Showing Posts For Blizt.3086:

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: Blizt.3086

Blizt.3086

If this is the last BWE we get before HoT launches, I really wonder if devs will be able to fix all these issues quickly…below are my impressions:

Hammer

After trying the Hammer out, I feel that standalone they’re all pretty good skills, but when you combine and use them together, their cast time just seem way too long, resulting them feeling very clunky to use.

If you compare Scrapper’s hammer skill cast time to those of Warrior & Guardian’s, you can see that other than Guardian’s last hit on hammer auto, both Warrior and Guardian do not have a single hammer skill that goes beyond 1s cast time, while Scrapper has two, and they’re nearly 2s cast time skills.

Also, it could be because of the lack of impactful sound effect, I just don’t get any awesome sensation of me hitting kitten something. A good example is Tool Kit’s last hit auto attack sound.

A particular skill I want to point out is Rocket Charge, I…kinda both love and hate this skill.

It is a very nice skill when you’re trying to close the gap between you and your target, but if you manage to reach the target with just the 1st or 2nd leap, then it gets very messy, it feels like I’m actually leaping away from my target (also it gets very dizzy…)

Gyros

They really should ALWAYS stay close to you AT ALL TIME. Meaning they should not stop even when they perform any action (such as purging conditions or sending out heal).

I was running forward with swiftness on in Heart of Mist and I summoned the Medic Gyro, god it just couldn’t keep up with me, and because it occasionally stops to heal bystander, our gap in distance further widen, then it just dies miles away from me…

This affects usage of their self-destruct skill too, like in battle you won’t even know where they might be because they aren’t sticking to your side, so how am I supposed to have them daze/throw down a light field at location I want?

The ONLY gyro which I have no problem with any of the issues described above is the Sneak Gyro.

I see a lot of people complaining that you have to stop from time to time so Sneak Gyro can keep up with you to apply Stealth. But personally I like how Sneak Gyro won’t/can’t keep up with me, because I can make the opponent wondering whether I’m standing near the Sneak Gyro to stack up Stealth, or already coming toward him with that 4~6s of stealth to ambush him.

And there’s the Function Gyro from the trait too. After trying it out for a day, I have to say I’m not particularly fond of this Gyro. It should try to stomp the target immediately after it get summoned, instead of hovering there doing nothing for a few second THEN started stomping.

Once I summoned it then immediately start my own stomp, guess what, I actually stomp before it does…

I think it would also be better if we can summon Function Gyro right beside the downed target. Right now you actually summon it beside you and it will fly over to the target, meaning that it could get slowed or destroyed when it was trying to reach the target.

If Function Gyro’s slow stomp and to have it fly over are intentional, then I think the Stabilization Core trait should just combine with Function Gyro, as without Stabilization Core it is just not that useful, either Scrapper players abandon the other two traits they could choose, or drop Stabilization Core and make Function Gyro a near useless trait.

So in conclusion, I think Gyros’ AI behavior should be changed, with the EXCEPTION of Sneak Gyro.

Traits

The only issue/bug I have is Expert Examination, the description says it should apply 6 seconds of Vulnerability as well as 6 seconds of Weakness, but in reality you only get 6s Vulnerability + 3s Weakness.

Elixer Gun Acid Bomb Range Feels Shorter?

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Posted by: Blizt.3086

Blizt.3086

I feel the same way as OP.

I can confirm that before this new patch Acid Bomb was already not affected by Swiftness, so even after the bugfix the range shouldn’t be getting shorter.

But now whenever I use Acid Bomb, I’m like “…that’s it?”

Acid Bomb affected by crippled/chilled?

in Engineer

Posted by: Blizt.3086

Blizt.3086

Is this skill not considered a leap?

I thought that after a certain update, swiftness will no longer extend the jumping distance of Acid Bomb, but so should crippled/chilled not shortening the distance too (didn’t the devs say something like they want players to still be able to get away despite being inflicted with movement-impaired abilities?)

Yet when I use this in PvP, it seems like I’m affected by crippled and chilled with this skill, only leaping back for a very short distance, is this a known bug?

Chilling Darkness with an ICD?

in Necromancer

Posted by: Blizt.3086

Blizt.3086

Geez, I was just having fun with my build that use Well of Darkness and Plague…

I had thought this trait was interesting that when Reaper is out I can make a chill build with it, now that’s clearly not possible, pft.

Kinetic Battery

in Engineer

Posted by: Blizt.3086

Blizt.3086

When they changed its ICD from 20s to 40s when Specialization launched, I was a bit disappointed.

But then I quickly found out that the real issue is not that 40s ICD, it’s that 8s duration which is just way too short…

Things rarely go smoothly for you, sometimes I have already used some of the more desired toolbelt skill before I head into next battle, then I timed my evade and activated Kinetic Battery, but my toolbelt skills are either still on cooldown or they’re not quite worthy to be used with Kinetic Battery, so it was just wasted…

[Forum Specialist] Specialization Update

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Posted by: Blizt.3086

Blizt.3086

Ignoring the bug on grenadier making it godly, how have grenades felt with the 900 range? Does mortar kit make up for it?

Personally I think 1200 range with grenades would be more fair. Also, although both Grenade Kit and Mortar Kit’s cast time are all 1/2s, for some reason I just feel Mortar shoot a little bit slower, not sure if it’s just my imagination.

