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Vagrant.7206

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Posts posted by Vagrant.7206

  1. @DonArkanio.6419 said:

    @alain.1659 said:How? I mean really how? I have met my share of good holosmiths but their skill lvl was higher then me. They wouldve won with any other profession. I have slain my share of holos too and they are not that horrible really. According to the forums every profession is OP and needs immediate and harsh nerfs. And people give tournament champs as an example when majority of the players do not see even gold. It is impossible to debate on a class in this forum meta.

    I don't agree. There are builds that stand above others and are considered OP for a reason.

    One class (particular build)
    should not
    be able to:
    • deal crazy damage
    • have crazy sustain
    • have crazy utility
    • have a whole set of boons on demand
    • have access to strong CC
    • have invulnerability

    all at once and on its own.

    It's never going to be a good design. Sure, Engi at its core is a hybrid class and should be
    jack-of-all-trades, master of none
    .

    Every build
    must have a weakness
    .

    But every engi build does. That's what boggles me about this thread.

    • The rifle variant is very susceptible to condi damage, corruption, and CC. A good scourge can ruin this holo's day.
    • The prot variant is very susceptible to CC and spike damage. It also has poor escape and chase potential. A spike rev can ruin this holo's day.

    The problem is when you try to yolo the yolosmith, you get yolo'ed first. Try playing holo, or watching two holos fight. They engage each other in a way to exploit each other's weaknesses, presuming they both know what they're doing.

  2. @BrokenGlass.9356 said:

    @BrokenGlass.9356 said:Honestly, how else do you get someone to hear you when the argument is at a dead end other than to address how they argue?

    Protip: Don't try. If you know nobody's listening, don't talk.

    Think you've trolled the thread enough?

    Nawp.

    Welcome to the GW2 forums! We've got broken records everywhere!

    Fair point. That's the sad thing about fourms. The very argument we would have had over a beer... That would have taken like 3min... Makes it look like we want to kill each other... When in reality we could have read expressions and tone, and completely skipped the 'argument' part and kept it in discussion-land.

    Yep! Light trolling seems to be about the only thing I can do to get people to that point.

  3. @BrokenGlass.9356 said:

    @BrokenGlass.9356 said:Me- yeah, it's still a buff I'm excited about.

    We're not saying you can't be excited but we're saying you can't double your barrier gain on a support build like you calculate, or go from dumpster to extremely overpowered feats like tanking three people like you're expecting to do. (Edit: that wasn't you actually, mb)

    Chalk up another loss for nihilism

    Haha... In this case nihilism is the nametag on the strawman you just shredded

    Who is we?

    Royal we. Chaith is engineer royalty.

  4. @Stallic.2397 said:

    @"Aylpse.6280" said:This spec is killing pvp for me. It isn't fun to fight at all. You can outplay a holo all day and they won't be punished for even the slightest misstep. So much sustain AND the ability to reset the fight? Forgive me, Mesmer gods. Little did I know you were the lesser evil.

    That's what's most aggravating. Even a higher skill player can outplay a holo till they're 25%, and then you see how OP they are. Invuln, stealth, heal to full, superspeed escape.

    What's worst is holos Cooldowns are so low, once they cowardly run away, they'll return as if the fight never happened and try again till you die

  5. @Arheundel.6451 said:

    @Arheundel.6451 said:About engi....
    the only hard nerf was the removal of passive Elixir S
    and a slap on the wrist with corona blast stability trait....let's not consider the "removal" of rifle shooting without LoS as nerfs...other professions got that treatment several years ago ( like ele phoenix or comet ).

    We are here today because everybody else got hard nerfed already and engi got left out and
    my thought is because it doesn't seem to be very popular in pve raids or general open world
    , so the devs drag their feet with engi when it comes to nerfs

    Your first mistake was looking at it by each profession as a whole. Second mistake was purposefully leaving out that Engi(Scrapper) had Rapid Regeneration, Adaptive Armor, Perfectly Weighted, Recovery Matrix, F5 skill all functionally deleted in favor of things that have much less sustain and utility. You went through every spec that recently got gutted, but I'm guessing Scrapper didn't make your thorough list of nerfs every profession has gotten cause' it didn't fit your narrative that ArenaNet purposefully let's Engineers fall under the radar. It's in the same boat that Druid is. Keep the discussion to Holo specifically and you won't look as biased

    Some number nerfing on Heat therapy won't magically cause a drop of Holo from OP to UP state and we both know that....

