On the potential for a deficit: I’m certain that I spent points after the change-over, as well as gained that one point from completing a former skill challenge – I particularly recall being baffled by the new Medkit, and fumbling with it, nearly being downed by the skill challenge as a result. Deficit is definitely not a thing.
Regarding gaining of points in general: They’re gained from former skill points, but they’re also awarded at every odd level after a certain point. Except, apparently, when they aren’t, as in this case.
I reported this in-game, of course, but I figured I’d post here as well, in case others have had this problem.
Recently, I received three Tomes of Knowledge from a login reward. I used them a few minutes ago, expecting to receive Hero Points, and did not receive Hero Points. I currently have one Hero Point, but I should have 15; 1, plus the 14 that should have been gained from leveling up from 24 to 27.
Is this an issue anyone else is having?
…Wait, what? How’s this happening?
Known bug, like 40+ others. Don’t worry, wait and see
Then why change the tooltips? That’s what I want to know.
Turret tooltips used to claim they were scaling with Power. They never actually did scale with Power, and at no point was this acknowledged by Anet. I don’t even remember if they ever corrected the tooltips; for all I can recall, they might still be saying they scale, and might still be lying about it.
Point being, I don’t think Anet really knows what they’re doing with tooltips. Or even really care. They probably just have the interns do the tooltip inputs or something.
Alchemy has a Master trait. Self-Regulating Defenses: When struck below 25% health, you consume an Elixir S.
This, combined with a slotted Elixir S, is probably what happened.
Yeah, me either. They really do seem clueless. Hopefully those drones in the HoT teaser are a rework of Turrets, not just another Minion set to get nerfed into the ground.
#1: They said it was impossible, they figured out a way to make it not.
#2: They said it was impossible, they figured out a way to make it not.
#3: They said nothing that I know of (aside from maybe clarifying that the OC does only trigger on normal firing cycle), they did nothing that I know of, it’s really most likely a ‘balance’ thing, though their attempts to balance Turrets are laughable at best.
The definition of ‘missile’ the game uses might be odd, as grenades fit at least one of the dictionary definitions thereof. It’s not like they’ll actually tell us what it is, because then they’d have to go “But it can’t block that for balance reasons. Yes, we know it’s this thing, but it still can’t.”
Also, it should be reflecting grenades, as they are projectiles/missiles (as demonstrated by a current bug – with Grenadier traited, Grenade Barrage’s ‘nades do damage passing through a target, as well as on detonation, showing that they aren’t just a visual effect; likely as a result of the physics manipulation of the Grenadier trait itself). It probably just has no idea how to actually do that, as they’re a ground-targeted projectile-based AoE, so it destroys/deletes them instead of trying to figure out how to project them back toward their owner. I don’t think many AoEs in the game are projectile-based, as opposed to simply using a visual effect as a tell/marker, which makes testing difficult.
This hasn’t been responded to…ever. But it’s a request people have been making for quite some time.
There seems to be some kind of issue with queuing of skills. I think that’s probably got something to do with it.
Awww engi forums got their first “Pls nerf post”. I am moved
Don’t think it’s the first. Don’t think it’s the last.
It has been a while, though.
Not…really optimistic. They’ll probably tune some of the animations, but it took three friggin’ years to get this, why would I actually expect anything different?
Also, I actually like Orbital Strike. And its double – they might not do as much damage, but they have a huge AoE, and they’re blast finishers.
These are probably placeholders released too early because they’re trying to make up some goodwill by removing hobosacks as soon as they could.
Or, well. Let’s hope. I guess.
So, I just got home, just saw the blog post, and…I’m still not buying HoT. I don’t need an extra character slot, I need to know what makes this worth buying at $50 – nothing so far adds up to that amount. Drop the price to $35, maybe even $40, for an expansion-only variant, and then I’ll buy it.
More options doesn’t necessarily mean better. Maybe the things they offer are completely irrelevant for some playstyles. Also, they’ll change the effects of class mechanics, so if you don’t like the mechanics they offer…
Anet’s tendency to go no-com when people dislike a decision is…irritating, but predictable, given that it’s how they’ve reacted just about every time I’ve seen. Amusingly, if they’d be a more responsive bunch, it might actually improve their sales – especially since, at the moment, the only responses are Gaile’s “I’ll pass it along to the team” air-posts, and John Smith’s “You rang?” mockery. If there were more responses, maybe people would be more inclined to feel that Anet cares, which is…well, that’s pretty much what Gaile tries to do, but I don’t think it works so well if nobody ever says a thing, except for the guy who thought it was a good idea to be mocking.
Does this mean with the grenade range nerf engineers stopped working out?
Because they have a portable Mortar, they don’t need to spend long hours hurling ‘nades as far as they can. So they don’t. ‘cause they’ve got a boomtube.
A lot of the toolbelt skills had their base cooldowns reduced; that might have something to do with it.
If I could just buy HoT as an upgrade for my account for $20-$35, I’d buy it. Twice. Because they got rid of Hobosacks.
It’s one stack of Stability, that will last for three seconds, granted every three seconds. Not exactly ‘congratulations, you’re immune to CC,’ like you’re making it out to be. Necromancers could just wave and convert it into Fear, besides.
Also, it’ll still require the Flamethrower, going by “Juggernaut: Gain a stack of might for 15s and a stack of stability for 3s every 3 seconds while using the Flamethrower,” a direct quote from Josh Davis’ thread announcing the changes (though the bolding’s mine).
I think that since the Dragonhunter name was never changed for Guardian spec, there isn’t much reason to believe pricing is going to change.
This is a silly, silly thing to say.
A name is something that can be laughed at and ignored, or replaced with a nickname. Don’t like the name? You might get the thing anyway, and it might grow on you. It’s subjective, it doesn’t really do anything. If the name is too bad, will you really skip on the thing just because of it? You’ve stated that you intend to drop a hundred dollars on this, despite the terrible name of one of the class elite specs, so I think that answers that.
Pricing is ‘You give us this amount, that you could otherwise use to buy literally anything else that costs this amount.’ If pricing is too high, they don’t get the money, because there’s other things more worth it, and if they don’t get the money…well, they say it makes the world go ‘round. I will be passing on this until/unless the price drops to a more reasonable amount – for the fifty dollars they’re asking for this expansion’s base edition, I could indulge in a variety of new and exciting experiences, thanks to Steam; fifty would cover five out of the six things currently on my wishlist. If I wait a little longer, some of them might go on Flash Sale, and then I’d be able to cover my entire wishlist.
In terms of sheer gameplay time, that’s certainly more efficient. However, if they were to give a ‘you already have the base game’ discount of, say, $20, I’d be picking up two copies as opposed to none, because my girlfriend is occasionally sad that we don’t play a lot of games together.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Anymras.5729
And, of course, the forums glitch. Because obviously there’s no need to make them work. Surely, those fifty bucks are absolutely necessary to pay the forum engineers enough to get out of bed in the morning, if that’s what you can call the piled newspaper they sleep on.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Anymras.5729
I feel the price point is far too high; I have the core game, which cost $60 at release, and I’m not going to be dropping another $50 for the expansion. I would be fine with $20, maybe even $30, but $40 or $50 is too much, in my opinion.
Conveniently, there will soon be wave upon wave of massive discounts announced by the worst ads I’ve ever seen, ads so bad that I actually feel worse about myself for knowing that somebody was paid to make them, making that person technically better at life than I am.
And, of course, the entirely possible ‘We meant to be nice, we ended up causing a problem, here’s a discount’ PR attempt. What, think that addressing hobosacks and Lion’s Arch would be enough goodwill to make that stick? I could get “It’s about time” tattooed on my bum and moon the screen instead of actually saying it, but I’d like to actually sit down once in a while and I’m pretty sure that’d keep me from being able to actually play anything.
Also, John Smith: Why did you do that? Don’t be a jerk, man. If you don’t have anything to actually say, don’t say anything at all. And don’t mock the players.
Now that they’re making Automated Medical Response a slotted trait, I have to wonder: Will it actually work properly now, or will it waste itself when you haven’t used your heal skill before it would activate?
https://forum-en.gw2archive.eu/forum/game/gw2/June-23-Specialization-Changes/first#post5148915
Here’s the list they just published yesterday.
It’s been so long since I really played that I’ve lost a lot of context-knowledge for these changes. They look good, though!
Also, hee, toolbest skills.
