Showing Posts For Immersturm.6097:
Anet! I want my Tribal Armor!
They never fixed armor clipping in GW1 why would they fix it in this game?
Heavens forbid a game with a lategame largely dedicated to character customization have its customization fixed so that it looks better.
Clipping is very, very low on their priority list because it’s something that the majority of players do not care for and it’s extremely labor intensive to fix.
It doesn’t make any sense to dedicate resources to it. By the time you are finished fixing this issue, the playerbase has gone on to other games because you neglected all the more important things to focus on, like content or game-breaking bugs
Yes, we’ve already established that it’s low on their priority list, thank you for reiterating that.
I’ll be honest here: this isn’t the sort of thing that should be very high on Anet’s priority list. But it peeves me a bit, so I decided to post about it here.
It feels like something should be done about armor clipping issues. The one that immediately comes to mind would be how, on female toons, medium Vigil pants will clip with at least 1/3 boot skins, with the Council Watch boots looking especially clippy, despite how the two could actually go really well together.
At the same time, I made a Norn female toon with the “long ponytail” hair, and it will often clip hideously with the toon’s body. Swimming in certain directions makes the ponytail move as a single unit and actually impale the character through the back.
Again, I know that this isn’t (and shouldn’t be) very high on the radar, but I have to ask: will anything be done about it in the future?
Fan-friggin’-tastic! I’ll have to scrimp and save up!
Out of curiosity, is it 150g per character, or is it 150g for the whole thing? Because I’m pretty sure some of my guildmates would love to get in on this.
Interesting perspective. Most of the threads on the forums are asking for AreaNet to add stuff. It’d be fascinating to see our very own development team state what they cannot and will not add to GW2.
I feel that the initial reactions to being told what can’t be done would be negative from the community. However, with the new limitations in mind, suggestions for future content could be more in-line with that the developers can do.
I have seen this attempted by other games. It never seemed to have any impact at all other than people ignoring it and demanding that things that have been excluded from being put in be put in.
Really? If you don’t mind my asking, which other games? I’ve just never heard of this sort of thing being done before.
Interesting perspective. Most of the threads on the forums are asking for AreaNet to add stuff. It’d be fascinating to see our very own development team state what they cannot and will not add to GW2.
I feel that the initial reactions to being told what can’t be done would be negative from the community. However, with the new limitations in mind, suggestions for future content could be more in-line with that the developers can do.
As an engineer main, I’d love to see an ArenaNet response to this. I don’t know if it’s the most pressing issue on the table at the moment, but the fact remains: it’s an issue.
Engineer mortar should have been done like Horrik from Fractals. A shoulder mounted mortar/cannon that allows the engineer to remain mobile, able to use it for a certain amount of time before it “overheats” or even making it an elite kit with the drawback of reducing movement speed etc, whatever. Point is: Non-stationary shoulder mounted cannon/mortar.
Make it happen, A-net.
I never thought of this but OH MY GOD IT IS SO BEAUTIFUL.
DO IT, DO IT, DO IT A-NET!
A part of me wants to say that the mortar skill should create an actual siege weapon mortar, but I know that the imbalance would be too strong with this one.
The complaint I keep hearing about not being able to get EVERY turret trait is unsound. You shouldn’t be able to get all of them in one build; having it this way means we can have multiple kinds of turret builds, rather than a single all-encompassing one that anyone who wants to use turrets would need. You can have different focuses and play-styles between turret builds.
Besides, at the moment getting as much support for turrets as possible is great, since they have the potential to provide an alternative to those ugly kits. You know, if they scaled with stats and didn’t die so easy, and always go on a huge recharge when you pick them up to move them…
In all honesty, I don’t have that much of a problem with not having access to every turret trait at once. Not to sound combative, and just thinking aloud, I’m able to access every trait possible for gadgets at once. Why can’t the same be said for turrets? What sets them so drastically apart that they have traits in no less than four of our trait lines, while gadget traits are, to my knowledge, located only in one trait line?
