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pbalint.1607

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Posts posted by pbalint.1607

  1. The changes to rifle are irrelevant, because the weapon itself is bad.

    Please fix rifle (starting with the auto attack), turrets, kits, also, don't forget that Engie sacrifices a utility slot for taking a kit in the first place... (Or just give it weapon swap already: Engie has to auto attack a lot, because of no weapon swap)

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  2. Essentially, the way I see Holo as a class mechanic and Engineer in general is as follows:

    Engineer is the weakest class, with absolutely trash weapons (that hit like a wet noodle) and even worse kits (what are these skill even??? https://wiki.guildwars2.com/wiki/Smoke_Vent
    https://wiki.guildwars2.com/wiki/Box_of_Nails).

    As an alternative to fixing this and not promoting paid-for ESpecs, Holo and Mechanist find other ways to make it viable:

    -For mech, they have added a new channel where damage is coming from, the mech, complementing the deficiencies of the Engie class.

    -For Holo, ANet added a quasi-weapon swap (by sacrificing a toolkit slot), which acts as an "I'm powerful now"-button (holo forge) and an ok weapon.
    The problem is that the "I'm powerful now"-button got nerfed over and over over the years, and is not up to standards anymore:

    When having less than 50 heat, you're straight-up below average. So if you're smart, you're only using the upper half or 2/3 (with ECSU) of your heat bar.
    After entering Holo forge, you're supposed to weave in auto attacks, since you run out of skill cds very quickly, and can't swap for some time. 
    So you're on a timer to deliver your promised damage. (Because even if you do nothing, waiting for the nth block/invuln to expire on your opponent, or chasing that elusive opponent with ports or gap openers, or waiting out the 2nd cc thrown at you, you're gaining heat)
    Crystal Configuration: Eclipse used to enable the delivery of auto attacks (which usually take more time than casting power skills, because you have a chain, and AAs have in general less per-hit damage) by granting stability, but not anymore: lacking stability, you're a sitting duck to any cc (you usually run 1 stun break, have no evade frames, no % damage mitigation (I doubt anyone is running Light Density Amplifier).

    So you have difficulties delivering damage against a competent opponent.

    How about survivability?

    By the time you've recovered any meaningful amount of health from heat therapy, the fight is pretty much over, no evade frames, no % damage mitigation (or outright ignoring damage), so you have to rely on blocks, which is pretty much photon wall in forge, only covering your front...

    So to recap:

    On the surface holo does good damage in a vacuum.

    But in practice, you're locked in to pretty much 1 build in pvp, because even your good traits are 1 dimensional and have been nerfed, so you need to fill out the gaps with skills, to be up to standard with other classes, and can have your window of opportunity.

    This is why any non-damage buff to holo would be a needed addition, because it's not damage it needs but utility, flexibility and survivability... (If pulling the class out of the selfish, one dimensional glass-cannon pigeonhole is of any consideration)

    (Of course damage is always fine, but that's not what holo in pvp needs  IMHO)

  3. You guys talk about pets dying in pvp as if it were a common thing.

    Yes I've yet to see a pet die in a 1v1 situation, where any ranger or mechanist goes toe-to-toe.

    And in team fights, rangers have the luxury of running longbow and staying afar, only going in for kills.

    (Mechanists are scuffed, when at range, because of no weapon swap they will be always ranged and at a disadvantage)

    • Like 1
  4. 5 hours ago, Danikat.8537 said:

    You're allowed to talk about other games, including mentioning them by name. It's just that the post and the topic still has to be about GW2. So what you did here is fine, but for example you couldn't start a topic asking which of another game's mini games everyone likes best.

    GW2 does have mini games, mainly Adventures and Activities, which includes the 4 daily activities and also things like Costume Brawl and Belcher's Bluff that are started using items and can be played almost anywhere. There's also special ones only available during festivals. A lot of them are multi-player (either competitive or cooperative, or a bit of both for team games like Keg Brawl) but you can't always pick who you play with and against.