What elite have you been taking? If you had to rate them from best to worst, how would you do it and why?

Compare to before, where Supply Crate is like the only good elite, Elixir X is considered crap by most, and Mortar is definitely crap…right now I find all three of them really good now.

But in term of using them in PvP, I will probably rank them in: Mortar Kit > Elixir X > Supply Crate

After the turret nerfs, before this balance update turrets were already so fragile that they could be destroyed in seconds, after this balance update they just get destroyed even faster, you’d literally only use Supply Crate for that 2s stun now.

Its toolbelt skill is not bad, but considering how much damage every classes is doing now, those bandage heals are really not enough to sustain you for long.

Both Mortar Kit and Elixir X’s toolbelt skills are good, but because the actual Elixir X still has RNG factor, so I’m ranking it lower than Mortar Kit.

Are you using Flamethrower, EGun or Bomb kit more at all?

When I realized FT’s Napalm can be combo’ed with Mortar Kit’s auto-attack, I was really excited at the fact that I can shoot burning shot for 10 whooping seconds…until I realized the burning would only be applied to target “hit directly with the projectile and will not affect others who got hit within shot’s radius”.

I also played around the Juggernaut trait, then became kind of disappointed because of how you have to wait 3s before Stability will pop and start pulsing; imo it would be better if it can get both a buff and a nerf, such as giving 2s of Stability immediately when you went into FT kit, but the interval becomes 5s or something, currently it is just too tricky to use, and every Engi who use FT would know you can’t stay in that kit for long because of how lackluster its auto-attack and utility skills are, you HAVE to come out if you want to survive.

And for Bomb Kit…I feel the current meta is just too fast-paced for it to perform well, and you know how defenseless you are while in that kit unless you use it with Slick Shoes or something.

Have you tried the new med kit? My experience has been it being a bit clunky.
Are you using any heals besides Healing Turret now?

Honestly, I still don’t feel like using Med Kit because how most of its skill is single target only (and in my past experience, people usually don’t have the time to pay attention to the floor to pick up my bandage/bottles, making them wasted).

Healing Turret is still the best, not to mention combining it with some trait from the Invention line just makes it even more awesome.

I’ve heard from some people that the gadgeteer trait is a bit lackluster. Do you agree and if so, what do you think would make it better?

Honestly I think this is a pretty good trait, especially when you use Slick Shoes in your build! However because most of the other gadget skills are lackluster in the first place, Gadgeteer can really only do so much, I feel that if people want to complain, they should complain about these gadget skills being too plain instead of complaining about the trait.

Also, I’m using Personal Battering Ram because I’m running SD build, and its overcharged ability is just bad…I mean increasing the launch distance from 450 to 600, who cares about that extra 150 launch distance? They could’ve increased the 130 range to something like 300 range instead…

(edited by Blizt.3086)

Specialization hurt Engi A LOT w/ Speedy Kit

in Engineer

Posted by: Blizt.3086

Blizt.3086

Remember that medkit provides descent swiftness uptime as well. Maybe it will be worth using after the redesign, maybe not. Let the update take place and we will see.

They would have to make it really good to get people to drop Healing Turret then, especially since that Engineer will be getting many more blast finishers, the value of Healing Turret will only go up not down.

Specialization hurt Engi A LOT w/ Speedy Kit

in Engineer

Posted by: Blizt.3086

Blizt.3086

Whatever the cause is, as long as the bug exists, it’s still a headache to deal with because you don’t know when it might happen :/

Other than rolling backward when you’re trying to flee from enemies, the worst timing is that when you could’ve flied over a cliff in WvW, it rolls you backward so you fell to death x_x

And @coglin, I apologize if my previous post sounded a bit rude, was too eager to prove a point :/

(edited by Blizt.3086)

Specialization hurt Engi A LOT w/ Speedy Kit

in Engineer

Posted by: Blizt.3086

Blizt.3086

@robertul
I know right…and after the specialization update, Protection Injection and Invigorating Speed will be in the same tier, so they can’t be selected together anymore too.

@coglin
I don’t use Rocket Boot in PvP, but I do use it in my everyday PvE build, I can tell you that the bug still appears out of nowhere sometimes.

Specialization hurt Engi A LOT w/ Speedy Kit

in Engineer

Posted by: Blizt.3086

Blizt.3086

Incorrect. Go to lions arch, put kit refinement on, pop your bomb kit and watch the magnet bomb go off. I made sure to test it the second I saw the announcement

That’s weird, the last time I tested it the effect will only appear when I’m in combat. But anyway you would still be out of combat when it triggers, unless some enemy happen to step on the mine/glue you left :/

Specialization hurt Engi A LOT w/ Speedy Kit

in Engineer

Posted by: Blizt.3086

Blizt.3086

The problem is that you (like many others) assume that engis always need to go with kits in their utilities. If you need mobility there are many options both in traits (mentioned above) and additionally in skills. If speedy kits would be made baseline, every single engineer to the end of time would use kits. Try swtiftness with elexir on a hgh build or something. This is similar to mesmers not having mobility without focus, which noone still uses.

But you can’t deny kit is one of Engineer’s feature as well as our most distinguishing characteristic. In fact, kit is the reason why I fell in love with the class since beta weekend and have main’ed it since then.

HGH build…it’s so outdated despite being still usable, also I disagree with this being similar with mesmer. Mesmer may not get swiftness easy like Engineer, but they still has the ever useful Blink and Portal to make up for that.

