Showing Posts For Kodama.6453:

E-Spec with Laser Swords

in Engineer

Posted by: Kodama.6453

Kodama.6453

You are both wrong :v acid axe is the future!

Mesmer Elite Spec Axe?

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Kodama.6453

But this is GW2, not GW1. Eventually people will have to admit that they are 2 different games.

GW2 is a continuation of GW1. I don’t think that ANET has prioritized continuity. Still the games are inextricably linked.

My honest assessment is that the GW1 Mesmer is very well designed and more internally consistent than her GW2 sisters.

I’d love to play a reflect/retaliation/interrupt Mesmer here in GW2.

Perhaps a “Mirage” class will return us to Elona. That would tend to reconnect with GW1.

Have to disagree…. alot. Do you remember how illusions were realised in GW1?
They were basically just a DoT debuff…..
Illusions in GW2 are way better, because they are actually clones and phantasms attacking on their own.

Mesmer didn’t live up to their game fantasy at all in GW1. They were basically just a debuffer, you could have replaced all of their skills with another theme (for example: a necromancer), it would make no difference.

Predicting Mesmer Ability Giveaway

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Kodama.6453

As far as ability giveaways; We really only have one ability that is not at least partly replicated by another class.

That single ability is Continuum Split. I see ANET allowing some kind of double skill use on Engineer or Revenant in the near future.

Some kind of double skill use…. well, if you see it like that, Mesmer actually “stole” it from Engineer. ^^
Kinetic Battery allowed Engineer to use a toolbelt skill twice before Mesmer got Chronomancer.

Mesmer Elite Spec Axe?

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Kodama.6453

I know that it was a land weapon there, played GW1 myself and there was no under water fight. xD

But in GW2, spears are under water weapons. And I don’t see them changing that soon.

Mesmer Elite Spec Axe?

in Mesmer

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Kodama.6453

[…]

While hand axes are in use in The Land of the Golden Sun, a spear/staff would interest me a lot more.

That’s just about taste, though. For me, a spear would be absolutely strange, if I imagine a mesmer I surely don’t think about him using a spear.

Meanwhile the axe is pretty fitting for me, having all that “thought shredding” in mind. You can’t please everyone, so if they chose the elite spec to have an axe, I am fine with that. Just like I will accept if they would give them a spear (which is kinda unlikely, don’t think they have the intention yet to use underwater weapons).

Mesmer Elite Spec Axe?

in Mesmer

Posted by: Kodama.6453

Kodama.6453

[…]

Also, obligatory Axe doesn’t fit at all. A cloth wearing class should not be using an Axe without a shield or at least a dagger off hand, both of which base mesmer doesn’t have, and will thus be incompatible with it.

[…]

How did you come up with that stuff? Why should a cloth wearing class not be able to use an axe without a shield or dagger offhand?

I give up

in Necromancer

Posted by: Kodama.6453

Kodama.6453

not if u slot ’nuffin kan save yu"

That skill name is highly unaccurate. It should be called “Just invincibility can save you!”.

Shredder gyro

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Kodama.6453

The problem is that Shredder Gyro was designed when some gameplay features were not really ready to get shipped.

What is Shredder meant to do? It’s damage is low even if you use the whirl finishers with poison or fire fields. Not to mention that it can be pretty hard to hit these finishers on moving targets.

Remember how they advertised Shredder Gyro? The guy presenting the Scrapper said that he expects it to be great at one job: shredding break bars. Back then when he stated that, break bars worked differently. Because CC conditions like blind didn’t do a fixed damage over time, they did a set ammount of damage to the bar immediately every time you apply it.

So you were able to get break bars down really fast if you could apply that condition several times in a short time…. that is exactly what Shredder Gyro is able to do in a smoke or ice field. But they changed that mechanic, it doesn’t matter how many times you apply the condition anymore. The DoT is the same for 100 short time applies as for 1 long time apply.

And that’s how Shredder Gyro lost it’s functionality.

what else chrono could offer?

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Kodama.6453

Alacrity was too powerful to be unique for all eternity. As much as I understand that people are upset it got given away since it was promised as an unique mechanic for chrono, we have to accept that.

