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Vagrant.7206

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Posts posted by Vagrant.7206

  1. @Bazooka.3590 said:Holographic Shockwave with 15 sec recharge is the most broken skill atm

    That recharge is without the context of heat. When you factor heat in, it's pretty rare to use HS more than once every 30ish seconds.

    This is part of why the complaints against skill recharges in PF are often problematic -- the heat is the major limiting factor in usage, not the stated recharge time. If you really want to nerf a skill in PF, all you have to do is increase its heat generation.

  2. @Baltzenger.2467 said:I've always felt that GW2's engineer is not engi from team fortress 2, it's every TF2 class on one.

    Where is my machine gun?

    It's a mashup of engineer, soldier, demoman, pyro, and medic. I don't think they mixed in heavy, scout, sniper, or spy.

  3. @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? There was a nerf to stability on March 5th. 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.

  4. @Kuulpb.5412 said:

    Except the new shroud/shades add some MASSIVE bonuses to core necro. F-gyro has always had extremely limited utility. Why does the f-gyro require a more significant tradeoff for what is actually worse than the core skill?

    That's a problem of core necro being really bad, those "MASSIVE bonuses" just put necro elites in line with other elites, not above them. Once we go back to core, necro is sorely behind the rest of the pack, least PvE wise.Rest assured a lot of necros would gladly accept elite nerfs, if core was properly buffed making them alternate playstyle and not must haves to catch up with the rest of the world.

    My point is that while the F-gyro was a strict "addition" as someone here called it, it wasn't a massive bonus over core. But they've made this "elite" mechanic complete garbage now, to where it can't even finish a downed person who attacks it once or twice. And then it sits in the toolbelt and occupies a slot where other actually useful skills once were. It's an "elite mechanic" that passively harms the user.

    If they're not going to buff its health (at the very minimum), I'd rather they delete the entire thing altogether. That way they could give up the charade of scrapper actually having an elite mechanic.

    @Kuulpb.5412 said:as a necromancer main I can safely say scrapper gyro taking f5 is not "a replacement" that works, the gyro system becoming wells was bad enough, and now they lose their mechanic in exchange for what is effectively a bad warbanner ( warrior elite) smaller range, no boons, warbanner can't be destroyed, if it's replacing the possibility of huge CC, then it should be something that works, but you have to basically stand on top of the target to cast this, so why not just res them anyway?

    Warbanners didn't stomp downed ppl. That for starters was the biggest issue with function gyro. Not to mention function gyro did not need 180s to be used again. You're comparing an elite skill that is made to have huge impact, has huge cooldown and requires an elite slot, to a free utility, that costed nothing save equipping scrapper traitline.

    .

    @ZeftheWicked.3076 said:Now actual cost (F5 slot) has been introduced. As for how effective this new gyro is - that is up for debate, but the old one was pretty disgusting to say the least. Paired with nigh unkillable, cc heavy scrapper it meant guaranteed stomps or resses. Hell even without those scrapper has ways to seal the deal, like stealthing a downed ally, then ressing them.

    Hard to call the old function gyro "disgusting". The old function gyro had 5000 health, and, when traited, one stack of stability, and a 10s lifespan. This meant that a downed player and a nearby ally could easily deal with it if they chose to. The downed ally could either waste the clock on the gyro (ele, thief), or remove the stability and let their ally help.

    @ZeftheWicked.3076 said:Or the elixir R. or...let's just say that ressing and stomping are pretty powerful on engi. And if most engies don't take advantage...that's not my problem.

    Ah yes, the all-powerful Elixir R. I've seen that in so many PvP matches since HoT dropped that I can't believe it still exists.

    Really, does it still exist?

    /s

    I used to use Elixir R back when I did pvp, but I hate pvp so That was a long time ago :P, I would throw it and res myself, I never used it for other people, I'd get up and kill the guy killing me.

    Oh yeah, back when it was core only, Elixir R was useful in situations like that. It was kind of like AED before AED. Now it has virtually no utility in PvP.

  5. @"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.

  6. @"Mystic Moon Maiden.3786" said:Anet must be smoking crack in Seattle. In what universe does a long bow shoot further than a rifle? Only in the one they created. Engineers just keep getting the shaft and Anet does zip about OP long bow and super OP Soulbeast. Broken kitten like this is what makes people not want to play the game. Anet is driving away their own player base by not being in touch with the reality of what is truly happening.

    @"Yasai.3549" said:Technically Engi rifle works more like a shotgun.

    I want Engi rifle to be an actual shotgun and do 5k damage per shot at point blank kappa.

    And their version of Rapid Fire is Blunderbuss that can do 10k+ at point blank.

    Let me walk up in stealth, and then surprise jump with Rifle 5 and 3.

