Showing Posts For Explosia.9164:
It has been literally years and this is still not fixed. I remember there was a trait that increased its radius to 240 and when trait overhaul happened that trait was supposed to be baseline. Bombs got to 240 radius but for some reason mine field (also throw mine left at 240 radius and it was 300 with that trait) is left at 180 radius. I’m probably the only person that uses this skill so please make it how its supposed to be already. Or lower its range from 360 to 180 so I can hit it consistently.
1- The absence of Solo Queue and Team Queue.
2- Less frequent balance patches.
I don’t understand how hard it is to see that these are basic requirements for a healty pvp (especially absolutely mandatory for esports) game. It’s been years since people asked for only these two and we got neither of them. You tried to import some stuff from other esport games but you brought useless things like stronghold instead of these two important things like seriously. Now that the leagues are coming (which is absolutely amazing so thank you for that) finally this game can be a real esport if you just add these two things.
Medic Gyro doesn’t trigger healing traits in Inventions line.
Kinetic battery is still working incorrectly with Minefield. It is very inconsistent and still going cooldown like %90 of the time. You should confirm and re-add this to the list.
No, I want it f5, that’s the best place for it, I just want the visual UI to match the physical one.
I don’t want to adapt to new changes so whole game should change and be the way I want it to be.
FTFY.
Hello everyone. I just saw the invitation for tomorrows test event and I was wondering what is the full size of the test client that i need to download?
If mortar #1 was a blast finisher, Soothing Detonation would be close to exilir infused bombs ><.
Or it could work with projectile finishers too but gave %50 less hp. It should also heal us aswell not only allies.
It was probably the only good way to play melee in WvW raids. It was synergizing so well in melee train along with other melee guys healing each other with shouts etc. Now that we have no stability (3 stacks on elixir x is a joke) no way to sustain ourselves or our allies continuosly (medkit is another joke, soothing detonation has too low healing power scaling to be even considered and doesn’t even heal ourselves, medical dispersion field is beyond useless even removing cooldown wouldn’t help it. ) we are pretty much useless in big groups. All we have is healing turret and blast finishers (i wish thermobaric detonation was more reliable) some what decent condition clear on allies, and some good crowd control skills. I would be ok if they gave us something to replace this trait but so far they gave us things that are either irrelevant or completely useless.
(edited by Explosia.9164)
These should be added to the list of bugs:
- Magnet: It works inconsistent. Sometime it doesn’t pull person at all sometimes it flings to air and sometimes it looks like it didn’t pull even though it pulled fine. These happen so randomly but happen way too much and makes the skill unreliable. I recently found out that if you start channeling this skill while you are going up on stairs, it will not pull the enemy even if you are not on stairs anymore and at the same ground at your enemy. You can try this at side points on temple of the silent storm.
- Minefield: Forceful explosives made baseline but mines are still at 180 radius. This makes it almost impossible to hit all 5 mines. Please fix this asap because minefield is unusable without it.
- Mortar: Projectile finisher does not work at all. Even if you hit enemies. I tried it on golems and none of the fields on mortar generated and effect on me or enemy golem.
idk if this is a bug or not but the magnet pull sometimes is not working even though the target is hit ( not evaded, not too far, no obstructed) the target only get knock down and not being pull toward the engi, i have experienced it myself and even saw it on popular engi streamer
Its totally a bug. This is the most infuriating bug out there. Almost half of my magnets are not working as intended. This has been like this for years already and nothing has done yet.
It is supposed to hit you 6 times if played correctly.
From your log Phoenix hit you 7459 in total, which is a normal number of backstab on a squishy class. Is that utterly broken, too? I’m not saying it doesn’t hit hard but landing Phoenix is not always easy and it’s the only high damage skill scepter has. Dragon’s tooth is good, but you will never land it.
He hit me 7 times and only 1 critted so it can easily go more than 10k damage. Which is still a lot of damage to hit against a tanky engineer. Why are you bringing backstab to this? Irrelevant. Also backstab couldn’t hit that much. Its scaling is 2.4 while this 7 hit phoenix is a kittening 6.2!!! Even hundred blades has 5.31 scaling this is ridiculous. Also half of the skills in the game are hard to land but none of them hits this hard. If it would only hit 3 times as it should I wouldn’t say anything about it. But 7 times.. it’s just crazy.
phoenix is a very inconsistent skill… sometimes it hits 6 times, sometimes 3 times on a stationary target. getting a 6 hit phoenix on somebody who is moving is close to impossible. even under the same circumstances phoenix hits can vary and to get the most out of a phoenix some people even use lightning flash, throwing your escape away for it.