Main hand shield. Yes, I want to be Captain America.
Main hand shields with off-hand shields equals dual-wielding shields.
…
I’m okay with this.
I don’t know what the mortar needs specifically, but I know it’s currently a mite lackluster. It could use some improvements.
I, for one, think that turrets will be certainly more viable in PvE play with this upcoming patch. The issue I have with Experimental Turrets is that it’s a trait located in a trait line that has absolutely nothing to do with turrets up until the Grandmaster level, thereby making it impossible to get every turret-related trait in a single build.
Hammers and maces are two future weapons I could see being added to the engineer’s core weapons.
If you ask me, a new kit that could be added would be the “Spinning Cestus” kit. It’d be like the gloves of the Molten Berserker (you know, the giant charr at the end of the Molten Boss Fractal): a combination of engineering wit and pure brutality.
Give engineers rocket hammers.
It may not solve the problem, but it’d look hella awesome.
I presently main a Charr engineer, and that’s pretty cool.
If given an option, I’d go a Hylek engineer. Oh yeah, that’d be hella kitten.
I think people should stop think about the trinity as a rigid role system. There is no doubt that traditional MMOs implemented the trinity in a manner that lacks flexibility. GW2 wanted to break free from this and for a while I bought into the whole “no trinity” hype.
To me the trinity should have been kept but evolved into a dynamic form. Every class should have the ability to shift between tank, damage and healer during battles. This avoids needing classes but takes advantage of dynamic combat that GW2 aims to achieve.
Actually…
That’s a really cool idea. I like it.
We have kits.
Engineer as a melee fighter just seems odd as could be.
You have the tool kit which is very melee focused.
But seriously, what would you have that fits? The hammer is 2hander not one so that seems silly. Sword would be odd.I think we have the right weapons frankly to fit the whole engineering theme.
With all due respect, a warrior or a guardian as a ranged fighter seems equally odd, but they have access to alternating between ranged/melee combat from level 1. Engineers don’t get that option until they unlock the bomb kit or the tool kit.
Also, I don’t see why hammers would be silly. (See: http://www.youtube.com/watch?v=DNuXynCFlDk)
Some months ago, there was a dev post detail a sort of ‘wish list’ of features they’d like to add in 2014 and beyond. One of the features was increased weapon choice across all classes. Every now and then on the forum you’ll read posts from engi users, asking about when we’ll get our hammers.
Thanks for the heads-up.
I’ve actually got an idea for engineers in terms of weapon choice; what if engineers were able to dual-wield shields? A shield in the main hand and a shield in the off-hand, providing a melee option not seen with other professions?
As it currently stands, Engineers have access to the following combinations of weapons on land:
Pistol/Pistol
Pistol/Shield
Rifle
Underwater:
Harpoon Gun
…
Even with the use of kits, I think Engineers need more diversity in their choice of “primary weapons,” especially where melee combat is involved. It’s really quite easy to see skillsets associated with Engineers and maces/hammers, in my honest opinion, and I was wondering if ANet was planning on adding any additional weapons to this and/or any other available profession.
I feel like the Mesmer profession currently holds the most power over group mobilization with their Portal Entre/Portal Exeunt ability. While I enjoy the thought of such an ability setting the profession apart from the rest, it still makes Mesmers one of the highest-demanded classes for situations that demand group mobility (i.e., Mesmer-Port-Bomb in WvW, or use of portals to bypass jumping puzzles/sections of the Uncategorized Fractal).
What if every class had a similar ability? I’m not saying that every class should have access to portals, but what if they could do something similar? For instance, what if Engineers/Thieves could use grappling hooks to reach higher-up locations, and the rope could linger temporarily to allow uses from additional people? What if Guardians could summon allies to their side, with the option being provided to the target if they want to be summoned or not (as to avoid guardians summoning allies into lava pools)?
