Showing Posts For Axel.4827:
BUMP, Please FIX This, this bug have been around for a long time, such bugs should be NON-EXISTANT at this point after the launch of the game!
Hello to all, I want to report about a minor bug in the Engineer Proffesion as the topic title says…
Well, the bug is that when you wonder the PvE zones (Tyria) and you activate the
Med Kit, you can’t deactivate it with the same hotkey , for example, you got your Med Kit hot-keyed to 6, you activate it and then you want to deactivate it, when you press 6 again which should deactivate it Re-Activates the Med Kit skills, you must use the weapon swap button to deactivate it which sometimes gets tedious in middle of combat…
I tried to see if the bug persist in PvP (Heart of the Mists) but it work JUST FINE, I wish this bug to be patched as soon as possible, since it doesn’t seems a very complicated bug to correct….
They could make a weaker Version of the turret attack as the 1# attack, a “Throw” Skill that uses a Ground Targeting set-up for the turret but it starts with a bit of damage to balance it out, something like 10-15% after it’s set as a #4, a weaker version of the activated skill of the turret on a low CD as #2, a repair for the Turret as #3 to repair it as you walk and 5# skill is simply to drop the Turret at a new location….
Chackrams, Boomerangs
Hello everyone, I’m doing this suggestion because I really like the Turret skills, I chose to main an Engineer partly because I really loved the Turret skills ala TF2, but I’m a bit dissapointed since they can be pretty punishing to use in many situations, mostly because they stay on place once you place them up, which after all threats are finished you MUST Blow them up and continue on, which basicly leaves you without a utility slot for a considerable amount of time, so basicly the turrets now are kinda a “one-trick-pony”’ very useful when used but then useless because they stay in one place…. making them VERY hard to use well in PvE/PvP
What I suggest is that turrets would be able to be “picked up” by the Engineer and Allies and be able to be relocated for further use, more or less like the Ghostbore Turrets in the Charr storyline missions, it’ll make Turrets actually much more useful,
without breaking them, it could be an Innate Mechanic or it could be Traited, for example you could swap the Ground-Targeting effect from the “Deployable Turrets” to making them able to be moved from place to place or something.
Also not a suggestion but there is a minor bug with the Med Kit, when you press the same keybind you use to activate it to deactivate it, it doesn’t works and leave the Med-Kit still activated when it should swap back to your Base Weapon-Set… Please fix that