Showing Highly Rated Posts By Victoitor.2917:

Targetting area effect skills at max range

in Suggestions

Posted by: Victoitor.2917

Victoitor.2917

Being an engineer and using rifle/grenades, I have some issues when I want to target something close to max range. If I move my mouse just a bit further, then I will get a message stating that the position I targeted was beyond my max range and the skill is not used at all. While this is not so bad for the grenades, since they have long range, the same is not true for my rifle 5 skill. Since the range is quite short, many times I cannot use the skill because I could not target it properly. The main problem is that in WvW, I have to make my decisions quickly and these misclicks become more common.

My suggestion would be for an option in which, if you use a targeted area of effect skill and you click beyond the max range, then the skill will be used on max range instead. Even better would be if your mouse could go farther than your max range when targeting but the area circle would get stuck on max range (in the same direction as my mouse is pointing) so I could target properly. This would help out engineers and maybe some other professions too.

Hope I made myself clear on my issue. Also hope this could be implemented.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

3/22 GoM vs NSP vs HoD

in WvW

Posted by: Victoitor.2917

Victoitor.2917

Wow so TCMM pays for a transfer to GoM, then they make them free two days later?!?! Bwahahaha, talk about kittening your money away!

HoD definitely needs more people. Specially now that GoM has gotten transfers. I just spent 5 hours battling GoM and their numbers are huge. How the hell do they have such huge zergs in so many maps?

funny thing is we say the same thing about you tonight

I also noticed some increase in our numbers. I’m just curious if it’s people trying out the new WvW patch or if it’s new permanent WvW players from transfers. I’m wondering how things will become when the WvW novelty wears off for the tourist players.

I thought you guys had even more since you had huge numbers in your border, EB and our border. I tried all of them. When our HoD force tried GoM border, you guys held back really well and our borderland suffered really bad.

Btw, I’ve gathered quite a lot of respect for GoM. You guys play really well. I envy your strategies many times.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

WvW Solution: Alt Unfriendliness

in WvW

Posted by: Victoitor.2917

Victoitor.2917

Players want Account bound ranks. Anet has some reasons not to do so. Why not come with alternate solutions then? OP at least tried to give an alternate solution. I did not like it too much, so I’ll post another one.

Half of the wxp earned by any character is also given to alts.

So if I gain 100wxp, the character I’m playing gains those 100wxp and all my alts gain 50wxp. This way, when you level an alt, you will also be helping your main and other alts. Also, when leveling your main, your alts will not be so far behind. Players can feel like they are progressing their account while making all characters progress a bit. For Anet, characters will still be differentiated by the ones who are played the most.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

Time to fix engineer downed state abilities

in Engineer

Posted by: Victoitor.2917

Victoitor.2917

Remove current #3 and add fireworks with no cooldown.

Since #3 is so useless due to the long cooldown, how about this change? At least we have a cheerful death.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

Feedback: WvW Season 1 Achievements

in WvW

Posted by: Victoitor.2917

Victoitor.2917

I agree with the majority of what the OP said…

But I would like to add, why no DEFENSIVE achievements like:

Defend sm 3 times
Defend keeps 10 times
Defend 20 towers
Build 10 AC’s in a sm/keep/tower
Pay for a ugrade at any fortification/supply camp

There are no defensive achievements at all, its no wonder most players assume defense is worthless…

I found a lack of defensive achievements to be the worst. I noticed if I kept roaming or defending, I would not get my achievements done. Now I have to join a zerg to finish my achievements and that’s not how I usually like to WvW.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

Tier 8 problem is not Glicko

in WvW

Posted by: Victoitor.2917

Victoitor.2917

I have to say this as I see many complaints about the Glicko system and it’s being blamed unfairly. The problem that is happening with Tier 8 is not because of the Glicko system. The main problem is how the Glicko scoring system is being employed.

Glicko is supposed to be applied to give scores to players based on their matches with other players. Each person’s score is updated based on the matches he played. If you do well against a highly ranked player, your score can go up even if you lose.

