Perfectly Logical Nerfs

Perfectly Logical Nerfs

in Guild Wars 2 Discussion

Posted by: Sacrai.6280

Sacrai.6280

Seriously what would you like to swap to? What would that bring to you? Our weapon choices are terrible anyway, I don’t even see what you would gain with weapon swapping. Kits are awesome, use them or try another profession.

Given your tolerance to class mechanism, I wouldn’t go for necro or ranger if I were you…

[LAGS] Sacraï – Roche de l’Augure[FR]

Perfectly Logical Nerfs

in Guild Wars 2 Discussion

Posted by: Aberrant.6749

Aberrant.6749

…or you could look at it as Eng’s have the option of trading as many utility slots as they wish for another weapon set with no cooldown on the swaps. Other utilities come with 2 functions on 2 separate cooldowns.

Kinda sorta like how the thief gets the ability to use any weapon skill at any time, however the cost is initiative based.

It’s a tradeoff… every class has them and it’s what makes them unique. Choose which sounds the most interesting to you and have fun with it.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Perfectly Logical Nerfs

in Guild Wars 2 Discussion

Posted by: EdgarMTanaka.7291

EdgarMTanaka.7291

Engineer discussion:
My Engi build is non-kit …

I have won over many flamethrower and granade kit builds in sPvP and I find myself being by the top players almost every time in SPvP.

I do lot’s of damage and I have tons of survival skills and my toolbelt skills are what saves me alot of times.

Necromancer nerf:
Whatte huh wh-what? Sure MinionMaster is or can be confusing and somewhat good but they are far from OP to be forbidden to be grouped.

Guardian nerf:
The main deal with the guardian is the buffs and Guardians are allready struck with the not enough Health.

I have to go now but I have more reason to not agree to these perfectly ilogical nerfs.

Member of Alpha Swedish Gaming Community – http://www.alphas.se/
Guild Leader of Alpha Sgc [ASGC]

Perfectly Logical Nerfs

in Guild Wars 2 Discussion

Posted by: Windwalker.2047

Windwalker.2047

So no-one here is mentioning the fact that ele’s have DOUBLE the cooldowns on their weapon skill than any other prof (including the engi) and that they are always stuck to either long or short range-try playing an d/d ele when your opponent is at 1200 range and ride the lightning is on its 40 sec (and in words FORTY SECONDS) cd or going 1v1 with a staff.
The engi might be a bit up,but they are way more versatile than the ele.

Perfectly Logical Nerfs

in Guild Wars 2 Discussion

Posted by: marnick.4305

marnick.4305

Is pve of any consideration because pistol could use a damage buff, while most kits could use a support buff.

Maybe I’m out of line for suggesting that PVE engis want viable builds too

If I can’t play Guild Wars 2 at work, I won’t work in Guild Wars 2 either.
Delayed content is eventually good. Rushed content is eternally bad. ~ Shigeru Miyamoto

Perfectly Logical Nerfs

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

Engineer discussion:
My Engi build is non-kit …

I have won over many flamethrower and granade kit builds in sPvP and I find myself being by the top players almost every time in SPvP.

I do lot’s of damage and I have tons of survival skills and my toolbelt skills are what saves me alot of times.

Necromancer nerf:
Whatte huh wh-what? Sure MinionMaster is or can be confusing and somewhat good but they are far from OP to be forbidden to be grouped.

Guardian nerf:
The main deal with the guardian is the buffs and Guardians are allready struck with the not enough Health.

I have to go now but I have more reason to not agree to these perfectly ilogical nerfs.

Do I really have to say this? The ‘balance suggestions’ in the opening post are meant to be facetious examples, not actual suggestions. The point is that in each case an entire game mechanic is permanently being denied because of a build type that is most certainly not permanently in use.

(edited by Conncept.7638)