    Wat

    It's literally a free bonus heal less every 20 seconds or less. It's a reward for going full ham as fast as possible. If your goal is to nerf sustain, it's one of the most obvious targets. It's also never been nerfed, and a ripe target for it.

  6. @PierPiero.9142 said:

    @"Prinzsecond.4863" said:Uhm... I play core with kits, I play scrapper with kits and I play holo with kits....Uhm... I play condi core, condi scrapper, power scrapper, power holo, celestial holoUhm... I play meele builds, ranged builds, offensive builds, defensive buildsAll of them have decent condi cleanse, are hard to be kited and provide high mobility, and all of them are hella fun to play...at least in WvW roaming.

    Holosmith can be implemented in a range of builds, no need to stick to the boring meta builds.

    This is very true but certain people are not willing to try to get creative with their builds thus they rather stick to the Meta over getting a it creative with what can be made.

    Holosmith is fine for players who want a alternative to spamming Grenades in a Power build but it has potential in a condition build aswell to build Burn condition with Grenade conditions and pistol conditions.

    The mind is the greatest weapon because it is where creativity to how can someone be killed is made.

    As for the Elite Spec itself for me, well I am still waiting on something else a bit more creative with the Elite Spec that is not "spam kits' and Ignore Main Weapon.

    a Elite Spec that is deisnged to sacrifice Kits to modify the Main Weapon is still a interesting one I hope they may one day add since as a Engineer, the character should have a Elite Spec that gives them the ability to focus on Main Weapon by Modifying it using the Kits to perform the type of role they want such as if Rifle gets modified with Grenade and Bomb kit, it would gain 5 new Rifle skills that focus on Power Explosive Damage but if you modify the Rifle with Grenade Kit and Flamethrower kit, the Rifle gets 5 New skills that focus on Condition Explosive Burn Damage. Along with if you Modify the Rile with ELite Mortor kit with Tool Kit, it gives the Rifle 5 new skills that makes it into a Power Damage Railgun.

    Holo is not good with a condi setup .... it is better core engi condi than holo condi ihmo. For a condi setup with pistols you need firearms , so you have to take holo and firearms .... if you take also explosive you are of paper but nades without granedier are not viable ihmo .

    I disagree. Condi holo is superior, if only because it's way easier on the fingers for roughly equivalent DPS.

    how do you build it ?

    No stunbreak, no condi clean ....

    It's meant for PvE.

  7. @Ovalkvadratcylinder.9365 said:

    @miriforst.1290 said:I can't help feeling like we are being haggled with.
    1. Propose an insane change.
    2. Propose a lighter change that seems reasonable by comparison, use this momentum to suggest further changes.
    3. People forget the class took a massive nerf that broke core aspects of the scrapper and that this patch is at best implementing some light nerfs and reimplementing a tool they took away (and probably in a weaker form) at the cost of another (poison field for downed cleave and weakness). Notice how there are no proposed changes to the function gyro itself.

    Honestly the reduction in vitality penalty is still undercooked given id argue the trait isn't worth any vitality reduction at all given the removal of vital traits like rapid regen and adaptive armor (to name a few of the big hits, just ignoring the removal of stab on dodge and damage mods).

    Honestly i'm not surprised if people are gonna go stockholm syndrome over this.

    Uhh, more PTSD, less Stockholm syndrome. Remember what they did to turrets?

    u mean removing the ability to throw ur turrets to places unreachable to other players? fml

    Way more than that. Turrets (except HT) were rendered largely inoperable for a few years.

  8. @miriforst.1290 said:I can't help feeling like we are being haggled with.

    1. Propose an insane change.
    2. Propose a lighter change that seems reasonable by comparison, use this momentum to suggest further changes.
    3. People forget the class took a massive nerf that broke core aspects of the scrapper and that this patch is at best implementing some light nerfs and reimplementing a tool they took away (and probably in a weaker form) at the cost of another (poison field for downed cleave and weakness). Notice how there are no proposed changes to the function gyro itself.

    Honestly the reduction in vitality penalty is still undercooked given id argue the trait isn't worth any vitality reduction at all given the removal of vital traits like rapid regen and adaptive armor (to name a few of the big hits, just ignoring the removal of stab on dodge and damage mods).

    Honestly i'm not surprised if people are gonna go stockholm syndrome over this.

    Uhh, more PTSD, less Stockholm syndrome. Remember what they did to turrets?

