Showing Posts For Powerbruce.6710:

Ready Up: Balance Philosophy - 6/13 @ Noon PDT

in Profession Balance

Posted by: Powerbruce.6710

Powerbruce.6710

As I mainly play with an elementalist and guardian, these will be the 2 classes I will discuss. I play mainly PvE and WvW, with both. As I already saw some main things passing through, I mainly focus on things I haven’t seen yet, but still find quite important. Therefore I will first focus on elementalist. In another message I fill focus on some parts of the guardian.

Elementalist:

Swap

The should be strength of the class should be the attunement swapping. And this is something I certainly don’t experience in PvE dungeons. In dungeons, I can just mainly stay in one attunement (in my case water), grab my lightning hammer and start doing damage (certainly because of the +20% extra damage trait from water). Now in my opinion, this is caused by the current elementalist system.

First of all, we have a certain amount of traits who give you extra damage while you are attuned to a certain type. I believe this is something that should change into traits that work over all attunements. Examples of this are already in the game for an elementalist, like for example the +5% extra damage against bleeding opponents.

But one of the major reasons why I don’t feel like swapping in dungeons, is because I hardly get an advantage. Certainly some swapping runes are useful (like the +3 stacks of might for example) and give a nice advantage, but if you don’t use them swapping attunements gives you nothing. Unless of course you put 1 or 4 trait points in arcana, giving you 2 seconds of fury and the ability to select Elemental Attunement. The only traits that give you some advantages for swapping attunements. I certainly would keep this trait, but I would propose an extra system that gives us benefit from swapping attunements.

Conjures

Another thing that, in my opinion, could be a should be strength of the class, are conjure weapons. So we have 5 conjure weapons: an axe, hammer, shield, bow and 2-H sword. I use 3 of them. Hammer and 2_h sword mainly in PvE, bow mainly in WvW. And this indicates one of the problems with the weapons. Axe and shield have no use. They are both just conjures that I never use, and I mainly don’t see when I could use them as they make me loose too much dps. I believe axe and shield need a serious rework.

Another problem I experience sometimes is when I’m making and choosing my conjures for my build. In my case this is for example in PvE, where my dps mainly depends on my lightning hammer. Cause even though I take the Conjurer trait, using the hammer first skills means I also loose all charges quite fast. And when they are all used, I can’t take my second hammer, as somebody else already took it. And this is in my opinion something that needs to be reworked.

Because even though I get the idea that you as an elementalist help others with giving them conjures, it’s not always desirable. First of all because you depends on the conjure weapon and secondly because there is no other basic conjure weapon that you can use as they are less good. Therefore I was wondering if you were considering a trait that allows elementalists to not spawn another conjure weapon, but to just use the weapon for the entire duration. This would have the advantage described above, but would also have the downside that when you get downed, there is also no spawned conjure you can take.

My final remark (for now :p) on conjures, is that they don’t really work well together with the attunement swapping. Therefore my main question is,* how are you going to make this a useful feature? And are you considering the conjures as skills you can take, instead of being a main part of the elementalist?* With this last I mean for example a necro like system, where an elementalist has a pool like the necromancer, but instead of having the 5 main skills these are the skills of the conjures , depening on each attunement (bow with water, hammer with air, etc).

mmm i want to add that in every dungeon, using the icebow is a must… so it’s the most used in pve run, (think to AC run… best party is with 2 or 3 eles only because they can spam icebow, the same for SE and also cof and TA)

Ready Up: Balance Philosophy - 6/13 @ Noon PDT

in Profession Balance

Posted by: Powerbruce.6710

Powerbruce.6710

Hi, i have play all but thief in pve, and i’m speaking about pve in this discussion, and i want to point out a big problem related to “one profession cant’ be the best at everything”:

using LFG u can see that there are some profession that are always accepted, and are warrior, elementalist and guardians; other professions also ok, mesmer and engineer, than thief. the last are necro and ranger. so i think that u have to answer the question: why player do that?

the answer imo is that the first 3 is better because they can run a dungeon with a group with only this 3 professions is easy and fast. and it’s all about that…. fast = more gold and loot.

why these professions? they have rough damage and the high one, they can all spam might; war have also great health and defense, and 2 of them can give the party perma fury; ele can cast weapon for other party members and shot downs a boss in something like 30 sec, they can heal and also buff all the party; guardian can heal, reflect projectile, spam retaliation and stability. and they can do that being berserk… and most of the people say that the only good way to play pve is berserk.

if you don’t change this, it’s not important that every profession can’t be the best at everything, because the only important thing is doing damage! if a profession is not good as another doing damage and buff and skill related to damage, it will be worse than another one, also if it has more survivability. and for the same reason skilled players want berserk members in party.

