Showing Posts For Voramoz.6790:

PLEASE let heat benefit more than just sword

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

As a long time Engineer main, you’d think I support this, but I don’t. At least not this year. Sword looks fun and interesting and I’m excited to see where Holosmith fits in the meta.

Comparisons to Weaver and Soulbeast in terms of mechanic envy or skill numbers don’t work with Holosmith. Photon Forge is the new weapon swap kit swap. While Weaver and Soulbeast may have umpteen new skills, they don’t get to use them all at the same time.

Again, maybe down the road like a year, when the meta is settled, but calling for heat to affect rifle, pistols, and shield can be boiled down to this argument: “we are already pigeonholed into a weapon set. Please don’t let us try out a sword and make sure we remain pigeonholed into weapons we’ve had for five years.”

"Leaked" Engie Spec

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

The die is probably already cast, but holographic…. kit? Hehe it would be a cool way to get a new kit, rather than running the same old kits over and over.

(edited by Voramoz.6790)

[Suggestions] Gemstore Items

in Guild Wars 2 Discussion

Posted by: Voramoz.6790

Voramoz.6790

Pants, for the love of god, PANTS!!! And please no butt capes.

Ellie Gadget Suggestion: Teleporter

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

Lol. Engineer with targeted portal shadowsteps and sword focus: Void Leaper XD!!!

Ellie Gadget Suggestion: Teleporter

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

I want our next elite to be built around portals.
Inspired by the game portal.
With an aimable portable.

It would be awesome. You could troll people by having a portal that drops them to their doom Muahaha! But seriously. Engi could do portals cool, breakup the Mesmer monopoly, AND even do portals in a way where Mesmer Portal still feels cool. (I don’t hate Mesmer. Mesmer is my second oldest proffession after Engi).

Focus with Engineers

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

I like the idea of focus, but maybe staff is better, or at least scepter AND focus. Reasons?

We aren’t getting more kits, so only one weapon set.

We have only pistol pistol and shield meaning adding just focus would only add two buttons.

I believe it is time to infringe upon Mesmer’s turf. I’d like to see our next Elite base on the game Portal. So a portal utility you could aim and even shoot at walls… Possibly the 5 button of the focus XD! But Portals cool and I feel like Engineer is the one who could get away with using portals after Mesmer.

Any updates on Function gyro?

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

In PVE, for the longest time (since scrapper BWE), I said it would do nothing for hours. In PVP WVW, Function Gyro is nice.

And I was right and wrong. In say Dragon Stand, Function Gyro feels somewhat useful. But back to “I’m alone running around” PVE. Since the beginning I thought Function Gyro would REPLACE the “F” interact and add the ability to interact at range.

Why can’t I use a Function Gyro to chop a tree? Open a chest? Flip a switch? Commune with an HP? Lacking this kind of functionality means that the “helicopter over your shoulder” does nothing for hours at a time.

After the initial Function Gyro backlash on release, devs said they would revisit the Function Gyro at a later date. But why does everyone always poopoo this? It can only be because they only want to see themselves post. If we don’t fight for more functions for Function Gyro we won’t get them. Plain and simple.

[VID] Scrapper Discharger

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

Wow man! Thank you for understanding the concept of a GAMEPLAY video.

There are too many noobs out there who post one trick pony cherry picked highlight videos.

Why not hammer? In my experience lately hammer is superior to rifle and can add some chaos to the pressure…? But i don’t know. Nice video!

let's create a spec with greatsword

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

Greatsword… And more rocket boot mechanics…. And called Rocket Knight!!! Lol…

Policy: 3rd-Party Programs; Multi-Boxing; Macros

in Guild Wars 2 Discussion

Posted by: Voramoz.6790

Voramoz.6790

While this thread is also present in the Account and Technical Support Sub-Forum, it seems worthwhile to share it here in the General Discussion Sub-Forum as well.

Third-Party Programs

ArenaNet cannot approve or review or “vet” any third-party programs. Our general policy is that anything that gives advantage is forbidden; anything that imbalances the game in favor of one player over another is strictly disallowed. With that said, we are aware that some utilities help players without impacting others, that is, they do not give anyone an advantage over someone else.

