you think Deadeye is clunky. When I take out mine it is a lot more smoother to play than Engineer as a whole. The only thing that can mess up the deadeye is poor timing with the rifle.

    And no, I hope Anet does not turn grenade and mortar 1 into auto attack unless they drastically buff the velocity of the projectile and automatically adjust the projectile so that it follows the target like other projectile. For PvE it doesnt matter for in PvP and WvW mortar is already very easy to dodge and requires actual aiming and prediction. Grenade forces you into speccing Grenadier trait anyway but it still requires you to lead. 

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  17. Yeah huh last time Anet reworked a weapon on Engineer it was the rifle. On rework, rifle was very strong, and maybe too strong on Mechanist. Then Anet nerfed rifle, then Mechanist then rifle again. Fast forward today, Rifle is an underwhelming power weapon for PvE, powercreeped by Hammer since it's available for everyone (granted you have SoTO) and in WvW/PvP, rifle is in an even worse state than its pre rework version.

     

    So excuse me if I am very very very sceptical about anything with the words "rework" and "engineer" in the same sentence. To me that just sounds like killing a weapon that doesnt see a lot of uses. 

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  18. If SB is mainly a support weapon it will 100% make Mace sit among the worst weapon for Engineer. Well we'll have to see honestly but unless Anet somehow manages to fk up 4 skill and add no finishers SB already looks better than Mace as a support.

     

    The concept looks interesting and if done right maybe it will make me try support engineer....Well that is if I even find the energy to keep up with the constant questionnable changes you make on this class. But assuming SB is going to be good, then you'll have to do something about Mace. That weapon has no identity and is comically bad at everything by trying to fill every role. 

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  19. On 11/16/2023 at 7:38 PM, Ultravalefor.5038 said:

    I haven't posted on these forums in years and I probably should keep my posts that infrequent. But I keep seeing people on here saying that roaming WvW mechanist is weak. All I can say to this is... go read your skills and traits in depth and learn what Mechanist excels at. Learn your combo fields and finishers. Learn how to time your kit cooldowns. If you are dying quickly... how? This class has resets for days. This is a class where you can be down to double digits HP and the fight's not over unless you panic or give up.

    I don't teach people how to play roaming Mech unless they're on Tarnished Coast, so I'm not giving any details. (However if you are on TC hit me up in-game I have a video guide)

    But hey, if you guys cry your way into getting WvW Mech buffed, that's fine by me. I'm cool with getting stronger. 

     

    >claims people dont read skill and Mechanist isnt weak

    >doesnt elaborate on the topic nor bring anything relevant

    >leave

     

    Classic pattern of people who pretend Mechanist is strong but cannot provide any actual information supporting their claim. But I dont mind, I eat Mechanist player for breakfast with no real effort.

    On 11/16/2023 at 2:09 AM, Nanoir.2315 said:

    Fought against mechs and majority of them just die within a few secs or just tp and rocket boot away.

    Thought I'd give it a try but kitten it feels so punishing to play compared to other classes where you can just faceroll.

    Also took a break when it was "op" and came back only recently. Feels really underwhelming. 

    Is it worth playing mech and getting invested in it or should I just drop it.

     

    Short answer : no Mechanist isnt worth playing

     

    Long answer:

    Mechanist trades way too much for having a clunky pet. If you play any form of melee pet then you might as well forget the pet exist because unless your opponent decides to not move and fight your pet, it's not going to do anything. If you play the range option, the coefficient on these guns are so trash it's only passable when speccing for full berserk and full power build but then you're just super weak. If you find yourself in a lot of 1v1 situation then Mechanist have some potential despite all these weakness but these situation are extremely rare and the moment a random player joins your opponent, you are arguably the worse spec in the game for dealing with +1. And the pet just go in a straight line and the pathing is poor meaning if there is even a slight elevation it's not uncommon to see your pet takes a journey to the west just to reach your opponent (who will most likely just move forward/away and fk the pet pathing again).

    And all these issues are regarding the pet alone. The engineer itself is even weaker. I get that you lose the toolbelt skill in favor of a pet but remember when Anet decided to remove all the tradeoff from elite spec ? Yeah well Engineer is among the few if not the only spec remaining who still has to deal with trade off and Mechanist is the worst offender here because even when the pet isnt on field you still have no access to your toolbelt making you objectively worse than core Engineer itself. 

     

    There is one scenario where Mechanist is actually usable and that is as an alacrity bot during siege. When you're taking down a wall or a gate, stay in combat to trigger the passive barrier generation and then spam your F2 and F3 skill when ready (ofc this assume you spec full support mechanist). But I mean, Tempest do that but much better and with less micro management. 

     

    So yeah to sum up Mechanist doesnt exactly bring anything other class cannot brings, Mechanist has to deal with a pet that has poor AI poor pathing and punishes you for not being a babyiter (hello mechanical punishement genius), Mechanist itself is worse than the core class if the pet dies (and it will) and Mechanist requires you to be more focused than other spec. All of that in order to be able to do the bare minimum of what other class can do by themselve with less punishement, less micro management and more rewards. 

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  20. 48 minutes ago, Scar.1793 said:

    Ele should get an HP bump and some QoL though, because compared to other professions, there is just no valid reason in my mind why their HP would be so low VS a necromancer who not only gets insane base HP but also a second HP bar while doing crazy damage.

     

    What gamemode are we talking about here ?

     

    Because Elementalist do not need an HP buff in WvW, they are already plenty tanky and mobile. 

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