And who said no mesmer still use focus? You can still see quite a few of them in PvP, used not only for swiftness but their pull effect too.

Curious if Robo Legs will have the 25% runspeed that seems to be missing. If it does I don’t see a problem. If it doesn’t I understand your concern. Overall I’m more worried about kit refinement getting us in combat than being forced into tools though.

You don’t have to worry about Kit Refinement putting you into combat because even at the moment it will only trigger the effect while you’re already in combat.

Specialization hurt Engi A LOT w/ Speedy Kit

in Engineer

Posted by: Blizt.3086

Blizt.3086

You have more options than you realize (Rocket Boots, Elixir Gun, Jump Shot, Super Speed/Slick Shoes) and if you can’t access or don’t want to use those because your build is more effective without those things, then your non-mobility is just a disadvantage your build has.

Except they all have some shortcomings: Rocket Boots have a bug that rolls you into a different direction after flying off, the leap distance on Elixir Gun and Jump Shot are both rather short, and Super Speed being more of a stunbreaker, plus its duration is kitten short too.

Necros who don’t use Warhorn or Spectral Walk don’t have a lot of mobility, Mesmers don’t have a lot of mobility without focus. I don’t see those guys just playing with those weapons/skills on every spec.

Hammer also seems to have a ton of mobility on it so that’s probably another option as well.

All of the example you provided are true, but do note they only need to make the sacrifice of one utility slot or weapon choice, compared to a slot of core specialization.

Also you gotta consider their vertical mobility too when they have access to teleport skills where Engi has none.

(edited by Blizt.3086)

Specialization hurt Engi A LOT w/ Speedy Kit

in Engineer

Posted by: Blizt.3086

Blizt.3086

While it’s true that you can just use Rune of Air/Pack for out of combat swiftness, that just means instead of getting limited in core specialization choices, you get limited in rune set choices, still doesn’t really solve the issue.

Specialization hurt Engi A LOT w/ Speedy Kit

in Engineer

Posted by: Blizt.3086

Blizt.3086

Before anyone get excited/depressed with the new changes they will bring us with Specialization, I think people should focus their attention on Speedy Kit – how it and Specialization will affect or ruin Engineer.

Speedy Kit is such an important trait, it’s probably the most crucial one too no matter what kind of build you play.

No Speedy Kit, no mobility, it’s that simple (or far inferior mobility compared to other classes).

While there is also the less popular choice Power Shoes, Anet has not mentioned about it at all during their talk of Specialization, it’s possible if they are going to remove it.

If people think having to spend 2 points into Tools for Speedy Kit no matter what at the moment is bad, just imagine how bad it is for having to always pick Tools as one of the core specialization no matter what.

In the ready up they told us Speedy Kit will merge with Kit Refinement and becomes a Master trait, BUT, really it doesn’t matter if it’s a Master, Adept, or even Minor trait – If you need mobility, you MUST have the Tools line to be 1 of the 3 core specializations at all time, and it’s pretty obvious of how this will damage our build diversity.

I’m not sure why no one seems to be talking about this, just thinking about it made me really uneasy…

Unless they can make Speedy Kit into our baseline ability, currently no matter what new and awesome stuff they may release cannot get me excited.

I play and love Engineer because very often you have more freedom than the other claaes, you can be whatever you want and create some really unique builds, so I think you can understand how downright depressed I get now when part of that freedom would be stripped – and it’s a very important one too.

(edited by Blizt.3086)

Proposed Changes for Engineer Turrets

in PvP

Posted by: Blizt.3086

Blizt.3086

I think both of the two changes you listed are reasonable changes, having these changes in force will not affect other non-turret Engineer builds that much or at all, so there’s really no objection coming from me.

I personally don’t love or hate turret engi, because it’s still part of the profession I love so much (been playing Engineer as my main since beta weekend, way before people consider Engineer a strong class was even a thing), so sometimes I would still play it, which were enough for me to understand others’ frustration when going up against turret engi.

Still, kind of off-topic here, I really wonder why turret engi did not get despised until around the time they introduced new traits for them. I remember in the early days everyone all said turret build sucks (which is true), but their ability, HP pool, and being unable to be critically hit + affected by conditions were all there since the very start, I am really baffled by this shift of impression.

The new Sigil of Mischief from Wintersday

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Posted by: Blizt.3086

Blizt.3086

man, you switch kits every 3-5 seconds, when that sigil will be triggered? it cant garantee you safe stomp as elexir S can (with invul or stealth)

Even if you switch kit constantly, in your mind you should have a rough timer on when it might about be available.

And like I said in my previous post – it can be used for stomping, but it should not be your main stomp, it should be treated as an extra or bonus. If you plan to stomp people, you should still have 1 or 2 main stomp, instead of having the sigil only without any other option and just rely on that blind.

The new Sigil of Mischief from Wintersday

in Engineer

Posted by: Blizt.3086

Blizt.3086

@vee wee
I didn’t call you anything, it’s you who is imagining things in your own head and should calm down a bit. Anyway when you said “it affected everything around you and not just who you’re facing” makes it sounds like you think it works like sigil of hyromacy being an AoE that can hit the nearby enemies regardless of the direction you face.

