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Tyga.7056

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Posts posted by Tyga.7056

  1. > @"Strider Pj.2193" said:

    > > @"Tyga.7056" said:

    > > > @"kamikharzeeh.8016" said:

    > > > imo EotM needs a workover and and upgrade to a real map, isn't like magic or sth alike. Wvw is so starved out on content these days anyways.

    > > >

    > > > t1-t3 on EU however have quite high activity overall tho

    > > >

    > > > @ tyga

    > > > that happens overall quite rare. acutally, idk barely anything about guildfights there in the past year. we had like one day some. then, last saturday, people did a blobVSblob there, which was a trash timing considering weekend has overall a huge playercount, but our population-count is generally bad.

    > > Dude I‘m scrimming on edge of the mists 3 times a week 2 hours every evening. I would recommend joining the gvg Discord. The scene is pretty active. I would even say 4 times a week scrims sun, mon, wedn, thurs and blob vs blob on the weekends.

    > > GvG discord: discord.gg/uyuPxCN

    > >

    >

    > I just wish they could figure out a way for guilds **on the Same server** to fight..

    >

    > It could be a good practice for servers to get better and, honestly, if alliances takes place (yeah I know, I am laughing at myself for even suggesting it., ) it would help Alliance guilds to work on helping each other get better.

     

    Tbh the biggest meme was that arenanet introduced with the arena of armistic bastion the solution to the problem, but decided to not support the gvg scene with an insanely small arena. They basically accidentally introduced the best that could've happened to a community that contains 300+ active players, but decided to show them the middlefinger. What a tragedy. Now its probably too late. Let's hope they have thought of something for the expansion.

  2. > @"kamikharzeeh.8016" said:

    > imo EotM needs a workover and and upgrade to a real map, isn't like magic or sth alike. Wvw is so starved out on content these days anyways.

    >

    > t1-t3 on EU however have quite high activity overall tho

    >

    > @ tyga

    > that happens overall quite rare. acutally, idk barely anything about guildfights there in the past year. we had like one day some. then, last saturday, people did a blobVSblob there, which was a trash timing considering weekend has overall a huge playercount, but our population-count is generally bad.

    Dude I‘m scrimming on edge of the mists 3 times a week 2 hours every evening. I would recommend joining the gvg Discord. The scene is pretty active. I would even say 4 times a week scrims sun, mon, wedn, thurs and blob vs blob on the weekends.

    GvG discord: discord.gg/uyuPxCN

     

  3. Thats not exactly true. Traps from a DH are easily dodgeable, which gets kind of countered by the fact you can detonate the mine.

    Throw mine also removes 3 boons on activation and anyways, stability is currently not a very present boon on sidenodes. Elixier U f.e. has some extreme short duration uptime and throw mines CD is half of the elixier cooldown. You can also not have with any class really consistently a high boon uptime, which is in this case stability + minimum 3 other boons. If you wanna argue with stun breaks forget it. CD's are way to high up for that.

    For instance, I don't even ask it to get nerfed. I want to be able to outplay it, which is currently visual wise not doable (aside the 15 sec cd it anyways has).

  4. > @"Kodama.6453" said:

    > Throw mine is effectively something between preparation and trap, both don't have a visible circle for enemies either. So I don't think we should add this to throw mine.

    >

    > Maybe they could make the throw animation more obvious instead, like traps are also easily recognised by the enemy placing something on the ground.

     

    Throw mine is very different to a trap, especially in context to its purpose currently, which is mostly based a round decap scrapper. A trap is supposed to punish you when you stand in it and throw mine you knocks you fairly easy out of the node. Throw mine also can be activated which makes it even harder to outplay it, since the engi just shouldn't let you dodge through it.

  5. I generally don't like the idea of having no visuals on an impactful skill like that. Since decap scrapper becomes more and more a thing it would be cool, if you could either see the mine or have an area circle around it. It kind of leaves it with not much outplay potential, since it removes boons and can be detonated.

  6. Hey all New PvP Players, Veterans, Casuals, PvP Content Creators and Pro's,

    I want to introduce you to my PvP Discord „Welcome To PvP“. I‘ve created this discord so everybody has the chance to gain knowledge about the gamemmode from safe and all possible sources there are.

    We have PvP guides, Twitch & Youtube content, class discussion channels, a Players finding Players category and experienced PvP players that are able to answer class-related questions anytime. The primary thought behind this Discord is that players don't need to search long for answers, it's all one click away, compact & ready to go.