    We get new adventures with each expansion and new activities occasionally, so I don't think what you want would need to be an expansion feature. It sounds like the main difference to the majority of existing mini games is you can choose who to play with or against, so it would probably need an item to start it, like Belcher's Bluff. (That would also mean you can play it wherever you are.)

    I doubt they'll add anything more elaborate because GW1 had a collectible miniatures boardgame called Polymock and we've never gotten it in GW2 even though players keep asking. It's a bit like a board game version of Pokemon - you collect Polymock figures from different places round the game, and then pick 3 to compete against an opponent, trying to defeat their pieces before they defeat yours.

    Well, then:

    Between grinding, it was refreshing to just chill out and play omok in Maplestory, maybe get to know your guildies better... (You would carry these with you as items, and grind for different tilesets)

    Maybe have some fun with uno...

    If ANet ever runs out of ideas, I don't think this would be the worst...

    (Considering they already have an embedded browser as the TP UI, it could be implemented as an external app, maybe accessible over the main site/phone/whatever...)

     

  5. 6 hours ago, Marckan.9526 said:

    Keep track of your heat, simple as that I'm afraid.

    Yes its punishing not to, but you're also meant to, and if you cant do that then either play the GM that plays off of overheating or learn how to manage your heat.

    No necros dont have overheat, but holos heat also add damage to their skills OUTSIDE of forge, shroud does not.

    Oh wow, we get *at most* 15% extra damage: (apparently, 22.5% with ECSU)

    https://wiki.guildwars2.com/wiki/Laser's_Edge

    Untamed gets *constant* 25% (and can also change it to 25% damage reduction (and there's no clause that the damage reduction only works for strike damage), so they get a better version of  this: https://wiki.guildwars2.com/wiki/Light_Density_Amplifier)

    https://wiki.guildwars2.com/wiki/Vow_of_the_Untamed

    https://wiki.guildwars2.com/wiki/Ferocious_Symbiosis

    Where's the downside for untamed?

    • Like 1
  6. 9 hours ago, Noah Salazar.5430 said:

    you have acces to alacrity by playing with companion/group/squad, that counts as pve

    Scrapper is using supply crate on boss fights as boss is immune to blind/weaknes provided by elite mortar kit 2+4

     

    By your logic, we could remove self heals from most builds, because you'll get them from dedicated healers anyway, duh... What a failed logic...

    The *only* place where I use supply crate in *PVE* is in the Aquatic Ruins fractal, where I play Scrapper instead of Holo, because no other Engineer elite skill has even remotely any utility.

    Supply crate at least heals a bit...

    That's how useless it is right now.

    Also, do you realize it's on 90s in WvW???

    • Like 3
  7. It just occured to me, that elementalists get a different skill for each element, based on their wielded weapons.

    It's just sad, that holosmith gets a fixed set of skills, regardless of base weapons, which is a huge missed opportunity and makes me sad... 😢

    We could have holo-rifle skills for ranged dps, holo-pistol skills for support, holo-sword skills for the usual melee dps, etc...

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  8. Engineer desperately needs weapon swap:

    -We lose a utility slot, just to equip a kit: other classes that have weapon swap switch weapons using a dedicated switch-button, engineers via a utility slot...

    -We lose the flexibility of having 2 sets of sigils: While other classes can run 2 different sigils for weapon swaps (or the same set twice). Engineers can only get effects from a single set...

    +Many of the toolkit skills are quite bad: slow hitting/melee/no flip skills/long cooldowns/long cast times

    The more skills a class has available at any given time the more flexible (both build diversity *AND* adaptability) it is -which greatly contributes to fun- and opens up avenues for creative gameplay

    • Like 3
    • Confused 3
  9. 1 hour ago, noneHotBuildTest.7251 said:

    That is not "Prohibited posts" or "Datamined or Leaked Content".
    NO MORE BAN PLS.
    --------------------------------------------------------------

    What build are we talking about?

    What is overperforming?

    Tool holo have is a snowball machine, it can farm bad player really hard.

     

    What do you think could be done to fix these problems?

    Remove supper speed and cc on holo and nerf damage, the cc on core engi is is already overwhelming.

     

    Engineer is balanced, just learn to play!

    • Like 1
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