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Vagrant.7206

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Posts posted by Vagrant.7206

  1. @iKeostuKen.2738 said:

    @Crab Fear.1624 said:Holo still needs to be toned down.

    What don't they have?

    I don't know, but I do know what they have.
    • Great healing
    • great armor
    • great mobility
    • great damage
    • invuln
    • stealth
    • boon fart extraordinaire
    • multi foe sustainability
    • unblockable
    • blocks
    • superspeed (same trait drops movement impede like thief grandmasters, even tho its mid tier)
    • oh and then they got photon forge

    I mean, c'mon....

    I don't think anyone has forgotten.You will also run into the few notable engie mains who will do anything and everything possible to make sure nerf suggestions for engi remain buried or are swiftly discredited.Some of the issues with Holo stem from the Alchemy tree. A good place to start is there, for example.They could nerf Invigorating Speed. Make it a 10s CD with a 3s Vigor duration.

    How about they dont touch the core engineer tree. If they want to nerf holo then nerf holo. Otherwise, leave core traits alone.

    Some core engi traits should be changed -- but as part of a larger approach to balance. Anti-corrosion plating, for example, is beyond busted with how it interplays with condition damage. But I think condition damage systems need to be re-evaluated.

    Additionally, core engi lines of firearms and explosives need to have a place in PvP. I'd change those as well, because Inventions/Alch/Tools are the only core lines really seeing use in PvP. They're designed with outmoded means of play in mind, and Holo was simply a bandaid over the core class, which is in a pretty bad state.

  2. @yusayu.3629 said:

    @"Dawdler.8521" said:Salty players are salty.

    Assuming your "full bunker" is the meta minstrel healer they are very hard to kill - if not impossible for anything but high dps burst builds and even then its hard - but they literally cant kill a kitten in return for building like that.

    People are so quick to forget this apply to every bunker build
    but
    they can often dish out more damage.

    I assume you dont run condi because then you would have killed them and gotten rage instead of just salt.

    What you shouldn't forget, though, is that on the other side might be a guy who has actually spent time learning his class, playing lots of PvP/WvW and is by all means a better player than the Scrapper, and still can't win.

    If I was, like, a Weaver or Mesmer main, and came across this unkillable wall that - by all means - can be played by a 3-legged kitten monkey with 500ms ping and a blindfold on, I'd be pretty annoyed as well.

    Dunno if that's just me, but easier-to-play classes should be weaker.

    And if the scrapper is a better player?

  3. WvW is a special kind of hell. People believe they are the best at something, but in truth they're usually in a gank squad and can't duel for crap. If you can survive that, well clearly you're OP. I took on 3 people on a duelist holosmith build in WvW once, came out on top because they didn't know how to play their classes well, and I pulled them in such a way to only face them one at a time.

  4. If you were on the side making portal plays, it was great. You felt super smart and badass to show up and quickly decap/cap a point while wrecking some noobs.

    If you weren't on the side making portal plays, it was really awful, because there is no counterplay to portal. You couldn't close entrances/exits, nor could you take the portal. For classes with less mobility, the only counterplay is literally sitting on the entrance and hoping that the enemy mesmer shows up by themselves. It allowed mesmers to functionally occupy two nodes at once. As somebody pointed out, this meant that balancing mesmer was a nightmare because you had to consider all of their abilities in the context of how powerful portal was, in much the same way that necro was defined by Epidemic in PvE.

  5. @Serenity.6304 said:Is there any scrapper build without elixir gun? I can't stand it, though I know it's good...

    If you can find something that packs a stunbreak (toolbelt) and condi cleanse (E-gun 5 + 4) in the same package on a relatively low cooldown, you can use that, but good luck finding both. You'll generally get one or the other.

  6. After the recent changes, I thought about trying a few new builds. Toyed around with some ideas.


    The ol' drunk scrapper is functional again, still troll-ey, with new and improved sneak gyro:

    http://gw2skills.net/editor/?vdAQFAUncTBlXhVXB2XBEqilJjS8ZKgAgeuz7A/74WumD-jJROABAs/AMlBQ/CAI/DAAA

    I think I got a crit on jump shot of 12k with that build. Granted, I wasn't playing seriously with it, but it was super troll. Stealth gyro makes it very easy to hide and reposition.