When the next turn of elite specs comes and alacrity would still be chrono unique…. What do you expect to happen in high end play? People would demand you to play chrono, doesn’t matter you got another elite spec which is pretty good at it’s job (like being dps). Alacrity is too good and crucial for a group to renounce. I expect it to be given away to even more other classes, especially with the new elite specs.

No more troll Legendary weapons Y_Y

in Guild Wars 2 Discussion

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Kodama.6453

I’d actually quite like a troll legendary weapon to go with the quaggan one. Or maybe a grawl one instead. =P
[…]

We definitely need a legendary weapon based on skritt design. I was hoping for a legendary gatling gun made out of shiny scrap as the new legendary rifle, too bad it didn’t come true.

Katana 1h sword?

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Kodama.6453

as far as i know not a one handed sword. you can get a katana 2h sword with gems

Looking at it’s length, it’s more like an odachi for me.

Would be great if they release a katana sword skin and a wakizashi dagger skin. So you can create that Niten Ichiryu style.

Aurene the first mount?

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Kodama.6453

Aurene, the child of the great crystal dragon Glint.
The only hope for our future, a long told prophecy with a whole dedicated city and society to protect her.

Our character: “Where do I put my saddle on that thing?”

No more troll Legendary weapons Y_Y

in Guild Wars 2 Discussion

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Kodama.6453

I actually don’t consider The HMS Divinity a troll skin, don’t know why everyone says that.
It has a cool mist effect, you are carrying a god kitten cannon (I play engineer, so I prefer that because it fits the shotgun feeling way more than the sniper rifle which is The Predator)….

Mesmers stole Alacrity from Revenant

in Mesmer

Posted by: Kodama.6453

Kodama.6453

What? They did it again?
kitten, so this isn’t the Steins.Gate world line?

Time to return for another try…
El Psy Kongroo

Kits - Should New (Engi) ESpecs get them?

in Engineer

Posted by: Kodama.6453

Kodama.6453

[…]
Scrapper isn’t just a tank, though it is obviously tankier than most of the new specializations. It was primarily billed as a crowd control specialization: “a bruising style of lockdown and negation melee to the engineer.”
[…]

Oh, we used to be pretty valued for our ability to shred break bars with slick shoes for Gorseval (since you bring him up). Remember what happened? They nerfed slick shoes. Hard. Problem is that engineer gets nerfed at every single topic he is good at. Removing the daze from Gyros was just another example. They were marketing Scrapper as a CC based elite spec, then nerfed our ability to CC with every patch so we are not really that good at it anymore.

[…]
It’s also not news to anyone that engineer is the strongest condition cleanser in the game. Between Purge Gyro and Fumigate, nothing compares. If they made a boss fight where conditions were far more threatening, we could also find ourselves rotating away from FT/BK/GK for every fight.
[…]

We are pretty good at removing conditions from allies thanks to Fumigate. But our ability to clean conditions from ourselves is actually not that great. I think elementalist is actually better at this job, so still no reason to pick an engineer. And elementalist is cleansing himself too, not just allies.

Flamethrower == POWER and not condition!

in Engineer

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Kodama.6453

[…]
why..just WHY?

You know the answer, it is engraved in the heart of every engineer, the bane of our existence….

Purity of purpose…

Tbh, I am highly dissappointed about the changes I saw today…
Gadgets and turrets are still untouched.
They changed flamethrower to a condi kit to “keep up burn stacks”…. why didn’t they add a small tick of burning on every damage tick of the flamethrower like many people suggested instead of just increasing the burn on the end of the channel by 2 seconds?

Doesn’t seem to fit the “purity of purpose” really well for me. The channel is doing 9 power based strikes in a row without any condi and just the very last tick is providing a condition.

(edited by Kodama.6453)

Kits - Should New (Engi) ESpecs get them?

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Posted by: Kodama.6453

Kodama.6453

[…]
The answer to this problem isn’t moar kits but to press ArenaNet to design content where scrapper-like builds actually fulfill some degree of purpose in cooperative content.

