Showing Posts For Cold Hearted Person.6154:

Who else is disappointed in holosmith reveal?

in Engineer

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

In short, what you saw on the live streams was just first iteration of Holosmith.

You do realize the expansion is dropping next month with a preview weekend next week, right?

What you saw is pretty much what we’re getting.

And you do relize that they can tweak, change or completly remove a skill/trait as they see fit even after its out.

The streamers and the dev said it themself, everything is a subject to change.

Who else is disappointed in holosmith reveal?

in Engineer

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

This is hilarious, such paranoia…

The few people who had the chance to play Holosmith didnt even had the time to do any testing of the Elite, hell, they didnt even post any review cause they know no more then us here.
Thru the whole time they had a dev sitting on their shoulder pointing at the screen telling them to do this or check that out, the only thing that they menage to check is the general feeling of the Elite not the capabilities of it.
And as they heard from the dev it was still before balance pass, and adjustment, in the end Holosmith can have completly different feeling to it once the expack is out.

In short, what you saw on the live streams was just first iteration of Holosmith.

(edited by Cold Hearted Person.6154)

Grenth and Order of Whispers

in Lore

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

If Grenth himself is shielding you, you can’t die. Cause he is Death, and if Death is protecting you… what else is there to kill you? That’s at least how I understood it.

Grenth is not death itself, he just represent the concept of death. Grenth is Judge of the dead souls, and he decide where they will go in the mist.

So, as far as Grenth is concerned you can die at any moment, its just that after you are death Grenth will decide what to do with your soul, based on what you did in life.

(edited by Cold Hearted Person.6154)

Personal Story: wrong path, solo playthru

in Bugs: Game, Forum, Website

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Yep, exactly the same problem, and the question now is which of the steps is the one that count for my personal story, did i went and killed Syskas squad and than confronted her or did i go to recover the orb and then go to save Apatia? Story log is now messed up as it points that i kinda did both of them.

Personal Story: wrong path, solo playthru

in Bugs: Game, Forum, Website

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Since it can’t be reverted I’m just posting so that devs are aware that there is something wrong with the choice in story step “A Light in the Darkness” and you can end up with wrong story step for your greatest fear.
I was playing solo whole personal story, never making a party for it and as my choice i went with “Make another suffer” which starts with “Striking Off the Chains” story step, but when the actual story started i got “Shell Shock” story step.
Now, since i didn’t explore this story step too much I can go along with it, but i will state that it is freaking annoying!, and its even more annoying knowing that nothing can be done about this once you PS got messed up.

Future specialisations reusing "old" weapons?

in Guild Wars 2: Heart of Thorns

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

A question to the Anet, can we ever expect future Elite specializations reusing weapons already available for the professions?

I’m not really expecting a definite answer, rather just asking if Anet is interested in the idea. Personally i think it would bring some fresh air to the old weapons that as time goes by start to get a bit boring for, i would say most players but i don’t want to go overboard with the statement, some players that are with the game since start.

Condition damage or duration?

in Engineer

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

For PVE Condition damage for all gear. Condi duration comes in with runes/food and you can actually get close/hit the cap (100%). So giver’s weapons aren’t worth it (only gear with duration).

Tho, runes for general condition duration can get only up to +15%, only on runes for specific condition the duration can reach up to 30%, but then just 1 of your condition will reach close to cap.
Also rune with duration on it are not always paired with condition damage stat, and that may potentially lower your damage, so there still is some mutual exclusiveness here.

Skill queue fixed

in Engineer

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Yep, its definitely still not fixed, i still experience the issue. I also use bunker down but when i use tool belt i don’t perform any attack so the mines and meds don’t spawn, so for me BD might not be the source of the problem.

BTW, it might be a good idea to change the title, cause some dev might think that the bug is fixed or something.

Condition damage or duration?

in Engineer

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

With the changes to conditions and Engineer having rather big variation in duration of conditions, some extremely short others lasting for ages, this question started to bother me, especially since I’m making a new build.

Right, i know that i should make a mix of duration and condition damage so that they last longer and deal higher damage, but since condition started to deal more damage when specced for it, players started to put on more condi cleanse so its more difficult to stack conditions, and as a result you wont always be able to use long duration to its full potential. Also in a fight you will be forced to do a lot of defensive maneuvers, like dodging and blocking or use other skills that protect you which will prevent you from attacking and that will further reduce your ability to stack them.

EDIT: ups, forgot to point the pros of duration.
As i see it the duration also have advantage in above mentioned situations where you need to use active defense, since once you apply the condition, if it won’t get cleansed, it will last until you resume attacking. Hence you will be able to deal damage even if you get occupy with something else during the fight, of course the damage wont be high since you won’t have the time to stack it, but still it will be some dps.
Also there is the case of CC conditions that don’t deal damage like cripple, after all Engineer use almost all conditions available in game, and CC conditions are useful only if they last long.