Our development team is not able to review third-party programs to kitten their components or give them any sort of approval. We make our policies clear in our User Agreement, Rules of Conduct, and the Conduct Breaches and Outcomes document, which you can find in the Legal Documentation section of our website: https://www.guildwars2.com/en/legal/ You should know the following:

  1. If you chose to use any third-party program, you do so at your own risk.
  2. We cannot offer support if the third-party program impacts Guild Wars or Guild Wars 2 and, for instance, makes the game unplayable.
  3. If you choose to use what you believe to be a “benign,” or non-advantage-giving program, be sure to get it from a legitimate source to protect yourself from the possible addition of cheats or key-loggers.

The best way for a player to kitten whether a specific third-party program could have any impact on another player or a PvP opponent is to ask:

  • “Does this program allow someone to play faster, better, longer, or more accurately than someone who doesn’t use it?”
  • “Does this program allow someone to ‘play’ when he/she is not at the computer?”
  • “Does this program allow the user to gain undeserved rewards?”

If the answer to any of these questions is “yes”—or even “maybe”—then we strongly recommend that you do not use the program because to do so may place your Guild Wars or Guild Wars 2 account in jeopardy.

Macros

Guild Wars 2 players are permitted to use macros as long as the macros are programmed with a 1 key for 1 function protocol.

  1. This means that if you program a macro, it must require one keystroke per action. You may not program a single key to perform multiple functions.
  2. For example, if you Press A and it results in the casting of a single skill, you’re ok. If you Press A and it casts multiple spells, you’re not ok.
  3. You cannot program a macro to perform the same or multiple actions on more than one account at a time.
  4. You cannot program an “auto-clicker” macro that, for instance, opens chests while you play elsewhere.

Dual- or Multi-Boxing

  1. You may use more than one account at the same time.
  2. You may use more than one computer at the same time.
  3. You must be actively playing on each account.
  4. And as stated above, you may not program your keyboard to perform functions on more than one account at a time.
    a. For example, if you press W on your keyboard to move forward, a single character on a single account should move forward. The keystroke or mouse click should not perform functions on more than one account.

What about musical instruments? I cannot quote the post but I belive ANet pushed out policy stating macro’ed music is not a competitive advantage and therefore Okay. Same question would apply to account multiboxing with music.

Warrior a hopeless class this PvP season?

in Warrior

Posted by: Voramoz.6790

Voramoz.6790

Sorry meant to put up RR here ya go:

http://gw2skills.net/editor/?vJAQRAsf5enEdAlkidhAWhAEliFjAzIAsBzZIjgVwy7t4mcfuA-TJBHwAAOJAq3fIZZgyPBAA

RR plus the Mending two condition SI (not on editor yet) and no stability meam every stun gives the RR PROC OF 2500 health and 1000 toughness. Berserk mode is 15 sec, Outrage 10, headbutt 20.

Things to buff / nerf before Leagues

in PvP

Posted by: Voramoz.6790

Voramoz.6790

I think Alacrity is not in a good place. I think Chronomancer should havr a higher personal Alacrity impact. Helseth said it best. Balance is balance. The nerf hammer is not balance.

I think staff using Daredevil and Berserker are still not in a good place. Balance patches should always involve bold adjustments and reworks and be followed by a tune down as necessary.

Warrior a hopeless class this PvP season?

in Warrior

Posted by: Voramoz.6790

Voramoz.6790

Here is the Shinryuku build I’ve been using:

http://gw2skills.net/editor/?vJAQRAsf5enEdAlkidhAWhAEliFjAzIAsBzZvF3k7zFZEsC+AA-TJBHwAAOJAlfCAq3fIZZAA

Here is the link to his guide:

http://youtu.be/F4E2HhF92vQ

I wish he went a little more into the combos and skill chains he uses. Eh? Shin? Eh? Also I just call it the Shinryuku build.

The newly beefed up heals are strong. I for one can’t wait for ESL for Metabattle to update. I have higher hopes for this season.

Nothing on the stances Cd ????????

in Warrior

Posted by: Voramoz.6790

Voramoz.6790

One other thing. The new King of Fires. Are you kidding me!? Crit? Crit has nothing to do with condi! Garbage trait.

