(edited by Penguin.5197)
why kits are still statless?
what I find amusing is that the last “official response” in this part of the forum was closing a thread after two posts that asked
“Simple question, does the stat “when you swap to this weapon while in combat” apply to the engineer when switch from a kit to a weapon with this stat?”
I won’t even mention how underwelmed I am about this patch, but I will say that neither this thread nor this part of the forum will see a reasonable “official response” according the current situation of the engineer. anyone taking bets?
I am guessing there are some technical issues with their program :P
Don’t worry, I’m sure we’ll get a response as soon as the two interns working on PR get around to it. They got a lot to do atm though.
Don’t worry, I’m sure we’ll get a response as soon as the two interns working on PR get around to it. They got a lot to do atm though.
oh, I do not doubt that we will get a response, hence I wrote reasonable
We sure will get something along the lines
“Thanks for your feedback and we will see in this situation.” this however, is not a reasonable statement.
I havn’t seen a worthy official response in this part of the forums for a looooong time.
Me neither Ronin. We need a response as to why our kits don’t give us buffs like the weapons that the elementalists give when equipped AND why they don’t scale in damage with the weapons/armor we have equipped AND why they aren’t effected by the “when switching to this weapon blah happens” runes?!?!?!
Not only are we forced STILL even AFTER this update to keep our cookie cutter builds because really nothing as far as specific kits or weapon types have changed ie Engineer A does exactly the same amount of damage with his grenades as engineer B both have different exotic armors on, both have different weapon types on, but when equipping the grenade kit they do exactly the same damage. That’s pigeonholing. (just bugs were fixed like targeting and behavior) but not we have to contend with our profession being imbalanced when compared to other classes.
I mean I get it. We’re supposed to be a support class, and we’re a scout class. But the design of the class should not force us to be exactly the same no matter what we do, and that’s how the kits are right now. Traits aside, the kits need to scale with gear at the very least, AND they should scale in the way the type of gear requires. Sure cond damage enhances burns, but if you take that trait away, they do exactly the same damage directly, instantly when they attack the same target with the #1 ability on the grenades kit. Doesn’t that bother anyone over there in the office? at all?
(edited by tigirius.9014)
Engineers are still in beta phase I guess… I love the class I just dislike how they are implementing small bits and pieces. I love what Anet has done with the game up till recently. Hopefully they don’t continue towards the down whirl spiral.
Engineers are still in beta phase I guess… I love the class I just dislike how they are implementing small bits and pieces. I love what Anet has done with the game up till recently. Hopefully they don’t continue towards the down whirl spiral.
Same here. I mean REALLY you release new content but still haven’t fixed targeting issues for FT and EG????!!!!
I’m really disappointed that there hasn’t been an official response. Engineers are continually shafted. We need the important bugs fixed, the ones the community has been annoyed with for so long, like the flamethrower targeting.
the feelings I have about the update can get me banned right now.
me too Iepri, but i also will not care much if they bann me, cause the fancy for this game is gone, first treadmill inroduction now this weak patchnotes :/
[Skol]
Kits dont need stats because they are on par with exotic weapons (or better with the right traits). If you have a problem with that, dont use kits.
what are you talking about orion. Which game are you playing
Kits dont need stats because they are on par with exotic weapons (or better with the right traits). If you have a problem with that, dont use kits.
mmmh dont see the +128 Vit and +128 Toughness + 180 Power 5% krit and 60% bleed on crit on my bombkit did i missed it?
I now use my thiefkit in Charscreen
edit: it will get worse when infusion slot weapons get into the game and you lose the Stats from it, then you have always not the effectiv antiagonybuff like other classes maybe then you will notice there is something wrong
[Skol]
(edited by Haralin.1473)
Kits don’t use stats as they still use the “pickup weapon” system that enviromental weapons use. Same goes for thiefs stolen weaps. Reason this hasn’t been changed is that the engine currently factors in slotted weapons with stats yet our kits do not use a equipment slot so as far as the engines concerned you have no such weapon.
What people here want is for them to combine the two independent systems within combat to allow the stats of one to effect the other but doing that would directly change environmental weapons to also use weapon stats, if not for all classes at least for the engi.
They won’t do that.
