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Vagrant.7206

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Posts posted by Vagrant.7206

  1. Don't forget the PvP changes:

    Engineer

    • Elixir U: Reduced stability duration from 6 seconds to 1 second in PvP only.
    • Kinetic Battery: Reduced quickness duration from 5 seconds to 3 seconds in PvP only.
    • Photon Wall: Increased cooldown from 35 seconds to 45 seconds in PvP only.
    • Heat Therapy: Reduced base healing per stack by 25% from 65 to 49 in PvP only.

    .

    @Dawdler.8521 said:Well there vanishes detection pulse again. Nobody will take utility goggles, there's just no room for it on any spec. This is absolute hilarity.

    Have to disagree on you for this one. Utility goggles could actually fit nicely into prot holo and gadget holo for this -- resistance and stunbreak + unstealth. Especially when you consider how photon wall and Elixir U got nerfed in PvP, utility goggles might actually be viable.

    @Dawdler.8521 said:The additional weapon slot out of combat is interesting, but ultimately it just improves scrapper (rifle/hammer swap for power builds) and holo (sword if rifle or pistols is your primary) far more than core (condi get zero use of the rifle and power get even less use of the pistols).

    So this is a major elite powercreep.

    I wouldn't necessarily say this is elite powercreep -- but yeah, it's way more useful for elite specs than core. They genuinely need to add more core weapons for engineer.

    It also serves a secondary purpose for me -- the templates are particularly annoying with legendary weapons. Every time I swap in shield instead of pistol (between PvE and PvP), it unequips my infusions and sigil on the pistol. This change would allow me to not have to worry about that.

    @"Ruufio.1496" said:So if you were one of the players complaining about the "loss" of the poison field on purge gyro for detection pulse, you should be ashamed of yourselves. No high skill engineer cared about that poison fields existence - it was trash placeholder from day 1 until the day came when it was able get competitive changes (detection pulse). What in Gods name did you use the poison field for? It never made a difference in anything - EVER at any point in any game mode. Now, we have received our poison field back and detection pulse has been moved to a selfish utility. Now you can no longer clear conditions for allies and reveal enemies with the same skill.

    Nice. The players who complained about the "loss" of the poison field... how long have you even played engineer, exactly? A few newbie engineers literally ruined a really, really competitive utility slot.

    • Poison field was very useful for support scrappers in WvW. You could blast weakness or make rezzing for enemies in WvW much more difficult.
    • Detection pulse had no use in PvE -- so it was a functional nerf to PvE scrappers to have it on their bar.
    • ... and just thematically, it made no goddamn sense whatsoever to have detection pulse tied to purge gyro.
  2. @Chaith.8256 said:

    @cgMatt.5162 said:This would make it a lot slower to line up the cleanse tbh (and a huge nerf to support builds), and it also goes in the direction that you have a target selected (friendly targets also work), so best, fastest use would be to call target and take target when you need it.

    Actually this isn't how it works. GW2 isn't a game where you target your allies on a support build. You'll likely have an enemy targeted, and fumigating allies while you have a target is HARD, because it tracks your enemies. Making it an objective frontal cone is better for lining up the cleanse assuming you have enemies around that you also need to keep an eye on.

    Pretty much. Every time I play a healer build, I have to stand behind my team (about 200-300 range) in order to do max cleanses or healing. If the target moves, I have to reposition to be behind them relative to the boss. And heaven forbid if you have the one guy who isn't stacked and running around like a maniac. It can be quite frustrating.

  3. Yeah, Rampage has been egregious for years now. With a few rare exceptions, its the warrior "I win" button. I play a bruiser engineer build, and I have to burn most of my defenses just to survive it. Usually the warrior can finish me off after if I'm unlucky. Heaven forbid I'm 2v1, because I'm not surviving that.

    At least with a damage reduction, it'll be reasonable. The CC will still be phenomenal, making it a fantastic groupfighter. And it will still have use in duels for its CC/survival/mobility potential. But it won't be an instant "I win" button any more.

