Showing Posts For Ghos.1326:

Path of Fire Stress Test September 7

in Guild Wars 2 Discussion

Posted by: Ghos.1326

Ghos.1326

BUG: When in the Holosmith Photon Forge Mode, all kits are disabled for 6 seconds, functioning as expected. However, when equipped with the Grenade Kit, you are able to swap out of Photon Forge immediately by equipping the Grenade Kit.

Hope Arena Net reads this

in Engineer

Posted by: Ghos.1326

Ghos.1326

I am going to voice my opinion, with the high hopes that Arena Net reads this and considers this. Not sure how possible that is, but I still want to voice my opinion about a few things wrong with the Engineer that could use some work. I will first express why I think it’s a little wrong, and then leave some feedback on some possible ways to improve the areas Engineer is really weak.

So, Engineer is considered to be the jack of all trades. What this means to me is, it can do very very well in any role, but not every role. Meaning whatever role it decides to specialize in, it can fulfill that role with exceptional results. However, this is not the case at all. In fact, far from the case, and I think that is a huge problem. some kits work very well, while others fall way behind. The traits are also really needing some work as well.
While I think the current meta is nice with the scrapper build that uses hammer, elixir gun, and menders amulet with water runes, I find it quire boring. It is a neat build, but it’s really the only good thing for Engineer right now in pvp. Mass Momentum was really hyped up pre launch heart of thorns to really help the flamethrower shine, but it doesn’t at all. It seems to really want you to go into a amulet that includes defense, which is cool. But the only ones to do so are Wanderer’s, Demolisher’s, Knight’s, Paladin’s, and Cavalier’s. What could be the problem you ask? Wanderer’s and demolisher’s have no HP investment in them. So having that extra defense is quite pointless, since having toughness does almost nothing to mitigate damage whatsoever. I mean, even druid healers can still destroy you quite easily, even with all that toughness invested into your player. Quite sad. Paladin’s has the Hp investment, but with how weak flamethrower is right now, it doesn’t put out nearly enough damage, even with 20+ stacks of might loaded onto it. Cavalier’s is a nice option to go to, but it has no precision. so you can’t maximize damage with the flamethrower still, because now you lack crits. It’s like flamethrower is in this place of doom and dread, destined to stay there for eternity. It’s barely even viable in pve, let alone pvp. It really needs work, along with the traits that affect it.

If the Engineer is really supposed to be the jack of all trades, its traits selection and build should be diverse to reflect this. However, it seems that most of the traits are suggesting being a self supporting bunker style character. Which would then take away the notion that the Engineer is the jack of all trades.
Here is what I think should happen to some of these traits to help give the Engineer some more diversity. High caliber in the firearms trait line should increase damage as well as critical chance when at a specific range. This range should be increased, from 240 to about 360, or 425, the range that the flamethrower maxes out at. This would be a lovely little change that could really change the way flamethrower is played, as well as some burst builds that involve rifle’s blunderbuss skill, and possibly bomb kit. No Scope trait in firearms should also get a range increase, and maybe also increase the critical damage bonus by a small %, maybe 10-15. Range should also match the flamethrower’s max range. Juggernaut is pretty good, I like it the way it is, though I think it should also see a toughness boost on top of its effects already, as well as maybe either a faster application of stab and might, but also maybe a longer duration for the might granted. If the Juggernaut is supposed to be some “unstoppable” style of play with the flamethrower, then shouldn’t it be shown some love to encourage this kind of balls to the wall, in your face, burn it all down playstyle? I think so.

In the scrapper trait line, Mass momentum really needs love. With the change suggested earlier in this post about juggernaut, it could then be maybe somewhat viable with the toughness to power application, but it would still probably be a little lackluster. I think it should apply 2 might per second of stab uptime, instead of 1, and maybe scale off of toughness by 20% instead of 10%, or just get rid of the toughness scaling altogether. Where it stands right now, compared to rapid regeneration, it’s completely useless, and doesn’t do much if anything at all for the flamethrower or anything else. Applied force should see some kind of change too, Just not too sure what. Where it stands, it is useless when compared to the other choices of traits, and doesn’t really have any use in any build. It could work well with flamethrower, if it was just a little better. Suggestions anyone?

Flamethrower kit should be reworked to suit its intended playstyle better. Right now, it’s not that good at condi because of how the 2 skill works as well as the 4 skill, and it’s not really a power kit either because of the low damages on all the other skills, as well as the auto attack. 2 skill should be something different instead of a slow molten ball that you hope will kit. Something with a little less counter play, it has way too much as it is now. Maybe make it some kind of 2 shot burst that you use that functions similar to the auto attack, except a little quicker and cool looking. 4 skill should be a burning field, much like bomb kit’s 2 skill, because that line of fire that you lay down just doesn’t do anything. It’s too easy to get away from, literally step forward or backward out of it and voila, no more worries. I think rifle should see some kind of buff as well, it doesn’t do much in terms of damage, if it’s supposed to be a damage weapon at all. It has some CC that is good, but it’s too easy to counter. Maybe make the 4 skill on rifle unblockable, to make the skill have less counter play than it has currently. Also, maybe give blunderbuss some ammo mechanic? and give 5 skill on rifle an invuln while jumping? That would help it out.
Please consider this. Thanks.

(edited by Ghos.1326)

My feelings towards Holosmith after the demo

in Engineer

Posted by: Ghos.1326

Ghos.1326

Engi has no damaging options besides holosmith. so why nerf it and bring it in line with all of the other useless things it has? so far, during heart of thorns, it was only good for living. that’s pretty much it. oh, and ressing. so why not give it a viable damage option, which is holosmith? too many haters.

