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Vagrant.7206

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Posts posted by Vagrant.7206

  1. @Lighter.5631 said:i don't see the problem with holo. can you enlighten me with it?like is it op in team fights or you are talking about side node 1v1s, i'm not entirely sure.like there's scourge and fb who are clearing way better then holo at team fights,and like there's sb/weaver who can also side nodes.or perhaps you are talking about roaming? without rocket boots, i don't think forge 2 mobility qualifies it as a roamerlike what exactly are you talking about, in what way it is over performing at, after that we can actually have a conversation about it's detailing in traits like how it gets perma vigor and other class functions lol

    I mean, if we're being honest, a lot of the complaints are coming from mesmer mains looking for somebody to point the finger at.

  2. @revolucion.3864 said:

    I think one of these days I'll have to come up with a whole rework draft with all the details so it's that much easier for Anet to pipeline it. Assuming I had any good ideas at all.

    Seriously buddy, don't waste your time. There is zero evidence that Anet value player feedback.

    It's almost heartbreaking to see all the excellent suggestions made by players over the last 6+ years treated with such a dismissive attitude.

    The last time an employee of Anet graced us with their presence on this sub-forum was the 29th of March 2018.

    Pathetic.

    And most of the time they do comment, it's simply to let us know planned changes, not actually take input.

  3. @praqtos.9035 said:

    @Psycoprophet.8107 said:I love how everyone rally's on about op skills and anets poor balancing yet are most in agreement that their invulnerability skill with no counter is completely fine lmaoI imagine this surprises no one.

    With invuln skills such as Elixir S or Renewed Focus, the counter is that neither side is able to do anything. They're just stalling.

    My problem with invulns are ones such as Obsidian Flesh, distortion, or the berserker stance/endure pain wombo combo. These allow you to attack/perform actions while invuln, which is supremely irritating. At least with the warrior wombo combo, it takes multiple utility slots to do.Renewed focus cant stomp/revive people, elixir S can(comes with a busted stealth skill on toolbelt). Mad about distortion that consume clones to extend duration or elementalist that need to be in earth as second element (assuming its weaver)? I find that very funny

    Distortion can stomp as well (free of any utility slot for mesmer), not sure why your criticism doesn't extend there either.

  4. @Psycoprophet.8107 said:I love how everyone rally's on about op skills and anets poor balancing yet are most in agreement that their invulnerability skill with no counter is completely fine lmaoI imagine this surprises no one.

    With invuln skills such as Elixir S or Renewed Focus, the counter is that neither side is able to do anything. They're just stalling.

    My problem with invulns are ones such as Obsidian Flesh, distortion, or the berserker stance/endure pain wombo combo. These allow you to attack/perform actions while invuln, which is supremely irritating. At least with the warrior wombo combo, it takes multiple utility slots to do.

  5. @Matoro.9708 said:... I'm sure they're taking statistics on scrapper performance and might hot fix things if it's as bad as everyone says, but I still do fine.

    • I can confidently say that scrapper is once again non-existent in PvE (it was rare before, but had some use as a healer).
    • I have seen one or two scrappers in PvP, but they perform objectively worse than most holo builds. Prot holo is definitely better at tanking. There's probably an exception for drunk engineer, but almost nobody plays it.
    • I don't play WvW, but I hear the nerfs really hurt there.
  6. @Azure The Heartless.3261 said:Invul should have a counter to itself baked in, like not being able to cast additional skills or becoming exhausted after using it for a specific amount of time.The pool of invuls across classes is too small to introduce invulnerability counters that people will run unless theyre trying to [insert class here] bust.

    This.

    Invuln should be a temporary reprieve, but it should limit what you can do heavily. Elixir S and Renewed Focus are examples of this.

    Or it should only be partial invuln, IE endure pain and signet of stone.

  7. @"Scared.7195" said:Hello all,So I've always wondered why some classes are played more than others and why there are even niche classes in the first place. Being in a match and seeing someone with a Core Spec, or a tempest (for example) really surprises me sometimes as they are regarded as less than optimal. So what are the builds that you like to play and why?

    To answer your first question, it has to do with multiple factors:

    • Class design -- Smooth gameplay naturally leads to classes being played more. For example, guardian has relatively flowing gameplay, whereas engineer gameplay is really janky.
    • Complexity -- Complex classes naturally get played the least. These would be Rev, Engi, and Mesmer/Ele
    • Effectiveness -- More of a "flavor of the month" thing. Some classes tend to be more in vogue than others. Guardian has never been bad, for example, whereas ele has seen a lot of ups and downs.

