Showing Posts For EroticAndHeretic.7398:

Mirage Demo Weekend Feedback

in Mesmer

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Ok, I’m not a mesmer main, but I think that a more “casual” approach of the mirage’s problems. Therefore, I’ll go more about the general feel more than the numbers.

The spec felt fun, yet clunky to me.

Axe
My main concern is the Lingering Thoughts attack. Not only it needs an evade, but the clone generation is subpar compared to other weapons (sword, staff, scepter…).

Mirage Cloak
A good idea, but not done well. There’s two posibilities to improve it:
-Like the daredevil, Mirage need access to a third dodge bar. It help a lot being aggressive with the dodge mechanic.
-The dodge duration needs to be longer, as it’s stationary. Many ambushes are longer than a dodge, and it makes them dangerous to use.

Ambushes
As said, their cast time is too long. They also should not lock you in place, like the scepter one.

Mirage Mirrors
It’s just bad. In pvp, it tells the opponent where you go, and it’s unreliable to touch it for an evade. Instead of giving mirage cloak, they should grant endurance and/or spawn clones.

Utilities
-False Oasis felt lacking in utility. Considering it’s name, and being a deception, a nice idea would be for it to work like the decoy, (without the break stun).
-Crystal sands works probably well in PvE against big targets, but against smaller targets, it’s not really reliable. The “projectiles” seemed slow.
-Illusionary Ambush is basically Axe’s 3 combined with a dodge. Felt redundant and not interesting.
-Mirage Advance was fun to use.
-Sand through glass felt lacking, because of the mirage mirror.
-Jaunt is too short.

Traits
-Self-Deception isn’t great, but it’s an adept. Deceptions should grant endurance on this trait.
-Renewing Oasis seems fine
-Riddle of Sands should just give confusion of ambushes. Shatters really are against the mirage spec.
-Nomad’s Endurance: it “locks” the spec into conditions, despite having ambushes for the sword and the great sword. The condi boost should be elsewhere, like on mirrored axe. The vigor is once more counter intuitive with the mirage. It should grant vigor on succesful dodges, like Ranger’s Primal reflexe.
-Shards of Glass: a counter intuitive mechanic that sometimes spawn a dangerous one. Really felt ininteresting at the moment.
-Mirage Mantle is fine.
-Mirrored Axes should grant the condition damage boost, as said.
-Speed of sands: it’s too short.
-Infinite Horizon should be baseline. One thing really lacking so far was the fact that clones don’t do ambushes without this trait.
-Elusive minds is fine.
-Dune Cloak is fine, but works on the mirror mechanic that isn’t good at the moment.

TL;DR
The dodge needs a rework either in duration or the number of dodges possibles. The mirror mechanic is really bad at the moment. The shatter mechanic is already a contradiction in the mesmer functionality, but it’s even worse for the mirage. F1-F4 skills should change, or at least the mirage should get an F5 helping him with clones.
Infinite horizon really needs to be baseline.

Lets see your engineers!

in Engineer

Posted by: EroticAndHeretic.7398

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Sjöfn Ragnfridr, scrapper without sleeves.

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Give the function gyro a light or something

in Engineer

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I’d say give us back the icon from the beta, but don’t get rid of my lil buddy floating over my shoulder.

I love him. He is my child.

Same here. Don’t take “Little Pumpkin” away from me.

Let's see your Revenants!

in Revenant

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Majunkka, the wildest asura out there.

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Mistward armor SOULBOUND ON ACQUIRE?

in Revenant

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It’s still bad that the Mistward armor is soulbound, while elite specs items are actually accountbound.

Berserker Helm looks like....

in Warrior

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Oh, come on, that helmet is perfect on… My revenant.

Anyway, I love those weird flippers. It even allow my asura to be taller than short humans! Perfect to not lost her in crowds.

On a more serious note -if my wild asura can be taken seriously- I do love that helmet, as it’s really… Well, wild.