As for your other inquiry, I do not have much result yet as testing all of the things you said in a PvE environment takes time. I so far only found out it can be blocked when I used it on the crabs, if you want to know the rest of result, why not test it yourself as well? It’s not like this sigil is super expensive.

@insanemaniac
But it’s not like your other stomp options may always be up when you needed them either, I think it’s unfair to call it situational based on that logic. And honestly I think that if you intend to get into the stomping role, you can’t just rely on the sigil alone; this thing should be like an extra or backup if you don’t want to use your main stomping skill or when it’s on CD.

If they makes it that a single sigil can be such reliable stomping method for just one class, it will likely never see its days in the PvP IMO.

Sigil of Energy of course is also nice in many ways, but that’s not to say it doesn’t have any con, such as immobilized being its hard counter.

Engi is also versatile enough that you can still make strong build without those sigil you mentioned (typically battle is used quite often in many types of build, but the others you usually only see them in power build). Beside it’s not like you can’t run energy and mischief together – you may lose some damage, but you gain more uilities which is the purpose of these two sigils. Damage really isn’t everything.

(edited by Blizt.3086)

The new Sigil of Mischief from Wintersday

in Engineer

Posted by: Blizt.3086

Blizt.3086

Hello frands! Vee Wee here, retired #1 Engi NA and world first rank 80!

This seems like it would be a decent defensive sigil if it affected everything around you and not just who you’re facing! 2 scenarios for you to test out my frand! First are the snowballs projectiles and are they subject to projectile hate (projectile reflect, projectile absorb, etc)! Second, can these snowballs be dodged, blinded, blocked, etc!

Sigil of Cleansing is still underwhelming! Even if the Engi has a huge condi weakness, the sigil just isn’t worth taking!

Good luck! Wahoo! Bye frands!

You didn’t read very carefully right? You have to have line of sight on the targets or the snowballs won’t come out and would have still triggered the CD.

Considering Sigil of Cleansing is only available in PvE and WvW at the moment, I will admit it’s not that useful in most PvE environment (you will probably love it when in SW), but in WvW it’s quite the opposite.

Staying alive is far more important than dealing damage in WvW.

Unless you’re specifically traited for more condition removal or always use a EG, Sigil of Cleansing can be useful when you don’t want to waste your Healing Turret yet you want to get rid of that single immoblize/cripple/chill on you to get away: you can just swap a kit, and then it’s gone, you have no idea how many time I got saved thanks to this sigil.

(edited by Blizt.3086)

Static Shield [Shield #5] seems a little weak

in Engineer

Posted by: Blizt.3086

Blizt.3086

Of all the skills that could use improvement, people think Static Shield is weak? Geez…

Not only this skill has already been buffed already, it was a rather tremendous one. Do you know initially it will end upon receiving one single melee attack? And now we can keep it up for its whole duration while stunning potentially multiple targets.

Not to mention you can also use it for interrupt that has the potential to hit multiple targets, TWICE.

It’s exactly because it’s such a good skill that it’s got longer CD, honestly I think every Engineer should learn to cope with its default CD instead of relying on the trait, it can’t save you forever. (it might screw you over when one day your build has to forfeit that trait)

The new Sigil of Mischief from Wintersday

in Engineer

Posted by: Blizt.3086

Blizt.3086

But it was never meant to be used for damage? And they’re completely different types of sigil. The one you are talking about is triggered on critical hit, which can be random and uncontrollable, but this one is triggered on swap, you have far more control here.

And I have just found another use for Mischief if it ever comes into PvP: because you can swap kit during stomp, you can just swap in/out for the blind. (tested)

The new Sigil of Mischief from Wintersday

in Engineer

Posted by: Blizt.3086

Blizt.3086

I tried out the Superior and did a bit of testing, and tbh I really found it fun to play with lol.

The Superior version can shoot up to 4 snowballs at once, and:

If there are 4 enemies around you, you will throw a snowball to each of them.
If there are less than 4 enemies around you, you will still only throw a snowball to each of them (ex. 2 snowballs for each when there are 2 enemies is not possible)

With your character as the center, the range of the snowball is roughly 600~700.

However if you were facing away from some enemies, the snowballs will not trigger for them, and it will still waste its CD even if you didn’t shoot a single snowball at anything because you faced away. (I’m guessing it requires line of sight; sideway sometimes works sometimes doesn’t)

The blind lasts for about 3s. (timer start at 2s, so…)

After Sigil of Cleansing, I think this will be another addition that could be quite interesting to add into play for PvP or WvW

This sigil is easy to get and dirt cheap right now, you can just try it out on a spare weapon, I’m sure you will find them interesting too as an Engi

I also tried it underwater, and the result is the same. It’s a pretty nice addition to other source of blind we got underwater too, considering its range, short CD, and possible multi-targeted.

(edited by Blizt.3086)

Sold items remain on screen

in Black Lion Trading Co

Posted by: Blizt.3086

Blizt.3086

I am so annoyed by this change…

Since recently I did a lot of farming in the Silverwastes, I always have load of blue and green equips that I would instant sell them on TP. Before I was able to quickly sell all of them, but now each time after I sold one, I have to click the god kitten cancel button again and again, it’s becoming super frustrating

I can understand the window staying if I STILL have more of the same item to sell, or I was actually BUYING that item. But I’m just done selling the item and I have no more, what reason is there for the window to still be up?

ranked pvp

in PvP

Posted by: Blizt.3086

Blizt.3086

What kind of logic is that? I have a lot of friend who played many professions well but did not level them much in PvE, why do they need to be barred from playing in Ranked PvP?

