Showing Posts For Plus.7209:

Gyros are functionally pointless in PvE

in Engineer

Posted by: Plus.7209

Plus.7209

While that’s true for the most part, I think that Bulwark Gyro deserves a little more recognition. A massive AoE reflect on a low cooldown toolbelt seems like it could be pretty useful in some PvE situations. Sneak Gyro is also a pretty useful elite, considering the low cooldown and long duration.

As for shredder, the point of it is to use it inside of a field for the whirl finisher. I do agree that it’s underwhelming, but it’s not supposed to deal a lot of damage— it’s supposed to stack up conditions, boons, or other things with the whirl finisher.

so what does everyone think of scrapper?

in Engineer

Posted by: Plus.7209

Plus.7209

I played a ton of Scrapper during the first week of HoT, and I think it’s a lot of fun. The hammer skills are interesting to play with, and I think the Function Gyro is a really interesting mechanic in all game modes, despite what others may say about it being underwhelming in PvE or overpowered in PvP.

I also think that some of the gyros are better than people give it credit for; Bulwark Gyro for example is a HUGE damage reduction and comes with a massive AoE reflect on the toolbelt skill. Sneak Gyro is also great for both PvE and PvP uses.

I will say, however, that I haven’t found much use for the other gyros. Medic Gyro seems outclassed by healing turret (like every healing skill added to engineer). The other utilities are fun (especially Shredder Gyro) but there just seem to be better options.

I also wish that Gyros could follow better or just be locked to your character, but they’re a lot better than they were during BWE3.

Concentration stat bugged.

in Bugs: Game, Forum, Website

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Plus.7209

Expertise is bugged too, in the same way. Hopefully enough people will catch on eventually.

Concentration not working in PvP

in Bugs: Game, Forum, Website

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Plus.7209

I’ve posted about this twice. The first time was in the PvP forum, when I noticed it with the PvP amulets. The second time I posted it on the bug forum, because this affects every game mode, not just PvP. In addition, it’s not just Concentration that’s bugged— Expertise is also bugged.

Both Concentration and Expertise update tooltips, but do not make any changes to any actual durations applied.

I really hope this gets fixed, or at least gets more attention, because I think the majority of the community has no idea that these stats are bugged.

Concentration and Expertise do not work

in Bugs: Game, Forum, Website

Posted by: Plus.7209

Plus.7209

Nobody has anything to say about this? Half of the reason I posted this was to raise awareness about the issue; there’s plenty of people running around in the new gear right now without realizing that it doesn’t work properly.

Concentration and Expertise do not work

in Bugs: Game, Forum, Website

Posted by: Plus.7209

Plus.7209

Hey, I posted this in the PvP forum a while ago, because I thought it only affected PvP, but after testing a bit more, I learned that these stats are bugged in every game mode.

Both tooltips and the attribute menu correctly show boon/condition duration being increased, but this increase is not actually applied.

I’m a bit surprised that not a lot of people are talking about this; I think people don’t realize that the bug exists (due to the tooltip), so I thought it’d be a good idea to make a separate thread on the bug forum.

Attached are a couple screenshots of the bug in action. The weapon I’m wearing gives 113 concentration (7.53% boon duration). I’m not wearing anything that increases might duration besides this, and I have no traits equipped that would affect might duration. The tooltip (above) shows that 32.25 seconds of might should be applied, but in actuality (below) only 30 seconds are applied.

So I wouldn’t craft these new stat-types just yet unless you want bugged equipment. Thank you for your time!

Attachments:

Got 100% map completion on VB, no reward [Merged]

in Bugs: Game, Forum, Website

Posted by: Plus.7209

Plus.7209

No rewards from Verdant Brink or Auric Basin. I’m sure there’ll be a fix eventually, no biggie.

New stats on new amulets do not work

in PvP

Posted by: Plus.7209

Plus.7209

Passed this along to the team.

Thank you, Josh.