(Oh, also, I do love the berserker, as I played condi warrior before)

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Got 100% map completion on VB, no reward [Merged]

in Bugs: Game, Forum, Website

Posted by: EroticAndHeretic.7398

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Engineer without reward too.

Signed: An engineer who seriously want Fix-R-Upper

Anyone use gyros?

in Engineer

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As a PVE player, I do enjoy the gyros, and they actually are replacing my elixirs, as they are somewhat more active than “drink/throw elixir and that’s all”.

I use the Medic Gyro, as the instant heal is useful, and I switch between Shredder and Bulwark when needed.

I have yet to encounter a fight that makes me think “I’ll need the purge gyro”, but this one doesn’t seems that bad.

Stealth is cool, but my main elite still is the mortar.

Blast Gyro is clearly a joke, though. I tried it once, and that’s all.

(edited by EroticAndHeretic.7398)

Adaptive Armor and HGH just nerfed

in Engineer

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It’s comparable because it’s basically the same result: 300 toughness and 20% condi reduction.

What’s important to compare is how we get it: Engis always get the 20% condi reduction, but it’s harder to get the stacks because of the CD and the on hit proc.

But with the lack of cooldown, the necromancer can get his 10 stacks almost instantly (just tried as I have a condi build, I got the 10 stacks with two ranged attacks), making it clearly superior, despite the 8s duration instead of 10.

Seriously, to be on par with it, especially for an elite spec as you say, we simply need no cooldown on AA.

Adaptive Armor and HGH just nerfed

in Engineer

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As a user and fan of Adaptative armor and HGH, i honestly find these nerfs quite logical.

HGH affect more than the elixir utilities, so with Elixir Gun and Mortar (two kits I play), it can stack quickly.

AA nerf seems to get on par with necromancer’s Corrupter’s Fervor, that gain up to 300 toughness and 20% condi reduction.

Now that these nerfs happens, I think it can also give room for improvement.

As stated, the necromancer trait doesn’t have a cooldown, while adaptative armor have one, and activate on hit. I suggest that removing the CD would make AA more efficient.

As for HGH… Maybe making more skills “elixir”? I remember the deadly mixture trait that affected both the EG and FT, maybe make Napalm and elixir trait?

I remember Elixir F being considered as an elixir, too.

HoT Players: New Info for you

in Guild Wars 2: Heart of Thorns

Posted by: EroticAndHeretic.7398

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I also think it’s a good move.

While I never criticized the 400 points system here, I thought to myself “all these elite specs seems fun to play and suit my characters. This is going to be tedious to unlock them all”. In fact, only the druid doesn’t interess me.
While my main engi had lots of hero points, most of my characters do not have that much exploration done, therefore not much hero points.

This is a good thing to retain the progression (on the scrapper, I just unlocked the Adaptative armor, and I was so happy to do so!), and it becomes less tedious, while keeping the need to explore for hero points.

Now, the question is: Is 250 points too low for an elite? I would have lowered the points needed to 300 instead, personally.

Revenant Elite Skills cannot be switch.

in Bugs: Game, Forum, Website

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Revenant heal, utilities and elite are determined by the equiped legend. So it’s normal that you can’t switch your elite.

You can equiped 2 legends, that you switch with F1.

Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

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EroticAndHeretic.7398

Race: All
Gender: All
Class: All
Item: Shackles of Madness
Problem: chains movement

The new item from Halloween, the Shackles of madness, have “stiff” chains. Although they seems to be supposed to be moving (when shaking the character during the character select screen), the chains follow the arm position, instead of dangling from the wrists.

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Suggestion: Spinal Blades glider skin

in Guild Wars 2: Heart of Thorns

Posted by: EroticAndHeretic.7398

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Spinal blade seems big enough for a glider, despite being many blades. It would look really cool, anyway. We have many “not logical things” after all.

Also, the good old fusion jetpack would make a nice glider. Although I know that it’s not really a hang glider anymore.

Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

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EroticAndHeretic.7398

I’ll will repost one problem I have with an outfit that hasn’t been fixed yet

Race: All
Gender: Female
Class: All
Outfit: Wintersday Outfit
Problem: Texture, Dye channels

Since the change with outfits, the Wintersday costume have a dye channel problem. What used to be the legging piece is inconsistent with the rest of the outfit.

In my screenshot, orange is the “fur color”. It’s on the glove, upper part, hat, and shoes.
Black is the main color, and blue is the second main color.
But on the lower part of the dress, the “fur color” suddenly becomes the “sock” color, while blue become the fur!

It doesn’t allow harmonious coloring, and this is starting to driving me a bit mad, as this outfit was reallt great.
I hope that this issue is easy to fix! It’s just a matter of channels.

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Medkit analysis and suggestions

in Engineer

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The problem with the medkit is that it’s designed to heal others people, but it’s also designed to affect one person. The engineer isn’t even the one who have the priority with dropped items.

The Medkit need a serious rework. Again. The item system simply doesn’t work.

The item system worked pretty well before the trait rework/Jun 23 patch. Dropping the medkit skills at your feet had far superior usability than the current ground targeting throw system. And the bandages stayed much longer time on the ground, meaning you could prepare yourself and surround yourself with several bandages.

Of course, I’m talking about the current system. Simply dropping bandages instead of throwing them is clearly better for the engi (but it’s still for one person).

And yes, the bandages used to stay longer, and that was practical too.

Making medkit #2-5 affect up to 5 allies including the engineer would probably make it overpowered.

Indeed, just modifying the current skills to affect more allies would be kinda overpowered.

Maybe the healing component should only affect the engineer, while the condition removal + giving boons like fury & swiftness would affect all allies in a 360 radius burst. This would make it a clearly weaker version than warrior’s shouts + warhorn: no healing and much smaller area + activation time, but medkit skills would have lower cooldown.

I also agree with that. To me, the main thing that define the engi is “many skills with low cooldown”. And having a kit available at all times based solely on support can’t have healing on par with Ele’s Geyser for exemple, or even the Warrior’s shouts, as you mention.

Honestly, I think that the medkit should simply get inspiration from the Elexir gun.

Medkit analysis and suggestions

in Engineer

Posted by: EroticAndHeretic.7398

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The problem with the medkit is that it’s designed to heal others people, but it’s also designed to affect one person. The engineer isn’t even the one who have the priority with dropped items.

The Medkit need a serious rework. Again. The item system simply doesn’t work.

To me, the idea of the syringe on the arm, blasting things, was a good idea on paper (but the amount of heal is just so bad).

Instead of throwing things everywhere, the skills should be AoE or cones like the FT / EG poison cloud to give buffs, heal, cleanse. And affect the engineer. Medkit 1# and EG 3# are kinda ridiculous for that.

Personally, I would do the Medkit like this.

1) Same skill (but with better healing)
2) Throw basic bandages
3) Cleansing AoE / cone
4) Buff AoE / cone
5) Healing AoE (water field?)

As stated, the medkit is a purely supportive kit. It at least need some incentive, as we do not attack while using it.

Hammer the death of Rifle

in Engineer

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I guess that rifle will still be the weapon to go for damages. Hammer, while really appealing (that’s the weapon I wanted since the release after all), will be more defensive.

Basically, we have:

Rifle: Direct Damage
Double Pistol: Conditions
Pistol / Shield: Defensive condition set
Hammer: Defensive direct damage

Doesn’t mean that the rifle doesn’t have defensive skills, mainly netshot and overcharged shot.

Provide Destroy effects for Gyros

in Engineer

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Destroy effect only working on Enemy player kills or self destruct would make it too PvPish focused. One current issue with Gyros is the use in PvE so having the destroy effect work when natually destroyed in PvE would provide it PvE use.[/quote]

Oh right, I’ll correct that. I was actually thinking about when a mob destroys it too. I’ll correct my previous post.

Provide Destroy effects for Gyros

in Engineer

Posted by: EroticAndHeretic.7398

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I also think that it is a great idea.

IMO, something like this would be better than the actual Final Salvo, as it give each gyro a special effect.

But it should be only upon destruction (by a player, by a mob or self destruct) not when the “fuel” is empty, I think.

(edited by EroticAndHeretic.7398)

Suggestion to make gyros better

in Engineer

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What I don’t like about gyros right now, more than the fact that they can be destroyed, is the fact that they are Turrets 2.0.

Each specialization bring something really new to the classes: shouts, traps, ect.

But we, engineers, get something that we almost already have (warriors also get something similar to their physical skills).

I do think that gyros should work like “reverse signets”. At least some of them, especially the medic gyro and the purge gyro. You activate them, the gyro is a visual indication that you have a medic or a purge one.

Of course, we can’t just make them invulnerable, there need to be some other tweaks, like the duration and the cooldown.

Meet the Scrapper [Elite Spec Discussion]

in Engineer

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Well, as a mostly PvE player, I’m actually glad to (finally) see how the scrapper is.

What I love is exactly the fact that the specialization only give a new thing, instead of doing big changes, especially the reaper’s shroud.

It’s not much but basically, what I enjoy is the fact that it doesn’t change the toolbelt at all.

I’m not even sure that I’ll use gyros, but I wanted that hammer since day one.

Also, the traits synergize well with other traits, like the Firearms.

Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: EroticAndHeretic.7398

EroticAndHeretic.7398

Race: Human, Norn and Sylvari
Sex: Female
Profession: Light Armor
Armor piece: Flame Legion Pants

The flame legion pants have some weird textures. The front one match one f the dyes, while the back one is always red.

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Should Engineers get weapon swap?

in Engineer

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Hi everybody!

As an engineer and Elementalist player, I’m kinda excited for the Revenant, as it’s seem to be the heavy equivalent.

I realized that at first, the revenant had no weapon swap, but gained it through devellopement. Kinda fair, as engis have kits and Elem have Attunements, while Revenants were stuck with the same 1-5 skills and only two legends.

But now that I think about it, revenants now have always 4 set of skills (2 weapons, 2 legends), same goes for the Elementalist, who can also have conjured weapons.

On the other hand, engineers can have 1 to 6 weapons. So we can have lots of skills, but at the expense of some utility (although we do have the toolbelt).

So I was wondering who people think about this.

On one hand, engineers get more flexibility than the revenant and especially the elementalist, who have the 4 attunement skills set, but on the other hand, engineers “have to” choose kits at the expense of the utility, hindering some potential builds, like turret ones of gadget ones.

Personnally, while this crossed my head, I think it’s fine, as I’m a kit lover. Kits also provide toolbelt skills, so while we take a utility slot, we don’t lose a skill. The best example being the Med kit toolbelt skill.

Show your rangers here!!

in Ranger

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The most courageous and dangerous ranger.

Fear the wooden sword.

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Some Proposed Med Kit Changes.

in Engineer

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I love many ideas here.

Either using it simply on yourself (who get the bandages in a stack seems random), or use it like the thrown elixirs.

Using it on yourself would be really more practical (you rarely think: “Hey, my allie need heal instead of me!”).
On the other hand, having “thrown elixir” style skills would be more group oriented.

Sometimes, I think that skills number 3, 4 and 5 should be considered as elixirs, but that would kill the concept of the Elixir H.

Mortar nerf

in Engineer

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The thing is that maths is not all.

I don’t think that Mortar “auto” attack is garbage. Especially when it’s going to be fixed, the projectile finisher will be interesting.

But this kit is definitely not conceived as damage kit. The projectile finisher, range, AoE AA and water field are it’s only advantages to me (from a PvE point of view). It’s more a support with it’s range and fields.

Bombs are stronger (can’t deny the logic, as it’s “melee only”), grenades are way better to proc shrapnel and explosives, and flamethrower autoattack is also good to proc things with damages that aren’t bad either (although this kit is already more supportive than the damage oriented bomb and grenade kits).