Granted, I don’t think that this is a particularly severe issue, per se, but I still feel that it’s one that tilts game balance in favor of Mesmers, and I’m curious to see what the community’s thoughts are on this subject. Let’s hear your ideas!
The event is not designed like the other temples, where you can just mindlessly ballyhoo up it.
But that’s just it. You CAN. You CAN mindlessly ballyhoo up it.
You just need enough people and you can do it, easily. And that’s what I’m against. The mass of your zerg should never win out against the need for thought. Yet it does so here.
Yeah so what? You can do that with every event because they stop scaling after a certain amount of people.
Yes, you can zerg through events with ease if you have enough people.
Does that make it right?
It will happen, eventually, when they get around to it, when it’s ready… someday.
I do not enjoy “SOONtm” answers, but I suppose I’ll have to live with it for now.
The event is not designed like the other temples, where you can just mindlessly ballyhoo up it.
But that’s just it. You CAN. You CAN mindlessly ballyhoo up it.
You just need enough people and you can do it, easily. And that’s what I’m against. The mass of your zerg should never win out against the need for thought. Yet it does so here.
My guild’s been saving up influence in preparation for when guild halls are released, that they may properly purchase/upgrade our own. I don’t like seeing so much influence stockpiled—please give us guild halls that we may put our resources to good use.
The statues seen at the start of the underwater fractal do resemble a certain colossus…
Lots of people do, but it depends on the degree of role playing or immersion you want in the game. Characters names range from frivolous to lore appropriate. So, it’s personal taste.
Yeah, pretty much this.
For me, I enjoy playing characters that I can take at least a little seriously—that’s why I deleted Poot Poot Mcgee in favor of Soren Kharksson.
It is my humble opinion that the Temple of Balthazar meta event should be altered. Perhaps not drastically, but at least escorting up to the altar itself needs work.
In my case, I attempt to run it regularly with my guild. On average, we get 20-25 people to come out—what I define as a “large run”. After 7-10 tries, we’ve made it to the Risen Priest once before failing, with every other attempt failing during the escort.
Then there came tonight’s little adventure. Another guild “organized” (I use that term loosely) an attack on the Temple with 60+ people. There was no strategy, there was no coordination, it was completely, by definition, a zerg with three or four commanders acting as the head of the hive mind. Their instructions amounted to “kill everything as fast as you can”—and they won where my guild and I always failed.
Is that the answer, then? Do tactics really no longer play a role in capturing the Temple of Balthazar? Is it completely dependent on how big your zerg is? Because if it is, that’s a mistake. That’s telling me no matter how coordinated my group of 20 is, I will never claim Balthazar because I need an extra 40 people to act as braindead meatshields during the morale-breaking ambushes. And that makes me sick.
Back to the point, I strongly urge ANet to adjust the scaling on the Temple of Balthazar. Because no matter the event, the answer shouldn’t be for the player to kitten harder than the NPC’s kitten .
These were meant to be World events with all people on the map coming together and getting the job done, simple. Don’t get mad at Anet because your “tactics”, I use the term loosely, were not the right “tactics” to beat the temple.
There is no reason to call the other guild “braindead meatshields” because they managed to beat the temple while your guild was not.
The fact of the matter is…you have to fill the mobs in the escort AS FAST AS YOU CAN to complete the escort…THAT IS THE TACTIC!
lol…
I didn’t call the other guild “braindead meatshields”. But hey, believe what you’d like.
You’re also arguing that numbers > skill and organization. That may be in World v. World (which ANet is working on correcting), but it shouldn’t be in a PvE situation.
You can argue until you’re blue in the face, but at the end of the day telling 60 people “stack on me and kill everything” and succeeding in the event isn’t a show of teamwork, which, last time I checked, Guild Wars 2 was all about.
So you don’t consider people listening to directions teamwork…perhaps it’s time to get a dictionary…
Seems to me you are stuck in a “holy trinity” state of mind…what you fail to realize is that everything in this game was designed to be completed by a single class, if a group so chooses…if you want more complicated tactics…play a traditional MMO, because GW2 is not your traditional MMO.
Giving orders is the job of a commander. Following orders is a sign of cooperation and good sportsmanship. Following a singular order (stack and kill) for the entirety of what many would consider the single largest meta event in the game isn’t a sign of teamwork, it’s a sign of hive-mindedness.
As for the holy trinity…let’s be honest, you’re just flailing at this point. That’s not even remotely related to the discussion. I’m talking about adjusting the scaling of an event and/or creating new objectives to accommodate more diversity than “run here and spam 1”. The only time the holy trinity MMO mechanic was mentioned in this thread was in your last reply.
It is my humble opinion that the Temple of Balthazar meta event should be altered. Perhaps not drastically, but at least escorting up to the altar itself needs work.
In my case, I attempt to run it regularly with my guild. On average, we get 20-25 people to come out—what I define as a “large run”. After 7-10 tries, we’ve made it to the Risen Priest once before failing, with every other attempt failing during the escort.
Then there came tonight’s little adventure. Another guild “organized” (I use that term loosely) an attack on the Temple with 60+ people. There was no strategy, there was no coordination, it was completely, by definition, a zerg with three or four commanders acting as the head of the hive mind. Their instructions amounted to “kill everything as fast as you can”—and they won where my guild and I always failed.
Is that the answer, then? Do tactics really no longer play a role in capturing the Temple of Balthazar? Is it completely dependent on how big your zerg is? Because if it is, that’s a mistake. That’s telling me no matter how coordinated my group of 20 is, I will never claim Balthazar because I need an extra 40 people to act as braindead meatshields during the morale-breaking ambushes. And that makes me sick.
Back to the point, I strongly urge ANet to adjust the scaling on the Temple of Balthazar. Because no matter the event, the answer shouldn’t be for the player to kitten harder than the NPC’s kitten .
These were meant to be World events with all people on the map coming together and getting the job done, simple. Don’t get mad at Anet because your “tactics”, I use the term loosely, were not the right “tactics” to beat the temple.
There is no reason to call the other guild “braindead meatshields” because they managed to beat the temple while your guild was not.
The fact of the matter is…you have to fill the mobs in the escort AS FAST AS YOU CAN to complete the escort…THAT IS THE TACTIC!
lol…
I didn’t call the other guild “braindead meatshields”. But hey, believe what you’d like.
You’re also arguing that numbers > skill and organization. That may be in World v. World (which ANet is working on correcting), but it shouldn’t be in a PvE situation.
You can argue until you’re blue in the face, but at the end of the day telling 60 people “stack on me and kill everything” and succeeding in the event isn’t a show of teamwork, which, last time I checked, Guild Wars 2 was all about.
It’s unfortunate that the best answer to overcoming challenges like the Balth escort is “more damage.” It’s also unfortunate that “more damage” is the best answer in pretty much all of PvE.
It’s possible for smaller groups to use tactics like mesmer GS 5 push-away to interrupt waves of nobles, throwing lots of direct heal fields on the pact, etc. However, larger groups can use these tactics as well as smaller ones. Coordinating more complex actions is harder than just saying, “Kill the mobs fast.” Many people take the path of least resistance whenever possible. Large groups can get away with simplistic tactics.
However, scaling the event up so that even more mobs spawn may be problematic, also. After all, more mob damage is going to kitten the Pact’s morale also. So, are you asking that the event be scaled up to the point where no matter how large the group attempting it, there would be around one chance in ten the escort would be completed? Or are you asking that the event be scaled down to be more doable by a smaller group?
I think that the larger the group attempting to do Balthazar, the more the event should be scaled up to make it more challenging. Even so, a coordinated group of 10 is capable of doing Dwayna, Melandru, Grenth, and potentially even Lyssa and the Steps due to how each event scales to accommodate the group. I don’t see why this is so impossible for Balthazar. So I would opt for the second of the two options you’ve provided me.