Even the devs cannot see that they are trying to pull zerker in 3 different directions: crit, condi, stability. How can they not see this? Zerker is the definition of clunk, and the new king of fires trait makes matters worse. Did they not think about sundering leap finisher creating fire shield? So now that gets detonated? Bottom line: Berserker is in a place where it require Power, AND Condition Damage, AND Precision (therefore ferocity), AND lacks sustain.

What the kittening kitten?! Good news Warrior Fans! We will be sidelining Warrior for season two! It’s as if from the Berserker reveal to now everything Zerker is thought of with a huge downside or “you could be a god IF you had power, condi, AND crit, and that’s one of the limitations we came up with.” WELL NO KIDDING!!! EVERY CLASS COULD BE A GOD IF THEY HAD POWER, CONDI , AND CRIT!

(edited by Voramoz.6790)

Nothing on the stances Cd ????????

in Warrior

Posted by: Voramoz.6790

Voramoz.6790

Stances? Shoutbow used to be king because it had sustain. Stances are fake sustain at best. I’m not calling shoutbow to come back.

Warrior needs new sustain. Savage instinct and Dead or Alive are garbage and have room to add sustain. Same with always angry. Bottom line, new sustain is the needed answer.

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Voramoz.6790

Voramoz.6790

Make guardian F keys into tomes and vive them glyphs. Click tomes to swap the glyph effects, and then click again once in the tome to set it on a long cooldown. Then glyphs would be fiery, healing, and stability granting.

Scrapper changes

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

If it has a 40 sec cooldown make its duration 40 seconds as well. Otherwise this is too powerful of a nerf. I do not think sneak gyro will be dead, like so many otheres, but scrappers need work via gyros as is. I think a simple radius increase would solve pathing issues.

There are a ton of useless skills and traits which need revised. Even among elite specialization lines like scrapper.

good to return? Is war still bad?

in Warrior

Posted by: Voramoz.6790

Voramoz.6790

Point blank, Shoutbow nerf from june specialization killed the only sustaining warrior build. Sustain is the name of the game with the current Meta. And every Elite except Berserker and Daredevil has insane sustain (cuz folks when you’re dodging you’re dodging. It’s not an attack. You’re tring to evade).

Warrior and Thief (or Berserker and DD) are in dire need of heavy revision which goes beyond playability right down to core design.

Edit: to make myself unhappy I rewatched the Berserker reveal. All you here is terms like “sacrifice” and “downside” and “we got told to tone this down.” It’s sad to see that after all class development showed that inherent downside is bad, Berserker was made with downside in mind. Look at corruptions, they have tons of upside but they afflict the necro so they work. Headbutt and Outrage are the only skills with the upside to make them useful. It all just makes me mad. Now I’m building adrenaline…

(edited by Voramoz.6790)

[Suggestion] Warrior Redone

in Warrior

Posted by: Voramoz.6790

Voramoz.6790

Sustain is what warrior and berserker need and don’t have. Shoutbow was the only ever tru sustain build. Any build which relies on stances is only a temporary damage negation for trait sustain. Cleansing Ire is just one example of a major trait which should be a minor trait. But this alone won’t answer the problem. Berserker’s traits are so weak almost all of them could be rolled into three grandmasters and still have room for actual playstyle changing traits.

Upcoming Changes for PvP League Season 2

in PvP

Posted by: Voramoz.6790

Voramoz.6790

This season was an RNG slugfest with your team. Players with very set MMR waited in 5 minute queues to have just those one or two players who have no idea what they are doing.

At season open i blazed through a couple matches and expected, by virtue of decent MMR to burn through a few leagues pretty quickly. But ultimately league is no representation of skill and vice versa. This is not to disparage anyone who is lucky or skilled enough or is on a team and made it to diamond or legendary. But, as someone with very limited time to play, my MMR had me against Dragon rank players and good matches before this season one debacle. In season one my team could be poised to win, then suddenly something stupid happens. To say nothing of the atrocious unbalanced Meta…

I don’t expect to be handed anything, but I thought MMR would determine league at the start of the season. Hopefully these season two changes mean the more seasoned more avid PVPers can blaze up to where they belong and fight each other again.