There is also a fact that condition damage and duration are at some point mutually exclusive, after you reach certain point adding more duration will force you to lose some of condition damage(givers weapon, food, utility consumables etc.)

Thus it would seems that big but short DoT is more practical than weaker but longer DoT. Tho, I’m still not sure if this is right.

And so, with Engineer in mind, in your opinion which is better and more practical, condition duration or condition damage?

Be the way, i would really appreciate if your opinion would be based on experience rather than theory.

(edited by Cold Hearted Person.6154)

Specializations... Killing the game?

in Guild Wars 2 Discussion

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Its funny how people disregard builds that they never used, or didn’t even put some efforts to test them, as weak or easy kill or whatever, so by that logic any build that you just rushed thru, or that you have never discovered, is weak?
Traits that look weak usually are weak only for you cause you never figured out how to use them effectively.

I never used any of the meta builds since i don’t give a **** about single build per profession, cause that’s what meta does, it reduce choice of builds to only that “valid” one. Instead i only roll out with my OWN builds that i never shared with others and so far be it pvp, pve or wvw i never felt weak against anyone, nor was an easy kill for that matter.

It seems that there are 3 camps of players

camp 1, players that don’t give a kitten about diversity, choice or play style and just want to play, so for them its fine whatever happens but the simpler it is the better.

camp 2, players that only use meta builds so they never knew what diversity or choice is, as long they find meta build they are happy, this lack of diversity is ok for them.

camp 3, players that could make any build to work, loved creating builds that no one else used and still be competitive, preferred to be different then the rest of the meta mob, they most likely started playing gw2 cause of diversity and this change really hurts them.

It looks like Anet decided to go with either camp 1 or 2, after all, the less they have to flex their brain muscle the better.

Whether they removed some weak or not used traits, the fact still remains, less traits in each of the specializations lines still means less diversity.

(edited by Cold Hearted Person.6154)

Incendiary Powder is useless now?

in Engineer

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

So it 2 stack per trigger from Incendiary Powder? I can’t currently get in game since my graphic card is dead, so i can only check the info on the sites but so far none of them stated that is 2 stack per trigger.

Incendiary Powder is useless now?

in Engineer

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

With burn now stacking in intensity, base damage was reduced in account of that, and since Incendiary Powder give only up to 5s of burning on 10s cd its impossible to stack it with this trait alone, doesn’t it means that this trait become rather weak GM trait?

(edited by Cold Hearted Person.6154)

Critical spam and overkill Crit Damage

in Guild Wars 2 Discussion

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Before i start i have to point out that i wont be talking about specific profession or build but about all professions and possible builds in general as this is the issue with all of them. So don’t disregard my post as me whining and calling for a nerf for x profession, or something

As the title points out the issue is spam of criticals hits and over the top critical damage bonus.

Critical chance

Now, in older mmorpg games or even just single player rpg games critical hit was something of a rarity, % chance were low and even if it was just +5 or +10 bonus to chance people would still jump from joy to get that small increase. You know, critical was something that happened from time to time but still was valid bonus, something that you looked out for, but it never raised to over the top numbers.

However, in recent new games, especially in Guild Wars 2, critical chance can be raised to values where criticals are so common that it can be considered as standard or baseline for attacks to crit, to be honest, there are builds that need to be extremely lucky(or unlucky) to get a none-critical attack, hell some players can even make builds that have 105+ % of critical chance.
When % chance rise to numbers like 95 or 100 it can’t be called a “chance” anymore its basically guaranteed critical, this is no longer a matter of “from time to time” or “sometimes” but a critical attack spam, no longer a luck based effect, the term “critical chance” lose it’s meaning.

I think that critical chance should be caped at 50% so that critical wont be too constant but still something that you can see often. It could be something like, you can rise it to 30% by stats alone and then to rise it to 50 you would need Fury boon.
This is just a example how it could be made, but in general it should be caped at around 50.

Critical Damage

Now, i wont be only talking about overkill bonus damage on critical but also about the fact that you can have both huge % chance for critical along side that overkill critical damage bonus.
While the bonus damage on critical was recently lowered by around 8% its still on level where you can or almost kill in one hit some of the low HP professions, my own Warrior is specced to do it in wvw, and its rather normal for my targets to die in 1 or sometimes in 2 hits, while i like it, i do feel its too much.
(i used Warrior as a example since it’s the only power based alt i have, my Thief could also do it too but i deleted him sometime ago, but my Engineer, Ranger or basically any other profession can achieve high numbers in both of this stats as well).
With current critical damage that you can achieve, armor and vitality lose any value, since they wont protect you if you get hit by damage that starts at 8k and can even rise up to 11k-13k.

Now, i don’t know by how much it should be reduced to be more balanced, but it need to be much lower that currently is, *also for this nerf to not affect speed clearing dungeon groups, HP of mobs and bosses in dungeons should be lowered accordingly, i think it would also help balancing condition damage.