  9. @PierPiero.9142 said:

    @"Prinzsecond.4863" said:Uhm... I play core with kits, I play scrapper with kits and I play holo with kits....Uhm... I play condi core, condi scrapper, power scrapper, power holo, celestial holoUhm... I play meele builds, ranged builds, offensive builds, defensive buildsAll of them have decent condi cleanse, are hard to be kited and provide high mobility, and all of them are hella fun to play...at least in WvW roaming.

    Holosmith can be implemented in a range of builds, no need to stick to the boring meta builds.

    This is very true but certain people are not willing to try to get creative with their builds thus they rather stick to the Meta over getting a it creative with what can be made.

    Holosmith is fine for players who want a alternative to spamming Grenades in a Power build but it has potential in a condition build aswell to build Burn condition with Grenade conditions and pistol conditions.

    The mind is the greatest weapon because it is where creativity to how can someone be killed is made.

    As for the Elite Spec itself for me, well I am still waiting on something else a bit more creative with the Elite Spec that is not "spam kits' and Ignore Main Weapon.

    a Elite Spec that is deisnged to sacrifice Kits to modify the Main Weapon is still a interesting one I hope they may one day add since as a Engineer, the character should have a Elite Spec that gives them the ability to focus on Main Weapon by Modifying it using the Kits to perform the type of role they want such as if Rifle gets modified with Grenade and Bomb kit, it would gain 5 new Rifle skills that focus on Power Explosive Damage but if you modify the Rifle with Grenade Kit and Flamethrower kit, the Rifle gets 5 New skills that focus on Condition Explosive Burn Damage. Along with if you Modify the Rile with ELite Mortor kit with Tool Kit, it gives the Rifle 5 new skills that makes it into a Power Damage Railgun.

    Holo is not good with a condi setup .... it is better core engi condi than holo condi ihmo. For a condi setup with pistols you need firearms , so you have to take holo and firearms .... if you take also explosive you are of paper but nades without granedier are not viable ihmo .

    I disagree. Condi holo is superior, if only because it's way easier on the fingers for roughly equivalent DPS.

    how do you build it ?

    https://snowcrows.com/raids/builds/engineer/holosmith/condition/

  10. @PierPiero.9142 said:

    @"Prinzsecond.4863" said:Uhm... I play core with kits, I play scrapper with kits and I play holo with kits....Uhm... I play condi core, condi scrapper, power scrapper, power holo, celestial holoUhm... I play meele builds, ranged builds, offensive builds, defensive buildsAll of them have decent condi cleanse, are hard to be kited and provide high mobility, and all of them are hella fun to play...at least in WvW roaming.

    Holosmith can be implemented in a range of builds, no need to stick to the boring meta builds.

    This is very true but certain people are not willing to try to get creative with their builds thus they rather stick to the Meta over getting a it creative with what can be made.

    Holosmith is fine for players who want a alternative to spamming Grenades in a Power build but it has potential in a condition build aswell to build Burn condition with Grenade conditions and pistol conditions.

    The mind is the greatest weapon because it is where creativity to how can someone be killed is made.

    As for the Elite Spec itself for me, well I am still waiting on something else a bit more creative with the Elite Spec that is not "spam kits' and Ignore Main Weapon.

    a Elite Spec that is deisnged to sacrifice Kits to modify the Main Weapon is still a interesting one I hope they may one day add since as a Engineer, the character should have a Elite Spec that gives them the ability to focus on Main Weapon by Modifying it using the Kits to perform the type of role they want such as if Rifle gets modified with Grenade and Bomb kit, it would gain 5 new Rifle skills that focus on Power Explosive Damage but if you modify the Rifle with Grenade Kit and Flamethrower kit, the Rifle gets 5 New skills that focus on Condition Explosive Burn Damage. Along with if you Modify the Rile with ELite Mortor kit with Tool Kit, it gives the Rifle 5 new skills that makes it into a Power Damage Railgun.

    Holo is not good with a condi setup .... it is better core engi condi than holo condi ihmo. For a condi setup with pistols you need firearms , so you have to take holo and firearms .... if you take also explosive you are of paper but nades without granedier are not viable ihmo .

    I disagree. Condi holo is superior, if only because it's way easier on the fingers for roughly equivalent DPS.

  11. @H a z Z y.1762 said:In comparison to other classes:

    I think holographic shockwave is on too low of a cd. I also think elixer U gives too many seconds of quickness and stability.

    Edit: perhaps a fair nerf would be to decrease the cooldown on elixer u but also decrease the quickness and stab time.