While this is true… how? Scrapper was designed as a supportive tanky alternative for engineer. So you create content which is in need of a tank…. problem here: there are classes which fulfill the tank role much better than scrapper is ever able to. So no one would take a scrapper for this job if they can get someone who is more efficient at it.

Kits - Should New (Engi) ESpecs get them?

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Kodama.6453

Perhaps. I’m simply saying that ANet had raised the possibility of bringing back Guardian tomes as kits. So I don’t think we can safely say that kits would never be added to other classes with certainty.

Mind to give a source? Would like to see it myself.
If that’s true, I hope they decide against it.

Kits - Should New (Engi) ESpecs get them?

in Engineer

Posted by: Kodama.6453

Kodama.6453

It’s not just about of the ammount of skills to create. No other class should ever have access to kits.

Engineer paid ALOT to have access to kits which don’t have a cd. We got intentionally weaker weapon skills. We have the smallest weapon pool in the entire game. We have no weapon swap.

If they plan to give kits to another class they would have to remove weapon swap from that class for the elite spec and forbid the use of at least half of their weapon pool. Otherwise it wouldn’t be fair.

And keep in mind: tomes are NOT kits. They work totally different. They replace your weapon skills, but you are not able to switch out to your normal weapon without losing the tome. The tome itself has a cd. Different mechanics here.

Engineer Condition Damage aura

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Kodama.6453

Speculation time, which traitline will get the buff?

I would be highly surprised if the trait changed to that functionality isn’t Pinpoint Distribution in the Firearms traitline. What else could it be?

Elite spec suggestion: The Alchemist

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Kodama.6453

1. I actually meant the F mechanic. ^^ It is really close to the Function Gyro.

2. Misunderstood you there it seems. But every elite spec comes with a new set of utility skills and the only skill you provided then was the new elite kit. If we don’t add a new utility type because of elixirs… it isn’t really an elite spec.

3. Have to agree here. I think you should seperate these ideas. Making a rework suggestion for Alchemy (which stays a base trait line) and another thread about a new alchemy based elite spec (I would prefer it being thematically based on alchemy while being an aggressive spec, using acid and other dangerous chemicals) with new utility skills, class mechanic and everything.

Elite spec suggestion: The Alchemist

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Kodama.6453

While I am totally for an alchemy based elite spec for the next turn, your idea doesn’t really work out for me, sorry. =/

1. The class mechanic is basically the scrapper mechanic without the stomp and immediate rezz as a trade…. I would like to have something new as a mechanic.
2. Your utility skills…. Gyzmos…. Let’s be honest, they are basically Gyros again. We need something else than AI, if the next elite spec is going to have a new pet type again, I will stop playing this game.
3. You said yourself the traitline is reworking alchemy as a new elite spec… That should never happen in my opinion. Elite specs are additional trait lines per design now. Upgrading an existing trait line would just make them inferior to the other specs like Scrapper.

New ES Idea: Golemancer

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Kodama.6453

Have to agree that having another elite spec based on AI would be terrible.

Two Possible Next Weapons For Engineer

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Kodama.6453

[…]
Axe would be a interesting Condition Melee Weapon for a Acid/Chemical theme Elite Spec but the Elite Spec itself may feel like it is just a upgraded version of the already existing Elixir trait tree we have instead of introducing something new.
[…]

To be honest, I feel that was already the case for the first round of elite specs and thought it would be kinda fitting.

Druid is an upgraded version of Nature Magic.
Daredevil is an upgraded version of Acrobatics.
Berserker is an upgraded version of Strength.
Reaper is an upgraded version of Soul Reaping.

So I think having an alchemy themed elite spec would totally work. Especially since we used to have acid related traits (Acidic Elixirs and Acidic Coating), I would like to see this theme reimplemented in engineer.

In general, the alchemy part of engineer just seems supporty and “harmless”….
Things like Deadly Mixture and all these aggressive sounding traits got removed.
I would like them to show again that alchemy has a dangerous side.