Regarding the issue of having both high chance of critical and bonus critical damage, In my opinion they should mutually exclusive, if you have high critical chance then you can’t have high critical damage and vice versa, I’m not a developer of games but i think that’s how they are usually balanced.

If you have your own opinion then post it, but please this is not about specific profession or build so don’t derail this thread with complains about that X profession or build, also try to use reasonable arguments, this is a general discussion about changes that affect everyone, so don’t use your own “likes” as a argument, think of everyone that would be affected.

It would also be nice if some dev’s could jump in and state their own opinion about the matter

P.S.
Before anyone ask or try to use it as an argument, yes, i also think that condition duration both increase and reduction are over the top and they also should be caped at some reasonable numbers, but this is a matter for a different topic and discussion that you can start and make a point there, but not here, no derailing.

(edited by Cold Hearted Person.6154)

Baseline changes and clarification

in Engineer

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

No cooldown reduction on pistol skills? i get that we get condi duration bonus but still…
Only rifle gets it aditionaly with speed bonus so its 2 bonuses for rifle but only 1 for pistol.

(edited by Cold Hearted Person.6154)

What happens to Orr?

in Guild Wars 2: Heart of Thorns

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

I kinda feel that people dont even read op, he or she clearly stated that it would be 2 versions of orr maps, old orr(current unchanged one) and new orr(cleansed one), players upon loading would get option to chose to which version of orr map they want to go, of course cleansed orr would be locked out for people that didnt do the PS yet.
All it needs from anet is to copy and edit the old maps and add simple option system to chose the map upon or before loading.

(edited by Cold Hearted Person.6154)

Proposed Changes for Engineer Turrets

in PvP

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Actualy, i have to ask a serious question, when did turrets existed as turrets in gw2? because as far as i remember the only thing the turrets existed as was a bomb used for CC or a utility skill that trigered traits.

Now, i played lots of mmo in my life and i mean the old point&click type, and in every single one of them turrets were an actual turrets, you know a thingy that you set up on the ground and leave it ther for it to do its work, and it actualy could take a few hits before it went down, and you know it actualy worked, but in gw2….i just dont know if we can actualy call them turrets anymore.

Proposed Changes for Engineer Turrets

in PvP

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Funny, history of turrets make a full circle, at start of the game almost no one used them cause of the humongus hit box, then they made them usable by fixing this and now again almost no one will ever use them due to a fact that they now die extremly fast, as if they didnt die fast enough before.

turrets are now completely useless

in Engineer

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

This whole deal with turrets make me completly baffled, i mean turrets by definition or standards should be set up and left so that it can give the benefits for the user of said turret, and i do understand that ther were issue with the turrets, but what is the point in turret if it last only 2-3 seconds against opponent that use only auto-attack, its not even an actual skill.
Curently turrets can only attack once since they wont live long enough to attack second time, against zerker warrior turrets can aswell not exist since he can 1-hit it with one GS auto-attack chain or two if ther is no engough crits.

And to those with the “engi tears” comments, you know fully well that its not how Anet should go with balancing of the game.

Also, if turrets are now regarded as minions than why is it only about weaknesses, what about the strong points of minions that turrets dont have, thats quite a double standard way of dealing with it.

(edited by Cold Hearted Person.6154)

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

People, the thing you saw on stream or on images from stream are a WIP, they said it many times that its not the actual or finall look, it just a temp, a place holder.

So, STOP PANICKING

(edited by Cold Hearted Person.6154)

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

So….it’s finaly over,….i…dont know, it feel….strange.
This thread will be closed,….after 2 years of seeing it on first page everyday it will be….gone now, it almost….feel sad….almost.

ah, i’m crying….

Nowhere to hide

in Living World

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Hmm, “Nowhere to hide”…Metal Guild Solid 2?
What? with all this MGS elements in this episode i wouldn’t be suprised .

Ahh, there's my airship

in Living World

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Yep, ther also is the issue of colisions, pc models are small and cant colide with eachother but airship would be huge and it would just look bad if the ships were to pass throu eachother, just imagine how it would be with 100+ airships in the air, a trafic jam.

Well, the issue would be smaller if we were to control a gunship like the one rotor chooper that chars made. With that a fight with Elder Dragon would make much more sense, smaller target is harder to hit it would be much easier to avoid geting smacked to the ground. I dont know why Zhaithan didnt just ram our flagship, it would go down instantly.

Ahh, there's my airship

in Living World

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Flying mechanic is already in game, its called swimming, yep, swimming is just a free movemt along all 3 axis. Air and water in games are the same space but with different visual effects, just remove the invisible barrier that prevents you from swimming out of the water and your pc will fly.
In many games, if not all, flying and swimming use the same mechanics given the nature of it.

