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Vagrant.7206

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Posts posted by Vagrant.7206

  1. @BarnacleBoy.6918 said:

    @Elmo Benchwarmer.3025 said:Thats wrong. In PvP Engineer is doing better than ever. It hasn't been this useful since 2015.

    If you mean the wannabe Warrior specialisations that killed the core Engineer game play, then yes, they got lowered in usefulness. Like every other specialisation too.

    Flat out incorrect. Holo and scrapper have both had time in the light over the past 2 years, now they’re a joke. Power classes aren’t in a good place.

    I disagree. Prot holo is doing just dandy right now. The problem is that certain classes are overperforming too substantially right now.

  2. Well, this is a good sign. There are other outliers that aren't FB, necro, and condi rev, but those three were just absurd. Weaver seems to be on the tanky/high damage side right now, for example. It's just not as easy to play as necro was.

  3. @Zietlogik.6208 said:its definitely too powerful in the 2v2 format...but the strange thing is...its pretty much the only elite in the game right now that feels like AN ELITE SKILL, Rampage used to feel the same way, so did Prime Light Beam but now it's nerfed and kinda speaks volumes to how Elites are even designed....currently they are just another utility skill.

    TBH, I'd rather have another utility slot on my engineer. Mortar kit is the only one I can use in the elite slot.

  4. @Chaith.8256 said:

    @"DRfear.5234" said:you will find that the truth is quite different, I am mostly focusing on plat2+ ratinng
    1. after patch celestial cor engi is popping off
    2. I am one of the people who started showing prot holo gameplay even back when u would get bullied for it, since what happened to rifle it is about the only viable option, but u are still underpowered when encountering other builds on that kind of rating, this was not entirely true pre-patch, but holo was still one of the underperforming class, combine it with a huge patch nerf which hit engi if not more then equally as hard as other classes, and u got urself class that is maybe ok for gold rating or beginning of the plat to farm bad players.

    one of the prot holo vids

    Recent Celestial core engi

    Celestial core Engi is much better now. But I'm not mistaken, it's still trailing behind Scrapper and Prot Holo. The gap is much smaller though!

    I do not think your Celestial core engi build is even remotely close to viable, the montage vs. heavily staggered horrendous players is not really validating the build much.

    A viable celestial build is going to bring a lot more power damage, I can't see a cele build without Grenades at the moment.

    Yeah, I was watching them as well, was my general assessment most of the other players weren't playing smart. A single stunbreak will get you murdered by a lot of different specs, particularly the meta ones right now. But the enemy players were often sitting still on bombs, using off-meta builds.

  5. @Etaoin.4362 said:So things are going pretty much as predicted. Scrapper is still tough, but the cool down increases are noticeable both in terms of damage output and survival. What I actually find most conspicuous is the sluggishness of the spec now: that extra six second cool down on Rocket Charge is rough. Honestly, I can deal with the coefficient decreases, but this change is just painful. The team took an already slow play style and gave it even less impact; they made it less fun.

    The cool down increase on Defense Field is also notable; I honestly think that 40 seconds is excessive (30 was fine). That said, I think I might be able to swallow even this change if they would just let us move at more than a snail's pace in combat.

    Sounds about right. I always felt scrapper was too sluggish for my tastes, and this confirms it.

  6. @Samug.6512 said:IMO the rockets work perfectly. The problem you guys are seeing is, when the rocket is launched the target's location is calculated with its current location + current velocity. So if the target is moving while being hit and a rocket is procced, the rockets are easily avoided, especially with max range.

    Which makes them unreliable in PvP.

  7. @Stand The Wall.6987 said:

    Aim-assisted rocket

    pretty sure this thing just straight up isn't working. was smacking a golem the other day and nothing happened. was using holo so maybe its just with that spec? idk man.

    You have to be >450 range to see it. I tried using it with a modified drunk scrapper build (rifle), and it was just wildly inaccurate.

  8. Everybody hits like a wet sponge now. Except maybe weavers.

    Prot holo is still good, confirmed.

    Core engi... is still not good. It's in better shape than it was, but that's not saying much. Gave condi engi and core power engi a try, and they did ok-ish.

    Haven't the heart to try scrapper yet. I'm bad at scrapper theorycrafting

    Aim-assisted rocket fires dummy rockets that are very likely to miss. No tracking on them whatsoever. Not a good trait in PvP.

    The new explosives line looks pretty good. Need more work on Firearms.

    Not sure which Crystal Configuration to use on Holo now.

    I like explosive entrance (and the perks that buff it)

    AED is BALLING now

    Firebrand and mirage are still quite spammy

  9. @ProverbsofHell.2307 said:

    @ProverbsofHell.2307 said:Midrange and anything higher is just super ez to land. It’s quite funny actually people always say Warrior is easy to play but the reality is it’s far harder when it comes to landing hits, the only weapons most people are able to actually use on Warrior are tracking weapon skills, which says a lot.

    Go ahead and use Rocket Turret's overcharge or Launch Personal Battering Ram at a moving target. The projectiles on these things are so slow that you can run at roughly the same speed as them, making them substantially easier to avoid than a melee CC.

    If you use them max range sure, but it's a lot harder to avoid if you use it mid range. Backbreaker pretty much requires you stand inside of your enemy to hit them. Not saying Backbreaker is absurdly hard to land, I'm just saying that ANY range even on a slow moving projectile is easier to land than a skill with no capability of range. Even using Launch Personal Battering Ram at 130 range is going to be easier to land than Backbreaker because they're more likely to get caught by the slightly extended range if they try moving off. You can literally just walk away from some 130 range CC.

    Launch personal battering ram is a 1 second daze. Even assuming you use it in melee range, it won't do you that much good, lol.

    And it (and rocket turret) will likely miss at midrange too. You have to use them point blank for a decent chance of hitting.

    @"Swagg.9236" said:Nothing in GW2 is "hard to hit."

    Rocket would like a word with you.

  10. @ProverbsofHell.2307 said:Midrange and anything higher is just super ez to land. It’s quite funny actually people always say Warrior is easy to play but the reality is it’s far harder when it comes to landing hits, the only weapons most people are able to actually use on Warrior are tracking weapon skills, which says a lot.

    Go ahead and use Rocket Turret's overcharge or Launch Personal Battering Ram at a moving target. The projectiles on these things are so slow that you can run at roughly the same speed as them, making them substantially easier to avoid than a melee CC.

  11. @"Crab Fear.1624" said:But, what are hard to land hard cc skills?

    https://wiki.guildwars2.com/wiki/Explosive_Rockets -- Really high, long arc. Unpredictable flight path if enemy is more than 300 range away.https://wiki.guildwars2.com/wiki/Big_Ol%27_Bomb -- Three second countdown timer, very visible and easy to avoidhttps://wiki.guildwars2.com/wiki/Static_Shock -- 180 range, single target stun for 2s with a cast time of 3/4 of a second and a very visible tell.https://wiki.guildwars2.com/wiki/Launch_Personal_Battering_Ram -- Slow moving projectile with no tracking and a 1s dazehttps://wiki.guildwars2.com/wiki/Personal_Battering_Ram -- 130 range, single target launch, 1/4s activation time, probably the most likely of this bunch to land. But they're extremely close range -- point blank.

    The damage nerf on all of these is basically rendering them more unusable than they were before (because you know, you saw these ALL the time in PvP. /s)

  12. @Chaith.8256 said:

    @JETWING.2759 said:Preliminary conclusions:
    • Holosmith dead.
    • Scrapper strengthened... candidate to meta.
    • Core will have good place now. As Scrapper, candidate to meta.

    Waiting the update to better thoughts.