CDI- Character Progression-Horizontal

in CDI

Posted by: Powerbruce.6710

Powerbruce.6710

talking about improvements and activties, i think that would be a great thing having something like ascension quest in gw 1, and with that player’s can achieve epic traits and utilities, or something like mods for weapon abilities! the quest would bring character in new Areas and open the haunt for monster skills with sigils or other stuff like that!

CDI- Character Progression-Horizontal

in CDI

Posted by: Powerbruce.6710

Powerbruce.6710

Hi All,

Here is the proposal I believe we are making, please discuss and let me know if anything should be added or removed. Note many of us have read the thread internally and thus there has already been valuable impact.

Our Horizontal Progression Proposal

The Reward and Associated Journey

Sociopolitical Diversification: Player housing (Customizable from rewards gained in the open world), Guild Halls (Customizable from mass play rewards) and Map Wide Meta events unlocked through Faction progression (Leading to both individual and group rewards such as titles and skins)

Role Diversification: ‘Grail Quest’ (Personal rights of passage) style adventures through the open world (testing the player in combat, discovery, and puzzle solving) which others can engage in once the activities are activated which could reward the Hero with New skills/traits, new weapons, access to inaccessible existing weapons, and infusions.

Hero Recognition (Reward) is a by product of the above two types of Horizontal Progression leading to Unique Skins, Titles, Rewards, followers and NPC reactions/opportunities based on the players individual feats in the world of Tyria regardless of how he/she chooses to play the game.

Global Rule Proposal governing the above:

- Where possible use the above design paradigm to reinforce and evolve the existing world.
- Players should be able to have multiple methods of achieving ‘Grail Quests’, rather than a section of the journey being based on Jumping Puzzles and that alone for example.
-A reworked (cleaner) version of Signet of Capture would work very well for Role Diversification.
- Sub-classes will be discussed again in a CDI once Arena finishes its current balance work in regard to roles.
- QOL features such as a wardrobe should support this global design.

Once we have discussed the proposal and the thread reaches conclusion we will sticky it and move onto CDI Process Evolution Phase 2.

Note this is the formulation of a collaborative proposal for discussion. Once the proposal is finalized it will be discussed internally. However there will be no promise of associated actions or schedule.

Thank you all so much for your hard work and your passion toward making GW2 awesome. This has been a really good CDI and I want to thank you on behalf of Arena for caring so much about the world we love.

Chris

Bump. The following reminder added:

Note this is the formulation of a collaborative proposal for discussion. Once the proposal is finalized it will be discussed internally. However there will be no promise of associated actions or schedule.

Chris

Hi! i think that there a lots of good stuff here and i love the idea of the journey to get skills from monster or doing some quests! but for what is related to the balance work i want to point out a fact: the problem is that berserker can do a lot of stuff very quicly due to high damage, and earn a lot of achievement, gold and reward fast, when other builds do it in much more time. so i think that the first goal is to create a system that modifies the time need to kill an enemy for builds different from berserker. for example a guardian with supporter build have to fight with a monster for 1 minute instead of a berserker that can defeat it in ten seconds. if a supporter can kill the mob in 13-15 sec i think that more players will make a supporter. so different build would help doing damage but in different way depending on stats….. healing power can be added to power everytime a healing occurs for example, the basical damage for critical hit can be raised so that the proportional difference between one build with no critical damage but a lot of precision can also be very interesting…ecc i have some ideas if you will create a topic for something about that!