Flying/sailing your own ship can be easy implemented, for example if you replace pc model with submarine you will be able to ster a sub, or if you replace it with airship and remove restriction on movment you will be able to control your own flying ship.

Tho it all depends on whether dev want it in their game or not.

(edited by Cold Hearted Person.6154)

pigeon hole or play as you like

in Profession Balance

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

In terms of pvp or wvw meta builds have huge weaknes that being a fact that those builds are all over the forums for people to see, everyone know all pros and cons of every meta build so they can deal with them with ease.
When meta build user face non-meta build the winner is usualy non-meta user since its weaknes are unknown while the meta one are apparent.

I myself only go with my own creations, non-meta builds, since its more fun to bet on a wild card than on a top horse.

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

People calm down, are you calm now?
Good, now start preparing party hats for next anniversary of this thread!

It would be cool if we had weather

in Living World

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

From what i can see it’s just sun on/off effect not an actual transition between day and night, ther are no evening and dusk period, if ther are then they are extremly short like less than a minute, usualy you just by chance notice that night started and you don’t even know when.

p.s. just to add something that will now bother you if you didn’t notice it yet, shadows dont match sun or moon positions, and i mean all shadows i.e. mountains or trees and so on.

Eviscerate

in Profession Balance

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

It was already stated but i will repeat it just for reference.

You dont need to run glassy build to hit for 13k with eviscerate, you can be as tanky as you want to be just use sigil of inteligence and you will have 100% crit chance whenever you want to use burst skill, sharpening stone will give you nice boost to damaged to since you will have lots of vit and thougnesss with some mix of pvt/valkyrie/cavaliere gear

on my wvw warrior i have no berserker/assassin gear(since i dont need any precision as i have intelignece sigil) only valkyrie(just for crit damage)/pvt mix and i still hit for 11-12k eviscerate and around 19k kill shot.

So yea, i have no idea why do you have to be glassy to hit hard with any weapon as warrior.

Imersive Emotions out of cutscenes.

in Living World

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Well, as much as i agree with you i have to put you down and say that it wont happen, as to why, its cus the dialoges are recorded sentence by sentence and reused in various places in the game, fit in like a puzzle piece(cost effective, no need to record aditional dialoges).
Thats the reason why ther is not much emotions in them, if the sentence carry any strong emotion it will also gain context and as such wont fit in many situations, they would be forced to record the very same sentence in a diffrent tone and with different emotion in it and spend more money on VA just for that (not like they have to hire any top VA tho, anyone with good voice would be enough).

Here is the diffrence between singleplayer and mmo game, singleplayer games are short and have an ending so by design they are cheaper than mmo, also since they are driven by the story and have an ending players wont spend more time playing it then the amount of time needed to finish that said game, usualy out side of story and gameplay(which is driven by story too) ther is no much to the game so devs need to make sure that just these elements are enough to keep players interested in the game. Since story is the leading part of the game that keeps players interested it must be of highest quality and so devs require from VAs to put everything in to dialoges, proper tonation, emotion etc.
They dont have to worry about money as in case of mmo so they dont have to reuse any recorded dialoge, and i doubt that they would have any chance to do so as in stories for singleplayer games you rarely experience the same/simillar conversation twice.

On the other hand MMO are much more expensive, and require constant development(expansions and the like) so money is an issue, and since mmo focus on multiplayer part of the game story is less important than gameplay, even if ther is an story in mmo players will spend more time on group activity than on that story.
Thats why story in mmo is pushed to the side line, and cus of the money mmo are build from elements/pieces that can be reconected in a different ways and reused anywher, these elements cant have much of a context or it will be hard to reuse them.
Thats why for example you had some wierd animations and shouts when you were motivating citizens to run during LA invasion, they were these context less reused elements.

…A wall of text and yet a simple conclusion, NOT ENOUGH OF MONEY.

(edited by Cold Hearted Person.6154)

[PvE] Bosses: Conditions and Boons.

in Guild Wars 2 Discussion

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

I once played an MMO called Aika Online and ther were 2 interesting Boss’es, one would remove your buffs and deal massive damaged per every buff removed, if you buffed yourself or party during the fight it was pretty much insta game over for you, the other one was practicaly mirror copy of class of that game, it had all the skills that player had and its AI knew well how to use them all to deadly efficiency.

The second one was fun and very challenging to fight, these every “kitten!!” moments you had when you saw the boss starting a very familiar looking skill animation that didnt forebode too well for you.

It would be nice if mobs/boss’es used more advanced skill set and had more varied stats, right now all mobs from same group have same skills and stats, so no variety in armor or hp etc. they all are the same.

BTW, all mobs use same professions as players as a basic to determind their avaliable conditions/boons/CC/Attacks it makes you wonder why they didnt expand on this more, gw1 mobs knew much better how to use their skills, tho it was still just spam.