It is my humble opinion that the Temple of Balthazar meta event should be altered. Perhaps not drastically, but at least escorting up to the altar itself needs work.
In my case, I attempt to run it regularly with my guild. On average, we get 20-25 people to come out—what I define as a “large run”. After 7-10 tries, we’ve made it to the Risen Priest once before failing, with every other attempt failing during the escort.
Then there came tonight’s little adventure. Another guild “organized” (I use that term loosely) an attack on the Temple with 60+ people. There was no strategy, there was no coordination, it was completely, by definition, a zerg with three or four commanders acting as the head of the hive mind. Their instructions amounted to “kill everything as fast as you can”—and they won where my guild and I always failed.
Is that the answer, then? Do tactics really no longer play a role in capturing the Temple of Balthazar? Is it completely dependent on how big your zerg is? Because if it is, that’s a mistake. That’s telling me no matter how coordinated my group of 20 is, I will never claim Balthazar because I need an extra 40 people to act as braindead meatshields during the morale-breaking ambushes. And that makes me sick.
Back to the point, I strongly urge ANet to adjust the scaling on the Temple of Balthazar. Because no matter the event, the answer shouldn’t be for the player to kitten harder than the NPC’s kitten .
I’m still not entirely sure what the last patch did intentionally, but I’m certain it reverted the Engineer’s Jump Shot ability to its former state—my character, instead of flying to his designated target point, is sent forward to the maximum distance before quickly reverting back to the desired area upon moving regularly.
Nerf the golems, nerf the walls…the “hardcore” fanbase may cry foul, but it’s too difficult as it is.
+1
A friend of mine, who enjoys thieves immensely, believes that thieves should have access to longbows. While I believe that a thief with a longbow would serve to provide a 1200 range weapon, I don’t like the thought of it overmuch—a thief is meant to be portable, lightweight, and quick, all of which a longbow is not.
The idea I had was giving thieves access to the rifle. Not the “pow bang” rifles of engineers or warriors, but instead the rifle with all the skills of a super-sniper. I honestly don’t know how it’d work out, but it’s food for thought.
Black Lion Salvage Kits are capable of removing upgrades from items 100% of the time.
First-person camera is an absolute must for some jumping puzzles, and it’s more difficult when we don’t have it. I wouldn’t want to run through Arah with it, but it’d still be a handy feature to have.
To be frank, I’d rather just see the Hylek/Skritt/Quaggans, and the other “tribal” races become full-fledged playable races after receiving a touching-up on their animations and particles. Perhaps it isn’t realistic, but like I said in another thread, I think it’s plausible territory for an expansion.
Wow.
I suggest that the developers be more open with their community, and suddenly it’s being insinuated that I’m asking for a yacht when I just received a pony.
I can tell when I’m not welcome. I got the response from ANet that answered my question successfully, I’ll be on my way. Enjoy your pointless anger—I’m sure it’ll serve you well.
ITT: I want a pony and I want it NOW, Daddy!
But truthfully, no, I don’t think the devs owe anyone anything, and I don’t know why it’s so important to anyone for the devs to explain their decisions, especially when the current internet disposition is that of just waiting for the explanation to simply continue the argument.
Forum Guy: Why did you nerf Elixir R?
Dev: We wanted to bring other potions up for consideration, since this potion currently stunbreak’d, self-rez’d, endurance refill’d, and condition cured.
Forum Guy: Thanks for your response… what are you guys, idiots? Why not make our other potions even better to bring them up?
Dev: In the current state of the game, that potion did more that most utility skills of any other profession.
Forum Guy: Do you even understand how Engies are played? That potion nerf has single handedly made our profession terrible, delete please, since you obviously never play Engie.Some of you wouldn’t do this, most would. I wouldn’t answer you, either.
/Shrug, I don’t believe in trolling the developers who take the time to respond to forum posts, but I can see where you’re coming from. Perhaps I’m just spoiled in your eyes, but I’d like to see more developer/community interaction in the future.