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Powerbruce.6710

Powerbruce.6710

Ok, guys. Two words… Game Balance.
I’d first like to say that you guys have one of the best MMO’s I’ve ever played. Lightsabers, Heros, D&D, Starships w/ multi variations on humanoids, I’ve played them all. You guys reward exploration, have rapid pt to pt teleportation, durable nodes so all players can get basic resources w/o other players node ninjaing, the list goes on and on. GW2 ROCKS!
SO… why do you continue to INSIST AND PERSIST in making WvW travel unequal?
Example 1: Couple of days ago I’m running around and I see a warrior in the Temple of Lost Prayers. I’m playing an engineer. I do a cargo drop on his head, run in and drop my other turrets, and proceed w/ the beatdown. I get him down to about 10%, and then… WHOOSH! He pops that Great sword moving attack (#3 I think), gets outside of the temple, and then just RUNS AWAY. I was on the North side of the Temple. By the time I got to the south side, my potential victim is already halfway to the stairs where that sentry is to the south and is opening the gap. He’s out of range of my pistols already, and halfway healed up. UNCOOL.
Example 2: Just today I was running around again in WvW w/ that same eng. Ran into a couple of fellow travelers, joined up w/ them. These poor lads had to CONTINUALLY wait up for me as we ran around the map hitting camps and sentries. They were running a warrior and a necro. BOGUS.
Now, I see that there’s some proposed kit mod in your proposed new build. So, what, I first have to take the trait and then continually cycle a kit to have speed? Is that how it’s supposed to work? What if I’m built for turrets and want nothing to do with kits at all? And is that a Tier 2 trait? I’m a bit confused, obviously.
Cause that’s just plain UNBALANCED. I have to burn a trait AND then have a kit equipped, and have to CONTINUOUSLY CYCLE that kit just to keep up with everyone else?
Everyone like Warriors? Take a first tier trait and equip a melee weapon. BOOM. DONE. 25% speed boost. A warrior w/o a melee weapon is a sorry thing.
Everyone like Necros? Take a sigil. BOOM. DONE. Warp speed.
Everyone like elementalists and rangers? Take a sigil as well. BOOM. DONE. Time to run away!
This needs to END NOW. All those other games I’ve Played? One thing in common… World travel is equal to all players of all classes. With the caveat that an individual can upgrade his mount. But even there, things are EQUAL. Joe Schmoe the fighter does NOT pay more than Joe Blow the engineer for a higher level mount. Schmoe’s mount does NOT go any faster than Blow’s for a given mount level.
SO… engineers AND guardians need to be fixed. You, the devs, need to quit crippling and handicapping these two classes by giving them a sigil or low level trait that enables them to have PERMANENT 25% world speed just like the ALL THE OTHER classes in the game. Cause I’m pretty sure that thieves and mesmers also have easy 25% speed. Just don’t know for sure, don’t have those classes yet.
If you don’t do this, then you are CONTINUING TO STEAL massive amounts of XP from Eng’s and guardians in WvW. Like you have been for months. Because other players that have permanent, persistent speed boosts can break contact and get away from Eng’s and guardians, OR can pick off eng’s and guardians that fall behind the zerg, OR when the zerg takes camps, kills sentries, or wipes out Keep Lords you don’t get credit BECAUSE YOU ARE TOO SLOW.
Game Balance, fellas. All classes should have equal opportunities in all these categories. By limiting the world speed of guardians and eng’s this Just Ain’t So!
Maybe you guys should do a review of the WvW logs and see how many guardians and Eng’s are actually being played. I’m willing to bet its a fraction of classes like warriors, thieves, and rangers.
PLEASE end my travel frustration NOW. PLEASE. And that of guardians as well. Oh, and while you’re at it, GET RID of that 33% speed thing as well. Everyone should have the SAME speed boost. That’s Balanced. That’s how it should be.

one thing: nope mesmer can’t have swiftness 25%, and not, he can’t have perma swiftness… about warrior you are right GS have great damage great movement and can also evade during the whirl, and long range attack….. but everyone know that warrior is OP

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Powerbruce.6710

Powerbruce.6710

HUGE PROBLEMATIC WITH GUARDIANS:

So what Anet tries to do with Guards is to make them running Off-Guard builds as far as I got it from the Pre-Patchnotes.
I play Guardian since the Beta Weekends, I am a PvP Player who is ranked on the Leaderboards and i have some Problems where Guard is going right now.
I play alot on 1v1 Servers with my Off-Guard and Guardians simply dont need more DMG as they have right now, since Off-Guards do TONS of DMG.
The biggest Issue with Off-Guard at the moment is that they allready do theoretically enough DMG, but practically are TOO easy to kite and cant land a hit. So buffing their DMG every Patch wont be the Solution.

SO WHAT IM ASKING FOR:
I want a Master/Grandmaster Trait for Guardian which is similarly to the Adept Trait “Leg Specialist” of the War, which gives 1s Immobelize on Cripple.

The Trait on Guard could possibly be: Whenever u apply Blindness/Volnerablility to a Target it’ll get immobelized/dazed for 1s.

With the Volnerablity Version it would be even a weaker Trait because Guardians havejust one source on Volnerability. ^^

Thank U if u read this Anet, i hope i could give u some constructive Critic

sorry, but in my opinion you are looking the problem only by one side, the improvements are based on PVE where guardians compared to other class lacks of possibility, and yet consider that a guardian cannot make really poweful CD and so is limited in build creation. with my guardian in PVE i have near 2k power, but using mace or staff i take too much time killing an enemy, and no traits can help me doing such a work. they’re tryng to gives player the possibility to create guardians with different build that don’t need to use always tha 4 lines of traits and the last one. Guard balance the lack of damage with healing and condition removal, in PVP is very good, but in PVE it’s a problem. with respect a warrior that can do a lot of damage and also remove condition and absorbs damage, a guardian need some training…speaking of PVE.

December 10th Balance update

in Engineer

Posted by: Powerbruce.6710

Powerbruce.6710

— kits dont scale with power, implying no usefullness for acended weapons, passively penalizing engi

— weapons lacks of base damage(rifle) or conditions duration(pistols)
— kits FT, EG & TK lacks of base dmg or have limited usefullness

Thoses 2 points are limits builds diversity by implying only grenades/bombs have enough base dmg.

— turrets lack of resilience and dmg, or have not appropirate CD regarding their mobility/thoughness

— numerous of bugs like remains and adds to the sligth builds choices : elite mortar, XII inventions trait, etc….