Some of them even have several characters for just one profession so they can swap build more easily, with your logic some would suddenly not be able to play Ranked PvP because they swapped from a Power Necro (lvl 80) to a MM Necro (lvl 2) lol.

Thought after being able to play "bad guy"?

in Living World

Posted by: Blizt.3086

Blizt.3086

Since launch, one of the complains I heard about GW2 is that players cannot choose to act like a villain. While you can somewhat act like a jerk who loves to use force with the Ferocity option in the dialogue, obviously that’s not nearly or bad enough for those who wished to be villains instead of heroes.

And in this LS episode, those of you who played through knows that near the end we played as Caithe, and went on killing all the innocent non-hostile-natured centaurs who were very much likely framed by Faolain.

Personally, the Caithe we saw back then felt more innocent and less wise than the current Caithe, so it’s understandable that she just decided to trust her beloved than some race she just met.

Still, what she/we did there were undeniably acts of villain, and that really disturbed me. I don’t recall ever playing a story or event that involved misunderstanding between two good parties, and even if there is, the result would be those parties would be unkillable or they just simply fainted.

What do you all feel about this part?

New Engie PvP

in Engineer

Posted by: Blizt.3086

Blizt.3086

Quick note on twig’s post: Sigil of Energy is nearly useless as you have no weapon swap (it will proc on elixir s). On hit or always on sigils would be a better choice.

Either you have never played an Engi, or you have not played nearly enough, because this is the first time I see someone saying Sigil of Energy is nearly useless.

On-swap sigils worked for our kits since ages ago, we are like the best class to utilize them.

Add "leave" option to matches

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Posted by: Blizt.3086

Blizt.3086

Personally, if I were your teammate, and you left because it is a 4v5, to me you’re no different than the first guy who left.

I don’t like being in a 4v5 or 3v5 myself, but I have never forfeit a match just because of the odds.

Terrible suggestion there.

What happened to Glacial/Crystal Lodestone??

in Black Lion Trading Co

Posted by: Blizt.3086

Blizt.3086

I see…well Crystal Lodestone’s price increase is understandable, since it is The Crossing skin and 100 of it is needed.

I suspected it, but I didn’t understand how simply requiring Superior Sigil of the Night in the recipes for The Crossing/The Mad Moon/Arachnophobia could lead to such huge spike.

Then I looked closer and realized the amount of sigil needed is not 1, but 20…now I totally get it >_>

What happened to Glacial/Crystal Lodestone??

in Black Lion Trading Co

Posted by: Blizt.3086

Blizt.3086

So it’s been awhile since I checked any lodestone’s price, and today I was checking on Glacial Lodestone that I needed, and found out it had actually doubled in price _

I checked gw2tp, and then saw this sudden spike increase which appeared after the Halloween patch (Oct. 21st).

After that, I checked all the other lodestones, and found only Crystal Lodestone is in similar situation (more than double the price compare to pre-patch).

Is there some sort of new high demand for these two lodestones during this Halloween update that I did not know about?

Engie who use elite crate in 1vs1 =noob?

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Posted by: Blizt.3086

Blizt.3086

You should never care for what other may think of you using Crate in a 1v1.
(in fact, this idea applies to build as well)

I mean sure, using it in a 1v1 can sometimes be wasteful, but if you play to win, and at that situation you felt using the Crate is most needed or appropriated for the benefit of your whole team, then just drop it without hesitation.

I have once been called a Engi noob during a tPvP match by a rank 70 Thief too, who scoffed at the idea of me dropping Crate on him in a 1v1 fight (he was killed by Crate’s immobilize and burning, when I got him to 20% health with a bunker build) , when he himself used Basilisk Venom on me twice. Talk about shameless huh?

(edited by Blizt.3086)

[Suggestion] Check crafting you have easily

in Crafting

Posted by: Blizt.3086

Blizt.3086

How many characters do you have if you forget so easily…

Exactly 8 characters actually, but it’s not like I planned and made 8 just so I can learn 1 crafting skills on each of them; creating 8 characters just naturally happened over the course of 2 years.

Most of them have 1 crafting skills, 2 if it’s my mains, and 0 for some lowbie characters.

Sometimes it just gets confusing, for example I would think something like: “I think I leveled that Guardian a bit with crafting to 400, but which one was that…? Was it Chef or Artificer?”

[Suggestion] Check crafting you have easily

in Crafting

Posted by: Blizt.3086

Blizt.3086

For me, seeing leveling crafting skill pretty much means free exp, I have crafting skills leveled on different characters.

And then occasionally I would forget which of my character has for instance Artificer leveled to 400 (or if the said character has learned some recipe), I would waste a lot of time switching between characters; even more worse if it was actually deactivated at the moment AND I forgot about it…

So I have thought, similar to how the character selection screen’s upper right panel shows your Account Medal and Achievement info, it would be nice if we can have QoL feature like this:

Armorsmith: (character 1)
Artificer: (character 2)
Chef: (character 3)
Huntsman: (character 4), (character 3)
Jeweler: (character 5)
Leatherworker: (character 6), (character 8 )
Tailor: (character 7)
Weaponsmith: (character 8 )

If it’s currently active, the character name will light up; if it’s currently deactivated, it will grey out instead.