    Feel free to invite anyone and don't hesitate to join, you can only gain from it!

     

    The Discord: https://discord.gg/fD6VxyW.

     

    If you are a PvP content creator, DM me on Discord to get featured!

  7. I know that it doesn’t attack initial problem and I already stated my opinion on it. It‘s supposed to be a backup system for the lack of balance patches in general. The past showed that balancing regularly doesn’t seem possible for ArenaNet and we do have a long time inbetween patches. I‘m also not expecting them to be flawless with every patch, so a balance patch will never equal perfect balancing. All I want is the game not be insanely effected by that and yes its easy to say just balance properly :) (Just dodge 4head).

     

     

  8. > @"Exedore.6320" said:

    > > @"Tyga.7056" said:

    > > > @"Exedore.6320" said:

    > > > If certain builds or specializations are being stacked, then it's probably because it's too strong and needs adjusted. Treat the problem (class/spec to strong) , not the symptoms (players stack class/spec which is too strong).

    > >

    > > This is superior solution thats right, but as you can see we can't even get a balance patch every 3 months out.

    >

    > And you expect ANet to modify PvP code faster? Need I remind you how long Swiss took?

     

    You don't know that, neither do I. A similar system is already implemented with not being able to swap classes in ranked

     

     

  9. > @"Psycoprophet.8107" said:

    > This system of classes can effectively do all sounds great on paper but requires far more balancing than anets capable of. Now we have classes that are more very effective at multiple things while others are mediocre in all things and so on. Honestly anet needs to sit down and over few months actually hash out a real plan, maybe decide on what classes they want as support/healing, support/tanking and what ones they want as dps and make massive reworks to show what each class is sopose to excel in. This would lead to far better class deversity per match and be far easier to effectively balance.

     

    I agree with that. Balancing towards roles would be a lot more healthy for the game. Out of experience I think the current and past balancing contained out of balancing towards making everything viable to play.

    But anyways I have no foundation on this, because I have no insight on workflows, neither does someone else. All I'm asking for is a system, that helps preventing balancing mistakes (which is something that usually happens and not only counts for arenanet) affecting the competitive scene too much.

  10. > @"Exedore.6320" said:

    > If certain builds or specializations are being stacked, then it's probably because it's too strong and needs adjusted. Treat the problem (class/spec to strong) , not the symptoms (players stack class/spec which is too strong).

     

    This is superior solution thats right, but as you can see we can't even get a balance patch every 3 months out.

    > @"Tyga.7056" said:

    > also give us more time to play the game inbetween balance patches.

     

     

     

  11. This is something that has been requested for a long time from the community and is now even more relevant, because of the state the PvP community is in right now due to MOTA and the lockdowns. If you want people to sustainable continue playing at’s and competing against eachother, this is a key element of it.

    Classes should be played, because they fulfill a certain role in a team concept and not because they’re overpowered at a time and you just duplicate them to faceroll everything.

    It would generally make it easier to balance around the competitive scene for you and also give us more time to play the game inbetween balance patches.

    If you‘re on it already, swapping classes should also not be allowed during a match.

  12. > @"Trump.6983" said:

    > > @"Tyga.7056" said:

    > > It's pretty simple. You could do the same, but you don't and that's the reason you're mad about it.

    >

    > Because i dont need to give myself an advantage to advance the leaderboard, i prefer fair and balanced matches but you and others dont care about that. Anything to win games to think you are actually good, but in reality you are just average like everyone else.

     

    So why are you mad about it in the first place? You‘re basically saying that you don’t need to give yourself an advantage, but on the other hand you‘re mad about people doing it. It‘s basically your choice all over. Why do people constantly expect to get their advantages brought to them rather than taking it yourself. You could be good enough to carry your team, not in all games but in the most of them and that shows how some peoples win ratio is in a season soloqueing. Remember that this is a competitive gamemode, where you actually play good to win.

     

    Also making those accusations towards my person is pretty dump, because you don’t know me. I don’t think I‘m good, because I still have a lot of improvement like everyone else in this game to get better and I don’t complain in the forums about a factor that I could take in my own hands to change.

     

  13. > @"SpellOfIniquity.1780" said:

     

    > Though I usually support changes to something that is negatively effecting small/large scale, I don't see this as much of an issue. Organized groups will be the only thing capable of pulling this off, a glass Scrapper is not going to last 10 seconds on the front line dropping Bomb Kit autos in a pug.

