Vials Maize Balm Exploit(Halloween) 2014
Locked out of JP (Wintersday) 2015
(edited by Apolo.5942)
Hi everyone, i just wanted to make this little suggestion. Before i get into it, while granted i dont have much experience in GW2, i do have it in MMOs in general, played GW1 and WOW for years, And it is my opinion that interface should facilitate (to a point) the player interaction with the system and not become a burden. I have been following the trends here and there and general opinion seems to be that engineers are rather on the weak side. I have no doubt that this is in big part due to the rather steep learning curve when compared to other classes, likely second only to Elementists. Which to a certain point is understandable, the engi is much more of a “mental burden” than say the Thief or the Warrior, having said that, it does seem to me it kind of suffers from a mix of complex gaming mechanics added to that same “mental burden” that also brought the Hunter down in WoW.
For those not familiar with WoW the hunter suffered from the same this as the engi does, a plethora of skills and combinations and an effectiveness rating highly dependent on how and when each each of those skills, across different “skillsets/tools” and independent cool downs are blown. The solution in WoW, came through a skills rework and “Quality of life” implementations.
Now Back to GW2. GW2 is a much more complex and far better and more balanced game than WoW, that said how ever, same technics could be applied here. The grenade kit seems relegated to some support in the form of healing grenades or siege defense where it they can be cast from a safe spot. I think the main reason for this is due to the complexity of the engi class mechanics and the added mental burden of button mashing when casting the first grenade skill (which lacks auto attack). Now the conventional auto attack would not work for this skill because of the obvious targeting mechanics, but i would like (and i think many others as well) to see an equivalent say “auto cast” that works the same way of auto attack but is a “toggle” skill which will continuously cast grenade to your pointer position (when in range).
Players already do this through 3rd party soft running on a lower layer to implement macros, i think this should be avoided and the interface enhanced to facilitate this quality of life change.
(edited by Apolo.5942)
If what you are suggesting is that ground targeting of grenades be swapped out for how grenades work underwater, then 2 thumbs up. As it is, the option for fast ground targeting (i.e., the attack becomes a point blank attack) is both lame and imo unprofessional.
Neither, i want them to do away with the button mashing, keep the ground targeting as they should, but enable auto casting.
The targeting system for grenades is the only reason I don’t use it on my engineer.
I would actually like to see it work like this:
The base attack, attack 1, should autocast IF/When you have a target selected and engaged (in range obviously). If no target is selected and clicked to attack then allow the placement option, to help set up an ambush, etc.
I can handle either the button magic or the targeting, but in a class as complex as the engi, i think both of them in the same skill, is pushing it.
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