    Boom boom boom.

    https://youtu.be/h_c3iQImXZg?t=172

    (3 mins mark)

  7. @ZeftheWicked.3076 said:

    @"Vagrant.7206" said:

    Except the new shroud/shades add some MASSIVE bonuses to core necro. F-gyro has always had extremely limited utility. Why does the f-gyro require a more significant tradeoff for what is actually worse than the core skill?

    That's a problem of core necro being really bad, those "MASSIVE bonuses" just put necro elites in line with other elites, not above them. Once we go back to core, necro is sorely behind the rest of the pack, least PvE wise.Rest assured a lot of necros would gladly accept elite nerfs, if core was properly buffed making them alternate playstyle and not must haves to catch up with the rest of the world.

    My point is that while the F-gyro was a strict "addition" as someone here called it, it wasn't a massive bonus over core. But they've made this "elite" mechanic complete garbage now, to where it can't even finish a downed person who attacks it once or twice. And then it sits in the toolbelt and occupies a slot where other actually useful skills once were. It's an "elite mechanic" that passively harms the user.

    If they're not going to buff its health (at the very minimum), I'd rather they delete the entire thing altogether. That way they could give up the charade of scrapper actually having an elite mechanic.

    @ZeftheWicked.3076 said:

    @"Kuulpb.5412" said:as a necromancer main I can safely say scrapper gyro taking f5 is not "a replacement" that works, the gyro system becoming wells was bad enough, and now they lose their mechanic in exchange for what is effectively a bad warbanner ( warrior elite) smaller range, no boons, warbanner can't be destroyed, if it's replacing the possibility of huge CC, then it should be something that works, but you have to basically stand on top of the target to cast this, so why not just res them anyway?

    Warbanners didn't stomp downed ppl. That for starters was the biggest issue with function gyro. Not to mention function gyro did not need 180s to be used again. You're comparing an elite skill that is made to have huge impact, has huge cooldown and requires an elite slot, to a free utility, that costed nothing save equipping scrapper traitline.

    Warbanners do stomp downed people.

    @ZeftheWicked.3076 said:Now actual cost (F5 slot) has been introduced. As for how effective this new gyro is - that is up for debate, but the old one was pretty disgusting to say the least. Paired with nigh unkillable, cc heavy scrapper it meant guaranteed stomps or resses. Hell even without those scrapper has ways to seal the deal, like stealthing a downed ally, then ressing them.

    Hard to call the old function gyro "disgusting". The old function gyro had 5000 health, and, when traited, one stack of stability, and a 10s lifespan. This meant that a downed player and a nearby ally could easily deal with it if they chose to. The downed ally could either waste the clock on the gyro (ele, thief), or remove the stability and let their ally help.

    @ZeftheWicked.3076 said:Or the elixir R. or...let's just say that ressing and stomping are pretty powerful on engi. And if most engies don't take advantage...that's not my problem.

    Ah yes, the all-powerful Elixir R. I've seen that in so many PvP matches since HoT dropped that I can't believe it still exists.

    Really, does it still exist?

    /s

  8. @Arheundel.6451 said:If the devs either bring down Healing turret or Heat therapy...or ideally both that would be terrific...honestly I dunno why you keep nerfing mesmer when a spec like holosmith still exists untouched since PoF launch

    Bolded the relevant section for obvious whataboutism - https://en.wikipedia.org/wiki/Whataboutism

    @Ragnar.4257 said:

    @Arheundel.6451 said:honestly I dunno why you keep nerfing mesmer when a spec like holosmith still exists untouched since PoF launch

    Riiiiiiight.....

    Quickness removed from Elixir U, Static Discharge damage reduced by 50%, Prime Light Beam CD increased by 25%, Holo Leap damage reduced by 34%, Light Strike damage reduced by 40%, Holo Shockwave damage reduced by 22%, Corono Burst might-generation reduced by 50%, Spectrum Shield CD increased by 33%, Aim-Assisted-Rocket damage reduced by 50%, Minesweeper damage reduced by 33%, Vent Exhaust damage reduced by 32%, Protection Injection CD increased by 100%.

    Probably more stuff too, that's just a very quick glance at patch-notes. I don't play Holo, so I've almost certainly missed something important.

    Don't mis-understand, Holosmith definitely needs a tune-down.

    I just find hilarious the whining of mesmers who think they're the only class to ever get nerfed.

    Yep. Holo's gotten nerfed substantially many times. The stability changes were some of the biggest ones. But you'd never know if you listened to a lot of the whiners.

    Could it use some more nerfs? Eh, probably. I think there's something to be said about its survivability (Heat Therapy/Iron Blooded shtuff) for its damage potential. But it's starting to become more of a l2p issue than it is a straight OP issue.