Hovering over the character name will show the attained level of that crafting skill on that character.

What do you guys think of it?

speargun#1

in Engineer

Posted by: Blizt.3086

Blizt.3086

Has to be the worst auto attack in the game.

Agreed 100%.

Weak damage, no condition/boon added, 1s cast time, slow traveling speed, weak homing, no utility use, require LoS…

I can’t think of ANY auto-attack that’s worse than this, in fact it’s probably the only auto-attack skill in the game where you don’t need to toggle the auto option on.

The way it was meant to be used, it’s for playing defensively. For instance, you’d sit on the underwater node in raid on the capricorn, and an attacker would have to keep moving around all over the place if they didn’t want to be hit by your homing torpedoes.

Of course, since such a thing no longer exists in game (nothing to defend underwater in WvW either), the things the skill was designed for no longer exist in the game.

Luckily it does still have some other nice skills, but underwater combat stuff has more or less been left by the wayside for now.

Sorry, but who in their right mind would even bother moving around, or wasting a dodge from Engineer’s speargun auto-attack? Have you actually seen the damage and cast time of that thing? The fact is that even if Raid on Capricorn still exists in PvP, it wouldn’t be relevant at all.

Let’s look at all the professions who use a speargun and their auto-attacks:

Warrior
Damage: 800+ Range: 269
Damage: 400-800 Range: 202 (same as Engi)
Damage: 0-400 Range: 134
Physical Projectile (100%)
Range: 1,200
Cast time: 1/4 s

Ranger
Damage: 84
Bleeding: 4 s (170 damage)
Radius: 120
Physical Projectile (20%)
Range: 1,200
Cast time: 1/4 s

Thief
Damage: 87
Bleeding: 4 s (170 damage)
Physical Projectile (100%)
Range: 1,200
Cast time: 1/4 s

Engineer
Damage: 202
Physical Projectile (20%)
Range: 1,000
Cast time: 1 s

Look at how pitiful that is, damage, range, cast time are inferior compare to all others, and our projectile isn’t even made to be 100% to compensate for any of that. (and don’t forget the traveling speed as well…)

So seriously, my Engineer comrades: No matter what, and no matter what modes you’re in, this is that one skill you should never click, EVER.

(edited by Blizt.3086)

What if WP cost scale on Achievement points?

in Guild Wars 2 Discussion

Posted by: Blizt.3086

Blizt.3086

I don’t even see the reason in doing this.

First of all, why are you even comparing a lvl 80 character with low AP, to another low lvl character with high AP?

If you want to be fair, you should compare two lvl 80 characters with low/high AP, and you will see the cost for both would be the same, there’s nothing disadvantageous for you to grief about.

So veteran player with high AP only pays a few copper when they create a new character to play, so what? If you have low AP and created a new character to play, you also only need to pay a few copper, nothing unfair about.

If you think about it, a player with high AP means he plays a lot, why should such player be punished from just playing a lot?

EDIT:
In your example, your way of thinking would be somewhat like this (assuming high AP = rich, even though we know it’s not true):

You’ve just started your career with little saving (a lvl 80 character with low AP), while your neighbor is already a successful businessman (a lvl 80 character with high AP).

One day you (a lvl 80 character) and neighbor’s 10 years old kid (a lvl 5 character) both take a taxi (waypoint) to the same destination, then you told the taxi driver that the kid should pay more than you because his dad is much richer than you, so “it’s not fair” to you even when you both take the same trip…

(edited by Blizt.3086)

Suggestion: Favorite builds button

in PvP

Posted by: Blizt.3086

Blizt.3086

Things that must be in a template:

  • Weapons
  • Sigils
  • Rune
  • Amulet
  • Skills
  • Traits

I think armor and trinket should be in this list too.

Can you make it like, say I have 3 sets of armor stored on 3 different templates, however doing so must still require me to put these 3 sets of armor on that specific character’s inventory or bank slot; if they’re modified like salvaged/deleted/taken out by another character, then that piece of armor will disappear from my template which used it.

What could be in a template:

  • Skins
  • Dyes
  • Outfit
  • Finisher

These are all nice to have, but shouldn’t be high priority on the list in my opinion.
I wouldn’t mind you guys adding these features much later. Just give us a completed and working template system with the “must-have” feature first.

Also I don’t think Finisher is needed in this list…switching that is so kitten easy.

Things to consider:

  • Sharing (chat links? codes? urls?)
  • Viewing (seeing some else’s vs. seeing your own)

These two should be the same thing? Probably a good idea to just merge them.

While this will obviously not apply to armor and such, for the trait part I think you guys may consider a feature where say Person A and B are the same class, Person A view Person B’s trait build, and have a “switch to this build” button (grey out if Person A have not yet unlocked traits that Person B has, or if they’re different classes).

  • Saving (notepad vs. local vs. account vs. web)

I would say “account”, that could save me the trouble if I happen to play GW2 on another computer.

  • Building (one spot in UI vs. multiple spots)

Not quite sure what this means, so no comment.

  • Websites (third-party sites should work with in-game)
  • APIs (Could expose an API to third-parties)

APIs and website that works that with your in-game system would be awesome, but again that shouldn’t be your first priority.

  • PvP vs PvE vs WvW (each mode requires different configuration options)

Would indeed be nice if all 3 modes got separated templates.