— numerous skills have no clear purpose or utility, like elite elixir, remote mines, etc…
maybe still the problem here that Engineer core role have never been clearly defined

All thoses points are adding or implying weakness and restricted choice for engineer builds, greatly limiting his traits choices.

I think all our suggestions revolves around thoses points in a way or another, but maybe I’m missing something here, feel free to copy & edit.

Yes it’s a good summary that i think we can leave as last post here to make it more visible for Jon…. adding that:

- bombs are less powerful than grenades for the 1:2 hit per attack that can start effects of traits

December 10th Balance update

in Engineer

Posted by: Powerbruce.6710

Powerbruce.6710

yes but it’s a trait based on %, and you can use a over 50 greandes in the time you throw a single mine. same problem but with ratio 1:3 for bombs

Umm, no, just no. the ratio is 15 :11 for grenades to bombs. bomb 1, 2,, and 3 all have one explosion. Smoke bomb and Glue bomb both have their initial explosion plus three pulses. Each pulse has the opportunity to crit.

.

Smoke Bomb and Glue Bomb do no damage read the tooltip!

They still pulse, and as such those pulses apply relevant conditions. Conditions like bleeds from Shrapnel, or vulnerability from Steel Packed Powder.

I believe the pulses can also “crit” even though they’re not doing damage, applying relevant conditions from those types of traits as well which is what he was referring to.

Actually you are both partly wrong. Smoke Bomb (3 pulses) and Fire Bomb (4 pulses) (can) trigger Shrapnel and Steel Packed Powder on every pulse. Glue Bomb also used to, but it has been changed in a previous patch, so only the first pulse that roots triggers.

The ratio is still much in favor of grenades, as the pulsing bombs have a cooldown. To get the real ratio you need to break it down to explosions / time. In order to simplify calculations let’s use the least common multiple of all cooldowns for the fight duration (120 seconds) and one attack/second.

Bomber (with cooldown reduction) can use 15 Fire Bombs, 6 Smoke Bombs and 99 Bombs for a total of 177 explosions. This equals 1.475 explosions/second.

Grenadeer (without toolbelt reduction) can use 4 barrages and 116 grenades of any kind for a total of 380 explosions. This equals 3.167 explosions/second.

So the ratio between grenades and bombs is 2.147 : 1 or to put it another way, Shrapnel and Steel Packed Powder are more than twice as effective for grenades as they are for bombs.

ty! i understand the error of not considering pulse only after have written the post, and turned off pc, and was 2 a.m. so …. XD ty for doing the math, infact the problem of bombs is in the cooldown of the ability with pulse.

afterall my objective iwas to point out that bombs are less powerful when we talk about trait that functions without cooldown and every hit.

December 10th Balance update

in Engineer

Posted by: Powerbruce.6710

Powerbruce.6710

shrapnel procs on the exploding part of pistol auto attack, i have tested it on the golems in pvp just an hour ago.
and i can understand IP nerf, it was the same as dhuumfire for necro and it is a grandmaster trait for them

i agree with the example of dhuumfire, but it’s an example with a powerful CD class, that can easily spam bleeding and poison and add torment. we can spam with granade bleeding and posion only… but if we want to inflict burning we can take IP, or use other kit, like FT and Bombs.

Shrapnel in my opinion is bit tricky… a good goal can be make it viable for more kit and build… here some ideas:

- on explosion 1 stack of bleeding 100% cooldown of 0.5 sec or a cooldown of 1 sec with more duration. (in this way is always an explosive tool, but it can be used with same results with bombs, grenades and pistols – if allowed ) it’s the best and traditional idea..

another idea, but with big changes… switch this trait and renamed it, and insert it in the tool traits. it can become a very versatile and powerful upgrade during the use of all kits: it can follow the same idea behind some of the elementalist traits, for example the trait can have a different effect for every kit:
same as shrapnel for grenade.
for bombs, same as shrapnel but with 45% (and we still have a difference caused by 3 stack of vulnerability instead of 1)
torment for FT (% and duration have to be calculated)
weakness for Wrench (or torment depending on the goal of the weapon)
for elixir gun is a bit tricky, i can spam regeneration or might with bonuncing effect, or deal condition damage, so bleed or torment, or another option every hit can heal like the water staff of eles)

p.s. the idea of create traits that can work in a specific way for every kit and place them in the last line can be a great idea, and also few spots of other lines now can be free for new good traits based on other builds not concerning kits… for example gadgets and basic weapon (turrets have ye a lot of traits to support them, so the problem i think it’s something else, probably about the game mechanism and the cooldown and rough damage)

what do you think guys?

(edited by Powerbruce.6710)

December 10th Balance update

in Engineer

Posted by: Powerbruce.6710

Powerbruce.6710

You guys do keep stating shrapnel only effects bombs and grenades. This is not purely true. It effects mines too and if it doesn’t, it really should effect FT #2 as well.