The other option is to redesign kits to not be droppable weapons using the pickup system and instead as animations as part of skills. However again..skills don’t get separate skill bars, that’s part of the pickup system. So that would have to be changed too. Then, as a result the kits would use your overall stats, not just the weapon ones. Still better than nothing? Maybe, but then kits would need rebalancing due to various buffs and boons from skills, utilities, other players would all effect the kits damage.
As it stands now, we cry for stats on kits however the consequence would be that kits would be nerfed heavily and wouldn’t give us the damage they do now until you are in exotics with max gear and buffed up. As has been said, kits are tuned to be, like all pickup weapons, average damage expected at your level. At 80 that is exotic level. Granted it may need buffing, but stats won’t happen no matter how’s much you ask.
Besides, there’s 2 devs responsible for the classes.. This won’t happen.
No weapon-stats on kits will become even relatively worse with ascended weapons/better stats on legendaries.
ArenaNet said the Engineer was a last minute addition and almost didn’t make it.
It shows.
I love the Engineer, but it’s a mixed bag. Not one single kit or weapon (except for Pistol/Shield) feels right. There is always a skill (or two) “too situational” or “too blah” thrown onto the kits/weapons. I could make pages worth of posts on it.
But I’ll just do one example. Say you love the Bomb Kit. It’s basically “melee” since you need to be so close. Yet, you have no way to close distance with a foe on the kit. Warriors and Guardians leap at their foes. We don’t.
So, we need to fill that gap by using Flamethrower to pull in a foe. Oh wait, they got rid of that…. so our close range Flamethrower only has a push now…. and the #1 skill is so badly bugged it misses when it hits. Ok, well I guess we have Toolkit. Can use that, just to swap for Magnetic Pull (of course, you need to wait for all the lag while swapping just to use one skill to combo in the kit you really want to use but lacks the needed functionality).
Engineer is the profession with all the potential, but also all the skills jumbled up on the wrong kits, or all the skills being exact redundant copies that already are on other kits.
Stats need to affect kits and turrets. Sigils need to work. Kits need to have their skill synergy fixed, and redundancies reduced.
EDIT: I think the Bomb Kit is fine, just using it as an example of a melee kit not having melee functionality. PvE is fine, as mobs stand around letting you kill them. PvP, Bomb Kit is near useless except for Smoke Bomb and Big Bomb (or when people nicely let you kill them). We Engineers are used to using a Kit for only 1-2 skills or only the Toolbelt option. But we shouldn’t have to. We shouldn’t have deadweight useless skills.
(edited by Hsinimod.5784)
How hard can it be to store in a variable the stats of your main weapon, its level and its rarity. Then apply that to kits whenever you equip them?
It would not be difficult to implement in any programming language. Unless this game was written in a scripting language or something (even then, most of those would allow this) this shouldn’t have made it out of beta in its current state.
God Arenanet I know you have quality programmers this is a 1 hr fix max.
Kits don’t use stats as they still use the “pickup weapon” system that enviromental weapons use. Same goes for thiefs stolen weaps. Reason this hasn’t been changed is that the engine currently factors in slotted weapons with stats yet our kits do not use a equipment slot so as far as the engines concerned you have no such weapon.
What people here want is for them to combine the two independent systems within combat to allow the stats of one to effect the other but doing that would directly change environmental weapons to also use weapon stats, if not for all classes at least for the engi.
They won’t do that.
The other option is to redesign kits to not be droppable weapons using the pickup system and instead as animations as part of skills. However again..skills don’t get separate skill bars, that’s part of the pickup system. So that would have to be changed too. Then, as a result the kits would use your overall stats, not just the weapon ones. Still better than nothing? Maybe, but then kits would need rebalancing due to various buffs and boons from skills, utilities, other players would all effect the kits damage.
As it stands now, we cry for stats on kits however the consequence would be that kits would be nerfed heavily and wouldn’t give us the damage they do now until you are in exotics with max gear and buffed up. As has been said, kits are tuned to be, like all pickup weapons, average damage expected at your level. At 80 that is exotic level. Granted it may need buffing, but stats won’t happen no matter how’s much you ask.
Besides, there’s 2 devs responsible for the classes.. This won’t happen.