I hope OP realizes the devs do other things besides reply to forum posts. Sometimes I think they work too hard (from what I’ve seen). Besides, the June 25th saw the fixing of certain reported issues with engineer and slightly improved some builds.
I’m not an idiot, I’m aware that the devs have much better things to do than reply to forum posts. The thing is, though, communication is a two-way street—I can talk all day long on these forums, but without acknowledgement that I exist, I may as well be talking to a wall.
Now the good Game Designer has come to let me know that nearly all threads on the forum are read, but not all are responded to. This satisfies me, personally.
We post when we’re able. We read pretty much ALL the threads on here, but we have time to respond to very few of them.
It’s not that we favor any profession over the other, even though that seems to be the belief for some players – it’s not true.
Ok. Thanks for taking the time to respond to this thread, at least. Lacking response, it seemed as though we were being ignored—glad to know this isn’t the case!
It seems as though ArenaNet is remaining extremely tight-lipped regarding issues with the engineer profession. Am I the only one who feels this way? I mean, from my perspective, 20 pages on the Engineer Sub-Forum with only 3 threads having an ANet staff member posting in them seems a little…well, non-communicative.
Don’t get me wrong, I’m still enjoying the hell out of Guild Wars 2—I just wish ANet would be a little more responsive when it comes to discussing engineer changes. Am I crazy? Am I wrong to think this?
With the elixir gun, flamethrower, and grenade kit engineers have plenty of ranged options to go with. By adding the melee weapons, we open a lot of new specs for the engineer, who can use kits for maintaining ranged offense instead of kits for melee damage.
A thousand times this.
Build diversity potential + options for the win!
Strictly delegating the engineer to ranged combat is a very, VERY big mistake in my opinion. Considering how every other class has the option to switch between ranged and melee at will, it troubles me that the engineer doesn’t receive a true melee weapon until the Tool Kit is unlocked. Even then, the engineer has a number of up-close-and-personal options, and some ranged abilities benefit from being closer rather than farther away.
The hammer would be a welcome addition to the engineer’s arsenal, in my opinion. It fits thematically and I can easily see a number of engineer-related abilities being granted to it.
We need to be able to customize our hobosacks, or just outright choose not to display them!
+1
sounds legit, I’m kinda disappointed tho, we got decent updates but necros…. I’m glad they got an update but every buff screams out, “skrew you engi”. A 9s+ wall of fear, our burning (4s on a 10s cd) and they got fear…
it will be impossible for engi’s to 1v1 necros now
or anyone without stability or instant full condi removal.
Yep, pretty much this in my opinion.
Buffs are nice, but there’s no really dramatic changes going on here. No new weapons being made available, no hobosack appearance fix, just more buffs that make a bunker build stronger and stronger…and I don’t like/play bunker builds.
ummm yes? >.> when they talk about merging traits and adding new ones, it has engi written all over it… also that new condition, that “thief and mesmer, as well” kinda left me thinking… we might see it on engineer too.
To be honest, I think that means the new condition is going to be seen on Mesmers, Thieves, and Necromancers with this patch. It could be added to the Engineer in the future, but a condition called “Torment” doesn’t really fit the Engineer’s theme in my opinion.
That’s it? If those notes are legit, I have to admit I’m a little disappointed.
Don’t get me wrong, I appreciate you bringing this to my attention, and I’m glad the Engineer is receiving some buffs, but I was expecting a bit more. Access to another weapon (i.e. the hammer), a fix on the overreliance on kits, a buff to the landmine ability (giving it a lightning-field effect would be cool, since Elementalists currently hold the monopoly on those), and the “hobosack” fix are just a few that come to mind.
Again, thanks for bringing this up, but I’m just sad that it seems like we’re not getting much more than a buff to the system that’s already in effect, rather than seeing a truly dynamic change to the Engineer playstyle.