    I had good success with this tank build, but I wouldn't rate it higher than prot holo:

    http://gw2skills.net/editor/?vdAQFASncoCFpitbBuoCkfhlKjievr78WcZCgyDM6quOC-jJxWAB4WGwxHAQzXAAA2fAA

    The downside was that it was weaker at cleansing and dueling than prot holo, but could stay with targets better and could CC more frequently, making it easier to finish foes.


    What do you guys have?

  7. @"Twilight Tempest.7584" said:Having read through every comment, we're all over the place with solutions to the "condi mirage problem". If we were to take them as a whole, the spec would literally be deleted (some make no secret that is what they actually want).

    On the one hand you have those who say the only problem is output:

    @"Daishi.6027" said:Condi mirage has to much output and that is the problem.

    Mirage's defensive options are on par with the rest of the cast. Different sure, but much like how warrior has a sturdy body, ele can keep rotation and safely heal up, DD having access to more dodge than anything in game, and DE's endless stealth; mirage has it's own quirks....Please dispel the notion of the defensive options being the issue, I have had 0 issue landing hits (and by extension killing) mirages on soul beast, pick your flavor of thief, guard, and somewhat holo (I'm pretty bad at holo tbh but I can still go 40/60 with high plat and legend), and can get the cap then contest them on point without problems on weaver.

    Yes you need to actively play around their options but that is the case for anything vs anyone who knows what they are doing.

    Tip: Sometimes combat comes down to reads and anticipation, this is especially true when fighting mesmers, thieves, and any opponent who makes good use of block or counter skills. I suggest everyone develop a good Seme
    ) . This will help you improve in almost any action based PvP game.

    On the other, you have the frequent complaints that mirage is an untouchable, unkillable, ez-mode, brain dead, god-spec, rife with too much evade, invuln, stealth, detarget, mobility, etc. (See any mesmer complaint thread as well as many posts here.)

    I think targeted changes should be applied to both offense and defense:

    Offense:
    • Minimize direct damage on axe, torch, scepter, and staff so condi builds really only output condi.
    • Shave condi application so condi damage is ramped rather than burst. Possibly add an ICD on Ambush attacks, but in exchange leave Mirage Cloak alone, except as stated below. Ideally, cut back the excessive cleanse and resistance in the game to compensate, which might even enable additional viable condi specs.
    • Maybe this is out there and has issues, but: Rework clones so they don't pile conditions via auto-attacks, but instead apply a couple stacks to opponents who kill them (to punish them for falling for the fake and encourage developing the most important skill for fighting mesmers: identifying the real mesmer--which isn't as difficult as people think.) Outside of shatters and ambushes, clones do almost no damage and truly exist to facilitate the mesmer's deceptive play style. So no more complaining about clone spam.

    Defense:
    With the reductions to offense, defensive abilities are more justified to enable that ramped condi application and allow "mirages to excel in longer combat engagements" per Anet's goal. Still, many complain about, and many mirage mains agree, that dodging while CC'd should go. It's not unreasonable for mirages to be forced to spend a stun break here like others.

    Generally, I think condi mirage should retain most of its defensive trickery in keeping with its theme. It should duel by craftily outplaying opponents, wearing them down with DOT (particularly the self-inflicted kind from torment and confusion for thematic reasons), and fill less of a burst DPS role. Kind of like a tankier but less damaging thief that hides among what opponents see rather than what they don't. Would that satisfy (most) everyone?

    I could go for this. Allows for reasonable counterplay while not absolutely destroying the e-spec.

  8. @shadowpass.4236 said:

    @Ben Phongluangtham.1065 said:Spirit Watch revisions are something I'd really like us to get to. I'm hoping to try to fit it in early next year.

    My thoughts on Spirit Watch:
    1. Too vertical. Classes with teleports have a severe advantage.
    2. Orb mechanic is extremely un-fun. Picking it up means you move 50% slower and can't use any of your normal skills for a long period of time. It's boring but necessary when playing this map. This map will never be a successful in ranked with the Orb in place.
    3. Points are too far apart. They are located on the outer edges of the map which means the majority of your time spent in the match is running along the outskirts. As such, the mid node isn't as important as there are other ways to access the side nodes. The mid node feels small and unimportant.

    It might be interesting to have a walled elevator that activates only for the team that holds the mid point, although that might lead to a snowball effect.

  9. Just my engineer. Rest are storage characters or brought out only for raids. I can play other classes (guard, ranger, war, thief, necro), but I don't play them with any regularity.

    Why? My engi can do most everything, I'm most familiar and comfortable with it, and it doesn't bore me like most other classes do.

  10. @Zsrai.1740 said:By the way, they didn't change the functionality of Toss Elixir U underwater... it still has the old effect. Intentional or not?

    Likely an oversight. They've had the same issues balancing Elixir X underwater too -- we still have the plague form underwater, even though Plague form no longer exists for necro or Elixir X above water.

  11. Honestly, my biggest complaint about deadeye is how apparent the stealth culling problem is. Even if they're standing right in front of me, I only see them by the time I have half health. Then they're back to stealth again.

    I have to guess most of the time where they are, because for the 60 frames they're on my screen, I don't have enough time to even reach them. The stealth culling is really, really, REALLY bad, especially if you are having ping issues.

  12. @Dediggefedde.4961 said:What I have trouble understanding is the break-stun part of throw U.It's not a stun-breaker for you since only the hit is breaking stuns, not the throw.So, if you are stunned, you can't throw it. And telling others are stunned is only really working for long fear or provoke durations.

    Even if ...

    • you could tell someone is stunned,
    • there is no projectile hate,
    • you are not stunned yourself,
    • you manage targeting and line of sight correctly,

    even then the projectile speed is likely to let them wake up before the elixir hits.

    Idea: make the skill usable while being stunned. Then it would be a clunky group-stun-breaker.Or remove the stun breaking utility and add another boon, like fury, superspeed or stability (for short duration)

    Ditch the group stunbreak for a projectile reflection/destruction spell like it used to.

  13. @LightBrave.5638 said:PBAE would hurt the utility of res pot though. i wish the throw was faster then. stop lobbing the pots and chuck em. real hard. YOU WANT STABILITY THROWS POT AT 80 MPH

    Yeah, throw elixir S and throw elixir r would be the two that might suffer from PBAoE. However, I think its appropriate given that there's no other way around the clunkiness of ground targeting and all the problems affiliated with slow-moving projectiles.

  14. @"LUST.7241" said:Pros of Changes:

    1. Quickness for 5s (+Vigor for 2s with Optimized Activation ) for yourself and allies
    2. Stun Break for Allies

    Pros of Previous:

      • Vigor for 2s with Optimized Activation
    1. Random spells (12s) - very useful combo fields and both were essentially projectile counters:
      • Smoke Screen — blinds foes, creates a smoke field, and destroys projectiles -or-
      • Wall of Reflection — creates a light field and reflect projectiles

    Both iterations have value in any gamemode:

    • Previous - Used in PvP/WvW for it's anti-projectile benefits and combo field usage. Used in niche cases in open world PvE to reflect/stealth.
    • New - Very supportive - Stunbreak in PvP/WvW is valuable (but somewhat hard to coordinate); Quickness - no real downside.

    My issue is, the previous iteration has been pretty valuable and realistically I don't expect the changes to really change the number of people to use Elixir U. While it's more consistent with the other "Toss" Elixir skills, I'm surprised the previous iteration of having random spells warranted any concern. I personally trusted it more than any other reflect Engi has...or when it was needed to drop a clutch Smoke Screen to stealth the myself or the team out of a sticky situation or a quick cleanse. Heck, I can't tell you how many Deadeyes or P/P Thieves killed themselves because of the Wall of Reflection. You don't really get that from the other dedicated Engi skills that "should" do the same (especially as Core).

    I love to see the "idea" of the random spell come back in some other way for Engi (maybe an new Elixir).

    The old version was more useful, period, and this is functionally a nerf, making Elixir U more niche. While the extra quickness is nice, the projectile reflect/destruction was way more valuable amd the potential combo fields were nice additions for clever engineers (blasting light for cleanse, blasting/leaping shadow for stealth). The AoE stunbreak is exceedingly niche, so the throw skill will almost exclusively be used for quickness uptime.

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