  4. @mortrialus.3062 said:

    @crimsonvapor.1937 said:I agree that certain builds of Holosmiths are overpowered right now, but I think there could have been a better approach other than nerfing Heat Therapy?I don't play PvP that much, so I'm assuming Metabattle's ratings are reliable. Metabattle lists 3 holosmith builds with 4+ rating. All 3 of which uses the GM major trait Thermal Release Valve.

    Won't nerfing Heat Therapy, which is a minor trait, hurt build diversity? I have not seen Photonic Blasting Module used in sPvP (for obvious reasons) and after this nerf I seriously doubt it will see any use. The Protection Holo build which uses sword/shield doesn't even use the ECSU trait, which is kind of ironic since sword is the only weapon Engi has that benefits from heat levels. I thought they would have made a change to Thermal Release Valve instead.

    What do you Engis think? I know this is based on the assumption that Metabattle's ratings are reliable, so if there's a better site to find current PvP meta builds, please let me know.

    Heat Therapy affects every holo build, not just those with Thermal Release Valve.

    Yes, I understand that.

    I'm just asking if builds that don't use Thermal Release Valve are also considered "OP". Since I don't see any rated highly on Metabattle, I was wondering if anyone knows if any build that doesn't use Thermal Release Valve feels OP. If not, this change might be nerfing more than it should.

    Photonic Blasting Module is a complete nonstarter in PvP. Maybe it could be workable if it cancelled all damage instead of just the initial damage. Even then it'd be completely outclassed by the other two options.

    Enhanced Storage Capacity Unit is perfectly workable but outclassed in both Photon Forge uptime, as well as minimizing how much you need to actually manage and care about heat given how much heat you lose organically dodging plus Engineer's more or less permanent vigor uptime.

    Pretty much.

    • PBM is just bad overall right now -- the toolbelt lockout + self damage makes it complete garbage in PvP. In order for it to have any value in a competitive scene, both of those things need to be tossed out.
    • ECSU is workable, but inferior to Thermal Release Valve in most respects. The cooldown period is longer, and heat is harder to control. The benefits of >100% heat are miniscule by comparison (only affects sword, might gained is small if you're actively fighting).
  5. @crimsonvapor.1937 said:I agree that certain builds of Holosmiths are overpowered right now, but I think there could have been a better approach other than nerfing Heat Therapy?I don't play PvP that much, so I'm assuming Metabattle's ratings are reliable. Metabattle lists 3 holosmith builds with 4+ rating. All 3 of which uses the GM major trait Thermal Release Valve.

    Won't nerfing Heat Therapy, which is a minor trait, hurt build diversity? I have not seen Photonic Blasting Module used in sPvP (for obvious reasons) and after this nerf I seriously doubt it will see any use. The Protection Holo build which uses sword/shield doesn't even use the ECSU trait, which is kind of ironic since sword is the only weapon Engi has that benefits from heat levels. I thought they would have made a change to Thermal Release Valve instead.

    What do you Engis think? I know this is based on the assumption that Metabattle's ratings are reliable, so if there's a better site to find current PvP meta builds, please let me know.

    Heat Therapy affects every holo build, not just those with Thermal Release Valve.

  6. @Samug.6512 said:

    @"Vagrant.7206" said:

    Hey, now it's better than function gyro. Unblockable, can't be CC'ed.

    Also, did anybody else giggle when they read him describing Toss Elixir R as "fairly strong"? I know I did.

    Next stop: Making Elixir R worth a kitten.I wonder how do they evaluate the strength of a skill. Sounds like he just looked at the numbers, saw it's AoE 10s field with big ress potential in total and though "wow, that's so strong, what else on earth do players want"

    Meanwhile Signet of Mercy is 5-target instant full res. And that needed a buff, coz apparently wasn't strong enough.

    I mean how do we even use it? It looks like a skill for holo, but then there's a few other skills I would rather see on my skill bar...

    Can the elixir be out-dps'd? I'm gonna test that in a guild hall.

    It can, but you'll generally need 2 or 3 people to out-dps it. Long ago in vanilla, I could self-res with it in duels. I don't think anybody was able to out dps it by themselves.

    Granted, damage is higher now, but 17% per second is substantial.

