Showing Highly Rated Posts By Anymras.5729:
I need to recount these. I’ll do that some other time.
Anybody else have any turret bugs they’d like to bring forward? Seems like every time somebody posts about ’em, somebody else has more to show.
List acknowledged ~3:27 PM EST, 8/20/2013, by Josh Davis
New Bug Added to list 6:25 PM 1/11/2014
Some bugs resolved 4/15/2014, links moved to archival post 4/21/2014
Mortar Bugs are now going to be listed. As the Mortar is only technically a Turret, and may have been removed from that category by changes to RTB, I will list them separately.
- https://forum-en.gw2archive.eu/forum/support/bugs/Eng-Elite-Mort-GCooldown-Unpredictable/first#post3062524
- https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Elite-Mortar-Jams/first#post3062501
- https://forum-en.gw2archive.eu/forum/support/bugs/Eng-Elite-Mo-Shots-Lack-Ontological-Inertia/first#post3068404
(edited by Anymras.5729)
This post will pertain to increased non-Kit weapon choices. I will not go into possible skills, but I may mention reasoning for a particular addition. Again, if you think the devs should look at this, click +1.
Overall why:
- The Engineer only has firearms for offense, with a single Shield as a defensive measure; with so many weapons in the game, it seems a waste to limit a class to three possible land-weapon sets and one underwater weapon. The class with the most similar weapon setup (Elementalist) is not limited in this way (in fact, no other class is); why should the Engineer be?
Weapons suggested:
Hammer (If you don’t see how the Hammer, quintessential symbol of builders, blacksmiths, carpenters and masons might be fitting for the Engineer…well, that’s your problem.)
Axe (A very versatile tool, as well as a weapon, and handy for getting supplies for building with, as well as sharpening stakes for palisades, dismantling structures, etcetera. Not as fitting as the Hammer, but not blatantly non-Engineer like a Focus or Staff might be.)
Torch (I’m having a little difficulty coming up with reasoning for this one, but it seems fitting to me, at least.)
Mace (Not all Hammers must be tremendous – besides which, I hear there’s a Wrench skin somewhere. There’s always a use for a heavy, blunt object in Engineering, aside from that, besides.)
I’m not going to go on and on about what’s overpowered, what isn’t, or anything like that. This thread is not about that, and I would prefer it remain that way.
This thread will be about the following: Giving the Engineer Heavy Armor (and how to transition relatively smoothly) and giving the Engineer more non-Kit weapon choice. Remember: Not every Engineer uses, or wants to use, Kits.
This post will pertain to Medium-Heavy Armor Transition. If you think this idea should be reviewed by the staff, click that little +1 to put it on their radar – apparently that’s how this works, as silly as it is.
1: Move the Engineer to Heavy Armor from Medium. Why:
- If this were to be done, it would allow the Dervish to be added as a Medium-armor class without disrupting the grid.
- There would be a class with high Condition capabilities in each tier of armor.
- Several traits would make more sense, such as the ones that give you bonuses for not dodging or moving.
- The Engineer would become the complete antithesis of the Elementalist – instead of squishy, high-damage wizard with more weapon skills than anyone else, a highly durable, but low-damage, tech-based (to the complete exclusion of magic excluding alchemy) class with more Utility skills available at any one time than anyone else.
How to do it inoffensively: Change all armor soulbound to the character to Heavy Armor, but retain the appearance of the Medium Armor only on the set currently worn by the character. Give a skinbox (via mail) that converts Medium-appearance armor into its appearance’s Heavy Tier/Rarity equivalent appearance (T5 Rare-T5 Rare, T5 Rare stats transmuted with T1 Common skin – T5 Rare stats with T1 Common skin) when used (with no less than two confirmation menus, both of which will make clear that the change is permanent and wholesale).
Offer a complimentary swapping of skill ranks from Leatherworker to Armorsmith. Maybe give a Jug of Karma or some other relatively inconsequential currency, in addition.
Announce it far in advance, bugtest it (I will volunteer as tester, if necessary), and make sure it’s working before implementation. This is so people can get a new set of armor ready for the change, if they so desire, and otherwise prepare themselves.
Only have the retained appearance be visible to others in PvE; this is a balance/deception concern. In PvP, the retained appearance should only be visible to the player, if possible.