Thats what i am talking about. It should be fixed to a certain number of hits. Even 3 hits do amazing damage it should not be able to hit 7 times.
There is something broken with this skill. For some reason the pierce damage hits you more than once. I understand it should hit you twice for going in and out of you. But hitting for 6 times? Add the explosion damage to that and you have highest hitting skill in the game. Isn’t this utterly broken?
Example:
http://img.photobucket.com/albums/v284/casex/gw004.jpg
You only showed only one set of scaling. Can we assume that its the same for both pve and wvw/pvp ?
First, my concerns about following missing traits:
Power Shoes: This was a really good option when you didn’t want to go tools tree. Now that we can’t just put 2 point to tools tree for speedy kits, this trait should become more important to have. But you removed it while you should have done the opposite.
Cloaking Device: This was a really good target drop trait. I would LOVE to see this one merge with power shoes and put back in inventions tree.
Sitting Duck: This one was actually my go to trait if i ever put points in firearms. Useful for burst and pve builds for 5 instant vuln. Really good fill for condition builds. I dont know how and where to put this back but i think its worth not losing this trait.
Potent Elixir: Did i miss you talking about this one? Is this baseline or added to hgh? If its not, it really should be either of those.
Enduring Damage: This one was a nice boost when engaging battles. Burst and pve builds will be effected by this loss of dps.
Also some traits could use an update. Because some of them conflict with others or lack synergy or just feels lackluster.
Adrenal Implants: This is where I am disappointed the most. I used to run this trait with speedy kits and static discharge. Now it will be forgetten because people will always pick speedy kits over this now that power shoes are gone. If you want vigor you are now forced to go whole two trees. And if you don’t want to do that and pick this trait you are left without any speed bonus now that power shoes are gone. This trait should be synergizing with toolbelt somehow. Please reconsider making changes about this trait.
Tools Tree: I think you should add more things for our actual profession mechanic which is toolbelt. The only major trait which is directly related to toolbelt is static discharge at the moment. We could totally use more traits about toolbelt. Which could add new mechanics for toolbelt or even simple things like cooldown recharge like you did with other professions. Now that you are overhauling engineer, i dont see any reason to not add more toolbelt traits.
Modified Ammunition: This one always felt like meh. Its not amazingly good or build definingly unique. Its just like %10-12 damage boost at peaks even for massive boss fights. You should either boost the damage or add some kind of functionality to it.
Incendiery Powder: Now that burning is stacking intensity, this one should be adding 2-3 stack of burning or be cooldown free. To be honest, removing cooldown would make it crazy op with that duration so i don’t know.
Automated Response: I honestly don’t know what to do with this one. It doesn’t synergize with anything, it doesn’t have an effect on playstyle(like it used to do) or don’t even have a reason to use that i could think of. Maybe you should just make it lower the condition duration to like %25 without any health requirement.
New Shield Trait: I don’t think protection is a way to go here. Because these skils are designed to avoid the damage via reflect and block, not tanking the damage. The amazing thing to do with this trait would be increase the reflect and block duration.
First, my concerns about following missing traits:
Power Shoes: This was a really good option when you didn’t want to go tools tree. Now that we can’t just put 2 point to tools tree for speedy kits, this trait should become more important to have. But you removed it while you should have done the opposite.
Cloaking Device: This was a really good target drop trait. I would LOVE to see this one merge with power shoes and put back in inventions tree.
Sitting Duck: This one was actually my go to trait if i ever put points in firearms. Useful for burst and pve builds for 5 instant vuln. Really good fill for condition builds. I dont know how and where to put this back but i think its worth not losing this trait.
Potent Elixir: Did i miss you talking about this one? Is this baseline or added to hgh? If its not, it really should be either of those.
Enduring Damage: This one was a nice boost when engaging battles. Burst and pve builds will be effected by this loss of dps.
Also some traits could use an update. Because some of them conflict with others or lack synergy or just feels lackluster.
Adrenal Implants: This is where I am disappointed the most. I used to run this trait with speedy kits and static discharge. Now it will be forgetten because people will always pick speedy kits over this now that power shoes are gone. If you want vigor you are now forced to go whole two trees. And if you don’t want to do that and pick this trait you are left without any speed bonus now that power shoes are gone. This trait should be synergizing with toolbelt somehow. Please reconsider making changes about this trait.
Tools Tree: I think you should add more things for our actual profession mechanic which is toolbelt. The only major trait which is directly related to toolbelt is static discharge at the moment. We could totally use more traits about toolbelt. Which could add new mechanics for toolbelt or even simple things like cooldown recharge like you did with other professions. Now that you are overhauling engineer, i dont see any reason to not add more toolbelt traits.
Modified Ammunition: This one always felt like meh. Its not amazingly good or build definingly unique. Its just like %10-12 damage boost at peaks even for massive boss fights. You should either boost the damage or add some kind of functionality to it.
Incendiery Powder: Now that burning is stacking intensity, this one should be adding 2-3 stack of burning or be cooldown free. To be honest, removing cooldown would make it crazy op with that duration so i don’t know.
Automated Response: I honestly don’t know what to do with this one. It doesn’t synergize with anything, it doesn’t have an effect on playstyle(like it used to do) or don’t even have a reason to use that i could think of. Maybe you should just make it lower the condition duration to like %25 without any health requirement.
New Shield Trait: I don’t think protection is a way to go here. Because these skils are designed to avoid the damage via reflect and block, not tanking the damage. The amazing thing to do with this trait would be increase the reflect and block duration.
For engineer, i concern for power shoes, cloaking device, adrenal implant, sitting duck, potent elixirs.
Power Shoes: This was a really good option when you didn’t want to go tools tree. Now that we can’t just put 2 point to tools tree for speedy kits, this trait should become more important to have.
Cloaking Device: This was a really good target drop trait. I would LOVE to see this one merge with power shoes and put back in inventions tree.
Adrenal Implants: This is where I am disappointed most. This one could have turn out being a build defining grandmaster trait. Now it will be forgetten because people will always pick speedy kits now that power shoes are gone. This trait should be sinergyzing with static discharge and gadget builds. Please consider rethinking about this trait.
Sitting Duck: This one was actually my go to trait if i ever put points in firearms. Useful for burst and pve builds for 5 instant vuln. Really good fill for condition builds. I dont know how and where to put this back but i think its worth not losing this trait.
Potent Elixir: Did i miss you talking about this one? Is this baseline or added to hgh? If its not, it really should be either of those.
Blowtorch (pistol 4) looks exactly like that picture and has 200 more range than flame jet. There are more important improvements for flamethrower and honestly i don’t think range is one of them.
Alright rangers you had your fun. Now you go back where you came from.
WvW Related Changes
Flame Jet – Hits 5 times instead of 10 times. No longer bonus damage for burning enemies.
I’m having a little trouble understanding this…. A NERF for the Flame Jet? (No more bonus damage for burning.)
I mean… The whole less susceptible to Retaliation is nice, but does that honestly warrant a nerf to an already not so strong attack, to compensate?
With juggernaut trait change and this one, we will finally be able to use flamethrower in zergs. And for the balances sake, it should come with a price.
The only advantage Flame Jet has over grenades in PvE is that it hits more times. If you take that away, why would anyone use it at all?
For the same reason they used it before buffs, its a fun weapon kit. Dps wise bombs are the best and for vulnerability grenades are. If you use flamethrower as your main source of damage you will do worse than those anyway. But it is still useful in dungeons and there is no punishment to its user. But if you ever try to use it in wvw, you will get slapped by retaliation. There is absolutely no chance to use flamethrower in there just because of this reason. You will kill yourself in seconds if you use auto attack in fights.
WvW Related Changes
Flame Jet – Hits 5 times instead of 10 times. No longer bonus damage for burning enemies.
I’m having a little trouble understanding this…. A NERF for the Flame Jet? (No more bonus damage for burning.)
I mean… The whole less susceptible to Retaliation is nice, but does that honestly warrant a nerf to an already not so strong attack, to compensate?
With juggernaut trait change and this one, we will finally be able to use flamethrower in zergs. And for the balances sake, it should come with a price.
You shouldn’t take both Autodefense Bomb Dispenser and Protection Injection. Because they conflict with each other. Your enemy will be blinded so he will miss his skill so you don’t even need protection from trait. If the enemy is not blinded that means bomb trait is not good enough and you should not even take it anyway.
QoL Improvements
Magnet – Fix this skills bugs. Make it work all the time. Enemies stop at midway or just fly to clouds. Or just move but they look like they didn’t move at all. So many bugs already.
Mine Field – Decrease the gap between the mines and user. Sometimes they go too far even with “forceful explosives” trait its hard to hit point blank enemies.
Thwack – Make it 0.75 cast time just like you did to warrior’s mace attack.
Elixir X – If you use it during day time you become Rampage, at night time Tornado.