But compared the the ranger longbow, for example… According to tooltips linked in the chat, a mortar shot is as strong as a 500-1000 range longbow AA.
BUT the longbow also get other attacks. 3 and 4 aren’t damaging, but 2 and 5 are, definitely.

If I think that the nerf isn’t justified, it’s because the mortar take an elite slot. I know that we have to balance it as we can use it whenever we want, but it should still benefit from it’s elite statut.

Mortar nerf

in Engineer

Posted by: EroticAndHeretic.7398

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Mortar kits looks more and more like a support kit.

I can understand a nerf for a 1500 range weapon. If only it was coherent with the other classes. And the fact that it’s a elite kit.

Also, shampoo for engineers.

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Mortar should be renamed to Grenade Launcher

in Engineer

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Charrs also have a mine!

Bazooka =/ charrzooka (well… Kinda.) Just stay with the same attacks, and the “bazooka” mortar would look fine and different.

Med kit nerfed or buffed?

in Engineer

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the worst is the loss of the minor in tools which recharged the toolbelt skills at 25% health. that gave you a double heal off medkit

The actual worst is that Automated Medical Response doesn’t work. With Band Self only.

Mortar should be renamed to Grenade Launcher

in Engineer

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I definitely wouldn’t mind an actual bazooka instead.

I just want something else than a rifle, skin and how it’s held.

I will always say that Horrik’s cannon was a perfect skin for the mortar.

Hammer / mace post patch

in Warrior

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you hit the nail on the head. mace and hammer are slow weapons focused on cc, not damage. that’s their purpose, and it’s why they see little use in pve and a lot of use in pvp.

Well, i already knew that! Hopefully, I’m not that dumb
It just that it feels even less interesting in PvE than before.

Anyway, after lots of reflexion, I’ll go full alteration. The greatsword still doesn’t appeal me (that’s probably the hipster in me talking here…)

Hammer / mace post patch

in Warrior

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Oh, yeah. I’m sure that in PvP, these weapons are better than before.

But for PvE, they feel… Lacking. I may be wrong. Especially with the “Berserker Power” change.

In fact, I feel like these weapons enphasis further on control instead of damages, as many traits are when interrupting, althought those aren’t new.

Basically… I don’t like the new Strengh specialization.

But… I’m going to be a bit sad if I start to use bows on with my huge armor

… I think that I’ll just start playing Greatsword.

Hammer / mace post patch

in Warrior

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Hello there!

First of all, let’s be honest and say that I’m a “casual” warrior. I don’t play to use meta build, but play the way I want to.

So… I used to play Hammer and Mace in PvE. I know that it’s not really good for PvE already, but I love hammers!

But since the patch, I feel like it’s even less interesting in PvE. I feel like that I do less damages, and the new traits doesn’t help. I feel like I tank less / hit less. I feel like, with the Strengh line, I “had” to use the physical skills.
I feel like the traits boosting your damages against disabled opponents aren’t usefull, as they get up too quickly.

On the other hand, my bleed build seems still as fun to play.

So, I wanted to know your point of view on this.

Engy bugs 23/6/15

in Bugs: Game, Forum, Website

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Automated Medical Response doesn’t work with Bandage Self, despite being considered like a real heal skill now.

Also, Throw Bandages (Medkit 2) and Throw Antidote (Medkit 5) works on mini-pets ._.

RIP Flamethrower

in Engineer

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Ok, I admit that I’m not a theorycrafter, and that I play mostly for my enjoyment. In PvE.

But looking at the FT, Grenades and Mortar autoattacks, there seems to be some kind of balance between their power.

I’m not saying it’s wasn’t nerfed, but to me, it looks like they tried to balance the kits.

Hobo Sacks: A Terrible Fashion Statement

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Honestly, they just have to change the bombs and the mortar kit.

Bombs are just… WTF. And mortar is worse looking than the FT and EG.

Again, just give us Horrik’s cannon instead. I know that I love his cannon, but it’s just so perfect for the new Mortar Skills.