Just wanted to put that out there for the sake of clarification.

yes but it’s a trait based on %, and you can use a over 50 greandes in the time you throw a single mine. same problem but with ratio 1:3 for bombs

December 10th Balance update

in Engineer

Posted by: Powerbruce.6710

Powerbruce.6710

Wow. Just wow.

“Oh most engineers take this trait. This limits build variety. Let’s make it harder to get”

How do you arrive at this instead of :

“Oh most engineers take this trait. Maybe the other traits are just really bad compared to it – we should balance things”

This is hopeless.

If all we do is take the worst traits and buff them, then every patch everything gets stronger and eventually the game is broken. The word balance literally means reaching an equilibrium which is in between two end points. This means that in order to reach it things must assuredly go up and down.

I would say this is not what you are accomplishing

I mean its clear that you guys are doing this “zero-sum” sort of balancing, but what you doing here doesn’t make sense.

If you buff a trait to compete with an already awesome trait, the player has to pick between the 2 traits and the strength of the overall engineer should be around equal assuming you can make those traits about even. It’s not like if you buff the trait they also add the power of that new trait; no they have to pick, its either or.

IP is probably the best trait in the adept tier. The other traits in adept are pretty insignificant. The master tier in explosives has strong traits.

Moving IP to master tier means I must pick inferior traits. This is not “zero-sum”, clearly this is negative; a nerf.

Agreed 100% you are taking the best adept trait in the explosives line where there aren’t any other great traits and moving it up to master tier where there are great traits, and justifying it by moving down accelerant packed turrets which is useless as turrets are basically in a really bad place right now. And as ostricheggs has already said you are only hurting fringe builds by doing this such as hybrid users who have limited access to burning. Bomb builds will just grab forceful explosives and IP in the master trait and lose nothing for it, further making people want to run it. So please do tell how this helps build diversity which was your reasoning for moving it in the first place?

For condition engineers we have left Shrapnel intact here as the alternative. For power engineers we have left Empowering Adrenaline intact here as the alternative. No need to argue that these traits are worse than IP, we know that, this is why IP was moved. The real question is why are these not Adept tier worthy, which we think they are…

yep ant it’s a good thing haveing a chance to get CD using grenade, but i think that the problem is change something to help build based on gadgets, turrets or kit different from the almost used grenade. the point is that shrpnel is strong using grenade that hit 3 times per attack, the same for the vulnerability from explosion, that make grenade more powerful than bombs for example…

rifle: i like it and i think that can be a better weapon with a mechanic similar to the long bow, or simply dealing more damage

pistol need to inflict more bleeding, so increase the bleeding duration due to tha poor base damage

December 10th Balance update

in Engineer

Posted by: Powerbruce.6710

Powerbruce.6710

mmm i think that gadgets can’t give only mobility, we need that gadgets have some extra benefits…. taking into account that elixir will be something like “mending condition and upgrade itself” gadgets can be something like powerful attacks, defensive bonus (like giving protection for a certain time after using that). or something like giving quickness or recharging faster abilities after using a gadget, or removing condition etc.

And about HGH… i think that it must be reworked making it more powerful, something like “when under the effect of elixir, delivering a critical hit give one stack of might”

About turrets: difficult area here, what are the objective of turrets and why an engineer want to use them? at the moment they are a sort of extra damge… so incresa damage and recharge of it so that can works like phantasm or minion…
not damage? need to change all things

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Powerbruce.6710

Powerbruce.6710

I main an engineer, have 1360 hours on him, and these changes are just bad. They nerf nearly every viable engineer build in PvE. No more perma-vigor, no more incinerary powder access for pistol builds. The only build I’m seeing a minor buff to is flamethrower with modified ammunition change.

There are a lot of issues of the engineer I could get into, but I feel these issues will not be solved until theres a reliable source of damage outside of kits. Until then, our builds will always require us to invest heavily into kit-specific traitlines, limiting build diversity.

This, the point investment is too high just to make one specific kit our main damage one. Grenadier for example is a must have if you want to use grenade, A flamethrower or elixir gun build has to invest heavily in Firearms.

We are the elementalists of science, we use every kit/attunement we have at our disposal to keep our damage and support running so why doesn’t our trait line look like that of an elementalist? They can build around Fire/Earth/Water/Air but end up taking a bit of each for all the sweet damage increases and they don’t have to invest heavily into one line to make a specific attunement worth using.

Right now as engineer, I can’t play grenade without grenadier so in the end I’m stuck with grenades and two unbuffed kits that I use only for one of two skills because I can’t invest points in them. I’m not investing much points in damage increases like the Ele but instead in must-have traits for one specific kit.