Having said all that, what I really wanted to express is just that:

Please get your priority straight, and give us a working system with basic but necessary features (ex. saving), while other QoL feature can wait (ex. sharing, website/API).

Having everything completed and thrown at us sounds nice, but I can imagine to do all that would require significant of time consumed, and I really don’t want to wait that long…

Kicked out of the meta?

in Engineer

Posted by: Blizt.3086

Blizt.3086

I don’t think it’s all that fair to judge any class based on their rate of being played in tPvP or top-tier teams, that’s all.

At least I certainly does not feel like I have been kicked out of the meta.

Can we please stop sitting on homepoint?

in PvP

Posted by: Blizt.3086

Blizt.3086

And sometimes you also have to factor in opposition’s team setup as well.

If there were 2 thieves on their team, it’s often necessary to have someone stayed home all the time, even if that could mean the bunker would have nothing to do or the team getting outnumbered.

Have seen way too many matches where 4 people went to mid but was at a stalemate, then the bunker at home felt like he should help out instead of sitting on point doing nothing, so he left. Then a thief sneaked to home and de-capped it, now the team is left with no point while the opposition at least have their home cap ticking (worse is that they also have mid, making that 2vs0 cap).

Obviously, that still doesn’t mean a bunker shouldn’t go to mid at all when there’s thief on opposition team, but if the bunker is not very mobile, it’s probably better to just not go in the first place (even if leaving at the same time, a thief can outrun bunker much faster, usually resulting a de-cap when bunker finally get back to home again).

(edited by Blizt.3086)

New Decapper Build?

in Engineer

Posted by: Blizt.3086

Blizt.3086

If you take Accelerant-Packed Turrets, you wouldn’t really worry about turret’s durability that much, because you will explode them for the push effect before it ran out anyway.

Best way to get Silk/Linen Scrap?

in Players Helping Players

Posted by: Blizt.3086

Blizt.3086

Badly need them for crafting Ascended Armor, but so far I can’t seem to find a good way to farm them.

Some google searching tells me that farming Son of Svanir in Frostgorge Sound is a good way. However when I tried it for like 20~30 mins, I didn’t even get a single silk scrap >_>

Or if anyone has some knowledge on how to make good gold now, that would be nice too. I used to do Karka farming, but recently Karka Shell has really dropped in price, so I haven’t bothered with this method for awhile…

Does Engineer still need more stability?

in Engineer

Posted by: Blizt.3086

Blizt.3086

I somewhat missed the old day when Juggernaut provided Stability, and both Elixir R and Rocket Boots were stunbreaker.

Personally I would be happy if any 1 of the above 3 changes were reverted back.

Nevets' PVP Immortal Engi No-Point Troller

in Engineer

Posted by: Blizt.3086

Blizt.3086

It’s not necessary bad, but I think there are still a few problems with it.

First I think your build rely on various heal to support yourself way too much: attacking the enemy heals you, dropping bomb heals you, swap med kit heals you, using Super Elixir heals you, eating bandage also heals you…

But what happens when you have tons of poison on you? Or what if you were under heavy burst pressure, do you have the time to execute so many actions for the various healing effect?

I can totally imagine a thief spamming you with Chocking Gas first, then deal burst damage via Backstab, or a Mesmer who won’t even get on or near the point (so that your Magnetic Shield & Big ‘Ol Bomb are pointless) while bursting you down, or even a Hambow warrior who will burn you while stunlocking you with hammer, so that you can’t even use your heal but can only hope your protection will last you enough to get up again.

Lastly, you really lack some good condition removal, even AR can’t always save you.

Thought on Turret overcharge ability OOC?

in Engineer

Posted by: Blizt.3086

Blizt.3086

After the latest patch, turret really have improved a lot, and turret build is actually viable now.

But there’s still one thing left that bugs me, which is that other than the Healing Turret, all the turret will not activate their overcharged abilities unless you were in combat.

Particularly the Flame Turret (to be used to make a stealth combo), Net Turret and Thumper Turret (can use stun/launch to sneak attack someone).

What do you guys think of it?

The Real Problem in sPvP

in PvP

Posted by: Blizt.3086

Blizt.3086

I want to welcome people to play PvP, but currently I just can’t with the amount of frustration I get.

I tried, I tried interacting with my teammate at the start, during the match, with friendly attitude too. But most of the time there just were no respond from them at all, or likely they didn’t even have a clue of what I’m saying (for instance, telling them to rotate)

While not completely accurate, you can somewhat tell if the player is experienced in PvP by looking at their title, and the amount of people I see with non-PvP title just worries me, wondering how many of them really know anything about playing in solo/team queue.

I’m sure there are definitely PvP players with really bad attitude toward PvE players, but if you think about it, PvP players were always the minority group in GW2, I can only imagine there will be MORE PvE players with bad attitude or playing deaf when in a match.

I’m not kidding, I’m starting to hate PvE player even though I really shouldn’t, but I hate Anet even more. All this kitten happened because they put that stupid daily cap limit on Reward Track, which forces PvE players with no choice to play solo/team if they want to keep progressing.

I’m not saying PvE players shouldn’t play solo/team queue at all (after all, if you don’t play, how will you improve), but they should be separated into group that truly wish to improve their PvP skill, and group that simply wants the reward. And it’s the later PvE group that should be barred from solo/team, they should just earn their reward by playing in hotjoin (just as how back then PvP daily should be done in hotjoin, not solo/team queue).