Two Possible Next Weapons For Engineer

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Kodama.6453

[…]
Also there is problem with 1 handed weapons… they have to use some counterpart, and for engi it is:
For every offhand weapon you have only main hand pistol (‘meh’ on itself condi weapon)
For main hand weapons you have pistol (solid burning burst… so yet another condi), or shield (that I never seen anyone use it since big skill tree rebalance, and CDs are pretty heavy for what they offer).
[…]

I made an elite spec suggestion some day and was asking myself the same questions.
I think we clearly need a mainhand power weapon as the next one, the weapon of choice for my suggestion was axe (thematic reasons).

So there are 3 options to solve the problems you mentioned:
- the main hand weapon is hybrid, favoring power as well as condi to mix it with offhand pistol
- the elite spec itself has in built synergy with shield
- one of the skills of the main hand weapon has special interactions with the offhand

My suggestions used all these options to make both offhands fair.
The spec itself was favoring hybrid damage just like berserker for warriors.
It was focusing on boon management (boon stripping the enemy and from itself) and getting special benefits every time you strip a boon, shield would be complimented because there is the rune to strip a boon every time you interrupt and shield has 3 probable interrupts in 2 skills (even more if shield 4 reflects CC projectiles).
And the skill 3 from the axe had special interactions with pistol and shield, making it a trade off what you want to use.

You don’t have to use all 3 options for a spec of course, you can just go with number 3 or combine just 1 and 2. But they clearly have to make up a system which allows us to use both offhand weapons effectively.

[Suggestion] Turret Improvements

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Kodama.6453

The problem back then was the identity of turrets. If you look at the engineer description at release, these turrets were meant to fortify and defend an area. And where do we have to defend a small spot from getting taken by an enemy? PvP.

When turrets were actually doing their job, they were strong in PvP. Because their job was exactly what is needed in that game mode. So Anet nerfed turrets to a state where they are the worst pet class in their own job…. they are so squishy and get taken out by AoE that easily that you can’t defend anything with them.

What Anet had to do back then was not just nerfing the turrets, they needed a change in identity. One possibility could have been to make them able to crit. Instead of creating a bunker, they could have been the artillery. Forcing the enemy to take out the turrets as fast as possible if they don’t want to get rocketed and rifled to death.

But they didn’t change turrets identity. It is still defending a point. But now they simply suck at this job….

[Suggestion] Turret Improvements

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Kodama.6453

Another suggestion to add, remember how our tool kit aa is also meant to heal turrets? it should remove conditions too, 1 per hit, at least traited, or maybe give alacrity/quickness to our turrets by hitting them

The condi remove on toolkit aa is something they should have implemented the moment they removed the condi immunity of turrets.

And turrets should be able to receive boons, too. Turrets are the only pet class which you can’t buff with boons. I don’t see why turrets are not allowed to have the benefits, if they added all downsides pets are able to receive (not able to crit unlike mesmer clones, not able to get boons like every other pet, got ability to receive condis back then, inability to move so they get instantly blown up by aoe, not able to get healed from other sources outside of our toolkit like every other pet).

Seems Anet really wanted to remove turrets from the game completely…

Scrapper needs a trait rework in PvE

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Kodama.6453

[…]The later two traits I mentioned would be fine had Anet stuck to their original Scrapper design and allow the gyros to daze. Such as it is though, stunning and dazing is no longer a focal point for our class and so those traits should be reworked.

Because of this, I would argue it isn’t actually just a problem with traits…
Gyros and the Scrapper had a theme in the beginning, an identity.
No one really wanted a new pet utility skill, but they still went with Gyros. But I thought back then it is fine because they had a theme. They were the only pet class in the game which is instantly casted. That was true for 4 out of 6 and it was fine.

Then they gave a cast time to Stealth and Medic Gyro. So now 4 out of 6 Gyros had a cast time. Identity successfully removed.

Same for the Scrapper in general. Disrupting was major part of his identity, having alot of traits related to stuns/dazes and getting benefit out of it. Then they just removed 6(!) dazes from Scrapper by removing the daze from Gyros. Because of “purity of purpose”. Again, they removed a core part of the identity of the elite spec.

On top of that, Scrapper got the most niche and unnoticable elite spec mechanic in the game. It is basically just useful in PvP and nowhere else.