    >

    > If a guild wants to abuse having a bunch of Bomb Kit Scrappers as their damage with a ton of support to keep them alive, I say fine. Because that's a pretty easy train to side step. If people want to abuse it in GvG's maybe people should consider banning certain things that are niche in their strengths in favor of keeping other areas of the game in a reasonable state.

     

    The thing is, scrapper has through Impact savant and emergency elixier enough self sustain. Try it out yourself, I've played it with berserker armor and marauder trinkets ez in publics.

  14. > @"Deniara Devious.3948" said:

    > Must be complete different meta there? I play in EU tier #1 and engineers are the least played of all the 9 professions. Bomb kit looks good on paper, but in real life, not so much. The explosion comes after a significant 1 second delay, it is melee range and it is super easy to kite it. Making it basically not usable for small scale, unless you want to just flip camps, which you can do with tons of others skills as well. Previously the short fuse trait made it possible halve the bomb kit explosion delay, but that effect was removed from the trait (thus nerfed). And even with the old trait, I didn't see almost anybody use the bomb kit, because it was so bad. Big'old bomb lost the damage. So in other words. The Feb 25 2020 update nerfed the bomb kit in several ways and it didn't get any buffs.

    >

    > In fact all engineer explosives, grenades and mortar are also easy to kite at range. Retaliation and reflects also hit hard. Bomb kit is of course no at affect by reflects.

    >

    > Theoretically bomb kit is very high DPS in a melee range blob, but at least in EU tier #1 the basic counter against enemy melee blob is clouding meaning spreading around like a moving cloud of flies and attack mostly from range and melee attacks are hit and run. Your tight melee blob can only hit few enemies at time, meaning that bomb kit 240 radius skill will most likely just hit 1 opponent, not many. With proper clouding and picking the weak links of the blob bomb is basically an almost useless skill on your skill bar. Are you sure this is a not learn to play issue? What would stop enemy blobs from clouding?

    >

    > If engineers were as powerful as the poster would claim, we would see much more of them.

    >

    >

    >

    >

     

    It's possible that we have different experiences, but saying that the meta is clouding is not really true tbh. But what evidence do I have other than playing WvW consistantly.

    I agree that this build is not strong in small scale, but that's not what I referred to in the beginning.

    There are enough videos out there that shows the potential. Bomb kit currently competes with vaults dps wise. https://www.youtube.com/watch?v=d9tO7DHX3M8.

    L2p issue with an autoattack. Thats so head ngl.

  15.  

    > @"Justine.6351" said:

    > > @"Tyga.7056" said:

    > > @"Justine.6351" you simply misunderstand my point. If all those skills would require a high amount of effort put into it, to make it work I wouldn't have a single problem with it. If the new stuff means spamming an autoattack at the commanders position, I do.

    >

    > You talk about low effort but what exactly is high effort in zerging? I have yet to see ~~a high damage~~ any meta build that people don't label as low effort because they want it nerfed because it does something useful. You say it's ok if it would be made harder to play but really what you want is the game dumbed down more because you will never be satisfied when others have learned how to play on a higher level but you are left behind and unwilling to improve.

    >

    > Some of us prefer chess pieces,

    > People unwilling to learn want checkers

    >

    > Sticks for everyone indeed.

     

    So you basically want to say that Bomb kit engineer is not dumped down? All you basically do on this build is here and then pressing shredder gyro and else autoattack on bomb kit. If I want this build to be removed, I don't want the game to be dumped down. More so the opposite.

    I'm pretty sure you don't really know how WvW looks like if you think there is no build that has a high skill cap. There is a lot you can do to play organized and fullfill a niche in a GvG or BvB.

    I am also glad you know me so well to say "that I am not satisfied because others have learned how to play on a higher level and I am unwilling to improve". I play GvG since release and raid 3 times a week to improve in a team. The last thing I would do is to let myself fall if someone is better than me.

    Also getting some troll vibes, so if you want me to engage into your comments you should start to give rational answers.

  16. @"subversiontwo.7501" Thank you for your constructive comment.