But oh no, Anet decided to put the stupid daily cap limit on reward track in hotjoin, so the system screwed over us, and we end up in a situation it’s a lose/lose for everybody.

Asking for so many skill points, seriously?

in PvP

Posted by: Blizt.3086

Blizt.3086

Anyone with alts will be hurting for skill points, no matter if you’re PvP primary or PvE primary. But skill point acquisition between the two modes is at about the same rate, or faster for PvP.

Can’t say that I agree. PvP may have Reward Tracks now, but if it’s about acquiring skill points, I don’t think it will be faster than doing Champion train farming (unless this new patch hit the train really hard).

Asking for so many skill points, seriously?

in PvP

Posted by: Blizt.3086

Blizt.3086

Reward tracks give skill points periodically.
Ranking up gives a bunch of skill points as long as you’re above rank 30 (Large rank chest).
Below rank 30 you get one skill point per rank. It’s also faster to rank up when you’re under rank 30.
The Reward tracks do give Champ bags, which means more skill points.

Your example assumed that you’re low ranking, that you can still rank up a lot of time (and relatively faster).

But consider this, you’re rank 55, and then you decided to make maybe 4 alts to play PvP, would you still say that it’s easy to get skill point then?

Also, it’s not like Champion bags are guaranteed to give you a Scroll of Knowledge every single time.

No ranks visible after Courtyard match

in PvP

Posted by: Blizt.3086

Blizt.3086

Probably got to do about how they feel that rank should just be an indication of how long you play, instead of how good you are.

No ranks visible after Courtyard match

in PvP

Posted by: Blizt.3086

Blizt.3086

It’s intentional, the patch notes have mentioned it.

Asking for so many skill points, seriously?

in PvP

Posted by: Blizt.3086

Blizt.3086

You can’t buy the game and PvP as you would like, too. With that being said, most of the new GM traits are garbage so it’s almost okay.

And why not? There are people who buy GW2 and purely just play PvE, or WvWvW, who is to say one can’t buy the game simply to play PvP only?

I have a number of friends who are close to purely playing PvP now, because PvE doesn’t interest them, while I’m not as extreme, there are definitely times like for weeks I would log on only for PvP.

And whether the traits are garbage or not, that is not the point. (not to mention in one’s eyes they may be garbage, in another’s eyes they’re awesome)

(edited by Blizt.3086)

Asking for so many skill points, seriously?

in PvP

Posted by: Blizt.3086

Blizt.3086

I get that they’re trying to tie all the contents and modes in game, but they shouldn’t make it that in order to have full access of PvP, you’re absolutely required to do PvE or WvWvW. (oh sure you can now get skill point from Reward Track, but how long would that take? And each time you switch character you basically have to do it all over again)

If you think about it, if you don’t need to play PvP to unlock something in PvE/WvWvW, why should it be the opposite way around?

If Anet tell you to win 20 PvP team queue matches before you can equip Exotic gears in PvE, you think you can accept that?

(edited by Blizt.3086)

Asking for so many skill points, seriously?

in PvP

Posted by: Blizt.3086

Blizt.3086

Anet, I think you guys went way too far this time.

So many of us used to enjoy be able to create a new character, finish tutorial map, jump into PvP and immediately have access to EVERYTHING.

Then when you added the new Healing Skill, you decided to put a 25 skill point limitation.

I wasn’t happy back then already, but still decide to bear with it.

But this time when you added these new GM trait, you actually want us to spend 20 skill points for each of them? This is outrageous!

If you really feel the need to charge them, at least lower the amount! Unlike 3 gold, which people can easily get in less a hour if they tried, 20 skill points per GM trait is a heavy burden for casual or hardcore/pure PvP players.

“Ohh, we didn’t want to confuse the new player too much, so we’re not handing out everything on the plate.” That was your excuse, which is legit in a way. But what about those PvP Veteran who have already learned much, and decided to create a new character (which could be both new or the same class)? Why do Veteran have to be punished for that?

Now when the completely new character enter PvP, he needs a total of 125 skills point to unlock the currently existing new skill/trait, do you have any idea how much work that is?

You may argue that player can just do those mission in PvE to unlock the traits, but how am I gonna do that when most of my other PvP characters are only lvl 20~50? Like hell I can go to Orr with any of them and defeat a Risen High Wizard…

And if you really think about it, this is not really fair.

Suppose we have 2 players here:

Player A play only PvP, and Player B play both PvE and PvP, they both invested considerable amount of time.

They now both decided to join your upcoming Legends Tournament, and because Player A’s characters never bothered doing PvE much, he is already behind the starting point, because he can’t get any or many of the new skill/trait like Player B.

This is what you wanted? I can’t understand you people…

(edited by Blizt.3086)

Thank you grouch! decap nerf incoming

in PvP

Posted by: Blizt.3086

Blizt.3086

The only counter to decap is D/P thief.

S/P thief can’t kill him due to protection injection. DPS guard will get the point fully capped by the decapper.

The only way to avoid decap is to leave him alone and have the thief to rotate everytime.

What are you even talkin about ?

My mistake, made a typo with S/P and D/P there.

But about DPS Guardian part it is definitely true, I have used that to kill de-cap quickly myself. Obviously you lack any CC to push him out of the point, but you can get him fast with those spike damage, blind, and block. (I was using sword/focus)