The main problem with gw2’s application of glicko is that sometimes you should be able to play against people with much higher score than yours. If you do and do well on that game, then your score will go up. But since on Tier 8 you are only allowed to play others with very low scores, then the amount of points you gain is limited. Not only that, but your score might be bounded by above from the other team’s scores. That is the problem that is happening right now. The main issue is that the dominating T8 team does not have a chance to prove itself against higher tier teams. It is not the Glicko scoring system. I hope this becomes clear so we can look at the core of the problem.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

3/8 NSP GoM HoD

in WvW

Posted by: Victoitor.2917

Victoitor.2917

Some amazing fun in EB last night, ZoS usually doesnt do EB but it seemed we were needed there, and infact arrived when HoD and GoM were both in courtyard and HoD in lordroom. Our t1 keep had no doors or walls… and we held it all night Some amazing work from our server, some huge pushes from HoD and GoM, its a shame you guys teamed up (i have confirmation from a friend commander on GoM) we (NSP) were really hoping to get some good clean fights in this tier, alas it seems like if two teams fight each other continuously for weeks some alliances may form. I know its not a bannable offence, but its just makes me lose respect for GoM and HoD and I really liked you guys!

TL:DR thanks for the almost a stack full of badges and loot bags, filled my inventory at least 5 times.

Bit of advice to HoD, stop hiding your mesmers in the inside of the water-gate when we had absolutely no walls or even doors… we were polite guests and let you in for tea and crumpets

Also a shout-out to everyone else in EB last night on NSP, wasn’t many but thank you all

Don’t be so sure about that a team up you mention. I was in WvW last night and for about an hour just now. Last night I spent most of my time on GoM borderland and this morning in ours taking out GoM groups. I’m also listening on the Ventrilo servers all the time and there is no mention of that.

I think every server has to stop this teaming up thing. Every server will be attacked from both others at some point in time. It’s a simple matter that there are three servers battling for the same space. I always find ridiculous when people talk about team ups, from all sides. Please stop this.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

[Engineer] Healing Turret

in Profession Balance

Posted by: Victoitor.2917

Victoitor.2917

Currently, the Healing Turret is used in one of two ways (burst heal):

With very rare exceptions, it’s not used as a Turret (leaving it up). I’ll post one of the main problems of leaving the Healing Turret up and a possible solution.

The problem is related to the cooldown of the Healing Turret when it’s picked up, destroyed or detonated. I show this problem on this video: link.

After watching this video, I’ll consider a situation while having 0 healing power, as it’s bugged on the Healing Turret anyways (link). This situation is what could happen if the Healing Turret is left up in contrast to using it as burst heal.

First consider the amount healed by the Healing Turret:

  • Drop: 2520
  • Overcharge: 2520
  • Regeneration: 130 per second
  • Water field blast finisher: 1320

Now consider the two uses of the Healing Turret. We consider the total amount healed per use, the time to recharge including the time to drop, pick up and detonate and the heal per second considering it’s used repeatedly as soon as the cooldown is up.

Drop -> Overcharge -> Pick Up

  • Total heal: 5040
  • Cooldown: 16 seconds
  • Heal per second: 315

Drop -> Overcharge -> Detonate

  • Total heal: 6360
  • Cooldown: 21 seconds
  • Heal per second: 302

Now say the Healing Turret is left up and Overcharged every 15 seconds.

  • Total heal: 4470 (not including drop as it happens only once)
  • Cooldown: 15 seconds
  • Heal per second: 298

So considering this, the player already has no incentive to leave the Healing Turret up as his heal will be worse in general than both uses of burst heal.

Now we consider the situation that happens in the video. The player takes the risk of leaving the Healing Turret up. But just like in the video, it’s destroyed precisely as the Overcharge was about to come up (or it came up but did not trigger yet waiting for the next pulse).

  • Total heal: 6990
  • Cooldown: 36 seconds
  • Heal per second: 194

As can be seen, there is no incentive for the player to have the Healing Turret used as a turret and be left up. Just leaving it up and he is getting a worse heal than normal. In case it’s destroyed, then it can become much much worse.

My proposed fix is that the cooldown of the healing turret be based on the last time the turret was either dropped or overcharged.