    That would be a buff, mate. Elixir U is also a stunbreak. Doing the opposite would actually be a nerf.

    Hyperbole, AWAYYYYY.

    Seriously though, every time the subject of holo comes up, you chime in. Then I chime in. Then we circle around the same tired old arguments. You claim that holo hasn't seen any major nerfs. I point out several substantial nerfs to damage and sustain. You claim healing turret is the best heal in the game. I point out that Heat Therapy is the problem. You claim that "There's too much stability" and almost everyone points out that you can just avoid corona burst to prevent the majority of stability holo has access to (don't even need to dodge, just range or kite).

    Can we just stop circling around the same tired arguments?You only pretend*.Its kinda ridiculous "we shouldnt nerf holo because year ago it had some nerfs", I had a good laugh.HT isnt the main issue, its part of it. HT alone wont stop them from spamming forge with low cds carelessly, the amount of passives to help them as well.I get that you want such nerf that wont affect real issues so it be OP still, pretty obvious, talking with such people is pointless, so I wont.

    This is what we call "moving the goalposts." I pointed out several places where your anger was misguided, but then you shift it to another, generally vaguer problem.

  12. @"Matoro.9708" said:I agree with all these changes. I would be happy to see even nerfs to the damage of 1 corresponding to the attack speed because at least then you're more likely to get a hit off. It feels slower than rev hammer. 2 as well, it being body blocked by stuff severely reduces your cleave potential. Seeing as we already have some pretty good (shameless self plug) threads about kits and turrets, assuming all we'll ever see are numbers changes and not an elite gadget or whatever, I don't have much else to say. I just wish taking gadgeteer felt like it had as much impact as taking HGH does for Elixir X, you know?

    Also, recently I've been playing a lot of core content, and my turret/gadget build actually feels pretty fresh again since I can kill stuff. Just goes to show how much numbers can affect someone's experience.

    Pistol 1 has one of the lowest power coefficients of any autoattacks in the game (0.4). Only one that's lower is necro scepter, which has way more utility in its autoattack. No need to nerf it further just to meet its stated cast time.


    As far as kits go:

    • Med kit is fine after rework. No complaints.
    • Tool kit's #2 skill needs to be change to have more utility. I would suggest increasing the radius, duration, and duration of bleeds/cripples of the attack. Rest of the skills are fine.
    • Bomb kit needs to have short fuse as a baseline. The delay is too long to be useful in competitive formats.
    • Grenade kit should have the flight speed increase as baseline. I would also suggest adding some kind of resistance to projectile hate/retaliation, because these REALLY hurt grenade kit.
    • E-Gun is mostly fine. I would like to see its #1 and #2 improved though.
    • Flamethrower #1 should have burning interspersed throughout the attack, not at the end. This would make it way more dangerous (and useful) in competitive formats. I also think the #4 skill should destroy projectiles, and the #5 skill should have ammo (2 count seems right).
    • Mortar kit should have have lower flight times. I think it's otherwise in a decent spot.
  13. @"praqtos.9035"

    Hyperbole, AWAYYYYY.

    Seriously though, every time the subject of holo comes up, you chime in. Then I chime in. Then we circle around the same tired old arguments. You claim that holo hasn't seen any major nerfs. I point out several substantial nerfs to damage and sustain. You claim healing turret is the best heal in the game. I point out that Heat Therapy is the problem. You claim that "There's too much stability" and almost everyone points out that you can just avoid corona burst to prevent the majority of stability holo has access to (don't even need to dodge, just range or kite).

    Can we just stop circling around the same tired arguments?

  14. @MyPuppy.8970 said:You just need to dodge all their skills and interrupt all their heals and avoid all their ccs then gg.

    @Vallenous.2179 said:If you fight an engi of the same skill level as you, the engi should win the matchup currently everytime. Its the same thing for mesmers with their invul. In the current meta, it basically pays to just not even bother trying to 1v1 either of these classes. Everything else is rather decently balanced aside from these 2 builds, though there are still a few small problems with this meta. Fixing these two classes would do wonders for the balance of pvp imo. There is no reason that either profession should have that kind of near 1 shot potential comboed with the best sustain in the game.

    @rwolf.9571 said:Had a afk Holo on point once. Had my GS glass burst mes auto on him. Instant barrier for days. As if I was tickling him with a feather.

