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bambi.6214

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Everything posted by bambi.6214

  1. Yes, the wording is bad, but you get the boons too. No, Iron Blooded works only for unique boons on you. 10 stacks of might and 2 stacks of Stability will give you 4% reduction, it will not trigger on each individual stack of might, nor will it trigger on boons you give your allies. Same as above. Per unique boon, not per unique stack.
  2. Can we stop suggesting to make literally every single utility skill type of the engineer into kits? Already read people suggesting a gadget kit, turret kit, and now people want to even turn our only other good utility skill set outside of kits into a kit? Why not? Then we can throw kits into an omega kit as well, and we'd end up with 4-5 utility skills to choose from making build crafting piss-easy, also makes way easier for ANet to balance toolbelt skills since there's only 5 left as well. To this point, Anet has created elite spec which can roughly get seperated into 3 types: dps, tank, support.Engineer has 2 of these. Holosmith serves as our dps elite spec, while scrapper is designed to be a tank.A support elite spec, something along the lines of the druid or scourge, is something that we are missing. I think it is more likely that Anet will enhance our ability to fill the healing and boon support role in end game PvE by giving us a support elite spec for the third expansion. It makes the most sense in my opinion.Hahaha, what? Scrapper is meta support in WvW. Heavy meta support. 90% of scrappers run the exact same support build regardless of it being a 5 man or 50 man or guild raid. That scrapper is played as a support in WvW does not mean that it is designed as a support in the first place. That is already evidenced by the fact that it basically has a dead grandmaster minor trait in it's build. Most of the time, this build is camping the med kit and also doesn't invest any stats in power, meaning that impact savant becomes entirely useless as a trait for this build. Anet themselves stated that scrapper is intended as a bruiser, a tanky fighter spec. The reason why scrapper is used in a support build are just: some of it's utility skills (sneak, purge and bulwark gyro) and the fact that engineer lacks a third support trait line.Scrapper happens to be used for support only because of Purge Gyro and Defense Field, the elite specs has nothing else that is essential. Superspeed spam is nice but you won't die without it and there are professions that can share it too. If Supply Drop gave 2 stacks of stability, core engi would shine as support way brighter than scrapper even if best you can do is take Tools.
  3. Only 5 days to 2 years with no info! Is everybody excited? How are you guys celebrating?
  4. It'd be thematically correct, having a certain "doze" of an elixir available that we can either throw or chug.But elixirs are what carries our class right now. Such change would require a major balancing and there is no alternative for elixirs in builds. So until the class is properly balanced - we have 3-4 skill types that are semi-universally available for any kind of build, multiple trait lines that offer equal amounts of interactions and core engi can compete with other professions without a need of picking an elite spec, I'd rather stick to what we have now.
  5. Hurrdurr. Well I never enjoyed doing map completion and it's necessary too, and takes way more effort than capping a camp once every 10 minutes.
  6. Just go full minstrel? Can't see the point of those mixed stats.
  7. Some ideas actually decent, some bad. All of them ignored by devs. Carry on.
  8. Tested and can confirm: No Gadgeteer AED triggers superspeed on useGadgeteer AED does not trigger superspeed at any pointtoolbelt skill works either wayANet consistently forgets about improved gadgets.
  9. Stealth alone isn't that problematic, stealthed player can be predictible, in a worst case you can throw a paint grenade. It's ridiculous amount of stacked teleport and mobility skills that allow to cover enormous amounts of distance within literally 1-2 seconds (I wrote some numbers in my other post).