  • If the player has dropped or overcharged the turret 0 seconds ago, then picking it up will have a recharge of 15 seconds and detonating it will have a recharge of 20 seconds.
  • If the player has dropped or overcharged the turret 10 seconds ago, then picking it up will have a recharge of 5 seconds and detonating it will have a recharge of 10 seconds.
  • If the player has dropped or overcharged the turret 17 seconds ago, then picking it up will have a recharge of 0 seconds and detonating it will have a recharge of 3 seconds.
  • If the player has dropped or overcharged the turret 30 seconds ago, then picking it up will have a recharge of 0 seconds and detonating it will have a recharge of 0 seconds.
Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

Building Wonderful World Bosses

in Dynamic Events

Posted by: Victoitor.2917

Victoitor.2917

Great ideas. I also hope for a better challenge on world bosses. They are too easy.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

HoD/DR/BP

in Match-ups

Posted by: Victoitor.2917

Victoitor.2917

Good luck everyone. Looking forward to a new matchup (coming from 13 weeks with AR and Ego bay in a row).

I don’t think you’ll have a lot of fun the way you were matched now. You’ll probably like it that you can win again, then you’ll dislike it to see the difference in numbers and the lack of effort to win. Last week we got a server 2 tiers above ours. This week we get a server 3 tiers above ours. Sigh…

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

Odd behavious with Static Discharge

in Engineer

Posted by: Victoitor.2917

Victoitor.2917

Ohh boy… all the time I’m searching for new builds and all I find is odd behaviours and bugs. I wish they would fix us instead of giving us anything new.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

To clear the air about Berserker

in Profession Balance

Posted by: Victoitor.2917

Victoitor.2917

Both your post here and your sugestions are really good. Great analysis and great suggestions! Well done. I would love to see your suggestions being implemented by Anet.

+1

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

Perplexity runes

in WvW

Posted by: Victoitor.2917

Victoitor.2917

They should fix the condition duration bonus also. Currently doesn’t work.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

4/26: HoD/ET/FC

in Match-ups

Posted by: Victoitor.2917

Victoitor.2917

I’m honestly getting a bit concerned about ET here. It’s like the air just went out of you. You guys ok? What happened with all the “rawr we will break out of T8 and follow SF” stuff?
sends care package via dolyak express

Actually, me too. I want them to be stronger next week so we can have scores like tier 7 right now.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

On Healing and why Healing Turret is bugged

in Engineer

Posted by: Victoitor.2917

Victoitor.2917

Since this is a long post explaining my opinion on Engineer healing together with how I found the healing turret bug, I’ll put the TL;DR here on top.

TL;DR: As long as the healing turret is able to die in any way, shape or form, don’t ever use the healing turret as a turret. Press 3 buttons to drop, overcharge and pick up or detonate. This is also quite unfair as no profession needs to press 3 buttons to get a heal.

My story including how I found this bug goes here:

Up until now, I have been using the Med Kit instead of the Healing Turret. Two main problems bugged me by using the Med Kit. The first one is that I cannot remove immobilize from myself since Drop Antidote is not consumed until I can walk into it, which I cannot do while immobilized. The second problem is that it takes way too long for me to do a full heal with the Med Kit. I have to use Bandage Self and then 3 uses of Drop Bandages which takes me away from combat for far too long. Sure it heals really well if it’s all you do as shown here, but that does not take into account the amount of time you are out of combat.

So I wanted a change and had to decide between Elixir H or Healing Turret. Since I was not going to trait for Cleaning Formula 409 and I would have no option to remove conditions, I decided to try out Healing Turret. So I read the changes Anet has done to it and how they mentioned the changes should make it be more compeling to keep it out instead destroying it or picking it back up right away. So I start using it this way and I noticed I started dying a lot more in WvW. I never had my heal available I started to think I was playing really bad. I even thought that I was just not used to the new timing for the turret.

So at this point I start to watch some people playing with the Healing Turrent and they always blow it up right away. I started doing so and I started to do much better. The main problem is that I’m back to the very cumbersome heal of dropping the turret, overcharging it and then either picking it up or detonating it. Why should I press 3 buttons every time I need to heal (and lose time doing so) when no other profession in the game has to do this?

So I found the reason why you should never, Ever, EVER leave the Turret out.