  9. @Leonidrex.5649 said:

    @BadMed.3846 said:This trait had been causing lot of grief and thanks for not waiting till the next balance patch for taking action. Such swift action to block out of control mechanics is highly appreciated.

    June 23, 2015 Specialization update:Updated this trait to reflect the introduction of the specialization mechanic.After interrupting a foe, gain 5 stacks of might for 10 seconds and apply a second random boon to yourself.took em 4 years, if you consider that quick then lul.

    Before mirage, the trait was actually fairly balanced because mesmer couldn't put out as much instantaneous pressure to combine with its interrupts.

  10. @Yasai.3549 said:I'm still under the impression that turning Gyros into mobile Wells is the most lazy way they could have updated Gyros.

    Eh, most people were requesting they get rid of the AI entirely anyway. Allied AI in GW2 is notoriously bad -- minions, turrets, gyros... all have needed serious changes made, and they still have some pretty garbage AI. Smarter just to get rid of it altogether.

  11. It's not happening. Turrets have been a laughing stock for way longer than since 2017 -- they were in the gutter since the turret engi was meta back in pre-HoT days. People didn't like the way they played, and they were nerfed into the ground. They never recovered. Even if they were given back their original power, they'd still be underpowered today.

    And you know why I say it's not happening? It's been 5 or 6 years since this happened. If they wanted to fix turrets, they could have. They could have done so any time in all those years. I'm not wasting energy on turrets any more, because they simply don't care.

  12. @Ragnar.4257 said:

    @Crab Fear.1624 said:They should consider closer scores and lowering the rating loss a little.

    I mean does a game that goes 500-496 deserve the same loss in rating as a loss of 500-15?

    If you do this, you have to reduce the rating gain for the winners by the same amount, otherwise you will have run-away rating inflation (not to mention opportunities for match manipulation).

    If you can, explain where the inflation would happen.

    I'm not sure I understand what you are saying, and I don't want to make any assumptions before I debate the point.

    The rating system has to be very finely tuned to create "equilibrium". If gains exceed losses, then you end up with everyone in Legendary-3. If losses exceed gains, then you end up with everyone in Bronze-1. As much as people complain about the current system, it is actually balanced correctly, the evidence for this is the distribution of ratings. If it were imbalanced, then you would see 1 of the 2 latter scenarios.

    Actually, the global average is gradually decreasing as players leave the game permanently. The bell curve is shrinking from one side only.

    Yes, but it is still maintaining a bell-curve, normalised I think on 1200 rating. How do you know it is shrinking from one side only?

    The number of players who are in the "legendary" and "platinum" tiers have shrunk substantially. In the US, it's between 5-10 in legendary now, but a few seasons ago it could be as many as 30.

    Sure. And do you know if the number of players in Bronze hasn't also changed?

    You said the bell curve is shrinking from one side only.

    You have demonstrated that one side is shrinking.

    Where is the "only" evidence?

    There's no way to prove that the number of bronze players is growing or shrinking without ANet's data. However, if the bronze players were also shrinking roughly equally, everybody's average would remain about the same. But the PvP leaderboards consistently show a decrease in the average over every season, and there's no indication that the number of bronze players has increased or decreased.

  13. @Ragnar.4257 said:

    @Crab Fear.1624 said:They should consider closer scores and lowering the rating loss a little.

    I mean does a game that goes 500-496 deserve the same loss in rating as a loss of 500-15?

    If you do this, you have to reduce the rating gain for the winners by the same amount, otherwise you will have run-away rating inflation (not to mention opportunities for match manipulation).

    If you can, explain where the inflation would happen.

    I'm not sure I understand what you are saying, and I don't want to make any assumptions before I debate the point.

    The rating system has to be very finely tuned to create "equilibrium". If gains exceed losses, then you end up with everyone in Legendary-3. If losses exceed gains, then you end up with everyone in Bronze-1. As much as people complain about the current system, it is actually balanced correctly, the evidence for this is the distribution of ratings. If it were imbalanced, then you would see 1 of the 2 latter scenarios.

    Actually, the global average is gradually decreasing as players leave the game permanently. The bell curve is shrinking from one side only.

    Yes, but it is still maintaining a bell-curve, normalised I think on 1200 rating. How do you know it is shrinking from one side only?

    The number of players who are in the "legendary" and "platinum" tiers have shrunk substantially. In the US, it's between 5-10 in legendary now, but a few seasons ago it could be as many as 30.

  14. @ZeftheWicked.3076 said:New shroud/shades replace old one.F-Gyro did not make toolbelt dissapear.

    It was not a replacement but an add-on. Making it take up elite slot is an actual trade-off and some justice to core engi.

