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Self-Regulating Defenses nerf


Josif.2015

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its not just a barrer, its a 3k barrier that also grants protection.Its a great change. Makes the gameplay smoother and more fair for all parts.

The times Elixir S would have saved you instead of just prolonging your death by a few seconds are few.(only times id see double Elixir S saving someone is in WvW when an engi runs through a zerg to get into a keep and stuff like that)

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@Hoodie.1045 said:

@santenal.1054 said:A survivability trait got replaced by a sustain trait in a place where people could already pick 2 sustain traits (altough pretty bad ones). If you dont slot Elixir S now, you are pretty much playing a zergfodder build in WVW. Core engi pays a hefty price once again to tone down the pay to win more elite spec. Meh, not that core engi is worth playing anymore anyway, not much point in complaining.

Core engineer benefits the most from kits, not elixirs. Besides, other professions like guardian had their core specializations nerfed for firebrand. Core engineer is still worth playing, only if you're willing to learn playing with 3-4 kits, knowing every single thing about them and how to effectively use them at least in PvP, not WvW. It's a more engaging profession than holosmith.

This whole thread topic is full of your bias..

Anyone impartial would see that this is a nerf to core builds as well. Surviving a teamfight on core Engi will be harder now, enough to push them into a kit heavy side-node build that you prefer.

It seems normal that your (IMO subpar) core engi build choices are made more of a good choice than before, but you're still rejoicing over core build nerfs along with Holo. Elixir E is super nice for Scrapper though..

So: From this change:

  • Core and Holo builds get pushed away from larger fights and towards tankier side node builds (nerf)
  • Scrapper becomes better at smaller scale side nodes (buff)
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