Even if we disconsider that leaving the healing turret out is the worst heal the engineer could do as reported here, this chart considers ideal conditions which are really hard to obtain. First of all, we know that turrets die way too easy because of their lack of armor and hitpoints. We also know that the hitbox is bugged, which makes it even more likely for it to be destroyed as reported here. Now for the icing in the cake. Consider the following situation. You drop your healing turret and overcharge. Now you have a 15 second delay to be able to overcharge again. Now say that the healing turret dies exactly 14.99 seconds after you used overcharge (I noticed because I was looking at it waiting to use the overcharge again and it happened to me). So now, after the 15 second wait to use your healing skill, the healing turret cooldown is reset and you’ll have to wait 20 extra seconds to use it again. This made the total cooldown on using your lackluster healing to 35 seconds total (14.99 seconds waiting for the overcharge cooldown + 20 seconds of the healint turret cooldown).

So there you have it. Don’t ever leave the healing turret out. If it gets destroyed (which you know it will), then every second you left it out is a longer cooldown you will have to wait.

So don’t ever leave it out. You are only crippling yourself. Now you only have two options to use it. You drop, overcharge and either pick it back up or you detonate it. If you don’t you are only increasing the cooldown in your healing. So again, just like the Med Kit, a single use of a heal with the healing turret must be accomplished with 3 button presses and not being able to move freely if you decide to pick it up. Does any other profession in the game have this problem with healing skills?

Please fix this Anet. We need better healing options…

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

(edited by Victoitor.2917)

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

in Engineer

Posted by: Victoitor.2917

Victoitor.2917

Nice list and I’ll add one to it. I posted this quite a few times before but Anet has never seen it.

If the healing turret is destroyed, then whatever timer there was left on the Cleansing Burst overcharge is lost. This means that if you deploy your turret and then overcharge and the turret is destroyed when the overcharge has 1 second left, then you have to wait 20 more seconds to use it again. This is the longest cooldown for a healing skill in the game (35 seconds).

Although it behaves like a turret should, I don’t think a heal should work like this. Heals should be reliable.

I posted it here before: https://forum-en.gw2archive.eu/forum/professions/engineer/BUG-Healing-Turret/first#post2153248

I would also recommend this if Anet looks at this thread: https://forum-en.gw2archive.eu/forum/professions/engineer/Suggestion-Healing-turret-overcharge/first#post2156608

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

27 December AR/NSP/FC

in Match-ups

Posted by: Victoitor.2917

Victoitor.2917

Just came to say you guys are having the best match this week. I envy you. Not sure anyone is going to read this since you all must be fighting so fiercely.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

Engineer Bugs on Mines [Updated]

in Bugs: Game, Forum, Website

Posted by: Victoitor.2917

Victoitor.2917

Mine Field does not reduce recharge based on tools. Video link.

Throw Mine does not automatically trigger and does not remove a boon. Video link.

Another problem occurs when traiting Forceful Explosives. The radius of Mine Field is 120 both with and without the trait. Actually, the radius becomes blue when traited indicating a change, but the value does not change. Video link.

The above bugs were acknowledged by Tyler Chapman. What’s below this point has not been acknowledged yet.

Here I´ll post the discovery I had after Tyler acknowledged the inicial post. This is an EDIT.

Video link

Here I summarize what’s on the video:

For Throw Mine:

  • It can be detonated by a creature if the creature enters the detonation area after Throw Mine is placed;
  • If it’s detonated by a creature, then its cooldown is based on the time I placed the Mine;
  • If I detonate it by hand, then the cooldown starts from the moment I detonated the Mine and not from the moment it was placed.

For Mine Field

  • Mine Field cooldown is affected by Speedy Gadgets reducing the cooldown from 20 to 16 seconds when detonated by the player;
  • The cooldown starts on the moment of detonation by the player;
  • If detonated automatically by creatures in its area of effect, then the cooldown is again increased to 20 seconds and the cooldown is started from when the last detonation occurred.
  • Something is odd with the detonation area. Creatures very close to the detonation site still don´t trigger the mine.
Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

(edited by Victoitor.2917)

3/22 GoM vs NSP vs HoD

in WvW

Posted by: Victoitor.2917

Victoitor.2917

Doesn’t matter who win WvW this week in game, NSP has already won in this thread.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

Fixes for Rocket Boots/Skills/Traits

in Engineer

Posted by: Victoitor.2917

Victoitor.2917

Rocket boots is funny. It sucks because of the knockback and even the downside sucks even more because it DOES NOT trigger protection injection trait. What the hell then?