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

in Guild Wars 2 Discussion

Posted by: Ghos.1326

Ghos.1326

We’d like to know your thoughts about the recent PvP and WvW preview weekend that presented the new Path of Fire elite specializations.

Please share your input about the August 18-20 Preview Weekend, preferably in 100 words or fewer

Thanks!

Hey, I hope you pass this along. please see my post that I posted here, Constructive Feedback on PoF Elite Specs (search this). Hope you guys give it a read, thanks!

Constructive Feedback on PoF Elite Specs

in Guild Wars 2 Discussion

Posted by: Ghos.1326

Ghos.1326

Alright, so I am going to give some good feedback here about the new elite specs for pof expansion. I will highlight first what I thought was very good about them, and then what I find could use improvement.

I mainly play engineer, but I will give what I think about the specs based on what I have fought. I think the Engineer Holosmith is in a good spot right now. It finally opens up avenues of damage roles to us for the first time since launch. I think the traits work very well together and synergize beautifully with each other. The flow from one action to the next feels pretty smooth for the most part.

I love the idea behind Deadeye, being a sneaky sniper and keeping your distance from your target and dealing good amounts of damage to them as well. I feel it could have a place in a pure +1 role at range.

Scourge playstyle is very interesting. It plays out quite nice, and I’m excited to finally see the necro having a little more control of the map. Also, barrier really works out well for them.

Spellbreakers are interesting in the sense that they can cancel out boons, and even attacks without you suspecting it. Makes for some interesting counterplay in pvp.

I didn’t get to play too much against other professions, so I can’t speak too much for them.

Here are some of the bad things about the professions that I noticed from fighting other players, as well as playing the Engineer.

Engineer: There is a bug currently that allows the grenade kit to immediately be switched in to right after using photon forge. Last I checked, photon forge was supposed to deny using kits for 6 seconds. However, maybe that can be slashed down a bit, maybe to 3 or 4 seconds? Also, since the elite spec trait line focused primarily on the forge, maybe a little more barrier should be added onto the traits to better help the engi survive while in battle. No sense having all that damage if you just die in a few hits. And maybe the traits should affect your choices along other trait lines as well, instead of only the forge. Not saying buff any skills directly through traits, because the way the trait line is set up is nice, just saying maybe add something else that would affect your build choice that doesn’t pertain ONLY to the forge. And, a couple kits could use some love in terms of power and utility (i.g. flamethrower). That could make for some more interesting build choices.

Scourge: holy crap they do a elephant ton of damage….not saying direct damage, but they condi bomb so easily, and can re-condi bomb in seconds. That should be toned down a bit. Maybe even tone down barrier slightly as well, other than that they feel pretty darn good. I really enjoyed fighting against the scourges.

Deadeye: I think cast times for a couple of their mobility skills needs to be adjusted. I mean, what’s the use of running with rifle if you can’t escape when things get sticky? Rifle 4 needs to be looked at in terms of how it functions as an escape skill, it feels a little clunky. Also, I think Deadeyes should be able to get out of kneel stance by using movement keys. That would make it a lot easier to get in and out of kneel stance. Also, stolen skills should really be looked at. They feel a bit…lackluster. Seems more suited for PvE than PvP?

Firebrand: 20+ stacks of burn in 2 seconds? Holy crap….

Spellbreaker: The heal is pretty darn strong. If this will be like this intentionally, maybe increase the cooldown of it slightly, but yeah, you can go from like 10% to 70% in one heal. Pretty broken….

Mirage: I have not seen too much of Mirage so maybe someone else can jump in and give some of their feedback as well. But, they don’t seem too strong at the moment. I didn’t have a hard time at all with them. I’d say give them a little love, hopefully someone else can chime in and offer some constructive feedback about it.

Renegade: I’ve only seen like 2 of these. And they felt very underwhelming. Again, someone with more knowledge on this spec can chime in and offer information.

Anyone with more information on other elite specs, please feel free to give any information, positive or negative. And try to keep the hate speech at a minimum. Don’t act like a child and complain. Give your thoughts in a mature manner, offer feedback whether it’s negative or positive, and help try and improve areas that are lacking, or tone down areas that are overwhelming. Thanks.

Cape Back Item Please?

in Guild Wars 2 Discussion

Posted by: Ghos.1326

Ghos.1326

Any chance that some cape back items could be added into the game? I don’t know, something that would give off the feel of majesty, or demon lord. I think it would be interesting to have some cape back items for the wardrobe in the game. Think about it? =)

Engineer stationary object bug

in Bugs: Game, Forum, Website

Posted by: Ghos.1326

Ghos.1326

I’m Ghosx on the server Sanctum of Rall, and I have noticed a bug that i feel should be addressed in a future (hopefully sooner than later!) patch. This bug has to do with most of our weapons and weapon kits not being able to hit stationary objects. This mostly pertains, but is not limited, to the graveling burrows in AC (Ascalon Catacombs). Regardless of how close you were to get with a rifle, a pistol, or any other weapon kit BESIDES grenades, your attacks either miss, or are “out of range” from the object. this also pertains, but is not limited to, the gargoyle heads in the said dungeon, volatile blooms in the Twilight Arbor dungeon, and other stationary objects/killable objects in other dungeons and around the field. Not sure if any actual monsters have the same effect on these weapon sets, I can honesly not recall at this moment, however if anything else comes up, I’ll be sure to let you know.