  7. @"Samug.6512" said:

    Why didn't you change Toss Elixir R?
    We did not originally plan to modify Toss Elixir R as we considered it fairly strong due to its 5 target cap and 170% total revive amount. With that said, we took another look at it and decided to make a few changes since there we felt that it being stopped by projectile destruction/reflection was too punishing for its recharge.

    • Toss Elixir R: This skill no longer removes 1 condition when thrown. Increased projectile speed by 25%. The projectile thrown by this skill is now unblockable. Fixed an issue where the land and water versions of this skill moved at different speeds.

    After 7 years we are getting an elixir that won't be countered with enemy accidentally standing in the way.

    Hey, now it's better than function gyro. Unblockable, can't be CC'ed.

    Also, did anybody else giggle when they read him describing Toss Elixir R as "fairly strong"? I know I did.

    Next stop: Making Elixir R worth a damn.

  8. @"miriforst.1290" said:What have you done? You know it will only end like this:The changes will cause an uproar which leads to a massive smiters boon with massive collateral damage, which leads to the buffed abilities ending up worse than how they started. Remember how they buffed elixir S trait before removing it? On the other hand i'm pretty sure they would nerf elixir r on "principle" even if they didn't buff it once they have to tone down the feedback revives or whatever.

    What's the worst that could happen to Elixir R? The skill doesn't see serious play at all. Nerfing it would keep it in the same position.

  9. @Samug.6512 said:And what about Toss Elixir R and Elixir R in general for engi? You kinda forgot about core engineer yet again and it grinds my gears. Last time Elixir R was touched at all was in 2014 and Toss Elixir R in 2016.

    It makes me so annoyed that other professions' skills got substantially buffed and give way way better results in general (Signet of Mercy has no counter for example and is instant full ress) and Toss Elixir R can be reflected or body blocked byan enemy with Aegis and it happens MOSTLY BY ACCIDENT. Enemy doesn't even have to pay attention.

    This. Please make Elixir R more useful.

  10. @"Nocta.5274" said:I agree on the sentiment for Lock On. It's a very unfun trait to fight on Stealth classes.Reveal need to exist in the game, but it should be about specific skills with cooldowns, not " I randomly swing and do aoe and any hit will reveal the guy ".

    To be fair, you're mostly swinging wildly anyway or doing PBAoEs.

  11. @"Dantheman.3589" said:I know there’s a call for what should be nerfs to engineer(Holosmith). But this has bugged me for awhile and would like to know if anyone agrees. Should immobilized still take effect during elixir S. To me this has seemed very inconsistent with how elixir S works post changes and I want to know if anyone at all agrees or not.

    Just be aware that most of core engineer's skills and traits are inconsistent like this. Just look at the wiki page for static discharge and tell me that makes sense based on the tooltip given.

    Elixir S immob is on the lower end of relevant inconsistencies, I would say.

  12. @Don Vega Van Kain.9842 said:

    An interesting choice. It might work, although it still leaves certain holo builds in good positions.

    Hmmm...comming from a known engineer's main confusing me.

    Nerfing (again) an engineer core skills to nerf holo ???? i don't play core engineer but my scrapper will heavilly be impacted with this change.

    Holo is overperforming partly because of its ability to maintain defense through offense. Elixir U is a prime example of this -- stunbreak, stability, and quickness rounded into one. Targeting stability is one of the ways to make it more vulnerable.

    I'm not saying these are fantastic changes -- I still think Heat Therapy should be their main priority, but removing Elixir U stability was one of the things I was ok with. I wanted Elixir U (and toss Elixir U) reverted back to their original forms.

    In the same thread asking for nerfs, I also flat-out said that core engineer needs some serious reworking. All the kits and weapons besides rifle need to be reevaluated and improved. Our elites need to be examined as well, and the changes to Rampage highlight that further. Scrapper also needs buffs, but Elixir U isn't the one it needs.

  13. From: https://en-forum.guildwars2.com/discussion/91447/potential-future-balance-changes-pvp

    @Cal Cohen.2358 said:HolosmithHolosmith quickness has been a big point of feedback and we’re planning to make some adjustments there. Removing Sigil of Agility was part of this, and we’re also looking at a minor nerf to Kinetic Battery.

