Showing Posts For Calebrus.3802:

Jumping Puzzle Feedback [Merged]

in Wintersday

Posted by: Calebrus.3802

Calebrus.3802

I haven’t read through the thread and I’m sure this has been stated multiple times.
This Jumping Puzzle was a joke. The Clocktower was epic, and I enjoyed the difficulty immensely. The more you did it the easier it got, and the farther along you got. Too many people cried about it being too difficult.
Now we get this.
I am extremely disappointed in this JP. I was looking forward to it as the highlight of my Wintersday Festival, planning on spending hours trying to get it right. In the back of my mind I kind of feared that it would be far too easy because of all the complaints from Halloween.
As it turns out my fears were warranted.

The threads that we see claiming that this JP is too hard are a complete joke.

Auto disable reflections when inside

in Suggestions

Posted by: Calebrus.3802

Calebrus.3802

118 FPS?
What kind of a monitor are you using?
Because if you haven’t spent a veritable crapload of money on your monitor, then the vast majority of those frames are literally just wasted resources. Most monitors that are relatively affordable can’t handle that kind of refresh rate. If your monitor can’t show you all of the frames being processed, then why does it matter if some are missing?
It’s like saying that the Corvette in your garage has a top speed of 210, except you never drive it anywhere but the convenience store down the block, doing 30 mph the entire time. Who cares if it can go 210 if you never get it higher than 35?

(edited by Calebrus.3802)

Please focus your changes/nerfs better

in Suggestions

Posted by: Calebrus.3802

Calebrus.3802

Grenades didn’t need their damage nerfed by 30% to balance the use of sigils. No sigil is worth 30% of your damage. Even on crit sigils, which Grenadiers will now be the masters of, do not make up 30%.

Previously, Grenades were useful even when untraited. Traiting them with Grenadier was extremely recommended, but not mandatory.
This change to the damage is a Grenade Kit killer. The Grenadier trait is now practically mandatory if you want to use them.

The problem with Grenades has never been a problem of damage.
The problem with Grenades has always been that Grenadier is too powerful.
That trait takes one of our strongest Kits and adds 50% effectiveness on top of it.
The problem of balancing Nades is because you have to attempt to make them viable without being traited, while not making traited Nades overpowered. It’s an extremely difficult tightrope to walk. One could argue that it will be impossible to do both with Grenadier in it’s current form.
Reducing the effectiveness of the Kit is not the answer. Reducing the effectiveness of the trait is the answer.
Please make changes where the changes are actually needed.

1.) Revert the damage to what it was (or maybe a 15% nerf at most).
2.) Change Grenadier from always tossing a third grenade to instead allow a 30 to 50% chance for that third grenade to proc (this also helps alleviate some of the on crit sigil issues that the nerf was obviously designed to oppose).
Problem solved.

(edited by Calebrus.3802)

Let Engineers swap weapons

in Engineer

Posted by: Calebrus.3802

Calebrus.3802

Not having a weapon swap ruined the Engy experience for me in the betas because I didn’t give the kits a fair try. After launch I really delved into them a bit and found that they were much more versatile and useful than I originally thought.

Not only do Engys get weapon swaps, they get them with no 10s cooldown like other classes have. No only do they get weapon swap, they get multiple weapon swaps if they want. Again, on no cooldown.

Experiment with your kits. Really look at them and see what they do. Compare them to other professions’ weapon sets (ie: Kit A’s skill 1 does X vs another profession’s weapon B skill 1 doing Y, etc) and you’ll see that our kits are indeed our weapon swaps. They are even better than most weapon swaps because we can have more than one, and all on no cooldown.
The fact that this is much better than the single weapon swap that most professions have is countered by the fact that it costs a utility slot to get it.
But really, when you consider that each and every utility skill in the game offers an associated tool belt skill to go with it, this isn’t as big of a loss as it seems.

If you’re unhappy with the idea of no weapon swap, as I originally was, then my advice is to really investigate and understand your kits. Your opinion may change after you do.

A unified solution to the Bundle issue

in Suggestions

Posted by: Calebrus.3802

Calebrus.3802

Many Engineers were disappointed to realize that using a weapon or device kit essentially unequipped our weapons, no longer allowing for weapon stats and upgrades, for the duration of the kit’s use. This complaint was a non-issue in sPvP due to the gearing difference in those arenas. It was a minor issue in PvE, where the loss of those stat points made a small difference. It is quite a huge discrepancy in WvW play.

Elementalists using conjured weapons, along with any other profession using a transform or a bundle, suffer from the same issue, but none of them are impacted as greatly as the Engineers. For other professions, these things are little used secondary mechanics, but for the Engineer this is a class defining mechanic.
The last update introduced some changes to Elementalist’s conjured weapons in the form of stat increases similar to what you’d see on weapons. This was a welcome change, but it was incomplete. It seemed a slap in the face to Engineers that a little used secondary mechanic of another profession recieved attention when that same mechanic which defines us was completely ignored.

The changes that were made were as follows:
Lava Axe: increased power and condition damage
Frost Bow: increased condition duration and increased healing
Fiery Greatsword: increased power and condition damage
Earth Shield: increased vitality and toughness
Lightning Hammer: increased precision and critical damage

The changes that I suggest are as follows:
Elixir Gun: increased condition damage and healing
Flamethrower: increased power and critical damage
Tool Kit: increased vitality and power
Bomb Kit: increased toughness and power
Grenade Kit: increased precision and critical damage
Med Kit: increased vitality and healing

The attributes of the kits should be equivalent to a blue/fine weapon of appropriate level, or possibly as much as five levels lower than character level, and increase as you level up.
As sPvP uses different equipment standards for weapons lacking from any statistical attributes, none of this should apply in sPvP. We already have certain skills with slightly different effects from PvE to PvP, so keeping kits in their current form for PvP would not be an issue.
In addition, all characters should have an upgrade slot on their Hero Panel specifically for bundle/kit use. At any time when a bundle or kit is in effect, the upgrade/sigil from this slot would apply.

This will place not just Engineers using kits on level a playing field with other professions, but everyone that ever uses a bundle for any reason.

Thoughts, comments and critiques are welcome.

(edited by Calebrus.3802)