Why would a 2nd wep for kitless engi be bad?

in Profession Balance

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

You always choose one of those utilities over another kit. You say it would be unbalanced to get an extra weapon-esque skill with a kit, but the alternative would be yet another kit on top of the one you have.

No no, what i meant is that ther should be a tradeoff, if you can get a kit and still have toolbelts skill on pare with weapon skills then what will get the player that wont take a kit? they will only get some good toolbelt skills and still lose 5 or more skills, ther must be some restriction on that.

I don’t see how it matters at all that toolbelt skills are class-specific. Also, the suggestion of making toolbelt skills independent is very convoluted. It would simply be far too much work to ever happen, without even considering whether it would effectively solve any issues.

I agree that it would be a bit complex to make but in use that wouldnt be more complex than traits selection.
Also what i meant is that our profession mechanics is restriced by utility slot and our skills on toolbelt would be dictated by utility which in return would reduce our choice in that aditional 5 “weapon skills”, other professions unique mechanics are not limited by utility slots, all i meant is that if our toolbelt skills suposed to be our secondary weapon skills we should be more free while chosing what we get.

In its simplest form, the issue here is merely that other utilities do not compensate the loss of a second weapon the way kits or possibly even turrets do.
Its just a matter of finding some way to tune the other utilities to match them.
Far as I know, every meta Engineer build either takes MULTIPLE kits, or abuse the mechanics of a large number of turrets (which also usually have at least one kit).
Even a gimicky gadgeteer build heavily utilizing gadget traits like static discharge still takes a kit. They’re simply too powerful to avoid.

Im not saying that your idea is bad, its just that i dont really see how one utility slot can be made to be equal 5 weapon skills that kit offer.
Also, while i agree that kits are too good to ignore they are still optional and not everyone will use them, not everyone follows meta or go with copy&paste builds, in fact Engineer profession allows for many obscure builds to be “viable” without kits, tho they still miss aditional skills.

(edited by Cold Hearted Person.6154)

warriors and adrenaline

in Warrior

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

No, not really, i dont use CI and adrenaline is only for Burst skills that in most cases are an overkill, just my Axe AA hits for 3k per hit on crit, with just that AA chain i can deal equal damage as burst skill. If i felt like it i could play with no adrenaline and still be “viable”.
And yea, if im siting on full adrenaline cus my burst skill is still on cd (7s) it shows clearly how “hard” is adrenaline on us, right?
If not that “long” cd i could burst every 4-5 seconds with my 12k damage Eviscerate.
On my warrior not even once i felt that im lacking adrenaline, in fact its more like im generating too much of it than i can use.

Adrenaline is overused as an exuse in arguments that protects warrior current “balance”.

(edited by Cold Hearted Person.6154)

Why would a 2nd wep for kitless engi be bad?

in Profession Balance

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Thinking it over, the toolbelt may be an effective way to solve the over-reliance on kits to counter the single weapon.
When using something like a Gadget or Alchemy skill, the toolbelt skill given could have a low recharge, built to be used more like an additional weapon skill rather than an additional utility. A lot of them have this sort of function in the first place; Launch PBR, Rocket Kick, Analyze, etc. The problem is just with the numbers they’re tuned with.
Place a non-kit/turret in every slot, and you’ve effectively got a second weapon that requires no swapping whatsoever.
At the very least, Kits shouldn’t have as strong of toolbelt skills as the others.

Thats a very sounding solution but ther are few issue that complicates it:

  • one is what you meantioned CD, is too long, on some skills its even 50-60 seconds
  • if you reduce CD on them then what about engineers that still will be using kits, they will get another weapon and toolbelt skills on short CD
  • also Toolbelt is and Engineer unique mechanics and its affected by utility slot, other professions secondary weapon is not dictated by their utility choice and their weapon is not restriced by their unique mehcnaics(1F-4F), exept Elementalist, for the rest its vice versa, its the weapon that restrict 1F-4F skills

Altho it would require more balancing, i think it would be better if the toolbelt skills could be selected separetly to the utility slot, of course ther would be rational restriction in place, like:

  • toolbelt skills would be split on groups like healing, utility and elite skills(or traits) so that you cant slot 2 or more healing skills, evey F slot would be a separate group that have only few skills avaliable to chose from i.e
    1F- skills A, B, C
    2F- skills D, E, F
    3F- skills G, H, I
    4F- skills J, K, L
  • Every kit sloted would reduce numbers of avaliable toolbelt skills from every F group by 1, or would completly remove the option to chose them, as a counter balance for Engineers that will use kit.

Well, as i said, it would require serious balancing.

Why would a 2nd wep for kitless engi be bad?

in Profession Balance

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

It’s not a design flaw. It’s a tradeoff. Zero cooldown on kit swaps is huge. Non-kits have unique utilities not found on kits that can make them worth those 5 skills.