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

Dolyak Cannons!

in Suggestions

Posted by: Victoitor.2917

Victoitor.2917

First thing I thought was that you would fire a Dolyak at your castle/tower/keep to it would get there faster. Then I thought: “great idea!”

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

Give Bomb Kit skills the ability to Detonate.

in Engineer

Posted by: Victoitor.2917

Victoitor.2917

I don’t think more button presses for the engineer should be appropriate. We already are the profession that needs to press the most buttons to do a simple heal, if we are using the healing turret for example (3 buttons total).

Maybe another idea would be to not have it explode right away. Instead of exploding, it would be set and it will explode when the first target comes in reach. It would also explode after 3-5 seconds if no one entered the area of effect so the engineer would not stack them for a one hit kill. I guess this could work for all bombs, including the Big Ol’Bomb. This change could give some life back to the bomb kit since it’s a bit lackluster in WvW right now.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

Utility Goggles concept.

in Engineer

Posted by: Victoitor.2917

Victoitor.2917

Interesting ideas and you are right, the cooldown does not represent its usefulness. Currently, I don’t find any stun breaker that beats Elixir Gun. The only one that comes close is Elixir S. Utility goggles would only work with static discharge and it’s also due to the weird behavious of static discharge which favors targeted toolbelt skills.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

5/31 - SF - ET - HoD

in Match-ups

Posted by: Victoitor.2917

Victoitor.2917

Looking at the score through mos, I’m very happy for HoD right now. Sadly, I’ve been lagging too much this last week and it came to a point of being unplayable. Specially in WvW. Called my internet provider and they told me I have a problem which might be solved only on Wednesday. So I hope to see you all soon.

Keep up the good work HoD. I am very proud of all of you!

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

Protection Injection with self knockback

in Engineer

Posted by: Victoitor.2917

Victoitor.2917

Does Protection Injection proc on Overcharged Shot and on Rocket Boots?

I checked it on Heart of the mists and it didn’t work. Does it work anywhere else? Is it supposed to work? Both skills have a description that they give a self knockback.

Should this be added to the known list of bugs?

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

9/27 AR/ET/HoD

in Match-ups

Posted by: Victoitor.2917

Victoitor.2917

I’d just like to congratulate ET on their numbers. I felt bad for ET and FC when you guys where stuck with SF for so long on that horrible matchup. Now when I see that both your servers are getting better, it cheers me up a bit. HoD has been through the same by being crushed weekly against overwhelming odds. We’ve been able to pull it through slowly and it’s a great server to fight in now. Let’s have some great battles out there.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

3/22 GoM vs NSP vs HoD

in WvW

Posted by: Victoitor.2917

Victoitor.2917

Hi, I came to see if people were talking about the free transfer around here too and how they are affecting the server…

HoD definitely needs more people. Specially now that GoM has gotten transfers. I just spent 5 hours battling GoM and their numbers are huge. How the hell do they have such huge zergs in so many maps?

Well, [Mend] moved to HoD and aparently there are more people interested in leaving ET to the same way so you guys might get a few extra numbers.

Thank you very much for the help. We really need it. If we were having a tough time before, imagine now that GoM grew even more. They got a new guild in with a bunch of new players and, from what I can tell by fighting them, they are very tough.

— On the T8 problem —

By the way, I’ve even posted about the problem on T8 before. I have a thread on it and you can see on my post history if you’d like. At first, I thought Anet’s solution to T8 was to let people transfer to ET/FC. Although my initial reaction was that this was not the best solution, I now see what might really happen. The solution that Anet gave you guys was a free trasfer to HoD. Totally not what should have been done. They should have given a way for SF to leave T8.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

Request: Remove turrets from game

in Engineer

Posted by: Victoitor.2917

Victoitor.2917

They are currently just wasting many traits positions which should be changed to something useful.

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD