Showing Posts For Joseph.3860:

Whats the best PVP Prof?

in PvP

Posted by: Joseph.3860

Joseph.3860

I can tell you worst: engi.

Bottom Supply camps invuln zone glitch

in WvW

Posted by: Joseph.3860

Joseph.3860

I believe this has been brought up. They cant cap supply points way back there I don’t think.

Maybe we need a list of strange events?

in Dynamic Events

Posted by: Joseph.3860

Joseph.3860

All I do now is open a nearby present, kite the contents (toy golems are best) to the de, and watch the, hilariously wipe the de.

Just had to speak my mind

in Engineer

Posted by: Joseph.3860

Joseph.3860

The engineer needs work. No one can argue that. Anyone saying l2p is kidding themselves. We were meant to be the jack of all trades, able to change the battle field by giving other people equipment, healing others with kits, switch between kits when needed to completely change our builds. Well. Not only did elementalists take our crown of be ing jack of all trades, we are left without that functionality. Here is why:

The trait system. We have tons of possibilities for kits, yet our traits actually hinder us. We cant go both flamethrower, grenade kit, and heal kit viably. We are holed into one build simply because how the traits work. Flamethrower is in precision (which ironically sucks), tool kit and heal kit are in tool belt area with tons of random traits, bomb and grenade are at top with the most helpful traits. Then we have traits for elixirs. Then we have turret traits. Then we have shield, rifle, and pistol traits. We have over 9 different pathways, with only 2 lines of traits to choose from. So naturally people go with the strongest.

Turrets are underpowered because you have one entire trait line with turret traits. Then two more traits (air drop turrets which is glitched and accelerant packed turrets which make no sense, who would want to destroy turrets with 20 to 90 second cool down). You have a total of 5 traits for turrets, 2 of which don’t work. The objective of turrets is to lock a point down. Well, they dont do it. They arent meant to be like minions either, to zerg the other opponent. I want to be able to drop my turrets and be satisfied someone will think twice about seriously attacking especially when i am there. Mortar simply sucks, it should just be replaced with a super turret, not some item that is a skill bar full of really slow and sucky meteor showers. Another thing is they pgeon hole you to use either pistols or rifle, which practically forces you into precision.

Elixirs are meh, the random effects suck. The ult is not engineer like at all. Engineers are masters of gadgets and gizmos, and replacing our entire skill bar with another random prof ult does not accomplish this in the least. Especially when all three of those ults are amongst the worst for each profession.

Again, kits are so over-saturated, there simply isn’t enough room in the trait lines. This can be fixed by completely rearranging trait lines, so you have traits that benefit all the kits in one line, elixir in another, and turret, rifle, pistol traits (which yall need more of… Necros get like 9 for minions….) through out. The tool belt trait line can be just random stuff for tools belt skills, which btw anet is obviously a lazy attempt to add more “viability” to engineers with rehashed skills and animations. Come on.

Turrets and my gripe.

in Engineer

Posted by: Joseph.3860

Joseph.3860

I was thinking one day of how they could fix turrets. At first, I thought a lot like you, adding a trait to create mobile turrets. However, they would act almost exactly like Necromancer Minions with even worse AI.
So, I thought a little more and figured out why turrets are… bad
I will be comparing these too two things: the Ritualist from gw1 and the Necro of gw2.
The point of turrets was to place then hold a point. They act very similair to the Spirits rituals of GW1. The difference? You could have more than 3 turrets at a time (not including those from the Supply Crate). A trait that doubles the amount of turrets deployed (maybe just for one turret). The “Accelerant Packed turrets” s USELESS. When would someone want to destroy their turret that has a 20 – 90 second Cd? This isn’t some Necro Bomber build with poison, in fact it is even WORSE thanks to immobile turrets, the large CD, little damage output, and the act it doesn’t work with any other traits (for whatever reason). Notice of SS of the original GW1 didnt have this? (Well, they did, but once again it was rather useless and atleast if ou lost one you had atleast 4 more to back it up).
Here is what I reccomend:
1. Remove Accelerant Packed turrets.
2. Fix the bugs with Deployable turrets.
3. Increase the Reduce damage from 30% to about 40% (Minions get 50% more health…)
4. Add more traits (Necros get atleast 8 traits that help Minions… we get what? 3 1/2?)
5. Change the Mortar Ult. This skill sucks. A full bar of Meteor Showers that are MUCH MUCH WORSE.
6. Change turrets to all ranged. Oh look a thumber turret… better stay away unless I am a npc
7. Add turret skins to the Trading Post. I hate these designs. Rifle turret looks like a Telescope.
8. Decrease Turret Hitboxes like you did the Treb. AOEs kill turrets… and considering tons of AutoAttacks do AOE, it sucks.
9. Add some way to move turrets like a mass “air drop” skill.
10. Make a new kit for turrets. Tool kit has its place. Make a turret kit (could be ult?)