Medkit details

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Yep, having the heal on the toolbelt was what was interesting, because it was a toolbelt skill.

Now it’s just a “misplaced” heal.

Why the half effort?

in Engineer

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If you thought that the Bomb Kit was broken… Try the underwater bomb kit.

Medkit details

in Engineer

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Medkit doesn’t work underwater. Bandage supplycrate work underwater. Grenade kit still work underwater.

Anet logic at it’s finest.

The more I look at the skills 3, 4 and 5, the more I think that they should be considered elixirs as well.

If a mortar shot can be seen as an elixir…

Hobo Sacks: A Terrible Fashion Statement

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… The mortar is just a friggin’ darksteel rifle.

A DARKSTEEL RIFLE.

Just give us Horrik’s cannon already instead. Make us look kitten instead of having a lvl 40 rifle.

And that bomb kit animation…

It actually has less quality texture and detail than the Darksteel rifle. Yep.

Sadness intensifies

Hobo Sacks: A Terrible Fashion Statement

in Engineer

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… The mortar is just a friggin’ darksteel rifle.

A DARKSTEEL RIFLE.

Just give us Horrik’s cannon already instead. Make us look kitten instead of having a lvl 40 rifle.

And that bomb kit animation…

Mortar kit details

in Engineer

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Is it me or does the Mortar just end up being a charrzooka?

They’re still working on it, so i guess it will change.

But, I’m a bit scared about de radius of the mortar shot .. 120 radius, it’s our grenade. I thought it will be 240 at least ..

Well, they are still working on it, it’s true, but it’s from a recent video.
If this is the final skin, it will not stop me from playing the mortar, but… It will be a bit disappointing. Especially with the change with the Med Kit (left handed syringe!) and the bombs.

If we revert back to having 3 kits that looks a bit close to each others… (I mean, 3 “rifles”.)

Mortar kit details

in Engineer

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Is it me or does the Mortar just end up being a charrzooka?

Not to get cosmetically greedy...

in Engineer

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Stowed weapons would definitely look nice, and fit perfectly the engineer, master of many weapons. The shield would kinda become the new “hobosack” without the “hobo”, although that the scientist shield could look very nice with the MedKit syringe and the elixir gun!

I don’t really know what can be done to the shield / backpiece problem, though.

Hobo Sacks: A Terrible Fashion Statement

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So… Do we have pictures of the new kits, now that it’s coming soon?

We only saw some placeholder assets when the change was first announced.

According to the last stream, it appears the wrist-mounted syringe gun for Med kit is final, though. And it looks pretty nice.

Ok, thanks! I remember the grenade and bomb kits placeholders (hope that these changed a bit).

The syringe looks pretty cool. Perfect with the scientific weapons, and I hope perfect with a new elixir gun style! It’s fun to see it on the wrist.

I’m really eager to see the new LF and EG skins, as it’s what I play. Especially without their backpacks.

But what I really want to see is the mortar. I just want to see it held like Horrik’s cannon.

What's the deal with Mortar?

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My only question about mortar is: is it going to act like a kit? Using it and stowing it whenever you want?

Yup

Oh gods of Tyria, this is awesome! This plus the lack of minimum range restriction…

I knew that I would play this kit whatever would happen, but this is a really good thing to hear! After two years of forcing myself to use the supply crate…

Thanks for the response! (now I just need to see what it look likes, and if it’s held like Horrik’s cannon. But I can wait the update for that!)

What's the deal with Mortar?

in Engineer

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My only question about mortar is: is it going to act like a kit? Using it and stowing it whenever you want?

Hobo Sacks: A Terrible Fashion Statement

in Engineer

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So… Do we have pictures of the new kits, now that it’s coming soon?

New traits a nerf for flamethrower?

in Engineer

Posted by: EroticAndHeretic.7398

EroticAndHeretic.7398

Oh, so now it’s stability + might?
This is a relief! I thought that I had to change ALL my armors sigils… And I have several skins.