Read what they changed for ele elemental weapon on this patch and perhaps you will have a better insight of what they can do about it. They managed to show love on skill that generally just for fun and totally ignored those were frequently used. No wonder ppl QQ about engineer got no love at all…
may be in the expansion they will remember us.
I’m really surprised that we never see any real information here. We get ANet posts in other class forums and we always end up hearing about things for our class in other forums or through 3rd party screenshots from people who ran into anet employees in game that have said something about the class. Good luck on any official responses in here.
It’s like they’re intentionally trying to not communicate with engineers. I know that is probably not the case but that is exactly how it feels.
The poor kit scaling / lack of weapon stats is what has pigeon-holed everyone into rifle / grenade builds. All other configurations absolutely pale in comparison and do almost less than half the damage in some cases regardless of how fun they may be you’re basically slowing down everyone else. Our supposed “support” is largely unnecessary and people that play it are largely playing it solely for the aesthetic or the idea of being that. Not to mention all the broken traits we’ve had since day 1 that have not been addressed or even commented on by ANet at all yet they do so in other class forums.
I love the class. It’s fun.. I think rifle/grenade builds are by large fine at the moment. However there is so much potential outside of that spec that really needs to get looked into. Anything else is a joke. Condition builds are good solo but in group situations they’re worthless because of stacking limitations. Yet they seem to have spent so much time on largely unnecessary low priority changes in this patch for engineers.
(edited by NeuroMuse.1763)
the feelings I have about the update can get me banned right now.
Many engineers share your opinion.
I’m really surprised that we never see any real information here. We get ANet posts in other class forums and we always end up hearing about things for our class in other forums or through 3rd party screenshots from people who ran into anet employees in game that have said something about the class. Good luck on any official responses in here.
It’s like they’re intentionally trying to not communicate with engineers. I know that is probably not the case but that is exactly how it feels.
The poor kit scaling / lack of weapon stats is what has pigeon-holed everyone into rifle / grenade builds. All other configurations absolutely pale in comparison and do almost less than half the damage in some cases regardless of how fun they may be you’re basically slowing down everyone else. Our supposed “support” is largely unnecessary and people that play it are largely playing it solely for the aesthetic or the idea of being that. Not to mention all the broken traits we’ve had since day 1 that have not been addressed or even commented on by ANet at all yet they do so in other class forums.
I love the class. It’s fun.. I think rifle/grenade builds are by large fine at the moment. However there is so much potential outside of that spec that really needs to get looked into. Anything else is a joke. Condition builds are good solo but in group situations they’re worthless because of stacking limitations. Yet they seem to have spent so much time on largely unnecessary low priority changes in this patch for engineers.
I absolutely agree. People always tell me “be patient, it’s an MMO, be patient they are busy”.
I paid for this game. arenanet said: it is finished ypu can play properly now.
Therefore I don’t have to be and will not be patient. They are releasing new content every month, but our class still walks around with broken traits and skills.
I WANT BUG FIXES NOW.
I absolutely agree. People always tell me “be patient, it’s an MMO, be patient they are busy”.
Is till plan to be patient. Being a programmer by trade and having directly worked in this industry I know for a fact how much of a pain in the kitten even a seemingly minor change can be. With that said I think that they’re failing to do proper communication on the matter and its that lack of communication and acknowledgement which is making people unhappy and distraught.
I absolutely agree. People always tell me “be patient, it’s an MMO, be patient they are busy”.
Is till plan to be patient. Being a programmer by trade and having directly worked in this industry I know for a fact how much of a pain in the kitten even a seemingly minor change can be. With that said I think that they’re failing to do proper communication on the matter and its that lack of communication and acknowledgement which is making people unhappy and distraught.
Agreed, but their priorities are a bit skewed at the moment, and their methods of balancing is questionable at least.
When its blatantly obvious that some classes get far more attention for polish than others, and those classes are the ones that are already rather polished it begs the question how competent the development team actually is.
Agreed, but their priorities are a bit skewed at the moment, and their methods of balancing is questionable at least.
When its blatantly obvious that some classes get far more attention for polish than others, and those classes are the ones that are already rather polished it begs the question how competent the development team actually is.
I can’t argue with that statement in the least. However from a business point of view If you had 2 choices at any given moment based on your current man power and resources available you could make 95% of your customers happier or make 5% of your customers happier which would you choose?