Turrets too immobile.

in Engineer

Posted by: Joseph.3860

Joseph.3860

I was thinking one day of how they could fix turrets. At first, I thought a lot like you, adding a trait to create mobile turrets. However, they would act almost exactly like Necromancer Minions with even worse AI.

So, I thought a little more and figured out why turrets are… bad

I will be comparing these too two things: the Ritualist from gw1 and the Necro of gw2.
The point of turrets was to place then hold a point. They act very similair to the Spirits rituals of GW1. The difference? You could have more than 3 turrets at a time (not including those from the Supply Crate). A trait that doubles the amount of turrets deployed (maybe just for one turret). The “Accelerant Packed turrets” s USELESS. When would someone want to destroy their turret that has a 20 – 90 second Cd? This isn’t some Necro Bomber build with poison, in fact it is even WORSE thanks to immobile turrets, the large CD, little damage output, and the act it doesn’t work with any other traits (for whatever reason). Notice of SS of the original GW1 didnt have this? (Well, they did, but once again it was rather useless and atleast if ou lost one you had atleast 4 more to back it up).

Here is what I reccomend:
1. Remove Accelerant Packed turrets.
2. Fix the bugs with Deployable turrets.
3. Increase the Reduce damage from 30% to about 40% (Minions get 50% more health…)
4. Add more traits (Necros get atleast 8 traits that help Minions… we get what? 3 1/2?)
5. Change the Mortar Ult. This skill sucks. A full bar of Meteor Showers that are MUCH MUCH WORSE.
6. Change turrets to all ranged. Oh look a thumber turret… better stay away unless I am a npc
7. Add turret skins to the Trading Post. I hate these designs. Rifle turret looks like a Telescope.
8. Decrease Turret Hitboxes like you did the Treb. AOEs kill turrets… and considering tons of AutoAttacks do AOE, it sucks.
9. Add some way to move turrets like a mass “air drop” skill.
10. Make a new kit for turrets. Tool kit has its place. Make a turret kit (could be ult?)

What PvP Build Is This?

in Engineer

Posted by: Joseph.3860

Joseph.3860

May have been me. What was English name? And what race?

I played yesterday with a triple turret build, rocket, net, and rifle or flamethrower with two pistols. I had accelerant packed turrets, might when using heal, and one other thing in that line I think.

Then in invention line I had turrets take 30% less damage, turrets heal themselves, and the increased turret damage and range. Then I had another random trait somewhere, I think it was increase pistol range. Of course it may not have been me. But I distinctly remember fighting a hammer guardian. I randomly ran around when people came to kill me and shot everything.

WvW is Losing it's "Fun"...

in WvW

Posted by: Joseph.3860

Joseph.3860

I hardly ever post on these forums, but I play the game a lot. I felt this is deserving of my input.

Currently, I find no enjoyment on wvwvw as an engineer. I was bored one day, so I started playing wvw. I found a tower, and spent tons of money upgrading this one lonely tower completely solo. I built guards, I reinforced everything, I put in tons of upgrades. Then, I got a ping on my map. The closest supply keep was taken. I had no clue the size of the force, but I prepared for the worst. And by god, it was. It was the worst. A group of about 15 to 20, a rather large Zerg for my low pop server. And I was alone. So, I attempted shooting them with my pistols. That didn’t work becuase I can’t shoot for kitten of the top, yet there aoe seemed just fine to reach to the top if my door. So, I grabbed a nearby mortar and pret much wiped them. So I defended a tower vs a Zerg of 20 people. I began to play more, and here is whAt I found:

Large pop servers Zerg. Simple as that. Anet needs to get rid of the free server changes, and quick. This will force servers to stabilize and pop will remain as it should in wvw. Or atleast make changes once every 4 weeks.