This idea’s come up…quite a few times, actually. From what I can recall, it’s generally well-received (as well as any idea involving Turrets ever is), but ‘Then I could blast my Flame Turret’s smoke field to create a stealth effect!’ is typically met with ‘…or you could switch in Bomb Kit and use Smoke Bomb.’
It sounds like something most likely introduced after the ‘turrets can be crit/conditioned’ change. The code for this game must be some crazy spaghetti.
I’m not even going to try to get this image working, but here’s my space-ready Asura.
[img]http://i.imgur.com/zQysDuA.jpg[/img]
Fixing glitch. Man, they tweak all sorts of stuff, but these have never worked right.
He is the comfiest kitty. Might be a bit warm for the jungle.
…also, I don’t know why the image isn’t displaying properly. Odd.
[img]http://i.imgur.com/zQysDuA.jpg[/img]
(edited by Anymras.5729)
Then they’d better actually be useful, first off. Personally, I doubt that they’ll be Minions (given that we already have Turrets, and Turrets get treated badly to begin with) and Spirits is right out, given the theme of the Engineer being ‘no magic.’
So, they’d have to be a whole, fresh skill type…which is also unlikely, given that, as of now, I have heard of no new skill types or weapons being added. Additions seem to be ‘this class is lacking a thing in this department, let’s see what can be done,’ after all, so far.
Really, I’m just going to lean toward the Elite spec’s new mechanic being the drones, in some way, given that the Engineer already has a minionlike skillset, though I’m not sure what skills are likely to be added. Guardians get Traps, Mesmers get Wells, Necros get Shouts…maybe it’ll be Survival, Tricks or Deceptions, or maybe they’ll decide to throw in Signets or some other magical thing for reasons, and the drones will be the passive/active for that. Who knows?
They’ll probably either be representations of the new Utility skills, a product of the Elite Mechanic, or something the Hammer creates (like how Mesmer weapons create illusions, say, perhaps).
They’re unlikely to be bars of defiance (players use stability, after all, and I don’t think I’ve heard anything about that changing) or buffs, unless the buff is unique to the Elite Engineer, and I can’t really imagine anything like that happening.
I really, really doubt that this would get you in trouble.
The reason macros get banned is due to Anet going ‘this third-party asset may give an advantage over other players,’ after all, rather than ‘did they adjust their keybinds?’
As someone who once curated a list of Turret issues (almost all of which have since been resolved): The devs won’t respond for a long time, if at all. Certainly not within nine days. They don’t. It’s just not how they do things. Did you notice how few posts on the bug board have a dev bubble? It’s far more than on most boards, for the first two pages, but every thread they’re posting in have views numbering in the thousands.
To get their attention to my thread, I essentially made a master-list of bugs affecting Turrets. I made secondary threads to report each bug, permalinked to them in the master thread, and kept compiling. And compiling. If you want them to post to your thread, or otherwise get a ‘We have our eyes on this issue,’ you can’t just try to wave and go “THIS ONE THING IS BROKEN.”
Odds are, they know about the thing being broken, and there’s just not enough hours in the day to go to every single bug thread and go “Hey, thanks for letting us know, for the umpteenth time, that this thing is broken.” Give them a reason to pay attention – maybe make a master-list of the various bugs afflicting Engineer weapons, if you really must try to get them to post. It adds value, if nothing else, because they can just look at the masterlist if you’re keeping on top of it.
Also, side-note, the search function on these boards has never worked. It’s kind of ridiculous, at this point.
I’ve got two Engineers; the second I created recently, after not playing for quite some time. Their purpose is to help me relearn the game.
…also to look super-comfy in the shoulder scarf and fuzzy leopard hat.
It’s true. I still se people running turret engis, only now it’s just said. I grenade their turrets, they die, then it’s me and an poor engi trying to survive with nothing but his rifle. Lol
Ok so it’s kinda funny too. Not sure why some people are still hanging on to this build.
It’s almost as if they might genuinely like the build for one reason or another. Maybe they just really like turrets.
You’d have to genuinely love turrets or just be clinging to hope to play a turret build in it’s current state. It’s like punishing yourself in PvP for no reason.
Turrets are part of why I bought the game in the first place. Never touched PvP, but used Turrets in PvE from Day 1 to…well, when they made them vulnerable to conditions and crits.
