Showing Posts For Boomstars.4508:

Scammed in-game

in Account & Technical Support

Posted by: Boomstars.4508

Boomstars.4508

This is exactly why we need player to player trading or a cash on delivery.

so wait it minute. Jason Smalling says:
https://forum-en.gw2archive.eu/forum/game/bltc/Player-to-Player-trading/first

Kazim.2043:

For example one player advertising an item on shout, and made a deal with another player through chat. He sent the item through mail, but the second player did not pay back.

Is it considered officially as a scam?
Is it an official offence that might have consequences?

Yes, you can report that player as Scamming.

but then you won’t even help the people? what’s up with this?

I think the scammer is just banned, but don’t quote me on that.

Scammed in-game

in Account & Technical Support

Posted by: Boomstars.4508

Boomstars.4508

You can keep complaining, but they will probably take action against you. It’s infuriating, I know, but it’s in the past now. Let it go, dude. The guy that scammed you is on their radar now, that’s the best you could hope for. If they intervene here they’d be expected to intervene every time someone got scammed, or changed their minds and claimed they were scammed, and there would be no time for anything else.

And, again, you should’ve been more careful. I’m sorry, but you should’ve. I don’t trade in chat for this exact reason.

My opinion: Turrets - So Much Potential - yet so broken!

in Engineer

Posted by: Boomstars.4508

Boomstars.4508

The biggest hurdle that ANet needs to deal with on turrets: They are separate and independent form of damage (essentially, an infinite dot so long as it isn’t destroyed) that allows the engineer to run around and do damage on his own.

Turrets count as a Damage Over Time. They are independent damage that the Engineer can apply without having to maintain it. That’s why they have a longer than normal rate of fire.

They are also indiscriminate of targetting. The Engineer cannot control who the turrets target. They will apply this DOT damage to anyone that they feel. That’s why they have an ability that the engineer can trigger to make them more potent.

Engineers shouldn’t count on turrets to be their sole form of damage. They aren’t the TF2 Engineers. They have a MUCH broader choice of abilities than that class, and can switch between kits and weapons.

You have several ways to make turrets more powerful.

You can trait into them to make them more durable, regen their health, become more powerful, deployable, and can also increase your wrench skill so that it heals them more.

Turrets can use a little boost, but the problem that ANet has to consider is all of the above characteristics. If you boost their damage or rate of fire too much, then you can imbalance a turret-using engineer. You could reduce the CD on a turret’s special ability, but you have to make sure that increasing the special ability doesn’t imbalance the damage rate (in PvP and PvE, I expect a Turret to have at most 1 or 2 chances to use their CD ability).

Turret drop CDs are perfect IMO. Also, if you pick up the turret before it dies, then you drop about 1/4 the CD timer off of them.

TL,DR: Turrets are good, but could be better. Very little better, because they are an independent source of damage.

I don’t understand how being independent makes them more effective. Most utility skills can be used alongside weapon skills, and can be used without concern for mobility. Most of them can also be targeted. I think you’re letting the duration go to your head. Need to be thinking of range, the fact that they occupy utility slots whether deployed or not, that they need to be positioned in a vaguely intelligent manner, often on-the-fly. For all that, how many turrets do decent damage?

How do you define a turret build (or do you think there’s no room for one)? Two turrets? Is that a build? That’s as many as I can have with a kit.

I’m not completely ignorant of your point, they can’t be capable of killing players all by themselves or else an active engineer with turrets would go undefeated. So, if you can’t make them more powerful to compensate for the headache they can cause, remove the headache. Generally clearing content turrets are on cooldown about half the time, for me, because they explode.. and sometimes I have to move. The complexion of my entire build could change with 20-30% reduced cooldown.

As an aside; the durability trait does very little, they’ll survive two hits instead of one.. whoop-de-doo. Still one shotted by champions ofc. The range/damage trait is grandmaster, so for your first sixty levels you’re sol on that one. Maybe more, depending on the build. Finally, the wrench skill is a kit so you’ll sacrifice a turret to get it and your weapon when you’re actually using the kit. If you want a damage kit, too, you’re down to one turret, at which point you’re probably not traiting for turrets anymore and the whole thing falls to pieces.

I’m not yelling about engineers, by the way. Just turret mechanics.

And this is completely ignoring the healing turret because it doesnt really matter that it is one.

It's not really personal when... *spoilers*

in Personal Story

Posted by: Boomstars.4508

Boomstars.4508

It was definitely really disappointing.

The characters that you meet earlier on don’t even stay in the story! They just disappear! Even if they were just by your side as another NPC that would be better than introducing them and then throwing them away.

I’m pretttty sure they are hanging out in your home zone.

Maybe one or two. I’ve hit cap, did the whole thing, and you know what’s in my home instance? One guy. Lord Faren, in his house (probably) sitting on the floor with his torso sticking through his sofa. He’s been there almost since I rolled the toon, and nothing else has changed.

edit; he has no real dialogue, either