My suggestion is give the untraited grenade kit 3 grenades and change grenadier to just 25% more range then move it to Master, that way Grenade kit becomes viable in any build and you can actually build for something else without worrying about having no ranged option, then make Flamethrower or Bombs our main damage kits so there’s more risk/reward playing these than grenades.

We can’t be the jack of all trades if your kit defining traits are at the very end of our traitlines.

And rework that kitten kit refinement trait, it’s completely useless as it is now when it should be the Elemental Attunement of the Engineer.

About the nerf on Vigor, I wouldn’t care as long as you also nerf permanent Vigor on the other classes because Vigor on Crit is a lot easier to achieve than Vigor on kit swap (which already requires to invest 20 points), I actually have to swap my kits when I want Vigor unlike the no-brainer constant Vigor on Crit.

ehi i have written something like that, but i think that core of problems is that we a lot of alternatives to do the same things like a jack of all trades. if we have 2 kit for dps 2 for condition etc i would be more easier build an engineer and can have better performance.

- Grenades: the best dps weapon, so the most used, but also not easy to use cause the explosion radius and the launch system. But we have that it’s not full dps, it’s mixed up with condition damage… we can compare the second attack skill to the one of war greatsword for example… also it a range weapon that have to be used near target to hit correctly, and have no skill of movement, insted of warrior GS.

but the problem is not on setting grenades better, also if they are UP with respect dps made by ele, war and almost thief. the problem is that Greandes are the only kit and weapon we can use to do dps…. because bombs do damage only with autottack, give lesser vulnerability and do poor damage on all other skill, but also can’t spred bleeding, and the have to be used near enemy and with right timing. FT have autoattack that does 4k damage in 2,5 seconds, meanwhile a war can hit 4 time with GS hitting for something like 10k. same type of problems with wrench, but it can be balanced by the ability of blocking attack for a few seconds. elixir gun is a debuff weapon in order to give weakness, but compared with war mace is very UP.

But the very big problems, are about Gadgets and Turrets, that are not a viable option and have to be retrained and better support from traits, so an engineer don’t have always to use kit and elixir….. and yes, to do something like that, rifle and pistols have to be changed (i like rifle and it would be a very good weapon if the autoatack used by a Berz can deal about over 4 k, instead of 2k)

other things with respect of dps class…we cant overbuff us with might, so we have to depend on others

i’m right guys?

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Powerbruce.6710

Powerbruce.6710

Engi main here.

I’m fine with all of the changes to my class. I can still have perma vigor, and will have to give up recharge on nades for incin powder now (Probably will go 30/10/0/20/10 post patch).

it’s a build near the one i use at the moment, and i think changes it’s not a problema, but as a main engineer i would like to have more build option arent’ you interested? XD

December 10th Balance update

in Engineer

Posted by: Powerbruce.6710

Powerbruce.6710

speaking of pistols ability i think that is UP because of the bleed duration that is too low and for example with grenades an engineer can give more stacks of bleeding. the point using pistol is that with a pair of gun equipped the engineer can give burning poison confusion and bleeding, but loosing big amount of damage. using for example bombs and grenades an engineer ca give a lot of stack of bleeding, confusion burning and poison dealing also huge damage and a lot of stack of vulnerability and blindness.

i think that the basic discussion need to be first applied at a general point of view serching a good solution to emprove the number of builds improving utility and basic weapon that normally are not so used… giving them particular objectives and specialization.

for example also the Flamethrower it’s a bit UP because it’s not a good DPS weapon and not a condition one, beacuse can give only burning and bleeding. i think that kits can be respec using an idea like that: one or two with spec on dps, one or two for condition etc, and the same things regarding gadgets and turrets.

December 10th Balance update

in Engineer

Posted by: Powerbruce.6710

Powerbruce.6710

Hi, I will be very happy to speak about the engineer, but first i want to tell you that all the changes that you will make on decemeber will be very good, and especially for thief and warrior.
now let’s talk about engineer, i’m not here for complaining, and want to point out that engineer is my favourite class and i spent with that over 1000 hours of game. i love the basically idea behind this profession, i love the mechanic based on toolbelt and kit, but also i have some problems making different build.
Now, i tried a lot of different build but in conclusion i see that one of the utility skill is essentially stuck, being a kit, whatever you want, ok, but a kit. i say that because base weapon an engineer can use are less powerful than every kit. i tried to change a kit with other utility but the final result is always the same.
Now i want to ask devs something about that: you said that you are ok with a warrior that can do massive damage, so i can think that the imprint of a warrior is based on damage like a guardian is based on healing. what’s the role of engineer? i see that can do a lot of things, and is very flexible, but if i can say that berz war is the best dps, or something like that (thinking at the ele build based on hammer delivering 10k damage on the 3 attack of tha autoattack chain), what can i say about engineer?
being the best doing something can give you a role in a party, like people call for guardian and ele if they look for great defensive capabilities, or war and mesmer for high dps. at the moment i see that (pve speaking) nobody calls out for engineer: not in fractals, or every dungeons or other events. at the beginning engineer used to be an high aoe dps class, but with melee fighters like warriors that can hit 3 or 5 enemy at a time, aoe damage like granades or bombs are less useful.
P.s. speaking about utility skills and traits, i think that elixir with traits support is not compared with other stuff, cause they can give powerful buffs like stability, stealth, invulnerability etc, lcuring one condition, and possibly giving might. The other options are: kits (as i said before to maximize a build one slot is yet taken by one kit, so you can decide to take other 1 or 2 kit) but the traits that support this style of game are not so useful (the best effect for changing kit is placed on med kit, an healing skill). turrets: speaking of pve, they are something that you put down, fire, and than explodes easily if used in dungeon or fractal, and the attack speed it’s slow, near to one of a phantasm of a mesmer, but that can do 10X damage of one turret. Gadgets: the idea it’s very itneresting and funny, but if i want to play using gadgets, i have some extra movements but i can’t remove conditions ( except for the healing skill ) but no buff and no damage bonus.
If you can answer to my question i will be grateful to you, because i really appreciate the explanation of the reason behind your choice, and i’m very interested in the ones made for engineer.
ty