All be I’m sure we’re much smaller than 5%. There are not a lot of engineers we’re such a minority that I’m sure that is to some level a contributing factor to us being lower on the priority list.
It’s all purely conjecture but even if the above were completely true I couldn’t personally argue with that logic since we’re not being “completely” ignored and have a couple builds that work well enough. Does it make me happy though? Hell no.
(edited by NeuroMuse.1763)
I absolutely agree. People always tell me “be patient, it’s an MMO, be patient they are busy”.
Is till plan to be patient. Being a programmer by trade and having directly worked in this industry I know for a fact how much of a pain in the kitten even a seemingly minor change can be. With that said I think that they’re failing to do proper communication on the matter and its that lack of communication and acknowledgement which is making people unhappy and distraught.
You are right, but why didn’t they do some extra beta weekend events or stress test to fix some major bugs. Or release it a month later, but don’t make us ‘happy’ with a dead bird and be silent. Aswell the attention every class gets, we still do not have really major problems.
But I remain imo that if we paid for a game the major problems should be gone after 3 updates. And sadly, they are not.
may be in the expansion they will remember us.
Ahh, but how many of us do you think will remember to pull out our wallets?
Asura Engineer
You are right, but why didn’t they do some extra beta weekend events or stress test to fix some major bugs.
I agree but sometimes the producers(anet) are slaves to their publishers(ncsoft) they’re given a date they have to release with little to no flexibility.
Traits for all classes should have been fixed before anything else imho. Everything after that is icing on the cake so to speak. Poor kit scaling is my biggest complaint that 1 thing is pigeon-holing the damage specs.
may be in the expansion they will remember us.
Ahh, but how many of us do you think will remember to pull out our wallets?
Hopefully a lot unless you don’t want to support an MMO without a monthly fee.
may be in the expansion they will remember us.
Ahh, but how many of us do you think will remember to pull out our wallets?
Hopefully a lot unless you don’t want to support an MMO without a monthly fee.
Like the store in other ncsoft published titles such as the original lineage the store actually nets far more income than the monthly fee. We have the gem store here same concept built around the same model. They have a stream of income produced by the game its a different business model. So in reality there is no excuse to have to purchase an expansion for bug fixes.
This patch would have been perfect to introduce stats on kits in two ways:
Either:
- Apply weapon stats to kits and overall nerf grenade kit
=> - no weapons stats in PvP, so balance remains the same
- grenade kit would be weaker in PvP, but still viable in PvE
- all other kits are buffed in PvE
- opens up more stat diversity out of the fight
Or:
- Apply stats directly to kits in PvE, but not in PvP and overall nerf grenades
=> - PvP balance remains the same
- grenade kit would be weaker in PvP, but still viable in PvE
- all other kits are buffed in PvE
- Kits would be “forced” into specific roles
- more stat diversity within fights (e.g. need more healing power? switch to med kit, need more condition damage? switch to elixir gun)
So even without raising the base damage of kits to exotic tier and rescale the damage multiplier of every kit ability, there would have been a solution to satisfy the needs of the engineer community and open up new builds, while nerfing grenade kit and keeping SPvP balance.
*Edit: Oh and there are “officials” (well forum moderators) posting in this forum,
see?
(edited by Moderator)
Wow, after all this, that is the only official response in this section.
This is completely bullkitten, and Anet knows it. The ranger subforum got a response, why not this one?
the feelings I have about the update can get me banned right now.
Many engineers share your opinion.
And many don’t.
M. We need a response as to why our kits don’t give us buffs like the weapons that the elementalists give when equipped AND why they don’t scale in damage with the weapons/armor we have equipped AND why they aren’t effected by the “when switching to this weapon blah happens” runes?!?!?!
Why? How many times do they have to post to explain this? This has been answered, and explained more then once? With how often everyone claims Anet owes us an answer to already answered questions, it is no wonder they avoid the engineer sub forums. Half the threads here are self entitled demands, that Anet replies to their specific post, for answers already given, posted, and explained previously.
Looked through the engineer subforum, and the only official post I found was about kit autoattacks. The rest were mods closing threads. Nor can I find anything anywhere else. Citation needed regarding Anet’s answers about stats on kits.
Regardless of kit buffs, they have to give the engineer fixes for the important bugs that have been plaguing the class since release. The fact that they released this update, and still haven’t fixed the flamethrower bugs, is very disappointing to see.
Looked through the engineer subforum, and the only official post I found was about kit autoattacks. The rest were mods closing threads. Nor can I find anything anywhere else. Citation needed regarding Anet’s answers about stats on kits.
Yeah, and it doesn’t help that everyone likes to make a new thread for their own post. They really need to crack down on posters constantly remaking treads. They clutter the forums, bury useful treads, and it is just against the forums code of conduct.
Regardless of kit buffs, they have to give the engineer fixes for the important bugs that have been plaguing the class since release. The fact that they released this update, and still haven’t fixed the flamethrower bugs, is very disappointing to see.
I agree bugs need to be fixed. Not much of a fan of the FT myself though.
M. We need a response as to why our kits don’t give us buffs like the weapons that the elementalists give when equipped AND why they don’t scale in damage with the weapons/armor we have equipped AND why they aren’t effected by the “when switching to this weapon blah happens” runes?!?!?!
Why? How many times do they have to post to explain this? This has been answered, and explained more then once? With how often everyone claims Anet owes us an answer to already answered questions, it is no wonder they avoid the engineer sub forums. Half the threads here are self entitled demands, that Anet replies to their specific post, for answers already given, posted, and explained previously.
They have never every explained why. go search. we have 1 dev response in the entirety of the engineer forum and it is all of 2 sentences. neither of which explains anything. Hell its an apology that auto attacks didn’t work right.
ps dont blindly defend stuff when your out right wrong.
Agreed, but their priorities are a bit skewed at the moment, and their methods of balancing is questionable at least.
When its blatantly obvious that some classes get far more attention for polish than others, and those classes are the ones that are already rather polished it begs the question how competent the development team actually is.
I can’t argue with that statement in the least. However from a business point of view If you had 2 choices at any given moment based on your current man power and resources available you could make 95% of your customers happier or make 5% of your customers happier which would you choose?
All be I’m sure we’re much smaller than 5%. There are not a lot of engineers we’re such a minority that I’m sure that is to some level a contributing factor to us being lower on the priority list.
It’s all purely conjecture but even if the above were completely true I couldn’t personally argue with that logic since we’re not being “completely” ignored and have a couple builds that work well enough. Does it make me happy though? Hell no.
Very true, I don’t blame them from a business point of view for shafting engineers, we are a tiny minority.
Saying that though, its unethical and a bad sign of things to come.
The patch’s content alienated me enough without my class being basically ignored for 3 months as well.
Kits not having stats on them is partially a pvp oversight. Since in pvp all your stats are on your amulet+traits you never actually lose them when switching to a kit. Consequently, the real change people asked for long ago was for your respective weapon sigil was to apply to your kit. The response we got then was “we’re looking into a way to do that”. Fair enough since they count as environmental weapons.
Kits still work without those stats anyway, especially while traited. Heck I still find uses for kits occasionally and I run a no kit build (I swap them in situation applies). While you do lose some stats, it is something that is rather easily built around or offset, and in the bigger picture, somewhat minor. I agree that pve they still need to have those lost stats replaced somehow.
Flamethrower needs to track better on skill one. The hotbox is fine, but at close ranges you really gotta work hard to land hits if something gets in your face. Blunderbuss suffers the same issue were if something is off to the side at pointblank you’ll whiff. Which is fine cause it doesn’t even look like it should hit most the time that happens, but there is a point were it should land but doesn’t.
Instead of people getting mad ele conjures got buffed and not kits they should look at what the opens the door to. Which is if they can get conjures in a good spot they can take what they learned there and apply it to kits.
People also need to appreciate what been fixed and improved from beta, which is a great deal. While some things need some work (will elixir S ever properly go on cooldown with appropriate traits?), most of the major issues were fixed.
How hard can it be to store in a variable the stats of your main weapon, its level and its rarity. Then apply that to kits whenever you equip them?
It would not be difficult to implement in any programming language. Unless this game was written in a scripting language or something (even then, most of those would allow this) this shouldn’t have made it out of beta in its current state.