    **Bomb kit**: I think mainly engineer has found its place in a WvW comp and its good performing in its niche right now. Purity of purpose and the healing output is a good argument to take a support scrapper in. I agree that only the autoattack is the only useful option on the kit, but thats what makes it generally out of relation to other classes. Has a pretty high risk doing that damage and scrapper has through its sustain on traits and the class itself an ez run on it. I just think dps shouldnt be that easy obtainable, same as burn guard. All I'm craving for is that people put work in to get a reward in the end. You could also argue the self sustain from scrapper should be rework generally.

    **Burning** The issue is in zerg fights are enough good cover conditions through necro and other classes. That makes burning so strong in the gamemode and technically you have enough cleanse through scrapper, warhorn+ shout on war, tempest and fb.

    What's bothering me the most is the burn application on guardian. I actually recognized it the most in the last 2v2 season. When I fight a symbolbrand, the main damage output was burning. On a build that has a power amulet and is based around power weapons+ traitlines.

    But I also noticed it on power rev for example. Elemental blast is a skill that does generally good power damage, but also randomly high burn damage on skill activation. My effort is so low to cast that and the value is so high to get it off, that its just so out of relation in my eyes. You could also say, okay we look at generally skills that have a high burn coefficient and fix that or work on the application in general and it would be fine. But I want the game to be at a point again where people actively think about pressing a skill to get the value of it. Not spamming a certain key without a thought and like mention above, throwing a reflect into a zerg and waiting until the tick down is a FeelsBadMan.

    **shock aura**It is actually in GvG becoming a thing stacking eles. You have atleast 2 in your squad.

    In general, even if stability sees a change again, I think it's just such a free stack removal having shock aura for 4 seconds.

    I also thought about double guard might being a thing again. Since back in the day it was very common to run 2 every party.

     

    Thank you again for your comment!

     

  17. The general issue of winds are not really in publics or blobs. It's more in GvG and smaller fights as I mentioned. The problem there is that the warrior bubble instantly put you on the backfoot and every good guild uses that as spike opener. You find grav wells, immob and other setup skills in the winds. Since its a channeling skill and the warrior can just train you over, its honestly pretty hard to counter that since most guilds run 3 warriors and you just get chained down. The old bubble was fairly more avoidable in smaller groups because it was easier to outkite it, but in publics too strong because it was placeable and had a more value through area push denial. So I do think my suggestion is fair and makes the skill more skillfull in the end also. You get pretty much rewarded to play it smart and get a good placed bubble off in publics and in smaller groups people have the chance to outkite it easier and not get outtrained in the end.

  18. So there are some skills that should see a change out of my BvB and GvG experience.

    **Bomb kit**: We currently have tons of engies around that run dps scrapper and its fairly too strong. Since the patch a bomb kit build has come up that does with autoattacks up to 8k hits on opponents. Doing that much damage on autoattack with low effort and high reward.

    **Alturism Rune**: Since Alturism Rune has no internal cooldown it got also pretty much abused by a lot of support scrappers. Since the function gyro got changed some months ago, you can easily use the mortar swaps to activate the rune and get stupidly insane amount of cleanses.

    **Winds of Disenchantment** So, making winds on 5 targets after patch was a good nerf in my eyes, but not good enough for the value it still has. Having such a huge area denial radius wise has so much impact on zerg movement, because you can't really risk getting hit by it. My change suggestion to the skill is: 1. getting a slight radius nerf and 2. give it an overload treatment.

    Since the the current design of the skill has a huge impact in GvG and smaller fight less on blob fights, I would suggest to keep the channeling in the beginning, but after a short time the warrior drops it like the old bubble mechanic. It makes it easier to outkite it and also gives the skill a higher skill ceiling.

    **Shock aura**Since aura share became a thing again, shock aura is also there. I think the duration of the aura is a bit too long tho. 4 seconds of a mechanic that stuns 5 targets that want to hit a skill at you, seems way to off for me. This should be a defensive mechanic, that prevents opponents to hit you in a certain situation and not for the time being after that. In some situations the mechanics makes it close to an invuln skill.

    **Burning**I think everyone that has arcdps installed and that ran publics after patch has seen burn guards putting out an insane amount of damage with low effort. In my eyes its basically the same as bomb kit engi. The effort to do that much damage is so low and the value insanely high. My suggestion is: tweaking the scaling of burning in general. Right now in PvP and WvW burning is on the most classes by far the highest damaging condition.

     

    Would be cool if that skills get attacked in the next balance patch and might see some change in some way. Thank you for reading, stay healthy and have a good week!

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