Showing Posts For Korilla.9614:
How cool is that marionette fight? Lost of people complained about it, but I for one found it engaging and rewarding, even if I keep failing. It made me feel like i was in a large scale battle where I was contributing or hurting the effort.
How could I enjoy failing? The Key word is , I. If I fail the event, it becomes a learning experience and helps on my next try. If the game somehow disables me from doing so, we have a problem.
The issue I had? Overflow.
Overflows and timegates make these sort of events frustrating. It is clear that we are meant to be coordinated in these fights, meaning we need a group of people to have comms with and be on the same map. However, when there’s a a problem with in game mechanics (eg not being able to use skills) and I do a quick relog, apparently I can’t get back in to the same fight and get placed in an overflow. Due to the hardcap on map, I can’t even get ferried in.
So here’s what happened. I spent 2 hours waiting in a map so I stick with the same group, strategize, prep our teams, start the fight. Then I have to relog or be useless due to a bug causing all my buttons to do nothing. Because i wanted to contribute to the group effort and not leech, i relog and get placed in an overflow with no hope of getting back in. There’s 3 hours of my time gone due to poor in game mechanics and overflow\timegates.
Don’t get me wrong, the fight mechanic is great and the teamwork aspect is undeniably gratifying. Failing was fun too, since I got to talk it over with the guys on ts (just random people from the jq server), in turn giving me a sense of community!
But despite all this, having such a large aspect (overflow) of the game function this way is hurting my experience. We should be excited and antsy about the fight itself, not worried about how we’ll be inexplicably penalized by an arbitrary system called overflow.
Tldr
If anet wants us to be in large groups and be organized, they need to give us clear and effective ways to do so. Making overflow stable enough to keep us WITH our groups without the fear of being unable to reenter our map would go a long way in helping us enjoy these larger contents.
Sorry for the rant, but had to get it off my chest. Feel free to discuss =]
I think everything the op has complained about has been invalidated over the duration of this post, but I do have 1 issue that has been resounding in this thread and many others.
Overflows and timegates make these sort of events frustrating. It is clear that we are meant to be coordinated in these fights, meaning we need a group of people to have comms with and be on the same map. However, when there’s a a problem with the game (eg not being able to use skills) and I do a quick log, apparently I can’t get back in to the same fight and get placed in an overflow. Due to the hardcap on map, I can’t even get ferried in.
So here’s what happened. I spent 2 hours waiting in a map so I stick with the same group, strategize, prep our teams, start the fight, have to relog or be useless, and miss out on the whole fight. There’s 3 hours of my time gone due to poor in game mechanics and overflow\timegates.
Tldr
If anet wants us to be in large groups and be organized, they need to give us clear and effective ways to do so. Making changes to overflow and time gates may fix it, but I’m unsure at this point.
I like zerg fighting. Not the champ trains, but can’t complain since I just don’t have to take part. Stuff like the marionette fight makes large scale battles more fun, and I’m sure things are heading in a better direction compared to the dull shattered fights.
As for the wvw very battles, it makes perfect sense. Maybe the ability to create smaller zergs with different colored pins would make things a bit more diverse and let interesting strategies to come up, but all in all, zergs are just armies
I like the idea. Having guild bounty like events or dailies would help getting people there.
As much as I hate such unthoughtful posts, I do wish we had a nice melee weapon. I believe we have all the range we need with grenade and elixir kits, but having a hammer with a bit of control and utility would be nice. A stun, aoe, and some melee pwnage would be a nice addition to the play style. Not that we really need it, but it would add a new level of excitement to playing the class up close and personal.
Also, my personal favorite build is the dire pve build. Learn your combos and you will see the full potential of the engi!
I was on the same boat as you. I made my engi during release and pucked it back up after maybe a year hiatus. Since then, I’ve been on a mission to figure out the engi class to mastery.
From what I saw in your post, I was exactly where you were at when I started. Running a very squishy setup sounds enticing due to the zerker meta, but running a bit tanker build teaches you to be a better player overall. I run both condi and power builds, ranging from dire gear to rabid to even zerkers every once in a while.
Rather than trying to give you my own builds, I’ll give u a link to a post that taught me a ton about the class.
http://www.reddit.com/r/Guildwars2/comments/1qdvqu/wolfineer_build_guides_for_engineers_updated/
This man, wolfineer, is a beast among engis. His builds range from squishy flamethrowing kitten to an unkillable dirty condi bomber. Check out every build, how he uses each kit in his videos, and get psyched!
This is what we need. +1000000.
I will necro this thread every day til something happens. Anet, hear my cry!!!! Please do something about our hobopacks!