Incendiary Power – When this trait is availible, make users hands glow. When enemies dodge while this trait is active, trait goes cooldown.
Static Discharge – Now works correctly with every single toolbelt skill. Right now this trait doesn’t work right with almost half of toolbelt skills. Click for more information
WvW Related Changes
Throw Mine – Now it removes 2 boons. Increase the cooldown to 25 seconds.
Glue Bomb – Increase the duration to 5 seconds.
Juggernaut – Removed toughness bonus. Retaliation now hits %50 less damage.
Flame Jet – Hits 5 times instead of 10 times. No longer bonus damage for burning enemies.
Toss Elixir B – Stability duration increased to 5 seconds. Radius increased to 240.
Bunker Down – Removes boon when exploded. Cooldown increased to 4-8 seconds.
Elixir-Infused Bombs – Increase healing power scale to 0.20
Healing Mist – Increase the radius to 480.
Improvement for Under Performing Skills
Napalm – People who cross the line will get burned for 6 seconds. Or stays the same but applies 2 seconds of burning every tick.
Tranquilizer Dart – Reduce cast time to 1/2 seconds. No longer combo finisher.
Elixir F – Now combo finisher: projectile %100 chance. Increased cripple duration to 5 seconds. Removes swiftness bonus. Increased the cooldown to 15 seconds.
Enhance Performance – Increase might duration to 20 seconds. Increase cooldown to 15 seconds.
Modified Ammunition – Increase the damage bonus to %3.
Automated Response – Duration decrased to %75. Now activates at %25hp just like before.
Gadgeteer – Increase some boon durations by %50.
I know listed so many things. I do not expect all of them to happen. I just wanted to give a point of view if you wanted to change things, you can do it like this. I tried to make small changes to push forward the real reason to use those skills. Especially for wvw related changes.
I want Anet to give us a chance to be wanted in WvW groups. We have some good things already but we need a kick starter. In WvW we lack a certain role in fights. I gave you 3 possible ways for helping us about that. With flamethrower changes, we become finally availible to use that kit in large fights. With mine changes we will have a better way to strip boons from enemies which will make us more wanted. I know necromancers can do that better but with all other things we bring, we can be really good overall. Like supporting with heals and boons. The elixir changes are there for this very reason. We can be really handy by giving stability and constant heals via bombs. Also if you look at these(wvw) changes, you can see none of these changes actually gives us any advantage for pvp and pve. Thats why I really wish you to just see this post and give it a shot.
(edited by Explosia.9164)
Please don’t touch this stat set. Because it is the best option for some niche builds. It works great with unusual builds and nerfing this set would destroy whats left from build diversity.
I am gonna bump this because it must be fixed. There should be no weapon or kit punishing its user and making it absolutely unuseable. I just want devs to see this and go test it just for 1 hour in wvw in a zerg. Im sure they will notice the problem and maybe fix it. Another way to fix this is giving juggernaut immunity for retaliation and removing its toughness bonus for balance.
Are these the only changes for classes ? Maybe there are more changes but didn’t show up in the skillbar previews.
I cannot believe how many people don’t even understand the problem or even make fun of it. If you just read the post you would see these “This change is related to wvw” and “wvw raids and large group battles” lines.
@Liewec.2896 Omg you are so kittening smart how did we not think of that? Good luck finding a target in 50 people without retaliation.
@runeblade.7514 It doesn’t matter if we don’t have cooldown on weapon switching. Even if we take 3 kits we will still need to use auto attack there is no other option. Have you ever played GvG or even fought an organized enemy? Fights can go up to 3-5 minutes easily. You will end up waiting and doing nothing for half of the fight if you don’t use auto attack. And yes it does neutralize the kit. Air blast and Napalm are useless in this kind of situations. And after patch napalm will trigger retaliation aswell so there is another nail in our coffin.
@Manuhell.2759 You are totally right about all the statements. The damage we give to enemies is funny if you think the punishment of giving that low damage. Most people are so arrogant here they don’t even think outside of their perspectives.
First of all current upcoming changes for flamethrower are great! While you are at it, why not make some more changes? It still needs one little touch so it can finally be viable. This change is related to wvw and something we begged for some time. Just one change that will help us greatly. Because our kits are not that great for wvw raids and large group battles. And I think flamethrower can fill that gap for us.
Flame Jet (1) : The biggest problem for this skill is that its hitting 10 times in one channel. This is a huge problem in wvw because it will proc retalition like crazy. So basicly you hit 50 times and proc 50x retalion just by one auto attack. That is at least 10k damage to us! This is absolutely crazy and no other skill in the game punishes its user like this.
