Showing Posts For FinaleJ.7325:

Engineer skills fanrework.

in Engineer

Posted by: FinaleJ.7325

FinaleJ.7325

This is just a slightly changed idea thread to the “make gadgets similar to signets” thread. What skills do you think should be changed?

Turrets – Mechanically they’re boring because they’re not dynamic and attack quite slowly.

Suggestion – In another game I play(dragon’s nest) there is an engineer class, it’s pretty much gw2 engi just with different mechanics. They get around the whole not being mobile thing by making their turrets do a lot of stuff quickly and being invincible then timing out quickly. What I suggest is making them invincible and timing out after 30 seconds and having their overcharge take away this invincibility and making them time out at the end it. keeps counter play and makes turrets relevant. Ps. turrets would be pickup able for a 5 sec cd to placing them again.

toolkit 1 – since I want to make turrets invincible and slightly more mobile(btw who thought it was a good idea to turrets a point defense strat it doesn’t work in tf2 it definitely wouldn’t work here.) i want to change the toolkit.

suggested change – make toolkit chain hit on a turret and have the third hit “upgrade” the turret making it attack faster and making it’s time out timer longer.

mortar – no one uses it and it’s quite impractical.

change – it’s no longer a turret it’s now a weapon kit using charrzooka model and has 15 “ammo” similar to the conjure weapons.
1 – rain shot – uses the charr air strike elite animation
2 – Slag shot – fires shrapnel on target area causing cripple and weakness in target area
3 – Shellshock – Fire Shells in target area that “suppress” enemies and chills. (suppress slows, causes fumble, and makes you unable to use movement skills)
4 – Blastback – Fire your mortar in close range blasting you and any near by enemies away.
5 – Plan B – Chuck your Mortar after setting your remaining ammo to blow, Dealing more damage depending upon your remaining ammo number

My opinion: pop gun is humilating.

in Wintersday

Posted by: FinaleJ.7325

FinaleJ.7325

I’m an engineer…I try to solve practical problems problem is that we get the short end of the stick on skins with only 3 weapon choices. So I was pretty excited to see the pop gun and thinking “hey! this thing might make a popping noise!” and was swiftly made to be dissappointed when I shot BULLETS out of a wooden toy. I mean come on Anet you gave a rubber band sound to the slingshot but not the pop gun! Idk why but this is really misadvertised especially since it’s not that flashy of a skin it’s just a wooden stick with stars on it, no ribbons or candy caneness on a MAIN HAND WEAPON! This is inconceivable!

combat mode mod, one good reason it should be allowed.....

in Suggestions

Posted by: FinaleJ.7325

FinaleJ.7325

Just because one game allows it does not make it carte blanche for everyone. GW2 is a significantly larger target. It’s not about whether GW2 makes money – it’s about the stance they must have on botting, addons, and people exploiting said for making money.

A ‘no addons’ stance is significantly easier to police & enforce for an overworked & busy CS department. If they allow one, they then have to evaluate every ‘special case’. That also costs them money.

If the addon does something genuinely useful, then lobby for it to be included in the game (as I believe an existing thread already does). Far greater chance of that happening.

yeah but we shouldn’t have to be afraid to be banned to use it. I mean they could just say hey “use this at your own risk of breaking your game”. Another game uses that stance for a replay program.

combat mode mod, one good reason it should be allowed.....

in Suggestions

Posted by: FinaleJ.7325

FinaleJ.7325

GuildWars has always had significant issues with botting & unlike other MMOs derives its revenue from other sources than subscriptions. No addons is a sensible policy for that reason alone.

If you want something for genuine disability support, suggest that. I’m sure ANet’s UI designers would consider it. This tone of post just looks disingenuous, as well as taking a genuine problem and making it about addon support.

Another game that has a similar AHK script similar to this(albeit a shooter) with custom crosshairs is allowed by a truly free to play game. They even allow custom ini’s and everything. I don’t understand your logic of it being unable to support itself if they allowed custom hotkey scripts. I mean It’s hotkeys It’s not a freakin nude mod. I mean should I be worried about my razor naga hex being caught as a 3rd party because it uses razor synapse to set up game specific hotkeys? I mean the game in a way can be clunky to use for specific builds. Why they didn’t have this from day 1 since so many action games before it have it….

Face it, the naga razer is the only thing that makes this class bareable

in Engineer

Posted by: FinaleJ.7325

FinaleJ.7325

I have a naga Hex tbh I wish it had 8 buttons instead of 6 on the side but hey. What I’m used to doing is setting it to number pad mode(the hex has a switch on the bottom to tell it what it controls the number keys or the number pad) and I set specific binds to it. but in this game I set it this way.
Heal skill – 5 key – this is right next to the back of my thumb
5 weapon skill – 6 on my hex – for engi’s this is normally a target skill this makes it so I don’t have to stop moving to hit the key. (for other classes this is wierd but I have 5 set to something else now)
f1-f4 – QRVT – these are semi unused keys that are around my wasd That I repurposed to be near my hand.
weapon skill 1 alt bind – 3 on my hex – this is so I can keep moving while spamming grenades.
I also made jump F, Dodge space, and activate E so that it’d be a little bit more like kingdoms of amular(probably the most comfortable action RPG i’ve played and what I played to prepare myself for gw2.