Without the tradeoff it would be too strong (why the CI/might issue was brought up). The game is not balanced for HgH + 409 + rifle + pistol/X. Sorry if this was confusing to you.

This just isn’t something that’s going to happen based on what the dev’s have said in the past about eng balance. It’s somewhat like asking why don’t necro’s get a cleave like the other classes…

……Honestly… it seems that you dont know what tradeoff is, on one side you have 5 weapon skills if you chose to use a kit(weapon swap), on the other side you have only 1 utility slot if you wont opt to use a kit(no weapon swap).

If you use a kit then you are on the same page as other professions since you can swap from weapon to kit(secondary weapon) and have aditional 5 skills and the cost is only 1 utility slot, but if you wont use a kit then you lose ability to swap and you also lose 5 weapon skills in return you only gain one utility slot.

use a kit:
pros

  • swap from weapon to kit, working sigils on swap
  • aditional 5 weapon skills
  • same numbers of weapon skills avaliable as other profession, more if using 2 or more kits

cons

  • lose only 1 utility slot

dont use a kit:
pros

  • gain only 1 utility slot

cons

  • no swaping from weapon to a kit, sigils on swap dont work
  • lose 5 aditional weapon skills
  • lowest number of weapon skills among all professions

^^^^^WHER DO YOU SEE A FAIR TRADEOFF HERE?^^^^^

I dont know what game are you playing but 1 utility skill will never be equal to aditional 5 weapon skills in gw2.
I didnt meantion toolbelt slot as its based on utility slot(on kit also) and cant be chosen separetly.

and btw, before someone say then why not just use that kitten kit? i will ask what build diversity is it then?
Use a kit and you are equal with other professions, dont do it and you are below them, ther are players that dont use kits in their build and just because of that one utility slot free they sufer more than any other profession.

No matter how utility slot is used by, Elemantalis, Warrior, Guardian, Ranger, Thief, Necromancer or Mesmer, they dont lose 5 weapon skills. One could argue about conjure weapons or banners on Elementalist or Warrior but they already have weapon swap avaliable to them no matter the utility chosen (Elementalist have 4 Atunmens that work like weapon swap).

THIS IS A DESIGN FLAW!

(edited by Cold Hearted Person.6154)

warriors and adrenaline

in Warrior

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Well, my Warrior can regenerate adrenaline in 6 seconds on just one target, on 2 or more targets its around 3-4s to regain full bar, in 80% cases i have to wait around 2-3s for my Burst skill to go of cd to use that adrenaline.

btw, i have my burst on 7s cd, it shows how much i have to “rely” on adernaline =.="

All the arguments that Anet shoves up in our faces looks good on paper and in theory but doesn’t hold true in practice.

Why would a 2nd wep for kitless engi be bad?

in Profession Balance

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

So… started another thread on the same subject to try to get a dev’s attention?

Wars (and other classes) are able to might stack due to runes of strength… which are in need of an obvious nerf.

As I mentioned in the other thread, CI isn’t really the problem with wars, it’s zerk stance being so long which also grants them adrenaline to further use CI. 409 doesn’t require you to hit your opponent unlike CI. Comparing the two is very apples and oranges.

You’re basically asking why not just add eng to the list of problems in these areas instead of fixing those problems.

Because is bigger problem than just some trait/rune issue?
Its about a design flaw here that take away 5 skills from profession if they dont use a kit, which is also protected by a flawed argument that only holds true IF Engineer use a kit.

And also, why the hell you jump out with warrior and might stacking/CI issue if its about Engineer and weapon swap?
OP used CI as an example inorder to show that this change, to Engineer profession, wouldn’t affect game balance more then any other issues that are out ther at the moment.

(edited by Cold Hearted Person.6154)

Why would a 2nd wep for kitless engi be bad?

in Profession Balance

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Heh, finaly someone pointed out the biggest design flaw in this profession.

What an argument about Engineers not haveing weapon swap cus of kits have to do with an Engineer that dont have any kit sloted?

Absolutly NOTHING!!!

I mean, its so OBVIOUS that EVERY Engineer have at least 1 kit in utility slot, right?….NO!

Honestly, its like this profession was made so that we are forced to take a kit or we will lose 5 weapon skills and have the lowest number of weapon skills in game, also 5 skills more or less avaliable in a fight is a big difference, especialy in spvp!

BTW Elementalist have 4 atunments no matter what they put in utility slot so they cant lose these aditional weapon skills no matter what!!

Boom spam is imbalance #1

in Profession Balance

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Uh, you are missing the point here, this thread is more about x build + x rune/sigil = boon/condi spam which in return = imbalance, and thats is right, altho i dont think that conditions are that hard to handle, boons on the other hand are rather imposible to handle, most if not all profession can spam boons every 5-10s and can spread it around in aoe, which makes something like boon removal usless especialy since its on long cd.
Yea, many boons have short duration but they are coupled with short cd that completly remove the disadvantage of short duration, whether source of this boon is 50-50 from gear and profession or even 100% from rune/sigils or profession doesnt matter, the fact is that its spamable.