The solution for this is very simple. Just make it 5x hits. Done. So it is atleast some what managable. Just like fumigate. It hits 5x and thats already fast enough. I am absolutely sure any engineer who likes flamethrower will love this change. Just a little change which will make flamethrower a good option for us.
I really hate how everyone is ok with that and I don’t understand. Every single patch they add more and more conditions to classes while they don’t even touch or add condi clears. Oh sorry I forgot that they added 1 more condition clear to a 30 sec cd skill that no one use.
It should stack with runes and foods so atleast some of us can use the trait. But it is so ridiculous that it doesn’t work. And no one gives a kitten.
I was testing the trait and I realized that It is broken. It is not working. I tested with a necromancer from an enemy server at wvw. He just used scepter auto attacks till im dead. I have hoelbrak runes and using lemongrass soup so I have -%60 condition duration already. When automatic response kicks in, it stops a few conditions and then stops working and conditions being applied again. Then I went to veteran scouts and there at %33 hp they couldnt apply any blind or anything to me. I tried at pve with kraits aswell. It also worked perfectly there. So I am really confused now. Maybe any dev could explain how minus condition durations work?
Well, did the Necro have any +condiduration? Like from food or traits? Because that would explain it.
Edit: If you have -110% duration when the trait kicks in and the necro has +70% duration, his conditions on you will have a duration of 40%.
It doesn’t work like that. Before the nerf you were able to stop all conditions no matter if he has food or not. It should be something diffrent.
I was testing the trait and I realized that It is broken. It is not working. I tested with a necromancer from an enemy server at wvw. He just used scepter auto attacks till im dead. I have hoelbrak runes and using lemongrass soup so I have -%60 condition duration already. When automatic response kicks in, it stops a few conditions and then stops working and conditions being applied again. Then I went to veteran scouts and there at %33 hp they couldnt apply any blind or anything to me. I tried at pve with kraits aswell. It also worked perfectly there. So I am really confused now. Maybe any dev could explain how minus condition durations work?
Lets talk about automated response. I still don’t know why this skill got nerfed. There are still many hard counters untouched. Whatever. Have anyone being using or testing this trait after nerf ? What are your thoughts ? I think this trait should be reworked as It can be our only reliable defense against conditions.
Yes I realized that. I had some amazing ideas to use with sd and when I realize they are broken, I was so disappointed. I really dont think its hard to fix. But If they don’t fix it in purpose they should tell us. But its bullkitten anyways.
I discovered most of the toolbar skills doesn’t work right with static discharge. The skills that doesn’t turn your face to your targeted enemy. They send the lightning to where the character is looking, not to the targeted enemy. I tried all utilities and listed the ones that are not working right. I also made an example video to show. The toolbelt skills are not working right are :
Regenerating Mist
Throw Napalm
Rocket
Grenade Barrage
Incendiary Ammo
Healing Mist
Detonate Minefield
Super Speed
All the turret detonation skills
All the toss elixir skills
As you can see more than half of the utilies are not working reliable. And this kills the variety because it limites the utilities we can take just to hit the lightning bolt. It must to go to the enemy no mather where your character is looking, just like mesmers casting their phantasms.
Oh so sorry I didn’t even realize that. Too bad I cannot edit the topic :S
The bonus condition duration is lost when you die. You have to re-equip the weapon to get the bonus duration. Here is a quick video I did to show this :
I hope you guys see and fix this as soon as possible.
The bonus condition duration is lost when you die. You have to re-equip the weapon to get the bonus duration. Here is a quick video I did to show this :
I hope you guys see and fix this as soon as possible.
Im sure a lot of people would like this to happen. I dont know if it has been ever talked or not. But Im just saying that I would love to reroll my hellfire skin to radiant skin.
If you die while wearing these sigils, they will lose their duration bonus. You have to unequip and then equip the weapon back to get the duration bonus. Please fix this bug.
Thanks for the information. I also wanna ask about maximum fear duration. When you go more than %100 it still increases the duration at tooltip. But it doesnt actually effect the duration. I tried at %150 but the result is the same as %100. Its 3 ticks from doom and 2 ticks from reapers mark. And the duration doesn’t seem to increase even slightly. Is this intended so? I mean i know all the conditions could be increased to %100 maximum. But the tooltip is going higher even after %100 duration mark.
I was testing some stuff and realized that this sigil is not working on fear. I dont know if its intended to be like that. I remember you changed melandru runes. Because fear was getting effected from both stun and condi duration reductions. So stun durations were working on fear before that update and now they don’t ?