    Except the new shroud/shades add some MASSIVE bonuses to core necro. F-gyro has always had extremely limited utility. Why does the f-gyro require a more significant tradeoff for what is actually worse than the core skill?

  15. @Ivantreil.3092 said:

    @"Blood Red Arachnid.2493" said:The ironic implication of all this is that Anet intends for Necro to always be bottom tier when it comes to benchmarks. "Oh, this class is doing less damage than necro? Better buff it up so it does more!" This means we could use necromancer as a unit of measurement if they're meant to be the baseline. Like, the current Deadeye benchmarks at 1.24 Necromancers.

    That, and power rev for some reason...

    To be fair, necro is one of the easiest classes to play, and engineer one of the hardest.

    I mean, that depends on the build, remember how pre-PoF Power Engi was played?

    Sit Bomb Kit, 111111-2-11111 and use your toolbelts on cd, the build was noob proof, Engi by its design can be a hard class, but at the end, it all depends on the build.

    True, but on the whole, engineer is harder than necro.

  16. @Ragnar.4257 said:

    @Crab Fear.1624 said:They should consider closer scores and lowering the rating loss a little.

    I mean does a game that goes 500-496 deserve the same loss in rating as a loss of 500-15?

    If you do this, you have to reduce the rating gain for the winners by the same amount, otherwise you will have run-away rating inflation (not to mention opportunities for match manipulation).

    If you can, explain where the inflation would happen.

    I'm not sure I understand what you are saying, and I don't want to make any assumptions before I debate the point.

    The rating system has to be very finely tuned to create "equilibrium". If gains exceed losses, then you end up with everyone in Legendary-3. If losses exceed gains, then you end up with everyone in Bronze-1. As much as people complain about the current system, it is actually balanced correctly, the evidence for this is the distribution of ratings. If it were imbalanced, then you would see 1 of the 2 latter scenarios.

    Actually, the global average is gradually decreasing as players leave the game permanently. The bell curve is shrinking from one side only.

  17. @"Blood Red Arachnid.2493" said:The ironic implication of all this is that Anet intends for Necro to always be bottom tier when it comes to benchmarks. "Oh, this class is doing less damage than necro? Better buff it up so it does more!" This means we could use necromancer as a unit of measurement if they're meant to be the baseline. Like, the current Deadeye benchmarks at 1.24 Necromancers.

    That, and power rev for some reason...

    To be fair, necro is one of the easiest classes to play, and engineer one of the hardest.

  18. @"ZeftheWicked.3076" said:I say good job a-net. Sorry but i was quite often on the receiving end of scrapper as a necro and let's make some things clear:

    1. old gyro + scrapper = guaranteed stomp. There was no defense.
    2. F5 moa was disgusting. I pop lich or other transform, it gets shut down by toolbelt skill...
    3. being able to ress/stomp without putting your neck on the line or burning a crucial skill is a big deal

    Maybe some fine tuning is needed here and there, but i say good riddance to f-gyro and F5 moa on scrappers.

    Saying "good riddance" to the f-gyro is equivalent to saying good riddance to sand shades on scourge, or reaper shroud on reaper. It's supposed to be the defining aspect of the elite spec. Your "points" essentially amount to complaining about the fact that scrapper was allowed to even have a unique mechanic.

  19. Recently, as I'm sure many of you are aware, Scrapper was given its second rework. Compared to other elite specs, the scrapper elite mechanic has always been lackluster (really only useful in competitive game modes under very specific circumstances), so it seemed fitting that it was a freebie until recently. The newest balance patch included significant changes to the way the Function gyro behaved -- it now occupies the F5 slot, the elite toolbelt skill, whereas before it was a free addition. It also can spawn more function gyros.

    The problem? For one, it's now objectively worse than it was before:

    • As was pointed out in this thread, the new function gyro has less than 1000 health. It is killable with a single attack, even from a downed enemy.
    • The 180 radius on the new function gyro skill is tiny. Additional f-gyro spawns are incredibly unlikely given that it would require several bodies to pile up in a very close proximity. The lightning field is so small, that it adds very little to scrapper's arsenal.
    • The cooldown on f-gyro was increased significantly compared to where it was before. This cooldown increases even further upon additional f-gyro spawns.

    In other words, for the sake of adding "tradeoffs," ArenaNet has functionally made the entire elite mechanic useless. Even more useless than it was before. In fact, it's worse than useless. It's downright harmful. As an engineer main, I would actually prefer to get rid of the function gyro altogether just so I could just have the elite toolbelt skill back. I can't even call scrapper a sidegrade to core engineer -- it's a downgrade.

    Is this your plan for other elite specs ArenaNet? Or is engineer just your testing grounds? Because it sure does feel like you're whipping a dead horse for no particular reason.

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