God Arenanet I know you have quality programmers this is a 1 hr fix max.
Except that’s not how programming on a large scale works. Fairly certain GW2 is written in C++ (source: http://ch.tbe.taleo.net/CH05/ats/careers/requisition.jsp?org=NCSOFT&cws=1&rid=898). Given that it’s based off an OOP design, it wouldn’t simply be a change of a “variable” but rather a change of multiple classes which could have far reaching effects on other aspects of the game. Do I agree that it shouldn’t have been included from the start? No, but I’d rather seen it done properly and without breaking other aspects of the game.
tl;dr: It’s more complicated and I’d rather them take their time than rush and leave something else FUBAR.
How hard can it be to store in a variable the stats of your main weapon, its level and its rarity. Then apply that to kits whenever you equip them?
It would not be difficult to implement in any programming language. Unless this game was written in a scripting language or something (even then, most of those would allow this) this shouldn’t have made it out of beta in its current state.
God Arenanet I know you have quality programmers this is a 1 hr fix max.
Except that’s not how programming on a large scale works. Fairly certain GW2 is written in C++ (source: http://ch.tbe.taleo.net/CH05/ats/careers/requisition.jsp?org=NCSOFT&cws=1&rid=898). Given that it’s based off an OOP design, it wouldn’t simply be a change of a “variable” but rather a change of multiple classes which could have far reaching effects on other aspects of the game. Do I agree that it shouldn’t have been included from the start? No, but I’d rather seen it done properly and without breaking other aspects of the game.
tl;dr: It’s more complicated and I’d rather them take their time than rush and leave something else FUBAR.
Yes, I’m a C++ programmer myself, and yes it is slightly more work than I made it, but not much.
Putting a variable container into whatever class(es) they use to store current weapon information for use in kits would not be difficult nor would it have far reaching effects on the game unless they really kittened up their OOP approach to design.
edit: There is no reason that getting the stats from your main weapon should be difficult as I would be very surprised if they didn’t have a method for storing that data already. They wouldn’t even need to store the current weapon stats, they could even calculate the difference once a kit is equipped then reapply it. Wouldn’t be the most efficient way but it would be better than nothing.
The only things that I can reasonably see taking significant time to implement would be kits scaling with weapon level and quality, and also sigils.
(edited by nofo.8469)
How hard can it be to store in a variable the stats of your main weapon, its level and its rarity. Then apply that to kits whenever you equip them?
It would not be difficult to implement in any programming language. Unless this game was written in a scripting language or something (even then, most of those would allow this) this shouldn’t have made it out of beta in its current state.
God Arenanet I know you have quality programmers this is a 1 hr fix max.
Except that’s not how programming on a large scale works. Fairly certain GW2 is written in C++ (source: http://ch.tbe.taleo.net/CH05/ats/careers/requisition.jsp?org=NCSOFT&cws=1&rid=898). Given that it’s based off an OOP design, it wouldn’t simply be a change of a “variable” but rather a change of multiple classes which could have far reaching effects on other aspects of the game. Do I agree that it shouldn’t have been included from the start? No, but I’d rather seen it done properly and without breaking other aspects of the game.
tl;dr: It’s more complicated and I’d rather them take their time than rush and leave something else FUBAR.
Yes, I’m a C++ programmer myself, and yes it is slightly more work than I made it, but not much.
Putting a variable container into whatever class(es) they use to store current weapon information for use in kits would not be difficult nor would it have far reaching effects on the game unless they really kittened up their OOP approach to design.
I’d guess that kits are considered “pick-up” weapons and it’s possible they just don’t want to give stats/sigils to every pick up weapon in the game. I do have to agree it wouldn’t be a terribly difficult fix to implement. Little, simple fixes would honestly do them a lot more good in calming/appeasing the playerbase than focusing solely on the larger issues (not that the larger problems aren’t important; larger problems just mean larger amounts of work). Here’s hoping it’ll be sometime soon.
How hard can it be to store in a variable the stats of your main weapon, its level and its rarity. Then apply that to kits whenever you equip them?
It would not be difficult to implement in any programming language. Unless this game was written in a scripting language or something (even then, most of those would allow this) this shouldn’t have made it out of beta in its current state.