I wish they would just give back the instacast and dazes for Gyros. Scrapper is a failed elite spec in my opinion and if engineer gets the least thought through elite spec in the next round again, I won’t bother taking a look at this game anymore…..

Two Possible Next Weapons For Engineer

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Kodama.6453

Acid Axe please.

Buff the under-used

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Kodama.6453

Oh we do have a class mechanic, kits are our class mechanic, insta swap to a new set of skills is something no other class can do […]

Not exactly true…. Elementalists can insta swap to a new set of skills, too.
Anyway, I didn’t mean that engineer doesn’t have any class mechanic. I was talking about the class mechanic change for elite specs.

Other classes got stuff like additional (and customizable) dodges, overloads, new set of burst skills, completely reworked shroud….
What did engineer get? A stomping/rezzing gyro… which as almost no use in PvE since you don’t really stomp there and you don’t expect your allies to go down. They said that this gyro isn’t the final form and that they will look into improving it…. they never did.

Like I said, I just hope that our next elite spec is a bit more thought through. I always got the feeling that they rushed the scrapper in the last left minutes.

Buff the under-used

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Kodama.6453

Same story here, I basically just look if there is any information about the next expansion and elite spec. That is the only way I can imagine how this game can be interesting for me again.

But if engineer gets the same “love” like the first round of elite specs….
We got no real class mechanic.
People said the minor traits were lack luster because engineer doesn’t really have many stuns and dazes outside of scrapper to benefit from them and somehow Anet interpreted that as “let’s just remove 6 dazes from scrapper, purity of purpose!”

I mean we have a trait giving weakness and vulnerability if we stun or daze an enemy and it had synergy with gyros because their explosion had a daze. Now there is no synergy left….

Anet really disappointed me with the elite spec and if the next one is not providing something meaningful and fun, I will totally give up this game. Engineer was the only class I really enjoyed thematically and it is just sad seeing that there is no love for this class at all.

Melee weapon into Range weapons?

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Kodama.6453

I’ll inject with a bit of lore here. Remember how Asura see magic in everything? That’s cuz it is. Anet has stated in the lore that everyone in the world of GW2 uses magic to some extent, including engineers (how else does a pistol shoot fire, lightning, poison, glue, and shrapnel?) So tech as we understand it, not so much, but the technomagic of GW2? Anything is possible.

That said, I would probably go with mace, and skin it to look like throwing hammers.

While this is true, I prefer if I am possible to imagine my engineer not using any magic at all. So if there is the option of giving us a pseudo-logical explanation how that weapon is able to do that without magic involved, I would prefer they go that way.

My wish for the next weapon: Axe. I really want a new alchemy based elite spec. We had some acid related traits in the past but every single one got removed (Acidic Elixirs, Acidic Coating….. I will miss you….) and I would like the acid theme to have a comeback.

Axe would be my weapon of choice. I would like it to be a melee weapon with acid covered blade, but when you attack something you spill some acid and everyone in a cone behind the target gets damaged.

Or just make it spill acid on auto attack. Will do too. But please do it. Q__Q
Imagine how cool an axe with hidden flask to fill in acid could look like.

Anet you need help with gadgets

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Kodama.6453

[…]
And i think it would be a shame to make mine into a grenade only, rather i would like to see it more effective at its “purpose” which is tactical area denial. To be fair making the toolbelt strip 1 boon from everyone walking over it instead of only one and have those detonations (not manual!) be unblockable might actually make it a serious tool for wvw. The problem is that right now its more of a sneak up, place and detonate in the same move kind of tool which is as far from how you would expect a mine to work as healing turret is from a turret. Making the explosions when the enemies walk or are pulled into the mines stronger somehow would allow more counterplay and make a mined area dangerous. But i absolutely agree on a fixed formation instead of a random pattern (which pattern is debatable, sometimes a “circle” would be preferable i suppose)! […]

I don’t think he wanted to make the mine a grenade. I think he meant that you can place it on the ground and it won’t trigger if someone is walking over it. So you can prepare the battlefield with it by placing it unseen like a trap. And in the perfect moment, you trigger it to cc as many enemies as possible.