Are you going to level an Alt?

in Guild Wars 2 Discussion

Posted by: Plus.7209

Plus.7209

I think the hero points that spawn champion mobs should be solo-able. That should make the grind significantly easier for alts, since you already have the masteries and can glide from point-to-point.

I also think that 400 points is a bit steep, but it’s not as big of a deal as people are making it out to be. I didn’t instantly hit 80 when I started playing the game, and I don’t mind playing a bit to unlock 100% of the elite spec, because the content is really fun overall.

HoT: ANet did it right.

in Guild Wars 2 Discussion

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Plus.7209

What ANet did wrong, imo.

  • Waited until the last minute to tell people they would not be playing the Elite specs right off the bat. People have waited either up to 3 years; or since HoT announcement in January to be able to play professions a new way, and nothing prepared them for the idea they’d have to wait longer.
  • Making one-and-done content like Hero Challenges into group events. That sort of content is fine for stuff people will want to repeat. This ensures a population that is available to be the groups doing those events. We’re already seeing reports about empty maps and no one around to assist with these group Challenges and it’s just the first weekend. What is this content going to be like in 6 months when the new guy or late adopter comes along, or when someone who has less time to play is working on his 6th alt? This was — yet again — too much, “Wouldn’t it be cool if we could get herds of players to do challenges together!” and not enough, “How is this idea going to play out over time?”
  • Fostered a climate in WvW where players are ignoring the new maps in order to do cyclical PvD to eke out the necessary currencies to unlock specs.

I agree with all of those things, but I don’t think they’re as big of a deal as people make them out to be. I’ve been playing the expansion a ton over the past couple days, and I’ve been having a blast.

Friendly Wars 2

in Guild Wars 2 Discussion

Posted by: Plus.7209

Plus.7209

I wouldn’t worry about the bad apples. All of the group content and the lack of game knowledge has caused the community to be more social and more friendly, from my experiences.

Does Grind = Fun?

in Guild Wars 2 Discussion

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Plus.7209

I actually enjoy grindy content, and I feel like the grinding in HoT is very fun. I know I might be in the minority in that regard, but because of that I think that the expansion is very fun, and some of the best content the game has to offer to date.

Issue Reports: Heart of Thorns [Merged]

in Bugs: Game, Forum, Website

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Plus.7209

I think this has been posted before, but if you revive in the poison vines (easy with a revive orb), you no longer take damage from the vines. This allows you to get hero points or mastery points without Itzel Poison Lore.

New stats on new amulets do not work

in PvP

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Plus.7209

Perhaps this should be posted to the HoT Issue Report Thread, but I noticed this in PvP, and don’t know if it applies to the rest of the game.

I purchased the new Vigilant Amulet, and it seems that the Concentration and Expertise stats do not work.

Wearing a Vigilant Amulet provides 37.33% Boon and Condition Duration. When testing with Elixir B, the tooltip says 13.75 seconds of swiftness, but only applies 10 seconds. All other boon duration effects still work; adding 20% boon duration lists 15.75 seconds on the tooltip, 57.33% boon duration in the attribute menu, and (incorrectly) applies 12 seconds.

Seems like a pretty big issue, since half of the new items don’t do anything. Thanks for your time.

Scrapper Bugs Thread

in Engineer

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Plus.7209

I posted this in the feedback thread a while back, and I didn’t see anybody else mention it, so I’m just going to copy paste it.

Possible bug: the damage taken by the Bulwark Gyro is calculated before damage reductions due to toughness, and uses its own armor when calculating.

Whether you are wearing Knight’s or Berserker’s, the Gyro will take the same amount of damage from a given attack. This makes the Bulwark Gyro comparatively worse in higher armor builds, since the Gyro still absorbs a smaller amount of damage in high armor builds compared to low armor builds.

Even if this is intended behavior, it’s certainly unintuitive since the skill doesn’t do what the skill says; the gyro does not take half of the damage, it takes more than half.

Beta Weekend Scrapper Feedback Thread

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Plus.7209

Possible bug: the damage taken by the Bulwark Gyro is calculated before damage reductions due to toughness, and uses its own armor when calculating.

Whether you are wearing Knight’s or Berserker’s, the Gyro will take the same amount of damage from a given attack. This makes the Bulwark Gyro comparatively worse in higher armor builds, since the Gyro still absorbs a smaller amount of damage in high armor builds compared to low armor builds.

Even if this is intended behavior, it’s certainly unintuitive since the skill doesn’t do what the skill says; the gyro does not take half of the damage, it takes more than half.

(edited by Plus.7209)

Beta Weekend Scrapper Feedback Thread

in Engineer

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Plus.7209

Not sure if this is intended or not, but when using the Sneak Gyro, it lags behind you by quite a bit. In order to remain stealthed, you have to repeatedly stop moving and wait for the Gyro to catch up.

A small QoL change would to make the gyro hug your character more closely. Since gyros seem to work like any other follower, that might be annoying to implement, however.

Relevant to your interests: Upcoming Balance Changes

in PvP

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Plus.7209

Engi celestial rifle nerf:

engi celestial before: 10/12 might stacks: 350/420 condi damage/power
engi celestial now: 7/9 stacks might (with different value): 240/300

Basically they lose 110-120 condi damage/power

7/9 stacks should give 210/270 now, for a total of 140/150 lost, with your numbers

How is ele/engi SO op for SO long

in PvP

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Plus.7209

Wow, you are really, really, really mad.

Sky Crystals Not Giving Credit

in Bugs: Game, Forum, Website

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Plus.7209

I can confirm the same thing happening to me. I hit 40 out of 40 sky crystals and 9 out of 10 masters, but now, for some reason, I cannot interact with ANY crystal, even those I haven’t gotten. I’m certain that there is a bug of some sort, since I’ve been to all 10 master crystal locations 3 times each, none are interact-able, and I still only have 9 out of 10. I might try again later to see if the bug miraculously solved itself.

Sky Cristal Master achievement bug

in Bugs: Game, Forum, Website

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Plus.7209

Something similar happened to me too. I have 40/40 sky crystals and 9/10 master crystals, and I can’t activate ANY crystal now. Even though I haven’t been to certain crystals, I can’t activate regular or master crystals.

New Decapper Build?

in Engineer

Posted by: Plus.7209

Plus.7209

The best part about Thumper Turret imo is that it has 3 blast finishers on one slot. On my engi bunker build, I usually might stack and maintain 3000+ power, which gives me ridiculous damage while still being the most survivable person on the team.

Hobo Sacks: A Terrible Fashion Statement

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Plus.7209

Never give up!!

Overpowered?

in Engineer

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Plus.7209

More than anything else, Balthazar Runes, multiple+reliable burn sources, and wide condition coverage makes condi engineer very difficult to deal with, even with tons of condi removal. Everything else seems pretty okay though.

Enigineer has no role..

in Engineer

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Plus.7209

Engineers have a TON of blast finishers and fields. Since many PUGs don’t bring enough blast finishers or don’t might stack properly, I usually bring around 6 blast finishers + fire and smoke field to keep the party at 18+ might stacks and stealth when needed… not to mention the vulnerability stacks. You say that engineers have no role, but in an unorganized group they’re probably one of the best classes to have.

Let's Talk: New Engineer Grandmaster Traits!

in Engineer

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Plus.7209

Depending on where the mines are placed, Bunker Down might actually do more damage than Modified Ammunition in PvE.

Also, Synaptic Overload sounds VERY fun for PvP rifle builds with overcharged shot burst.

Condition Guardian Talk.

in Guardian

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Plus.7209

Should just wait and see how it plays out; it might be better than a lot of people are expecting it to be in pvp/wvw. Seems to be pretty terrible in pve though…

Guard condi

in Guardian

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Plus.7209

Whats with all this condi crap for guard? are the making dungeon bosses susceptible to condis?

Pretty sure the trait is not intended for PvE at all, but mainly for PvP and possibly WvW. It’s probably too early to say, but condi builds usually allow for some tankiness, giving certain bunker guards 1k+ burn ticks and 100% uptime… I don’t know if it will be viable in the slightest for PvP, but it’ll be interesting to say the least.

Concerns regarding balance philosophy

in PvP

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Plus.7209

We’ll just have to wait and see. It sounds like there will be a few more changes to individual skills, so maybe decap and other builds will get nerfed after all. Since Anet wants to see what the new traits will do to the meta, however, I don’t think we’ll see a change in another couple of months…

I think they need to start pushing out balance patches a bit more frequently. There’s definitely some value in letting the meta settle, but the pvp scene becomes stale when glaring issues go unchecked for several months.

It’s not like the meta builds really got any worse though, unless there are some nerfs we haven’t seen yet.

Are Those All The Balance Changes?

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Plus.7209

Some of you have asked why we haven’t focused on fixing the issues already in the game. A lot of things have been fixed, but some concerns you guys have like with PW, HS, decap engi, etc. we decided to wait and see how the new traits will affect the meta.

In the future, how long will you wait before releasing new balance changes? I understand the importance of waiting and letting a meta develop, but having large, sweeping changes every few months just makes it a frustrating process for many players who have been waiting a long time for fixes. Will there be smaller, but more frequent tweaks now that the new traits are being implemented?

Problems with Engineers and Legendaries

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Plus.7209

You can already use grenades and have a quip/predator aura.
Still, I’d still like to at least keep the aura/footsteps when using kits without having to resort to using expensive/long cooldown potions.

If I do finish my legendary, I’m probably going to resort to that. With the bugs still in game, it probably isn’t as big of an issue as many people (including myself) make it out to be. Would still love to see it changed though.

Problems with Engineers and Legendaries

in Engineer

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Plus.7209

I guess I should add more to thread since I got a Legendary. Flameseeker Prophecies is pretty much not noticeable at all. No aura, no footsteps, completely invisible when you use a kit. Yay.

That’s alright, I got lucky rather than waste time saving up for it.

Congrats dude. I’ve been saving up, have my gift of mastery, and just finished my gift of fortune yesterday. Still not sure what I want to make, either Quip or Predator, but I really hope that we hear something back from Anet before I finish. Running grenades with a quip aura would be SICK, especially since it looks like conditions might start gaining some worth in PvE.

Problems with Engineers and Legendaries

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Plus.7209

Now I’m no game dev, but I’m pretty sure the issue is that kits are treated as separate weapons, and so swapping to a kit effectively “unequips” the weapon. On swap effects work with kits, for this reason. However, seeing how a while back kits were patched so that weapon sigils are applied, it doesn’t seem like a technical issue that can’t be overcome. One of the upcoming blog posts is “A New Way to Explore the Looks of Guild Wars 2 ,” but I highly doubt that’ll cover kits in any way. I’m actually surprised at how this hasn’t garnered more attention, since the fix seems a lot simpler than most other angry forum demands, and really has no negative impact. I guess not a lot of people are vocal about it because so little people actually have legendaries on an engineer.

Simply displaying the legendary aura and/or footfalls while using a kit would be more than enough.

(edited by Plus.7209)

Given up. going zerker

in Engineer

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Plus.7209

its all bc the condition system in PVE ishorrible. they shouldlimit stacks at 250 but give them less dmg or something. idk what to do really but the PVE condition system on mobs is horrible.

Anet knows, but it’s a technology issue more than anything else. Bleeds are tracked individually and have many different components to track (base bleed duration on skill, condition duration modifier, condition damage, etc). It’s not that the game devs don’t WANT to increase the condition cap, it’s that with the way the game was built, they can’t. The entire condition system would need an overhaul (which I expect to be announced within the next few months as part of “changing the berserker meta”).

Hobo Sacks: A Terrible Fashion Statement

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Plus.7209

I have a suggestion.
One of the major reasons they implemented the hobosack in the first place, was to give a visual que as to what kit the engi is using to other players, however, this doesn’t really work as advertised, especially in SPvP and WvWvW. The visual details between the different hobosacks for the various kits, are very small, and impossible to see by other players who usually have their cameras zoomed out all the way, and are moving too fast to tell the difference between a bomb kit, grenade kit, or a toolkit, at least until the engi starts using attacks. The only two kits which can be easily discerned from the others, are the elixer gun, and flamethrower.

So, why not do away with the bobosack all together, and make all the kits place something the engi’s hand, like the elixir-gun and flame-thrower do? Like a grenade launcher for the grenade kit, a couple big bombs in the engi’s hands for the bomb kit, and a big, easily seen wrench for the toolkit.

This solution fixes two problems: it gets rid of the unsightly hobosacks, and makes it easier for other players to know what kits the engineer is using. I really see no cons in it, what do you guys think?

Sounds good in principle, but that seems like a lot of unneeded work on Anet’s part. Would probably require new animations. Besides, there’s a good chance that many people will still be unhappy with the aesthetics. I don’t think the problem is that hobosacks are ugly, but that they hide your backpiece and limit customization. Also, engineers feel forced to rely on using at least one kit, since kits are usually far superior to other utility skills.

Personally I like the fanny pack solution. Have some type of toggle to have your engineer use either hobosacks or fannypacks. It maintains the idea of having visual cues, keeps animations the same, opens up the backpiece, and gives players a little more customization options. However, even that would require a bit of work as well…

On top of that, it would be nice if kits displayed legendary auras when wielding a legendary. Pretty sure that kits still are locked at exotic damage too, even if you own an ascended weapon. Hopefully some of the many many issues will be addressed soon. Probably won’t happen in the feature patch, but one can hope.

Make Protector's Strike trigger on command?

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Plus.7209

I’m sure it’s been suggested many times before, but it would be really neat if Mace 3 could be activated a second time to trigger the AoE damage on command. It’s no secret that mace is very underwhelming in PvE, and although it has its merits in PvP/WvW, the mace still feels very clunky overall. Changing Protector’s Strike would make the mace much more RELIABLE as a weapon, as it gives the mace an active way to dish out damage instead of hoping that your enemy screws up.

As far as balance goes, I don’t think it’ll be broken at all. PvE-wise, mace right now deals lower damage than the other melee weapons without providing as much utility as higher-damage alternatives. PvP-wise, the burst would be balanced by the mace’s inherently low mobility and long, easily telegraphed animations.

What do you guys think?

The Problem with Condi Dmg Pve

in Profession Balance

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Plus.7209

By your half insulting logic, I sure hope Anet doesn’t introduce any more normal conditions or boons. Newcomers might become confused while playing a very complex MMO they are picking up for the very first time ever, because that totally doesn’t happen to someone who tries something new!

While newcomers will grasp the concept eventually, I think that the “Deep Wound” type of bleed stack is needlessly complicated and causes all sorts of other issues (loss of DPS due to lack of Condition Damage calculation, etc). I don’t think any “new system” needs to be implemented to fix the condition damage issue, but rather that the current way of tracking conditions needs to be revised to be more technically efficient while retaining the current system’s simplicity.

Kits and Legendary effects

in Engineer

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Plus.7209

There’ll be room for little fixes like this EVENTUALLY, right?

Nah they are too busy buffing warriors

This is true, but also keep in mind that bunker engi is insanely strong right now in PvP.

Balance-wise I don’t have very much to complain about. As many others have put it, engies are in a pretty good place right now, but let’s try not to derail this

Kits and Legendary effects

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Plus.7209

Boy, can’t believe that was 9 months ago! Didn’t think that thread was still around. I know that now, as it was 9 months ago, there are more important things that the game devs are working on. I understand that. I also understand how MASSIVE a game GW2 is, and that to get things done, there are all sorts of company procedures that need to be followed before anything can get done. It’s been quite some time since we’ve gotten an official response on this, though. There’ll be room for little fixes like this EVENTUALLY, right?

(edited by Plus.7209)

Hobo Sacks: A Terrible Fashion Statement

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Plus.7209

More than anything else, I’d just like the legendary auras+footfalls to appear while using kits.