God Arenanet I know you have quality programmers this is a 1 hr fix max.
Except that’s not how programming on a large scale works. Fairly certain GW2 is written in C++ (source: http://ch.tbe.taleo.net/CH05/ats/careers/requisition.jsp?org=NCSOFT&cws=1&rid=898). Given that it’s based off an OOP design, it wouldn’t simply be a change of a “variable” but rather a change of multiple classes which could have far reaching effects on other aspects of the game. Do I agree that it shouldn’t have been included from the start? No, but I’d rather seen it done properly and without breaking other aspects of the game.
tl;dr: It’s more complicated and I’d rather them take their time than rush and leave something else FUBAR.
Yes, I’m a C++ programmer myself, and yes it is slightly more work than I made it, but not much.
Putting a variable container into whatever class(es) they use to store current weapon information for use in kits would not be difficult nor would it have far reaching effects on the game unless they really kittened up their OOP approach to design.
I’d guess that kits are considered “pick-up” weapons and it’s possible they just don’t want to give stats/sigils to every pick up weapon in the game. I do have to agree it wouldn’t be a terribly difficult fix to implement. Little, simple fixes would honestly do them a lot more good in calming/appeasing the playerbase than focusing solely on the larger issues (not that the larger problems aren’t important; larger problems just mean larger amounts of work). Here’s hoping it’ll be sometime soon.
Yeah I guess, can’t really see any pick up weapons that would be OP with the sudden inclusion of weapon stats but meh, not a major issue.
Engineers aren’t a major issue definitely, its not like its hard to level up another class regardless. If ArenaNet was making any moves to fix the major issues with this game I would be satisfied.
All I see is fluff and grind content to keep people hooked until the next fluff event comes though.
Here’s hoping, don’t see it likely however.
If ArenaNet was making any moves to fix the major issues with this game I would be satisfied.
Agreed. There should be some level of transparency; obviously not every inner working, but something akin to what rangers got on their forums (a post from Jon Peters basically saying: “soon”) would honestly do a lot of good. Every class has bugs and issues, and every class wants to know that said issues are on the “to-do list.”
They have never every explained why. go search. we have 1 dev response in the entirety of the engineer forum and it is all of 2 sentences. neither of which explains anything. Hell its an apology that auto attacks didn’t work right.
ps dont blindly defend stuff when your out right wrong.
This argument was had not too long ago on guru. 3 people linked it before I even had a chance to find it again. It was explained in detail in august. Perhaps you should learn the facts before making accusations.
ps dont blindly make uneducated accusation when you are unfamiliar with the facts.
(edited by coglin.1496)
This is my biggest concern about the lack of attention to the Engineer class along with the Flame Blast bugs (Obstruction bug and disappearing projectile on contact with walls/floors/objects) that have existed in the game since beta.
Now that Elementalists have gotten stats on their conjured weapons I can only guess that Arenanet has no idea what they want to do with the engineer class.
When Ascended weapons are added we’re going to be behind the curve even more.
Also, the stacks I get from Juggernaut (which is supposed to be BONUS damage) doesn’t even make up for the loss of power because my rifle stats aren’t added in, not to mention I’m down ~7% crit, which is a lot.
I feel the same way, my guess is that Anet don’t even know that they have an Engi forum :P , when I saw the patch notes my hope crash in pieces, no stats on Kits its a great disadvantage, making our pull range up to 1200 was the only good point in it.
As Aytra says even with juggernaut and 10 stacks of might I don’t feel the punch that I must have, the stats and sigils on Kits must be priority for anet if they want all the ways of play the engi viable.
PS: Maybe we can start a new post with this question every day as a way to protest for it ;P
They have never every explained why. go search. we have 1 dev response in the entirety of the engineer forum and it is all of 2 sentences. neither of which explains anything. Hell its an apology that auto attacks didn’t work right.
ps dont blindly defend stuff when your out right wrong.
This argument was had not too long ago on guru. 3 people linked it before I even had a chance to find it again. It was explained in detail in august. Perhaps you should learn the facts before making accusations.
ps dont blindly make uneducated accusation when you are unfamiliar with the facts.
then plz do show this bit of lost dev communication. You make the same stupid claim every few weeks and not once has it ever been backed up.