    @Leonidrex.5649 said:

    @Sovari.7246 said:The escapist part of holo is really annoying we can have 3 people targeting it and it still manages to escape even mid tier skill level Holo's manage to outperform in this class

    and the only way to catch holo is with another holo to reveal them, feelsweirdman

    @"praqtos.9035" said:I wonder if any amount of "nerf braindead holo" threads will have any effect.After layoffs it was left without attention.Pretty braindead spam spec with a high reward and low effort, its been settled its about PvE now. Either you play one or shut up->buy gems->play pve.

    The hyperbole is real in this thread.

  15. Truth is, both of the pistols need improvement. MH more than OH.

    • Casting time on Pistol 1 is a big problem. It's >60% longer than the stated casting time. Its AoE effect could also stand to be improved.
    • Pistol 2 (Poison dart volley) should pierce targets. This skill is abysmal for group combat.
    • Pistol 3 is probably the best of MH pistol. I might increase the confusion stacks, but otherwise it seems fair.
    • Pistol 4 is fine IMO.
    • Pistol 5 should also pulse slow on targets in the glue shot, and I'd increase the velocity of the projectile. It's still pretty slow and unwieldy.

    Pistol could also stand to have some better, more interesting traits. I honestly miss Coated Bullets.

    There's really 4 turrets that need examination:

    • Rocket Turret's normal attack is pretty flimsy, and its overcharge has such an insane arc, you might as well fuhgeddaboutit. The toolbelt is even worse.
    • Net turret is simply underwhelming. Same goes for the toolbelt.
    • Flame turret should add a longer burn, or more burn stacks. The toolbelt is alright.
    • Rifle turret does laughable damage (overcharged or not). It's almost exclusively taken for its toolbelt or an extra blast finisher.

    I'm not even going to get into kits because that would take me way too much time.

  16. @Irenio CalmonHuang.2048 said:Items

    • Superior Rune of Antitoxin: Change it so that instead of increasing outgoing condition cleanses by one it instead increases incoming condition cleanses by one, thus only affecting the wielder, but allowing it to scale up with external cleanses.

    Engineer

    • Purge Gyro: Reduce the number of cleansing pulses from 5 to 3 in WvW. Pending the superior rune of antitoxin change, this may stay at 5 cleansing pulses.
    • Sneak Gyro: Increase the cooldown of this ability from 45 to 75 60 seconds in WvW.
    • Corona Burst: The existing split from PvP of reduced might gain is brought to WvW. Reduced the damage of this ability by 20% in PvP and WvW.
    • Holographic Shockwave: Reduced range from 600 to 300.
    • Impact Savant: See if there is a way to include condition damage on this trait globally. Reduce the vitality loss of this trait from 300 to 180 in WvW and PvP.
    • Chemical Field: This skill is replaced by Detection Pulse (from the old Sneak Gyro elite toolbelt) as the toolbelt skill for Purge Gyro.

    Thank you for listening on most of these changes. Rune of antitoxin was the biggest problem as far as cleansing goes.

    Rest of the changes look fairly good, few inputs I have:

    • Thank you for noticing how impact savant was overbearing to scrappers in general. This change should be sufficient to see more scrappers in offensive builds in all competitive game formats.
    • While the change to chemical field is more competitive in PVP game modes, it's got a negative impact on PvE. It's also thematically inappropriate. I would suggest leaving chemical field as it is, but the field left behind pulses reveal. Alternatively, as many players have suggested, tie detection pulse to function gyro. Considering f-gyro is nearly useless right now, it would be helpful.
    • Should the change to rune of antitoxin go through, please don't double-whammy purge gyro. On builds that don't have rune of antitoxin, this nerf would substantially reduce self-cleansing potential for offensively-oriented scrappers.
    • The change to rune of antitoxin was sufficient enough to reduce the impact of cleansing scrappers. I don't think they need to double-whammy purge gyro.
    • Sneak gyro change is fine.
    • Change to corona burst is fine.
    • HS change strikes me as a little odd for a WvW-focused balance change, seems more relevant to sPvP. But, I don't play WvW enough to really have a stake in this one.
    • Impact Savant change is immensely appreciated. This change would be sufficient to see offensive scrapper become relevant again.
    • Chemical field change feels thematically inappropriate, even if it's kind of a buff for WvW support scrapper. I think it might be smarter to leave chemical field, but add an AoE reveal onto the poison field.

    Overall... alright. I'm glad to see they listened on several of the changes. It'll be nice to see more utility in offensive scrapper builds.

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