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Powerbruce.6710

Powerbruce.6710

Hi, I will be very happy to speak about the engineer, but first i want to tell you that all the changes that you will make on decemeber will be very good, and especially for thief and warrior.

now let’s talk about engineer, i’m not here for complaining, and want to point out that engineer is my favourite class and i spent with that over 1000 hours of game. i love the basically idea behind this profession, i love the mechanic based on toolbelt and kit, but also i have some problems making different build.
Now, i tried a lot of different build but in conclusion i see that one of the utility skill is essentially stuck, being a kit, whatever you want, ok, but a kit. i say that because base weapon an engineer can use are less powerful than every kit. i tried to change a kit with other utility but the final result is always the same.

Now i want to ask devs something about that: you said that you are ok with a warrior that can do massive damage, so i can think that the imprint of a warrior is based on damage like a guardian is based on healing. what’s the role of engineer? i see that can do a lot of things, and is very flexible, but if i can say that berz war is the best dps, or something like that (thinking at the ele build based on hammer delivering 10k damage on the 3 attack of tha autoattack chain), what can i say about engineer?

being the best doing something can give you a role in a party, like people call for guardian and ele if they look for great defensive capabilities, or war and mesmer for high dps. at the moment i see that (pve speaking) nobody calls out for engineer: not in fractals, or every dungeons or other events. at the beginning engineer used to be an high aoe dps class, but with melee fighters like warriors that can hit 3 or 5 enemy at a time, aoe damage like granades or bombs are less useful.

P.s. speaking about utility skills and traits, i think that elixir with traits support is not compared with other stuff, cause they can give powerful buffs like stability, stealth, invulnerability etc, lcuring one condition, and possibly giving might. The other options are: kits (as i said before to maximize a build one slot is yet taken by one kit, so you can decide to take other 1 or 2 kit) but the traits that support this style of game are not so useful (the best effect for changing kit is placed on med kit, an healing skill). turrets: speaking of pve, they are something that you put down, fire, and than explodes easily if used in dungeon or fractal, and the attack speed it’s slow, near to one of a phantasm of a mesmer, but that can do 10X damage of one turret. Gadgets: the idea it’s very itneresting and funny, but if i want to play using gadgets, i have some extra movements but i can’t remove conditions ( except for the healing skill ) but no buff and no damage bonus.

If you can answer to my question i will be grateful to you, because i really appreciate the explanation of the reason behind your choice, and i’m very interested in the ones made for engineer.

ty

Collaborative Development Topic- Living World

in CDI

Posted by: Powerbruce.6710

Powerbruce.6710

Yes, i think just the same, i don’t undestand why everyone have to complaining about living story frequencies…. it’s an opportunity not a must, so enjoy teh game and the achievement you can reach, then restart with another one. oh, i want remeber that it’s right, an event is up official for 2 weeks, but you can complete the achievement in the next two weeks generally.

Collaborative Development Topic- Game Modes

in CDI

Posted by: Powerbruce.6710

Powerbruce.6710

i haven’t say something… the instance for pve player and the concept of GvG can be both implemntated in, and the way i think it can be done it’s exactly the Guild hall: a place earned and build up and upgraded with each of the new game mode i’m suggesting here. a viable option for pvp, wvwv and pve player can be add using Guild Halls: instances for big parties, explorable or sequential paths, like in gw1 was for Mallyx.
GvG was already said buy most of us.
PvP can be a sort of invite between 2 guilds that fights in one of the Guil Hall of the respectives guilds, having areas depending on the number of the player that are invited, something like small arealike in tournament pvp for 5 player each team, and big battleground for 50 100 player wth possibility of using also siege weapon or something else.

in my opinion this is a great idea because it can be expanded a lot of time bringing lots of new and interesting stuff for every type of player and ccan be a great chance to grow the feeling and coordination between player and also alliances between different guilds helping each other for example doing the big instances.