    My conclusions are as follows:

    Engineers will have choice of:

    1.) Tanky side node Holosmith that has to avoid cluster f**ks for lack of stability, but holds side nodes fine.2.) Scrapper that can support & cleave teamfights, side-node decently, most importantly not get locked down and die horribly, with the exception of boon rip.3.) Core Engineer that plays at range and uses positioning to not get locked down and die horribly.

    I suspect holo will also be able to play mid-range and use positioning to do ok with the new explosives line and CC:Storm. Might actually be a midrange king if combined with explosive entrance.

  13. @Kuma.1503 said:The difference between a holo that preheats and a holo that doesn't is huge.

    Not that I disagree with your main post, but this part I do disagree with. I never pre-heat in PvE, and I almost always out-DPS the holos that do.

    Why? Because preheat is only a slight boost to your DPS if you can maintain a proper rotation. But that tiny boost is insignificant on long fights. Since I know the rotations by heart, that tiny DPS boost doesn't really matter, because I'm not aiming for benchmark levels of DPS.

    @shadowpass.4236 said:Holosmith gets 5 new skills from Photon Forge so remove the 5 they get from Toolbelt Skills (engi class mechanic) as a tradeoff. (Obvi keeping one of them to enter PF)

    They can still use kits if they want more skills.

    Engineer doesn't have weapon swap, bub. Your point might be valid if it did. Since PF effectively locks out kits, it's the closest thing holos have to a weapon swap. You don't hear of other classes getting their core mechanics locked out for a weapon swap, do you?

  14. Generally agree with your assessments. There's a few other things I think they went too far on:

    Sharpshooter: Reduced bleeding duration from 3 seconds to 1 secondSerrated Steel: Reduced bonus bleeding duration from 33% to 15%Thermal Vision: Reduced expertise from 150 to 60Incendiary Powder: Reduced bonus burning duration from 33% to 10%. Reduced burning duration from 8 seconds to 4 seconds

    It's like they don't want condi engineer to exist. All of these traits already have pretty restrictive requirements, and now they're just objectively making them worse.

    Supply Crate: Reduced power coefficient from 1.0 to 0.01. Increased stun duration from 2 seconds to 3 seconds. Reduced cooldown from 120 seconds to 90 seconds

    Still objectively worse than most other elite skills we could pick that include a CC. Supply Crate is not unblockable, has a 1 second cast time, and the turrets themselves are weak. Elixir X and Prime Light Beam will remain the better choices.

    Big Ol' Bomb (Bomb Kit Toolbelt): Reduced power coefficient from 2.475 to 0.01. Reduced cooldown from 25 seconds to 20 seconds

    This one grinds my gears a bit -- I know why they did it (a blanket nerf on all CCs), but Big Ol' Bomb was pretty much garbage in PvP anyway. If you were running bomb kit, you generally weren't relying on this to do damage but force a dodge.

    Rocket Turret: Reduced overcharge power coefficient from 2.75 to 0.01

    This one also grinds my gears. Rocket turret is possibly the worst utility skill you could pick in PvP, and they're making it worse without any consideration.

    PistolFragmentation Shot: Reduced power coefficient from 0.4 to 0.266Poison Dart Volley: Reduced power coefficient per hit from 0.4 to 0.2. Increased poison duration from 7 seconds to 10 seconds.Static Shot: Reduced power coefficient per hit from 0.4 to 0.3Blowtorch: Adjusted minimum burning from 4 stacks for 3 seconds to 2 stacks for 6 seconds. Adjusted maximum burning from 4 stacks for 6 seconds to 2 stacks for 12 seconds. Increased cooldown from 12 seconds to 15 seconds

    While most of the weapons in-game did need a damage reduction, did engi pistol really need it? The autoattack is already laughably bad, and the burning didn't need to take another nerf without serious nerfs to other people's cleansing.