About the toolbelt: I think the mines should be invisible. How they are right now they don’t function like mines at all. You are running to an enemy, get out your mine field and detonate it immediately, hoping to hit with every of them.
I think mines should be the engineer version of traps. You can’t see traps of enemies, so why can they see the mine field? Would be better to be able to prepare a field of mines unseen from the enemy to be able to surprise him with a great explosion. And it isn’t that easy to dodge them either because of the random spawn pattern.

Balance patch notes 18.10 discussion

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Kodama.6453

It’s funny that now we have the option to destroy gyros and that this option does nothing, except preventing them to be on cooldown as soon as we cast them.

They are dealing damage…. not scaling with the stats of the scrapper. :^)
Well played, Anet. Everyone said gyros are useless as you announced them. We never imagined you will find a way to make them even more useless. But you did it again, you turreted them.

Thanks for buffing underpowered utilities

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Kodama.6453

Im so glad rocket boots do 25% more damage. I really need that for my sneak-up-on-my-foe-and-rocket-boots-burst-him build.

Think about the possibilities they gave engineer.
Your enemy starts running, then you do it. You use the almighty initial burst of rocket boots. Now, when you are in front of him, you drop the incredibly strong Bombkit 2+3 combo so he will walk in that devestation.

All being specced for direct damage of course, because that sweet damage.
Amazing.

Rocket boots buff

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Kodama.6453

Haven’t been in game yet,
Did they buff rocket kick (the toolbetl) or the actual rocket boots?

If they buffed the rocket boots, then they really are out of touch with what is going on.

They buffed the initial damage of Rocket Boots activation.

purity of purpose

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Kodama.6453

But you all don’t understand : engineer should have NO purpose, this what they meant by “Purity of purpose”, in the case of engineer it did mean to reach the great “NO purpose” final state they worked on last years.

Everyone would agree those nerfs were a great success : we had few purposes lefts, and this was absolutly not right, so they removed some.

I believe next patch is the good one, few incoming nerfs will now be enough to make the last ones playing engineer definitly drop the class.

Congratulation Anet, good job

Exactly this. Scrapper was designed and SOLD with an actual theme behind it.
Big part of the theme was control, interrupting enemies with dazes and stuns.

Many people already said back then that the trait which improves stuns and dazes by 25% will be kinda lackluster.
Now they just removed 6 dazes from scrapper. The disruptor theme got officially removed.

Anet is removing any uniqueness and any theme from engineer bit by bit.
And you are totally right, scrappers purpose is to have no purpose.

Seems after some time Anet thought “you know what….. his name is scrapper. His theme should actually be to be as worthless as his name is implying!”
And here we are, you did a great job, Anet.

Why the KITTEN would you nerf Gear Shield????

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Kodama.6453

I think this is the “purity of purpose” part of balance part : the majority of blocks in the game are 2 seconds long so they upped shield and decreased toolkit duration to homogenize things.

Did I miss something? Did they cut warriors shield 5 to a 2 seconds block too?
If that really is the reason for this change, then they should nerf warrior shield too.

Rocket boots buff

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Kodama.6453

These buffs feel like an excuse for me, tbh.
Like “Look, we didn’t just nerf scrapper across the board. We buffed him too!”
But in the end, who will ever notice a damage buff for skills which don’t do any meaningful direct damage?

Poor gyros :(

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Kodama.6453

It is obvious: the whole design for the scrapper was made in the last minutes before they had to present something.
In the beginning, scrapper had some kind of identity behind it and synergy.
But Anet is removing it with every single patch a bit further.
Everything that was fun, unique or synergetic about scrapper is just gone.

Gyros as the only instacast minion type -> added cast times to most of them
Triple leap on hammer 3 -> reduced to double leap (warrior has a trait for that, not unique anymore)
Gyro synergy with expert examination -> gone since daze removed

Scrapper has no identity anymore. Well done, Anet. Better luck with next elite spec. Hope you will actually put any effort in creating it this time.

And what I just came up with:
Remember how people said Impact Savant and Expert Examination will be bad, because engineer doesn’t have many sources of stun and daze?
They just removed 6 dazes from scrapper. Well done, Anet.