    And for the class I main -- engineer. More of a diehard, been playing it since launch as my main. I just get too bored with other classes. I do branch out occasionally, such as guardian, necro, ranger, thief, or warrior if the mood strikes me. I can't tolerate playing mesmer for some reason.

  8. @rdigeri.7935 said:An ammunition system with lower cooldown and single leaps might be nice, to have more control over the finishers and evade frames.

    Honestly, I think this is the best solution. Often I don't need it to go as far as it does, or I need a leap finisher. The evade is a nice bonus. A lot of the jankiness of the skill could be resolved by making it single leaps with an ammo charge.

  9. @praqtos.9035 said:

    @"sephiroth.4217" said:If only there was some sort of viable CC build to lock them down..

    lolololololololololololol

    Are you "lololo" because of their stability uptime being longer than you can fight them or there is any other reason?:>

    Holo builds can lock down eles. Prot holo in particular is a hard counter to condi ele. Since ele has only a few CC's, they're easy pickins when their dodges run out.

  10. @"Trevor Boyer.6524" said:Before I say this, know that I am one of the people who said on several occasions: "That I didn't think CI Mantra Condis was as OP as people claimed." but if you're talking about people complaining about MOD specifically, you should consider this:

    Consider playing other classes, where CCing someone and interrupting a skill, requires chasing them with a melee weapon and actually connecting with it. Consider it requires significant effort to hit with a Skull Grinder or an Earth Shaker or a Reaper #5. All of these types of CCs have obvious tells, the animations are long, and they are obviously inc when a melee character is riding you in melee, so people know when to "be ready" to engage and counter play other such CCs.

    MOD on the other hand, is an instant cast CC and an instant strike nonetheless. It requires no cast time and no projectile travel time, such as a Headshot or a Ranger LB #4. A Mesmer can stand 1200 range outside of a team fight, and freely CC assist vs. any target that he chooses, leaving absolutely no room for visual counter play on the part of the player's he is focusing.

    This is why people complain about MOD. It has less counter play than even the old unblockable Death's Judgement man. That's just obnoxious.

    Even some of the more egregious CC's, such as holo shockwave, aren't this powerful.

  11. @Xenon.4537 said:This would have been useful to add to the game 5-6 years ago when there was still a semblance of a pvp community and people like Grouch were still around to breathe life into it.

    Life can be breathed back into old games, provided there is enough effort to add quality experiences.

  12. @zealex.9410 said:Do really ppl go out of their way to make custom 2v2 matches and are they so many to warrant it? Like dont get me wrong i really like the idea of 2v2 (tho i think 3v3s would be much more interesting) but it just dead on arival for me if i cant q for it.

    Can we get a q like we have a q for stronghold and just see how much ppl care about it? Who knows ppl might end up playing it more and we could see some more balance be done for it.

    Ps: bring some 3v3 as well.

    Honestly, we just need more variety to the PvP game modes. Conquest is stale.

  13. @praqtos.9035 said:

    @"MrForz.1953" said:You want to nerf HolosmithWhy we want to nerf holo only? Engineer deserve the same treatment as other classes.From tools I would nerf to hell power wrench; optimazed activation to 1.5s vigor; lock on not to have 2 separate reveals but 1; takedown round is passive damage that you cant even see on the ground because of how poorly its made.Alchemy: hidden flask is literally busted as hell, passive that is even better than utility engineer can get and even lower cooldown - 60s cd minimum ; Invigorating Speed - 3s vigor on 10s cd.Throw elixir X -2-3s stealth.Pretty much reasonable changes. Then we can go after forge if its not enough.

    Ah yes, missing his point entirely. Core engi isn't viable, but you want to nerf the hell out of its still-functioning traitlines before even touching the thing you actually have an issue with.Like... I dont know... "core isnt viable" ... is this a joke or not ?Ok, how is core mesmer is viable to be nerfed to the state where I have to get specific traitlines just for 1 or 2 useful traits?Meanwhile I called out clearly OP traits that need a look at them, I didnt just call a slaughter upon the class for no good reason.

    Was I talking about CI or mesmer nerfs here? No.

    I was pointing out that you'd nerf the two most viable traitlines for core engi because you want to see holo nerfed. He was pointing out how you'd further drive core engi into the ground because of this.Are you completely blind ? I'm not talking about CI either. The nerf I suggest are more than reasonable and not just to "nerf holo". Every trait I mentioned, if you seen it ofc, deserve a tone down because they are too strong.