It’s true. I still se people running turret engis, only now it’s just said. I grenade their turrets, they die, then it’s me and an poor engi trying to survive with nothing but his rifle. Lol
Ok so it’s kinda funny too. Not sure why some people are still hanging on to this build.
It’s almost as if they might genuinely like the build for one reason or another. Maybe they just really like turrets.
Per Grouch: We will not be able to heal them in ways that are not already available to them (ATI, Toolkit), but will be able to clear their conditions. Boons are also ‘under consideration,’ pending the results of this current change.
whats with the wack a mole approach to balance?
i gave a turret engi a go and maybe played 500 or so ranked matches with it prob another 500 on my ranger
in all that time i didnt see that they were that op – any decent team or just 1 guy who knows how to counter a turret engi can do it pretty effectively – now they dont even have to try
anyway i dont understand why you listen to people who cry without doing any research into how to counter a turret engi
turrets arnt the problem with engies – the decap potential is.. its the only class that has massive decap ability – thats what should be nurfed -
Turrets were too strong, anyone NOT hugging turret engi will acknowledge.
Nope. Anyone not having a clue will acknowledge.
The problem wasn’t as you put it, that turrets were too strong.
The problem was, that one single build, using turrets with a sentinel bunker setup was too strong, but that wasn’t a flaw with the power level of turrets.
Yet instead of addressing the problem at hand, arena.net blanket nerfed an entire skill type. That’s like shelling a village with artillery, because a single terrorist is hiding there.Turrets = AI
All other AI = Inlfuenced by condi/crits
Engi AI’s = Not influenced by Condi and Crit + much more HP, CC, Regen and Damage than other AI (not fair)Balance = Job well done.
Its pure logic, if you ask me.When I was testing turret engi, I was winning fights so easily (vs beginners AND experienced players) which you shouldn’t win
Turrets = AI.
All other AI = affected by boons.
Engi’s AI = still not affected by boons.Balance = job poorly done.
Apply your logic correctly or you might get burnt.
Grouch did claim that they might eventually allow Turrets to benefit from boons, but that they were going to see how this change worked out first.
…wow, okay, I did not expect that. That is interesting. Perhaps Hobosacks will be gone before HoT. Here’s hoping!
It’ll probably happen with the release of Heart of Thorns, I think.
people, please dont be satisfied easily, lets keep complainin and give some suggestion to anet.
Responses like this are why Anet is loathe to make changes people want. Hell, I’d have liked the held grenade item to be a grenade launcher, but I’m not complaining.
Anet, thank you very much for finally making this change. 100% support for this; well done.
We did get literally what we wanted, as long as what we wanted was the elimination of the Hobosack. They’re still working on the replacement Kit Tell, but I really don’t think there’s much ground to keep this thread…well, this thread. It’s done.
Ah, I was wondering if there was something like this. Thanks for making it!
…Is this something new, or…? Turrets got a 20%-25% (can’t recall) cooldown reduction if they were picked up, last I recall.
This idea’s also been kicked around before. It was generally well-received.
Hopefully they’ll be fine-tuning things between now and release. Maybe they’ll even start releasing skins.
…
Also, I don’t…really see the ‘incredibly suggestive’ bit about the grenades; if anything, they look like a bundle of eyeballs to me, and that’s probably just because I’ve been playing the eye-obsessed Bloodborne. There’s also a passing resemblance to grapes, as noted. Otherwise, I’d just see a bunch of sack-like mini-bombs with ropes on.
I’d really rather the Grenade Kit be a Grenade Launcher, that said, but at least the Hobosack is going to be gone. Sure, it took this bloody long, and that’s disgusting, but give is give.
Well, I guess I’ll be buying two copies of HoT, then. Maybe I’ll bop around some in the time intervening.
WOOOOHOOO!!! We won the greatest war in GW2 history!
Finaly we can get rid of sacks and look like true, rich engineers!
…I must have missed something, did they announce the De-Hoboing of the Sack?
The staff have said that Turrets will be immune to CC, including Fear, but other conditions will work as normal. Turrets will also be able to be cleansed, but not healed via means not currently available.
Also, Turrets are not currently going to be able to benefit from Boons, but that ‘might change.’ It’s not like they’ll be extinct or anything.

Finaly we can get rid of sacks and look like true, rich engineers!