With that nerf you didn’t just nerf gyros, but indirectly these 2 traits, too.

(edited by Kodama.6453)

No attack should depend on negation

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Kodama.6453

Blind. Negating the next attack of the enemy who gets inflicted with it. Available for necromancers/reapers.

So basically, saying that necromancer doesn’t have any mechanic to negate attacks is false.

To add a minor but relevant distinction:

Blind is negated by Resistance (Which war in particular has in spades). It can also be cleared with insta cast clears while channeling bursts.

Block is not dependent on the targets condition.

To add another minor relevant distinction:
Block is negated by “Nothing can save you!” from reapers, making all their attacks in the next seconds unblockable. And is negated by actually every unblockable attack (especially unblockable cc skills).

So does this mean block doesn’t count as a way to negate attacks as well?

No attack should depend on negation

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Kodama.6453

Blind. Negating the next attack of the enemy who gets inflicted with it. Available for necromancers/reapers.

So basically, saying that necromancer doesn’t have any mechanic to negate attacks is false.

New Legendary Weapon Expection!

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Kodama.6453

I really wanted a legendary rifle, looking like a gatling gun made out of scrap but polished shiny and the lore is tied to skritt.

I would call it “Ratling-Gun”.

Too bad they removed the legendary journeys, I loved the journey to get my H.O.P.E. and wanted the same experience with a rifle….
Anet is removing reasons to play this game for me bit by bit.

New Legendary Weapon

in Guild Wars 2 Discussion

Posted by: Kodama.6453

Kodama.6453

That way is even more sad for me.
Yes, they are creating new legendary weapons now. But they cancelled the legendary journey for it.

The journey for H.O.P.E. was really great and I was waiting for a new upcoming legendary rifle to have the same great experience again. Now I don’t hold my breath for that rifle….

Just Another Balance Suggestion

in Engineer

Posted by: Kodama.6453

Kodama.6453

I also hate the inconsistence of the cast times for blowing the gyros up. Aren’t the dazes supposed to be able to interrupt at will? The Medic Gyro nerf hit me hard aswell, especially the protection field one. I mean it’s not like it’s close to as good as the HT in terms of healing, neither offers the gyro a condi cleanse – there’s another gyro for that – a total garbage gyro it has to be said, like a defect single target nullfield for condis only … with a even worse toolbelt…

Right.
The time I was still playing, I loved to summon my gyros and instantly blow them up to give superspeed to a huge group of people (like for example at the towers of the dragons stand).
Doing this feels really clunky now, since stealth gyro and medic gyro have a cast time for summoning and another one to blow them up.
When Anet created these skills, they thought about this.
Look at it. Every gyro originally created without cast time had a cast time on it’s self destruct. And every gyro with a cast time (blast and shredder) had a self destruct which was insta cast.

But when they nerfed stealth gyro and medic gyro, they didn’t adjust this. Which left us with a clunky self destruct for these 2 gyros.

Just Another Balance Suggestion

in Engineer

Posted by: Kodama.6453

Kodama.6453

Remove the cast time on medic gyro and its tool belt skill and give it to function gyro instead.

well I don’t agree with adding it to function gyro as that will mean it will only get in the way when your trying to stomp some one normally I have no idea as to why they added the cast time to medic in the first place as it was one of the only things it really had over heal turret

I was really salty about that nerf, so much that I stopped playing. I’m just looking in the boards from time to time, waiting for the next elite spec for engineer that will make me have fun again maybe.

The new elite spec skills all had a theme.
Elementalist had shouts that all give an aura.
Necromancer had shouts that all harm the enemy.
Ranger had glyphes with offense and defense mode….
and so on

The theme for engineer was that we got the first minion class without a casting time. Sure, they didn’t all work without casting time (to give counter play to blast gyro and shredder gyro). But 4 out of 6 gyros had it and that was enough for me.

Then they gave a cast time to stealth gyro. I was like “that’s ok, I guess. Still half of the gyros don’t have a cast time”. Now medic gyro. In that moment Anet betrayed their own concept in my opinion. There is literally no reason to take medic gyro anymore. Being instacast was THE selling point of it, making it a good alternative for healing turret. With that gone we are back to just healing turret and nothing else.