The next is the insertion of a cheap, quick building siege weapon for lower lvl and lower supplied people. I suggest a wall for the outside sieges. These can’t be placed indoors or inside keeps. They basically soak up aoe and siege weapon damage.

Insertion of more npcs into keeps, towers, etc. they don’t have to do anything, but giving more life to the towers and keeps is something I wish. It allows me to think “hey, I Am defending something here!” Instead of the typical emptiness I too often experience in these towers.

Insertion of ways to get people to want to cap and hold keeps. These can be special vendors that appear that sell crafting supplies. It can also be for special party events that occur when places are capped that celebrate the capturing guild. Or something. This can also add the more life as mentioned above.

Wall sieges. Currently, hardly any wall seiging occurs. I mean, if you truly want lord of the rings style sieges, you need ladders and or wall sieges. Basically, they have to be built right on wall, have low health buildings that allow for people to go over wall. While this mAy seem op, remember the thing I mentioned earlier about more npcs to defend. These npcs will keep people from spamming these as your off, especially if you have 1 or 2 real players in it. The wall sieges will allow for people to go over wall without having to destroy the front door, allowing for even more tactics and force zeros to leave people at each keep.

Insert dynamic events. These can scale to huge numbers. Basically, these can give rewards and happen spontaneously in the wvw. The world that does the most damage will win the “event bonus”m a basic bonus for the event that helps the world. Everyone will receive the standard award, but the “event bonus” is only given to one. This will allow for smaller groups to look around for these events, becuase you wouldn’t want the other world getting the event before you do.

Anet, pls allow for some way to shoot off the top of walls. Please.

Engineer bugs compilation

in Engineer

Posted by: Joseph.3860

Joseph.3860

Sometimes when equipping kit it disappears…. It doesn’t affect gameplay or anything, I am just without a kit.
The bomb kit needs auto attack, I hate having to press 11111 while chasing someone.
Glue bomb sometimes doesn’t work, people keep moving even though I put it right on top of them.

Constant Crashing, Game Unplayable

in Account & Technical Support

Posted by: Joseph.3860

Joseph.3860

I get crashes when Playing pvp and it gets really hectic on screen. It will start lagging and music will buzz a couple times, lasting maybe a second each time, then it will just shut down my computer. Even if I run away it will shut down when there is nothing really happening on screen. Wvw I can not play at all, otherwise my comp will just buzz then shutdown. This has never happened before. It was after the latest update on Monday i think. Never happened before that. Luckily I can do pve until it gets really hectic like the fire elemental event.

backstab 1 hit 11k damage?

in PvP

Posted by: Joseph.3860

Joseph.3860

Go necro Well build. God, I do tons of dps with those.

How to fix WvW (no really I know how)

in WvW

Posted by: Joseph.3860

Joseph.3860

WvWvW has been incredibly successful in GW2, however there are several changes I would very much appreciate, along with some additions I believe will make it better.

The Maps

The maps, while very good, get incredibly boring after a while. I would like to see new maps in the future, jungles, swamps, mountains, cities… The present maps I believe seem boring. You have some cliffs, then huge tracks of flat snowy land that is boring to look at after a while. It is too easy to traverse, and makes traveling seem much longer than it really is. Have you ever been in a long car ride? It feels like that. I hate snow. I refuse to play norn now becuase of this. The lake in the center is just a giant hole filled with Krait. Where are thesunken ships? The Towers of slaves? The maps are just so flat and bland the only excitement is in a zerg, becuase there is color… not some giant expanse of lifeless snow..

Another issue I find is the lack of life in keeps, towers, etc. Why am I defending here exactly? Theres no people, no life, no real reason other than for some random points that pop up. I would like to see more npcs, they dont have to attack. They just need to be there to add to the immersion and “why am I even here?”.