    This leaves Elixir U. We’re considering a quickness reduction here as well, but are currently leaning toward an interesting change that’s worth discussing. That change being a heavy reduction of the stability granted. The goal of this change is to leave U as the big quickness skill, but also open the door for more counterplay. This would give opportunity to avoid Corona Burst and then CC the holosmith instead of just getting run over by quickness.

    • Kinetic Battery: Reduced quickness duration from 5 seconds to 3 seconds in PvP only
    • Elixir U: Reduced stability duration from 6 seconds to 1 second in PvP only

    An interesting choice. It might work, although it still leaves certain holo builds in good positions.

  14. @"Handin.4032" said:It's almost useless to use outside of the field. In any sort of Pvp, it can even be killed by the downed skills. So you basically would have to down, keep stunned/interrupted. The "function" of the function gyro is basically useless and I'm not sure why they keep pushing the reviving/downing aspect - it hasn't worked and there really is no way for it to work without it being massively OP or massively useless.

    From the get-go, function gyro was always a bad idea. I'm pretty sure that as soon as scrapper was announced and f-gyro was revealed, all the engineers had a collective sigh of "oh boy, this thing is going to suck outside of very specific contexts."

  15. @Mil.3562 said:

    @XenoSpyro.1780 said:Quickness does not and never has reduced Blocking duration for any class, and likewise Slowness doesn't increase it either.

    According to wiki:
    Skills with a movement component, such as Savage Leap, or that block, evade, or make you invulnerable for a duration, like Crystal Hibernation or Renewed Focus, are not affected by quickness.Most skills that block or evade that have an attack component, such as Blurred Frenzy or Shock Shield, are affected by quickness, though there are exceptions, such as Unrelenting Assault.

    I tested this, and it
    is
    affected by quickness.

    So that's another nerf on sustainabilty for Scrapper? Ever since the new nerf team took over, it has been nothing but nerfs for the Scrapper in every patch. Boooo...

    Most of the nerfs scrapper has received have been incidental. Scrapper receives a huge number of indirect nerfs because the devs seem to forget about it pretty often.

  16. @Vancho.8750 said:I'm more annoyed by old map JPs which are mostly pixel chasing and since when you are in combat you run slower you also jump less distance so you need swiftness to make the jump, but if you have slowing condition you are stuck on the ground so the whole point of using the JP is lost. On another hand some classes can just skip the jp and teleport. So if you are on boots on the ground build just take the long path.

    Yeah, I don't mind LOS -- but the jumping puzzle shenanigans mid combat are possibly the most annoying stalling techniques in the history of competitive play.

  17. My opinions:

    Outliers on the Upper End (Overpowered)

    • Holosmith needs its sustain tuned down, period. The damage fits its theme, but the sustain is comparable to the tankier scrapper spec. My recommendation is to reduce Heat Therapy by 2/3rds or more and increase the cooldown of holo leap by 2 seconds (making it a 4s cooldown). This should remove enough sustain that a damage-oriented holosmith can't stay in the fight for too long. I would also suggest reverting the Elixir U changes that were made some time ago.
    • Condi thief is just too egregious in the number of conditions it can stack on instantaneously. My recommendation is to remove cover conditions that make the build obnoxious to fight against.
    • Support firebrand still does too much of everything. It provides every boon under the sun, lots of tankiness to survive and run away, and plenty of CC when it needs to fight. Something's gotta give.

    Outliers on the Lower End (Underpowered)

    • Core engineer is just in a bad way. It needs to be examined by the skills team IMO -- there are a huge number of outdated skills that need updating.
    • Renegade has barely had a presence in the game since its inception. Maybe tune some of it up?
    • Druid just doesn't have a place in PvP. It used to be a decent sidenoder and tank... but it's bad at those roles now.
    • Chronomancer is also in a bad way. I'd suggest tilting it more into team support and off-tank roles.

    Skill Outliers

    • Several elites need to be examined in terms of their effectiveness. Some find use in every build, some are never used.
      • Rampage is ludicrous in terms of its potential to change a fight's outcome. It features just too much of everything. I'd suggest tuning down its damage and might output, but keeping the rest.
      • Supply Crate is on the exact opposite side of the spectrum. It's almost entirely useless in competitive formats. Its cooldown is unreasonable for what it does.
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