Scrapper always had the feeling for me that they created the whole spec in the last 5 minutes before they had to represent it to the people. The things they said scrapper would have even never made it live. So I just keep on playing other games until Anet decides to give engineer any kind of love themewise, something to identify yourself, since I’m more of a roleplaying guy.

All I can hope for is that anet will give the same effort to engineer for next elite specs that they gave to other classes. The guy in charge for scrapper himself even said at the presentation of the scrapper he was pretty busy with druid…

Engineerfy weapons?

in Engineer

Posted by: Kodama.6453

Kodama.6453

I would love to have a more alchemy oriented elite spec in the future. Since all our traits related to acids got removed, I think acids and poison would be a great theme for a offensive elite spec. Maybe giving us the ability to rip off boons while dealing alot of direct damage.

Weapon of choice for that concept in my head would be an axe. Would fit the brute theme as it is a symbol for ripping the flesh of our enemies off with acids.
And imagine the possibilities in design… an axe with a hidden flask of acid, able to spread it over enemies at will. Could look so kitten cool.

It’s time for engineers to discover the dark sides of science ;D

A: More Life (or) B: Invulnerablilty

in PvP

Posted by: Kodama.6453

Kodama.6453

It’s funny watching people complain about how anet doesn’t care about their classes, of course, until their class gets buffed and they change their tune. I remember fondly all the qq in the guardian forums before the one handed weapons buff. I also remember the lack of qq in the necro boards when chill caused damage.

really? What about the QQ from necros asking for more viable power builds / weapons while chill caused damage? Oh wait, all necros are supposed to do is conditions. Way to counter my arguments.

But you’re right, we shouldn’t be balancing around favorites.. lets balance the game around “my class was bad for a short while so they are allowed to be broken this season”.

They don’t have favorites. Which is my argument. Your class isn’t any less favored than any other. It just happens to be lower on the food chain this time. Maybe next time it will be better, OP or worse off. Who knows, but it has nothing to do with anet disliking necro or having some other favorite class.

Much saliva has been spent in this game claiming ele was anet’s favorite class but look at all the qq now.

Name another class that has to rely mostly on health. Keep in mind all the pro’s and cons i just listed.

Name another class who’s HoT specialization weapon isn’t at all viable for spvp and has been purposely designed for pve only.

Name another class that doesn’t have a ranged power option.

Maybe they don’t have a favorite class, but they obviously have a least favorite.

There is another mechanic that doesn’t let an attack through: blind. Necromancers got alot of these. And many other tools except just “health” to stay alive. Thats for the first point.

Another elite spec weapon not designed for PvP: druid staff. Was designed for PvE and WvW mostly. You can use it in pvp, right, but you can use reaper gs too with success. There are many examples out there made reaper gs work.

Another class without ranged power weapon option: thief. They are begging for it since years, still didn’t get.

RIP Engineer

in Engineer

Posted by: Kodama.6453

Kodama.6453

That patch made me sad.
Anet is creating skills with a concept. Now it is the second time a concept got removed by Anet because of whine.

Turrets were designed to defend a specific area. They got nerfed so hard, that they are just not able to do this job at all. You are always better not running turrets now.

Second concept removed are gyros…. they were a set of many insta-cast minions (4 out of 6 were insta-cast). But people whine and now they gave 2 of them (stealth and medic) cast times. For me, medic gyro is completely dead now. That it was insta-cast was the only thing that made you consider taking it over the heal turret. With that gone, I don’t see a reason to use it anymore.

I was never really happy with the elite spec, that anet gave to us. Maybe the next elite spec will make me want to play gw2 again. But for now, I don’t care for this game anymore.

Remove Gyro Stomp or Add other OP stomps

in PvP

Posted by: Kodama.6453

Kodama.6453

Yeah, let’s just remove the most situational “elite spec mechanic” in the entire game without giving something in return, right?

If gyro stomp goes, scrapper definitely deserves some new mechanic in return for it.