The Mechanics and Siege

So far, the basic functions have been great, with the exception of some balancing. It is confusing to get into WvWvW at first, and I would like to see a future tutorial for newer people. However there is one problem that kind of erks me: the simple knocking down of the door. I hate that. It is boring most of the time, and you often dont even face any real competition from the defenders. I have an idea to fix that: add more npc defense to the keeps (this would also help in the lfieless problem I said above), and give the attackers more siege.

Steps and Ladders

One type of siege I’ve thought up are ladders, or even wall siege.Basically, they allow for the transport of people over the wall. They would be very expensive, allow only a small amount of people in at a time, and would have to be placed right by the wall, where it is mrope easily created. These would help greatly in the siege of walled places, and add another layer of fun to the game, instead of everyone centering themselves around the door. The gate wouldn’t have to be open to do this.

Walls

Another seige weapon for the offensive people can be walls. They would be relatively weak, cheap, but would take a small amount fo time to set up. This would help greatly in the event a group of people have set up 10000 arrow carts on the walls of a keep, the walls would “block” the siege and allow players to hide behind it. One limit however is that they can not be placed right next to each other, and can be passed though by anyone. This would allow for much more organized play, and add to the immersion of WvWvW sieging.

Server Pride

I don’t know the name of my server. I don’t care. I may be the onyl one, but I feel no server pride. Quite frankly this should be changed all together, and I propose something completely new to this:

Alliance and Guild pride Pride

This would be much better. Guild would be able to cap and “flag” as normal keeps and towers. However, “Allaince Flags” would be on the StoneMist Castle. The point of this is to feel proe for your community, whether or not your in a guild or not. Putting mroe focus on Guilds and Alliances would allow for more organized competition, and more pride for your sevrer overall. Adding some small “shows” would greatly increase pride, such as fireworks spelling out alliance names over Stonemist Castle, NPC conversations about the score at that moment… such as “It seems insert server name here isnt doing to good…” or “The Allince insert name here has captured the castle!”. NPC parties within the castles would insue, opening up chances to buy crafting materials, holiday stuff, etc. to whoever controls the castle at that moment. All tese things would be rather small, simple implementations and woudl drastically affect how I (and I am sure other people) would feel about the thigns they fight for.

Edit: Also make the games longer for politics sake. Maybe up to a month. I have yet to play 2 weeks yet as we have not reached that point, but I expect it to be to short.

Please post your thoughts! I also posted this in the suggestions forum, however I find that those aren’t as looked at as these… so I’ll just leave this here

WvWvW exp system, siege mechanics, and orbs

in Suggestions

Posted by: Joseph.3860

Joseph.3860

WvWvW has been incredibly successful in GW2, however there are several changes I would very much appreciate, along with some additions I believe will make it better.

The Maps

The maps, while very good, get incredibly boring after a while. I would like to see new maps in the future, jungles, swamps, mountains, cities… The present maps I believe seem boring. You have some cliffs, then huge tracks of flat snowy land that is boring to look at after a while. It is too easy to traverse, and makes traveling seem much longer than it really is. Have you ever been in a long car ride? It feels like that. I hate snow. I refuse to play norn now becuase of this. The lake in the center is just a giant hole filled with Krait. Where are thesunken ships? The Towers of slaves? The maps are just so flat and bland the only excitement is in a zerg, becuase there is color… not some giant expanse of lifeless snow..

Another issue I find is the lack of life in keeps, towers, etc. Why am I defending here exactly? Theres no people, no life, no real reason other than for some random points that pop up. I would like to see more npcs, they dont have to attack. They just need to be there to add to the immersion and “why am I even here?”.

The Mechanics and Siege

So far, the basic functions have been great, with the exception of some balancing. It is confusing to get into WvWvW at first, and I would like to see a future tutorial for newer people. However there is one problem that kind of erks me: the simple knocking down of the door. I hate that. It is boring most of the time, and you often dont even face any real competition from the defenders. I have an idea to fix that: add more npc defense to the keeps (this would also help in the lfieless problem I said above), and give the attackers more siege.

