Showing Posts For Idstedt.7239:
Oh the lootbags must have dropped like mana from the sky for that guy pouring down the oil.
A well written history and current situation of the server!
pvp is sPvP
wvw is pve and engineers with crappy flamethrowers
Im just reducing playtime on the game in total, a buff and reworked engineer would have made me to play more.. now its the oppocite. I will just continue doing planned events for the community and leave it at that, nothing more nothing less. Going through new content ..blergh i barely seen 40 % of the map, i play wvw.
Fumigate is bugged like Flamethrower and it could actually give us something of a twist on the flamthrower type. Its a to long cooldown as it is now anyway imho. The dart yea i use it. And i could be wrong here but i doupt we get any crits when using these kits either. We need to switch from the kit to the gun/rifle to get it off.
The key part is +5 Agony resistance, obviously.
How useful that is, I don’t know.
Probably not alot after they redo the instance with nerfs after people cry its to hard.
so much facepalm
Lovely kitten this patch is getting better and better!
So we became medics? Perhaps a Class namechange should be in order.
Grenadier medics could work.
Nonetheless, this is a great side effect of this patch. Super elixirs healing potential has increased almost 3×.
Well yea, it will surely bring more people to the “Care-Area” calls in wvw but other than that, id like to see abit more usefullness of the other stuff on the Elixir Gun + perhaps stats thrown on it from our own weapons? :/
whats a super elixir ?
Super Elixir:
Launch an elixir orb, healing allies on impact and creating an area of continual healing.
Impact heal: 380
Pulse heal: 140
Duration: 10 s
Radius: 240
Combo Field: Light
Range: 900
You must have pressed the right button lepri. Orions mad. Oh well. Hes right. We as engineers need to learn how to overcome obstacles by using abilities such as midair kit changing and underwater abilities even though we’re barely underwater
Grow up guys seriously.
Im under water quite frequently in wvw removing those quaggan powernodes with bombs but yea. The rest i agree with.
First you come up with a build and then you add suggestions for Anet or what?
So we became medics? Perhaps a Class namechange should be in order.
Before the patch i was hoping to begin playing more on my engineer with the Commander dorito whom i was only playing during guildevents due to the fact that the class was borked. Im not interested in the other classes and i had high hopes for the 30+ fixes to the class, right now after the relase of the fix i can say that im going to be playing the same or less amount of hours of GuildWars 2. Im not interested in the content stuff like Halloween,New Shore kitten or the incomming Christmas patch where we will get gingerbread cookies and milk + new gem outfit as elves and santas. No i was interested in a bugfix and in a buff overall of the class : Engineer.
I think i will just do what i did before and wait and watch, do the events for the community im in and hopefully there will be a better game on the horison that i can look forward too.
Thanks.
Yay, now we can pull people down, next we need to kill them with the rest of our bugged stuff.
I didn’t even try that before
Now I will though.
And in what scenario would this be useful?
Why does everyone who wants the battlemarkers removed not see that you actually can use them in your advantage.. Besides battlemarkers give new players the possibility to join in, it makes the world more dynamic and that is the whole point that Arenanet was trying to create.
Why do they want them removed? It removes strategy. All you have to do is look at your map to know something is being hit. You don’t have to leave a player behind to report back.
It also makes ninja caps for small groups MUCH harder, because the zerg can respond near instantly.
I like strategy, so I think they should not be removed. I use the markers to see where I can strike next. Usually I am in a small group of max 5 players to ninja camps. We never see zergs, because we know what to strike and we’re gone when the zerg arrives.
So you watch the map and not communicate through the /team for the others, you just loll about capping camps and avoiding the zerg. See if the zerg wasnt shown you would be meeting more secured camps that are more upgraded and you would not roll it so easily. This is what we face right now, cap and run and hope it does not get recapped before the timer reaches down.
A better pointsystem should be done aswell, +1 tic on a non upgrade supplycamp, +5 on a fully upgraded one. But yea thats another post.
excelent idea! this would be a great addition of depth to WvW [I said addition, not introduction] and for some reason as soon as I saw the title I wanted to start crafting!
Mm, the other types of crafting arent really helping me anyway, well abit of buffs through food but thats it the rest is karma bought. Another reason i dislike the situation we have now in wvw is that just a handfull is doing something when it comes to purcases of siegeengines.
6 silver for an arrowcart or 6 badges, the upgrade for a keep isnt cheap either its up in gold’s + the time invested in the upgrading over a long time. But it can be conquered very fast when people are asleep and nothing matters how many items you purcased. But i sit here with tons of reg’s that i could be using for crafting new stuff for sieges instead of dumping them on the market.. i think yesterday it was 11 silvers for 100+ mithril, thats close to two arrowcarts.
I cant remember now but i belive it was 500 Badges for the Legendary item which sells for 51 silver, so saving up and dumping Badges there aint really the best way either to grab coins for upgrading keeps.
- What we have now is just zerg vs zerg and they only need to check for battlemarkers to move about the map. Im not saying all are not using scouts to check for actual strenght of the zerg of the enemy but in most cases it is so.
I would like to see the battlemarkers be removed so we can fully use the advantage of having an actual defence in the keeps. So the keeps, towers,supplycamps needs to have someone on the watch and also on the roads, so that everyone feels they are doing something.
I fully understand that this makes wvw harder for some but why make everything easier in mmo’s all the time.
Yes Blackwolfe, its something that i could actually use. The rest is bought with Karma anyway (items) and coin is used for upgrading the Keeps n whatsnot (which costs are abit steep btw).
-Parachute instead of launching grenades trait on falldamage, thus removing abit of fall damage and we can use the grenade lobbing when falling down. Raining death from above. Usefull in wvw.
I play around 5-6 hours in WvW every day which is about 99% of my gw gameplay, the rest is afking while waiting for server queue to put me into the action. The cost of both badges and silver in WvW is good but i think we could add a new crafting skill onto the table that i personally would change too in an instant even if it took up 2 crafting slots.
Siegeweapon crafting could enable us to create items that we use everyday in defence and offence without taking a toll on the silver or badges, we get enough loot to be able to destroy or harvest in wvw that it could sustain us in building the items. I dont want it to be over the top, just something that i got use for. Because every coin i spend in wvw is mostly on upgrading keeps,towers and supplycamps.
1-100, just the single shot type stuff a poor arrowcart, catapult etc
100-200, more advanced 2 shot deal
200-300, a 3 shot deal, more efficient arrows etc
300-400, trebuchets and its usage, perhaps a boulder upgrade etc.
400, Upgrades on Oil,Cannons,Mortars where we could thinker into new projectiles, more plating a new more burning mixture.
Thanks for reading,
Skunkwerk.
Grow up guys seriously.
Now I will though.