In fact my main build for wvw solo roaming(wont meantion which profession) can easly achive perma protection, and i dont even have to try to do it, most of it comes from passive traits and passive rune effects.

p.s. forgot to meantion that after 5 minute fight in wvw i end up with 2 minutes of swiftness on me.

Experimental Turrets Trait – Limit to 5?

in Engineer

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Tho Experimental turrets trait doesnt prioritize you, it give boons randomly, even if you are in party in a zerg your party will rarely get the boons.
I tested it in wvw zerg while being in a party, only one player in my party got the boons but even then it was only once, while the one that placed the turret, that is me, never got any boons from it.

(edited by Cold Hearted Person.6154)

More Bosses like liadri please!

in Living World

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

I will suprise you saying that i did kill her(on 6th try) and still am complaning on buggy fight, things like camera issue or orbs being obstructed when targeted by range attacks.

But well, it was mostly about mechanics, once you figured out the patern it was rather easy fight, for both conditions and direct power users.

turrets = poor man's phantasms?

in Profession Balance

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Its like people keep forgeting that turret get blasted off on very first aoe that oponent will drop on that turret. They can deal good damage ONLY if they survive long enough to do so. The only turret that can be placed and can last long(for 4-6 enemy hits) is thumper turret but than again its not damage dealing turret and have freaking long cd.
Turrets dont scale with player stats so no matter what build player will use turrets will be always the same, damage, armor and HP wise, exeption is if you use trait that reduce damage to them.

In the end almost all turrets users only use them as blast finisher or for SD build.

Did you ever placed Healing turret on the ground and only used its overcharge as main heal(something around 3k hp) during the fight, never picking it up throu the whole fight?

Currently i only use turrets as boons dispensers placing them somewher in my reach but far a way from enemy sight and range, and hoping that they will never go after them, of course like that they will never hit anything.

(edited by Cold Hearted Person.6154)

[Engineer]Experimental turrets trait issue

in Bugs: Game, Forum, Website

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

I’m not sure if its the right sub forum for it, but it seems that Experimental turrets trait won’t prioritize user of the trait, currently if you place the turret in a big group of players(i.e. zerg in wvw) most likely you won’t get any boons cause they will be applied to everyone else around you.
It would be nice if user of that trait was the first one to get the boons.

Why moaning about conditions?

in Profession Balance

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Hmm, you know, to mitigate/avoid direct damage you need dodge, block, blind, invulnerbility skills, armor(toughness reduce damage) and movments(sidesteping and just runing around).

To mitigate/avoid condition damage you need dodge, block, blind, invulnerability skills, vitality(give more time to deal with conditions), movements(same as a bove) and condition removal.

From this i can tell that ther is no problem with conditions as a game mechanics, its the issue with players not being able to deal with them( most likely cause their build is not speced to deal with conditions).

(edited by Cold Hearted Person.6154)

Why moaning about conditions?

in Profession Balance

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

By design conditions can’t burst as they deal damage per tick and if its a unchanged stack of conditions its always the same damage per tick.
Also, most people seems to forget that the defensive stat that, in some way, help you with conditions is Vitality, its partialy the reason why its realy hard to kill Necro wit a conditions, especialy if that said Necro is in DS( DS=massive HP and Vitality affect your HP).
You also forgeting, as meantioned, about skill delay, skill lag, skill aftercast, skill channelling, projectail speed(in case of range attacks) and finaly about spreed of projectails(some range attacks have massive spreed so its really hard to hit) when talking about condition “burst”.
It takes me around of 5-7 seconds to activate all my, condition applying, skills to cause some condition presure, exacly because the reasons that i maentioned above.

But in my opinion the reason why people complain about condition is that they don’t notice the small damage ticks, from conditions, during the fight so they have hard time predicting, or straight fail at it, how much it will take from their HP pool after some time. Basicaly its easier to react to big instant damage than to small damage over time.

(edited by Cold Hearted Person.6154)

What's up with Mist NPC's?

in PvP

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

It seems that their damage was buffed seeing that i lose half of my hp to single Necro life siphon, or get hit for 4-5k with hammer from warrior, and im in my tanky build(2.8k armor + 20k hp), and i wont even meantion what thief can do to me in just 3 seconds.

[Pvx] Diminishing Returns

in Profession Balance

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Stability may look like a good counter to situation like that but you completly forgeting that it have very short duration and not all of the profession have good access to it, like mentioned above thiefs have rather hard time geting some, Engineers are on the same boat, CC should have an DR.
Like in fighting games when you get stun-locked for the whole fight, oponent have no way of fighting back, thats why ther is an DR on spamable lock attacks, the longer you keep someone in a lock the less damage you deal to the them.
It may require skils to pull it off but its not fair that other party have no way of doing anything once their short duration stability run out.

