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Leoburn.6427

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Posts posted by Leoburn.6427

  1. Managed to lead a North meta to success, but the South meta is impossible, and apparently it has failed at least 4 times in a row today. Top Half of the Light of Deldrimor goes for ~90s on the Trading Post, but the Bottom Half is ~3g20s. And since these metas and their rewards, plus the Hammer's Hoard, which needs items from those metas, are the only way to get the gems for Diviner's gear, actually getting Diviner's gear is a f***ing nightmare. This and similar lag issues on other maps is completely unacceptable, and I have 0 idea why it's still a thing, with not a peep from ANet on even looking into the problem.

  2. > @"Obtena.7952" said:

    > > @"Atmaweapon.7345" said:

    > > The shatter rework was made because the original intended playstyle for Mesmer was deciding when you needed to shatter to produce an instant effect vs. letting Phantasms do their thing for long term effects. Because there was literally no way to beat out letting phantasms doing their own thing in terms of dps, the original design fell flat so they went in the complete opposite direction and decided to just encourage Shatter spamming.

    > >

    > Exactly ... and you're proposing the same thing by allowing a weapon swap ... because you want to give yourself 'no way to beat out letting kits do their thing'.

    >

    > Anet isn't going to implement an idea on profession that provides a scenario ... when in the past, they nerf that idea on a different profession because of that same scenario.

    >

    > If kits are underwhelming, the solution isn't weapon swaps. You say the end result that you are pigeonholed into 1 weapon that you need to supplement with kits ... um, yes ... YES!!! and that's the intended end result!!!! It's part of the INTENDED concept of the class !!!

    >

     

    If ANet wanted Kits to be absolutely core to any useful build, they should have given them instead of weapons; as it currently stands it's like Elementalists needing to choose between certain Utility Skills or their Attunement mechanic....

  3. > @"JETWING.2759" said:

    > > @"EdwinLi.1284" said:

    > > > @"JETWING.2759" said:

    > > > Just give better ranged damage potential with kits, including photonforge.

    > >

    > > You make it sound like Engineer are only smart enough to make Kits useful

    >

    > I'd think kit swap (no cooldown) is better than weapon swap (10s cooldown).

    > Think that the Scrapper will need wait 10s to get access to his hammer again, and when something get close, he will need swap to some kit until the weapon swap get ready.

    > May be that they not even consider big changes like purposed by op.

     

    The problem with Kits is that both Elite Specs make reduced-to-no use of them at all:

    -Kits get 0 heat bonus (like every non-sword weapon for as far as I can tell no reason what-so-ever) and you lose the Elite Toolbelt for Photon Forge, making them less-than-ideal for the Holosmith.

    -Around 70% of the Scrapper's survivability comes from Gyros, as well as a lot of utility. Sure you can then take ranged weapons and kits instead to deal with the squishiness, but then why are you a Scrapper?

    And with both of these comes the additional issue that all Engineers are balanced around Kits being a weapon swap, so not taking Kits locks you to a single weapon; this locks any Hammer or Sword user not using Kits into being constitutively melee, and any base Engineer (like a Turret/Elixir build) into pure ranged.... it's just bad mechanics.

    And anyone wanting to say 'oh, but Elementalists..' there is NOTHING in their kit that makes them choose between their core mechanic and build diversity.

    Engineer is in a terrible place, and ANet really need to look at it, fast. (I don't care if they take a while to do something, code is code, but they need to say something, lay out a plan)

  4. Limit each team to only have one of each class; simple as that.

     

    Possibly the biggest issue with the Scourge is that whilst you can just about counterplay 1, 2 working together are essentially immortal and carry a ridiculous amount of area denial.

    Say you queue up for a random PvP game to get your Dailies done, and get Stronghold (yes, I know you can choose not to play it, but having an entire game mode locked down by one mechanic is just bad design); 2 Scourges can hold the Lord Room against 3-5 players. You simply cannot break them; you can't snipe them (if you are even a ranged class by the time the match starts), you cannot bomb them, you cannot separate them and you cannot avoid them within the room. The same holds true to a lesser extent in Conquest; 2 Scourges can hold anything against any number of players if they play well. And bear in mind that in 5v5, if 2 people are tying up your team, the other 3 of theirs' have free reign of the other objectives.

     

    tl;dr 2 of any class in 5v5 can be annoying (especially Mesmers and Rangers imo), but 2 Scourges specifically breaks most if not all maps and modes, som just for simplicity and a hopefully quick and painless fix, just put 1 of each class per team.

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