Steps and Ladders

One type of siege I’ve thought up are ladders, or even wall siege.Basically, they allow for the transport of people over the wall. They would be very expensive, allow only a small amount of people in at a time, and would have to be placed right by the wall, where it is mrope easily created. These would help greatly in the siege of walled places, and add another layer of fun to the game, instead of everyone centering themselves around the door. The gate wouldn’t have to be open to do this.

Walls

Another seige weapon for the offensive people can be walls. They would be relatively weak, cheap, but would take a small amount fo time to set up. This would help greatly in the event a group of people have set up 10000 arrow carts on the walls of a keep, the walls would “block” the siege and allow players to hide behind it. One limit however is that they can not be placed right next to each other, and can be passed though by anyone. This would allow for much more organized play, and add to the immersion of WvWvW sieging.

Server Pride

I don’t know the name of my server. I don’t care. I may be the onyl one, but I feel no server pride. Quite frankly this should be changed all together, and I propose something completely new to this:

Alliance and Guild pride Pride

This would be much better. Guild would be able to cap and “flag” as normal keeps and towers. However, “Allaince Flags” would be on the StoneMist Castle. The point of this is to feel proe for your community, whether or not your in a guild or not. Putting mroe focus on Guilds and Alliances would allow for more organized competition, and more pride for your sevrer overall. Adding some small “shows” would greatly increase pride, such as fireworks spelling out alliance names over Stonemist Castle, NPC conversations about the score at that moment… such as “It seems insert server name here isnt doing to good…” or “The Alliance insert name here has captured the castle! I am beggining to think we will lose this fight…”. NPC parties within the castles would insue daily on capture, opening up chances to buy crafting materials, holiday stuff, etc. to whoever controls the castle at that moment. All these changes would be rather small, simple implementations and woudl drastically affect how I (and I am sure other people) would feel about the things they fight for.

Edit: Also make the games longer for politics sake. Maybe up to a month. I have yet to play 2 weeks yet as we have not reached that point, but I expect it to be to short.

This is my idea, I posted it on MMORPG.com.

Orr is completely, completely broken

in Dynamic Events

Posted by: Joseph.3860

Joseph.3860

Atleast it can be fixed. Just hold in there all I bet withing 2 weeks Orr will be much better. Remember also that DEs are incredibly complicated, especially without the testing done in Starter Zones during DEs.

rate the dungeon patch 1-10

in Fractals, Dungeons & Raids

Posted by: Joseph.3860

Joseph.3860

3/10
I agree with what they are trying to do, but atleast make the rewards worth it. Huge grind for one armour set. I, as a casual player, am not gonna do that. I thought prior to obtaining this game I would get 1 amour piece or weapon every run. Well, I was mistaken, but I expected only maybe 2-3 runs for one armour piece… not 10.

My thoughts about Dynamic Events - suggestions,conclusions and gibberish.

in Dynamic Events

Posted by: Joseph.3860

Joseph.3860

That is not what he was saying. Often times, if you try to do the other paths to complete the event, your attacked anyways, whether by the mobs or something happens. I really like the idea of the events and their stories, but it is kind of annoying when you pick a daisy thinking you are ahving a great time then all of the sudden a OMGWTHPWNing Monster comes up…

Sorrow's Embrace and the Necromancer

in Fractals, Dungeons & Raids

Posted by: Joseph.3860

Joseph.3860

Go minions, dagger, etc… you said it yourself. I didn’t mean to disagree with you, I only wanted to show you your options (which is only one atm… and that is to change it). So, make use of it.

Does Zhaitan deserve a world event?

in Dynamic Events

Posted by: Joseph.3860

Joseph.3860

How do you know Zhaitan was really killed? DU DU DUUUUUUUUUHHHHHH
The cannon thing is… odd. Atleast spawn some mobs on your ship and have other ships come and help. and during the process he can be shaking the entire thing so you might fall off if you are close to the edge. That woul be much more interesting… not saying it is bad now but I just want more.

Sorrow's Embrace and the Necromancer

in Fractals, Dungeons & Raids

Posted by: Joseph.3860

Joseph.3860

Change Your Build… All you can do lol. I mena, I undestand the dungeons are extemely hard atm and really not worth it, but some things can be fixed by the player… which seems to be your problem in this case.