(edited by Powerbruce.6710)

Collaborative Development Topic- Game Modes

in CDI

Posted by: Powerbruce.6710

Powerbruce.6710

Hi! i think that all the people posting here are looking only gamemode that ca be added to what is pvp and wvwvw.

i also think that like the name of this game a guild is very important, and infact we have guild mission developed after the release. i think it’s very very difficult develop a system in which 2 guilds can fight each other with castle ecc but it would be great…

But what about a great experience based on a BIG instance like dungeon for a large group of player with bonuses for guild parties?
i remember that there was something in gw1 like kannaxai with party larger than normal, and think at an instance playable in 10, 20 30 people… an event that exalts cordination like guild missions but with also great fights…think at it

Collaborative Development Topic- Living World

in CDI

Posted by: Powerbruce.6710

Powerbruce.6710

Hi i think that all the work done it’s very great and that in particular in the last events… not for the content but because of the possibility that they give. Having some events with more easy task give a pause to hardcore gamer and something to complete to other player. For example this event of halloween i think it’s very easy to do staying a few hours in the mad king labirynth, but releasing the wvwvw event together with this one give to hardcore player a large number of stuff to do with a lot of hour of gaming. i think that it’s the right road: 2 events at the same time with one long taking some weeks and ranks, and another easy to complete.

personally i loved the scarlet’s events and the change that it made.

i also like the continous release of item and the arrive of ascended items….. now i’m waiting for some events related to new skill and areas or something else….

Help! The Colossus and Mystic Forge

in Crafting

Posted by: Powerbruce.6710

Powerbruce.6710

Less “rares” and more named exotics should return better results.

Named exotics have the same chance as generic exotics. Additionally, using rares is more expensive than exotics unless you are crafting them with materials and don’t want to sell your materials.

Additionally, you have a higher chance of getting a precursor with higher level items. This does not mean you have an artificially higher chance, it’s quite literally rng. When you roll 4 items in the MF, there is a chance of them leveling up and not leveling up. The chance of items not leveling up gives you a lower chance of getting a precursor because now there are lower level exotics in the pool of possible outcomes. If you’re rolling with all level 80 items, you’re going to get an 80 item back, so the possible outcome pool has less items, therefore a higher chance of getting a precursor.

Do the math, it’s ~20% upgrade chance. Ignoring the RNG on getting a precursor, you need ~16 rares (5 rolls, but every 4 gives you a free 5th) to get 1 exotic. Rares are usually 20s per the cheapest. Exotics are usually 1g per the cheapest. 16 × 0.2g = 3.2g > 1g

Of course my tp prices vary and may be wrong for your exact item, I’m just going off of rounded numbers through my studies.

in your math there’s a little errorXD 3.2 gold is a good result calculating on rares, but if u wanna try using exos, for one try u need 4 exo per 1 gold each, so 4 gold the’s more than what we pay for rares (at the moment i don’t care about the exos that in one case can be sold and in the other can be used for another try)

Mystic Forge for precursor

in Crafting

Posted by: Powerbruce.6710

Powerbruce.6710

actually 3200 rare and 120 exos and no Colossus yet

Help! The Colossus and Mystic Forge

in Crafting

Posted by: Powerbruce.6710

Powerbruce.6710

I chucked in 16 valkyrie krait warhammers, the crafted ones. Came out with the precursor, now I’m on my way to getting Jugg.

If only silver doubloons were less impossible to farm..!

k ty because at the moment the tries have reached something like 3200 rares and nothing yet

Help! The Colossus and Mystic Forge

in Crafting

Posted by: Powerbruce.6710

Powerbruce.6710

Its all completely random, there is no rhyme or reason to the MF. Just have to keep trying unless you want to save the gold to buy it.

you don’t undestand my question…. i want to know how many tries have made other people to craft the colossus in order to know if there’s something wrong with that particular… i don’t need answers like "wrong idea use the forge " but data and numbers.

Help! The Colossus and Mystic Forge

in Crafting

Posted by: Powerbruce.6710

Powerbruce.6710

Hi! my girlfriend decided to craft her Colossus in the mystic forge because i get my “The Hunter” with 800 rares and some exo for a total of 150 gold coin. but her experiment seems to be very unluky: at the moment 2828 rares and 132 exos are gone and she have found only the same three pearl exo hammer, 5 magmaton, 3 punisher and a few iron fist.

so i know that the Forge can be a little tricky and expensive sometimes, but there’s something in my mind: i see other posts with people complaining about their terrible experiment with Forge trying to get The Colossus, and one in particular that found it after 2784 rares.

so if anyone can tell me how he found his colossus in the mystic forge and in what date, i will see if there’s some problem with that particular precursor or something like that

ty all!