  15. @coro.3176 said:

    @coro.3176 said:I'm also mildly against adding stability though. I don't think it's a very Engineer-appropriate boon. I would much prefer more vigor so we can dodge the CC before it happens rather than face-tank it like a Warrior or Guardian. Scrapper could probably do with some more stab, but not Holo or Core.Just for the record, stability is not a Necro, Thief, Mes, ShiroRev appropriate boon, that's just due to current Health levels, teleporting, and evade up-time of those classes. Engineer is not a high HP wall that gets healbotted and ressed, instant mobility out of a bad situation, or on the high end of evading all incoming damage. A clutch stability to avoid your defensive cooldowns being bypassed is a big component of Holo's survival in a team setting vs. multiple enemies because you don't have the previous 3 options which non-stability classes rely on.

    Yeah.. I see the argument for it, but I would have preferred if Holo didn't have stab and was more of a high risk glass cannon rather than a 1vX bruiser wrecking-ball it actually tends to play like. That is: Holo's response to being in a bad situation should be to attempt escape (Rocket Boots, Acid Bomb, Holo Leap, Jump Shot, Elixir S), or go down swinging and try and take some of them with you.

    Compare engineer's escape tools with a lot of other classes. It just doesn't stack up -- no evade frames, no z-axis teleports, no defenses built into them. We are meant to stay in the fight, and are only really able to escape from classes that are slower than us (IE Necro). Nearly every other class has no trouble keeping up with us. Holo has to stay in the fight to win it, and stability is kind of critical to that unless we can keep our distance and plug enemies.

    • Classes that can chase us down with ease: Warrior, Revenant, Thief, Ranger, Mesmer
    • Classes that can chase us down with some difficulty: Guardian, Ele
    • Classes that struggle to chase us down: Necro
  16. @insanemaniac.2456 said:

    @"Samug.6512" said:Good suggestions, but I think it's core which should get more stability, holo could benefit from that. Right now the only reliable source of stability on core is Elixirs and Juggernaut (meh). A grandmaster trait in Tools:
    "gain 2 stacks of stability for 4 seconds on weapon swap"
    with ICD of, say, 20 seconds, would benefit both holo (as entering and leaving p-forge counts as weapon swap) and playing with kits.

    Basically random proc (after the first use) is something I think we all want less of in this game, yes?

    Weapon swap isn't a random proc.

  17. @Crab Fear.1624 said:I clipped this from the balance patch preview.

    @"Cal Cohen.2358" said:

    Future Balance Cadence

    This patch is unusual in that it’s more about
    establishing a new paradigm
    than it is a regular balance update, and the result is a giant set of changes. Moving forward with competitive balance, we want to make
    smaller adjustments more often
    . The specific cadence for balance will always depend on our overall release schedule, but
    ideally it will be closer to every 4-6 weeks
    , while still having the opportunity to
    make minor tweaks outside of the regular balance update
    . The goal here is to have better flexibility to
    fix problems in a timely manner
    .

    Here we all are in panic mode.

    Looking at our numbers, pointing our fingers.

    But, some of us seem to be missing the main point of this patch.

    Rolling back the power creep and changing the expectations.

    Okay, so if the above quote is somewhat true (as possible), then this will be only a temporary state of game.

    There is no public test server, and the devs don't have the time to measure the results of every change themselves.

    So, when the changes go live, all of the players will try builds, play games, and be in normal scenarios where the devs can collect data, and players can give real feedback over the patch versus the speculation.

    If something is weak, they say the may be able to fix it quick, and if something is strong, again the same concept applies.

    Maybe they will change some things before the patch, but if they don't, then don't panic.

    There is hope for faster balancing.

    https://en-forum.guildwars2.com/discussion/97036/cool-yer-jets

    I said:The hope is that they actually do follow up on their stated intention of balancing on a much faster cadence. Large balance patches like this need to be followed up with several small balance patches, to reduce the wild changes in metas that we've suffered over the last few years. If they can have a faster turnaround for balance, we'll all be better off.

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