And 4vs1, it doesnt mean that 1 must lose, these 4 may be really crapy players ,skill wise, and yet they just have to use some of thier CC to completly lock any skilled player that doesnt have good access to stability, and even stun-breaker wont help, cus you know, ther is a limit on how many you can have on your skill bar.

(edited by Cold Hearted Person.6154)

Adding flavor to titles

in Guild Wars 2 Discussion

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Reason why you wouldn’t allow stats on titles is because some of the titles are limited to the content they’re present in, like needing meta achievements from an event, some might not even be available to get again. With the couple that you could get easily you then force a lot of people to use those titles.

I like the idea, but maybe it would only be limited to a few titles you could get easily at any time. But then you go back to what doggie said, it forces people into using titles they may not want to over others just for a bonus. I still use my Emissary of the Mad King title which I think was only available for the 2012 halloween event.

Well, i do agree with you, but whenever someone say “forced” it makes me laugh, like “HAHAHAHA” kind of laugh, its player decision to use something or force the use of it on others, i never felt forced to use anything in this game nor i ever used anything that i didnt want to, the “forced” bit is all just in your head.

And of course a player can choose not to optimize and booted from most pugs/speed groups.
I want to take my awesome hard-earned magic find title in the dungeon run but team is like “wtf no damage title? lol” boot

Ok, i understand your stand point, but its still the same, players forceing players to do what they want, nothing more.

Also, optimize, is something you do in accordance to your build, playstyle and of course task at hand, not build/playstyle of others, especialy since you have your own area of expertise, so changing your build to what others want could lead to you being less effective.
Also if your damage is at good spot and you are weak in other area, than instead going with damage increase titles you would rather want some defensive title, even if your party is telling you otherwise, who knows better your build, you or them?

And to begin with, the titles effects, if they would have such a small bonus like mentioned in op, wouldnt be as noticable as those who demand the use of them would want it.

And beside, would you really like to play with people that act like that?

(edited by Cold Hearted Person.6154)

Adding flavor to titles

in Guild Wars 2 Discussion

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Well, i do agree with you, but whenever someone say “forced” it makes me laugh, like “HAHAHAHA” kind of laugh, its player decision to use something or force the use of it on others, i never felt forced to use anything in this game nor i ever used anything that i didnt want to, the “forced” bit is all just in your head.

So of the 4 titles that were used as an example which of them would you use mostly?

If i was limited to only these 4 then propably Combat Healer, but not really cause its effect(other than in dungeons im a solo player), i like the sound of it, well i wold like it even more if it was called Combat Engineer as i mainly play on my Engi, as for the effect it could come in handy from time to time, but the effects on these titles are so small that you could go with any of them and you wouldnt see a difference.

(edited by Cold Hearted Person.6154)

Adding flavor to titles

in Guild Wars 2 Discussion

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Reason why you wouldn’t allow stats on titles is because some of the titles are limited to the content they’re present in, like needing meta achievements from an event, some might not even be available to get again. With the couple that you could get easily you then force a lot of people to use those titles.

I like the idea, but maybe it would only be limited to a few titles you could get easily at any time. But then you go back to what doggie said, it forces people into using titles they may not want to over others just for a bonus. I still use my Emissary of the Mad King title which I think was only available for the 2012 halloween event.

Well, i do agree with you, but whenever someone say “forced” it makes me laugh, like “HAHAHAHA” kind of laugh, its player decision to use something or force the use of it on others, i never felt forced to use anything in this game nor i ever used anything that i didnt want to, the “forced” bit is all just in your head.

(edited by Cold Hearted Person.6154)

Adding flavor to titles

in Guild Wars 2 Discussion

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

No.
No no no.
No.

“No” what? at least you could use some argument here, could you try to elaborate on that “No”?

No I do not agree with OP’s idea of titles having special effects.

sigh…and WHY do you not agree? you know, to “…I do not agree…” argument ther is usualy a follow up “…because…” that define your argument, just for future reference “because i say so” arguments are crap worthy.

but hell, this post will propably make you jump at me with your teeth…

Tho that aside, adding effects to titles wont necessarily be a good idea, but as it is titles have no meaning, i mean 99% of the titles you get for just doing your daily stuff, i dont even see titles as i have players names turned off in option.

(edited by Cold Hearted Person.6154)

Why does underwater combat have to suck?

in Guild Wars 2 Discussion

Posted by: Cold Hearted Person.6154

Cold Hearted Person.6154

Well, something like 1+ year ago Engineers were op underwtaer, no one had a chance against their Granades shoting Gatling Gun kit, up to 3 granades per 0.3s( and 0.15s with quickness), it was a DPS to be reckoned with, but yea underwater fight is not only unbalanced but also rather unfinished concept.

(edited by Cold Hearted Person.6154)