    I don't see how any of the traits or skills you mentioned are too strong.

    Possibly because you said throw elixir X instead of throw elixir S. I think the duration on that should be 3-4s.

    But the rest really look like nitpicks than bigger issues.

    @praqtos.9035 said:

    The sustain is obviously the problem with holo -- it's meant to be a glass cannon. The thing is... there's some obvious sustain in holo already. Also known as heat therapy. If you want to hit the sustain, that is a primary candidate. You could also increase heat generation on many of the forge skills to make it a shorter duration burst mode.Sustain and spam nature of forge and that every skill is a must dodge. The only drawback that holo has is too easy to manage even for new players that start playing holo (but experienced in general). Current level of vigor + vent exhaust allow forge to be spammed that much. At this point I feel like a broken record

    Because you are not getting the point.
    • If you feel it's too spammy -> increase each skill's heat generation. That forces holo out of PF faster, and means they have to more carefully pick the skills they use.
    • If you feel it's too capable of sustain -> Reduce Heat Therapy. It's a free 6500 health about once every 20-25 seconds.These are very real, reasonable solutions to your problems that keep the "feel" of the spec intact. But you keep suggesting overbearing nerfs that would hurt core engi and scrapper too, when they are not in good places as-is.I suggest nerfs to clearly busted traits, of course you dont think they are :joy:Double reveal in 1 trait is fine or 4200 crits from passive proc bomb is fine as well(that cant even see), 20s+ vigor at any time is fine too, hidden flask that nearly permanent keep this all boons on you, clearly fine, stealth elixir that on stealth elite level on less cooldown is ok too. /sBut something tells me we both wont get what we want, how many times people told anet that evade in stun is the reason of all mess or EM shouldnt be released? All we can do is complaint until we get nerfs we want, working just fine

    They really aren't "busted" traits as you describe them. I'm not sure why you feel like adding hyperbole to them.

    If you want meaningful changes on holo, I recommend not nerfing unrelated core traits.

  14. @praqtos.9035 said:

    @"MrForz.1953" said:You want to nerf HolosmithWhy we want to nerf holo only? Engineer deserve the same treatment as other classes.From tools I would nerf to hell power wrench; optimazed activation to 1.5s vigor; lock on not to have 2 separate reveals but 1; takedown round is passive damage that you cant even see on the ground because of how poorly its made.Alchemy: hidden flask is literally busted as hell, passive that is even better than utility engineer can get and even lower cooldown - 60s cd minimum ; Invigorating Speed - 3s vigor on 10s cd.Throw elixir X -2-3s stealth.Pretty much reasonable changes. Then we can go after forge if its not enough.

    Ah yes, missing his point entirely. Core engi isn't viable, but you want to nerf the hell out of its still-functioning traitlines before even touching the thing you actually have an issue with.Like... I dont know... "core isnt viable" ... is this a joke or not ?Ok, how is core mesmer is viable to be nerfed to the state where I have to get specific traitlines just for 1 or 2 useful traits?Meanwhile I called out clearly OP traits that need a look at them, I didnt just call a slaughter upon the class for no good reason.

    Was I talking about CI or mesmer nerfs here? No.

    I was pointing out that you'd nerf the two most viable traitlines for core engi because you want to see holo nerfed. He was pointing out how you'd further drive core engi into the ground because of this.

    @praqtos.9035 said:

    The sustain is obviously the problem with holo -- it's meant to be a glass cannon. The thing is... there's some obvious sustain in holo already. Also known as heat therapy. If you want to hit the sustain, that is a primary candidate. You could also increase heat generation on many of the forge skills to make it a shorter duration burst mode.Sustain and spam nature of forge and that every skill is a must dodge. The only drawback that holo has is too easy to manage even for new players that start playing holo (but experienced in general). Current level of vigor + vent exhaust allow forge to be spammed that much. At this point I feel like a broken record

    Because you are not getting the point.

    • If you feel it's too spammy -> increase each skill's heat generation. That forces holo out of PF faster, and means they have to more carefully pick the skills they use.
    • If you feel it's too capable of sustain -> Reduce Heat Therapy. It's a free 6500 health about once every 20-25 seconds.

    These are very real, reasonable solutions to your problems that keep the "feel" of the spec intact. But you keep suggesting overbearing nerfs that would hurt core engi and scrapper too, when they are not in good places as-is.

  15. @praqtos.9035 said:

    @praqtos.9035 said:Pretty funny to see clueless people accusing others in being "mesmer main" when they are not, facepalm of an epic level.The most dumb excuse to NOT nerf this braindead faceroll spam class is : "but look how many times it was nerfed !" . Not the case for the other classes if they are too strong

    That's not an excuse. It's pointing out that the OP's argument is invalid, because holosmith has been nerfed repeatedly and substantially.

    I think some changes to reduce heat therapy may need to be in order, but overall I haven't seen that many problems with it.The nerfs were so long time ago (ye, it was a fun time when Zan without a weapon farmed everyone just with forge alone) and when every class seeing nerfs holo havent seen any meaningful nerfs this year at all. Thanks to complaints about the other class 24/7 and some dev main it xDTbh its not surprising that biased holo main think the class is fine because he plays it, thats pretty much it.HT wont stop holos from spamming everything with low cooldown and pretty much every skill worth a dodge, sure HT will fix it /sThe only drawback is covered by perma vigor (need a huge shaves), "Thermal Release Valve" that trigger HT (800 hp every evade) and drop heat (also need like 8-10% to reduce spam from it).

    Ah yes. The "biased X main" argument. Weren't you criticizing that very argument?

    What are you talking about no nerfs this year?
    . They added an additional penalty to overheating on July 16th. They added dynamic damage scaling to laser's edge, also on July 16th. These are all nerfs. Not to mention the serious nerfs to scrapper.

    I know that when your main gets hit, it hurts the most. But don't think they've been ignoring holo either.Dont you think you are dramatize too much ? Only you believe that is too much.The only nerf that I can call was "serious" was stability nerf. Lasers edge and especially this "overheating penalty" are pretty much nothing, didnt affect it much, the ability to spam forge and prevent it from overheating is a l2p issue.Holo flew under the nerf radar all the time and pretty much everyone know how stupid holo is but forum is more interested in complaining about clones.There is no connection to how "my main" being nerfed, nice try tho

    Don't you think you're playing down nerfs on other classes, and playing up nerfs on yours?

    • The laser's edge change actually is pretty important -- because it means holos never hit the 15% modifier without overheating. It also means that maintaining >50% heat is useless, unlike before where you could maintain >50% heat and keep the buff going. In essence, it removed smart, tactical play.
    • The nerf to overheating... well, that one's minor for the most part unless you screw up. In which case, it's a death knell on top of an already harsh punishment.

    You say holo flies under the radar when nearly every balance patch since PoF has nerfed it. The only "straight buff" holo has received was adding combo finishers onto it, which it should've had from the get-go. It still doesn't have any heat interaction with core weapons, despite literal years of engis griping about the lack of interaction with the core class.

    @MrForz.1953 said:

    @MrForz.1953 said:Core (since I'm not a fan of Holosmith myself) would appreciate that you don't put more sticks in its wheels than it already has. You want to nerf Holosmith, tamper with the forge or the trait line, increase skill cooldowns, heat generation, there's a large variety of choices there, have players consider forsaking alchemy+inventions and go glass cannon to reap the rewards.

    Yes, that's why we should revert CI and nerf mirage instead.

    Got zero opinion on that, beyond being tired of all that moaning.

    Amen.

    @praqtos.9035 said:

    @MrForz.1953 said:You want to nerf HolosmithWhy we want to nerf holo only? Engineer deserve the same treatment as other classes.From tools I would nerf to hell power wrench; optimazed activation to 1.5s vigor; lock on not to have 2 separate reveals but 1; takedown round is passive damage that you cant even see on the ground because of how poorly its made.Alchemy: hidden flask is literally busted as hell, passive that is even better than utility engineer can get and even lower cooldown - 60s cd minimum ; Invigorating Speed - 3s vigor on 10s cd.Throw elixir X -2-3s stealth.Pretty much reasonable changes. Then we can go after forge if its not enough.

    Ah yes, missing his point entirely. Core engi isn't viable, but you want to nerf the hell out of its still-functioning traitlines before even touching the thing you actually have an issue with.

    The sustain is obviously the problem with holo -- it's meant to be a glass cannon. The thing is... there's some obvious sustain in holo already. Also known as heat therapy. If you want to hit the sustain, that is a primary candidate. You could also increase heat generation on many of the forge skills to make it a shorter duration burst mode.

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