  10. Impassable skills like Line Of Warding, Ring Of Warding, Spectral Ring, Static Field, etc. will still apply the CC even after Shadow Step has taken place. If you try to Shadow Step out of Spectral Ring or through Line Of Warding for example, you will be CC'd at the destination of the teleport. Although 1,200 units away, that still means there is an opportunity to prevent them from moving further. I'm not necessarily disagreeing with you though, Shadow Step is a very stacked skill. But pretty much every class has at least one or two skills that are extremely stacked with powerful effects. Dolyak Stance, Spectral Walk, Elixir U, "Shake It Off!", to name a few that are versatile enough to be used with almost any build and have a lot of fight-deciding effects. I don't think Shadow Step is a stacked skill, actually, I'm all right with it being a double stun break teleport - thief is supposed to a mobile profession. I think the range of teleport and mobility skills on thief is stacked. Maximum combat range in GW2 is 1500 units. Shadow Step can cover up to 1200 units, so 80% of this distance. Now we take into consideration that: Dash covers 450 units (30%)Infiltrator's Arrow covers 900 units (60%)Death's Retreat covers 600 units (40%)Roll for Initiative covers ~580 units (38%? sth like this)Withdraw covers ~500 units (33%?)Infiltrator's Strike is 900 units (admittedly that requires a target) (60%)Shadow Step + any of those put the thief beyond that combat range, some don't ever require much effort, eg Dash is just a dodge, and some can be spammed quite easily, eg shortbow5 can be used every 6 seconds (from 0 initiative), death's retreat every 5 seconds etc. I'm not blaming Shadow Step as a sole issue (although it is a main contender), I say that getting >1500 units away from some target should require more resources than 2 presses of a button. Yes, enemies are hardly ever stationary and are able to chase, but Shadow Step in a random direction forces the opponent to look around, and even if the confusion lasts 1 second that's enough to press 2 buttons and mount up. Not to mention the ability to stealth and cover the escape.
  11. Stealth isn't a problem. All the teleports, shadowsteps, stunbreaks and mobility is what makes thief impossible to kill. If a thief stealths, they'r still vulnerable to AoEs, to CC, even to some channel skills like ranger longbow2, p-forge 4 (lazers), skilled player is even able to predict thief's movement. Meanwhile shadowstep can't be countered. There is no counter for 1200 instant stunbreak teleport, except maybe Megabane Tether (which doesnt even pull the thief all the way if I remember correctly?) and maybe Dragonhunter F1. At this even, if DD gets a stunbreak on dodge, "fighting" them wouldn't be that different (DD specifically stands out in my mind coz of Dash, that even removes immobilize. But it's core thief mobility that is already ridiculous).
  12. I'm running out of new things to try tho :disappointed: And I'm tired of Winds of Disenchantment dictating all the fights...
  13. We literally just had a balance patch half a year ago, in Feb/March, and a few quick hot-fixes along the way. Meanwhile all PvE had gotten were 2 new gigantic maps, a new fractal and big chunk of PvE story.My God, WvW players just can't be pleased!
  14. Noticed it today. I'm guessing coz of scrappers and necros abusing those for instant barrier/heal.It's a shame they were removed from spawns, they were super useful for necros to regain life force quickly. Any chance for that?
  15. How about we start by disabling winds of disenchantement, I'd like to see that experiment.
  16. I like the idea of actually being rewarded when using on more than 1 target, not punished.
  17. Rumor says devs responsible for balance are working on new elite specs, thus the lack of balance patches.
  18. Confirmed on PvP discord - Cmc said balance patch coming with next release, so in 1 week.
  19. Balance patch that is coming in 2 weeks will most likely have some rifle buffs, including removal of self-cc. Sit tight.And while the suggestion makes sense, I just don't like the weapon in general, a weird mix of long and short range attacks.
  20. It was a bug which allowed some cheesy things, the most prominent and annoying was allowing ele to start casting Res Glyph and going into mist form. Although I agree it allowed for more fluid gameplay.
  21. That would be great! It comes back over and over again for weeks now, I hope it comes earlier than alliances...
  22. Right now, when a new player with underleveled character enters WvW, they probably have a limited knowledge of the game, is super lost in terms of mechanics and combat. Gets absolutely destroyed by a random enemy player or even a camp, gets very discouraged towards the whole game mode and never visits it again.Putting a level restriction would probably make introducing "new player experience" into WvW way easier as players coming in contact with WvW for the 1st time would already have some knowledge of the game....would be a clear message to new players that this is advanced content that requires at least basic knowledge of game mechanics....would possibly discourage some people from making a free account just to grief on enemy servers (free accounts already have a requirement, bumping it higher wouldn't hurt)Going in with underleveled character puts your server in possible disadvantage as you are an easy rally for enemies, also possibly putting a bad light on you in the eyes of your server mates ("wtf get out of here noob")Thoughts?
  23. Except even average player, when able to LoS NPCs and stack them, will be able to kill them in ~20 seconds. So the camp is marked as contested for 10 seconds before it gets flipped, and 10 seconds won't get you even half way from any closest waypoint to, say, north-west camp on Alpine.IMO, camp NPCs should either be buffed to not get killed in 5 seconds, or the delay of contested mark removed on camps.
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