Before the season a 440 to 500 game lead to map chats of “GG” all around. And I think that’s my biggest issue of all. Rewards are nice and expected in a PVP season and league, but all I want is good matches.

Blood Reckoning rework suggestion

in Warrior

Posted by: Voramoz.6790

Voramoz.6790

So I had an idea that would make Berserker more viable. I have hated the concept of Blood Reckoning since reveal. But while out on a run I had an idea (like ya do). Call it a suggestion.

Blood Reckoning: heal based on Adrenaline gain, and double in Berserk mode.

This would make Blood Reckoning the most dynamic and synergetic healing skill Warriors have. Every trait line has some adrenaline gain mechanic.

It would be a double edged sword as well. Activate Blood Reckoning with a base heal and an adrenaline heal and blow through Rage Skills leaves you healed pretty well but without them. Not to mention the plethora of traited skills and traits which could gain new life. Axe Mastery, Vigorous Shouts, skills like Signet of Rage just to name a few.

Overexcited? Sure. Is it the absolute answer for Berserker woes? Maybe not. But I think it would be awesome and reduce reliance on certain traits. And that’s my suggestion.

A simple gyro fix?

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

They only need to increase range. Problem solved, like 500 to 600 range. There is still a max target anyway. Following is fine if the range bumps up.

Edite: more AI and button control is bad and not the answer.

Rezzet's Review on Gyros

in Engineer

Posted by: Voramoz.6790

Voramoz.6790


many complain about gyros not following players properly but i actually prefer the erratic movement , think about it if your sneak gyro was always next to you your enemies would demolish you in pvp and as it stands it fools them into attacking its direction while im walking around it or next to it wich allows me to heal or wait for cd and then jump at the target who probably thinks he’d been destroying me all along

This is rather a misplay from your opponents than a benefit from the erratic movement. They should just target and quickly dispose of the sneak gyro.

If you happen to use gyros on uneven terrain or near some stairs/ledge they will completely fail to follow you, which in the case of heal or bulwark gyro may be fatal.

this is the one thing they should fix the annoying pathfinding it has indeed happened to me for example last night i spawned 2 gyros and they flew all the way down from the middle keep pointin pvp did a full lap and then itt returned and stayed by me wich would ve gotten me killed if i was in actual combat

Do gyros need to be faster? Sure. But rezzet is absolutely right about Sneak Gyro in PVP. If it was on top of you it would be nothing but a mobile shadow refuge, and just as easy to bombard. As it plays now, you may or may not be under the gyro. Opposing player can bombard the stealth area or kill the gyro. In either event the Scrapper should have a good amount of stealth already, and can easily say Thunder Clap the Ranger and set him up for burst.

Saying an opposing player can bombard the stealth area or kill the gyro outright takes the Scrapper player out of the picture and puts this scenarioin a vacuum. Many times already, I’ve bursted down a player or hit very hard while revealed to have my still very much alive Sneak Gyro stealth me again.

Anyone use gyros?

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

I do like gyros. Without trying to put a too serious a build together, having all the defensive gyros together makes you a beast on the point in sPVP. Engi has never felt that way.

The cool thing is, three defensive gyros counteract power burst, purge counteracts condi pressure nicely. I throw in a shredder for the whirl finishers. And btw, Final Salvo is required. Do they replace kits? Probably not. But where kits have offensive flexibility and rotations, gyros have defensive flexibility.

I love it, but I still agree with the feedback of many who say they are slow, and Function Gyro needs more play to it.

Why is Rapid Regeneration Inert?

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

It is effective because Backpack Regenerator does not scale all that well. Still superspeed does not stack. With superspeed AND swiftness (a combo that does not stack effects) it offers a lot of Regen.

But you are right. It should scale. That would improve bunker ability.

Blast Gyro Bugged

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

It is called “Blast Gyro” but is does not do a “blast finisher.” Blast Gyro is that skill that needs to use the art, scrap the mechanic (see what I did there?), and give it a new ability.

Since inception, since reveal, we all knew it would be awkward. It’s like a chain skill that isn’t. It is highly dodge able, difficult to land, does no damage. Maybe like its far more useful brother (shredder with its 12 whirl finishers) it should just go somehere and do blast finisher, or follow the scrapper and do blast finishers. But the throw dart thing is frustrating, and to top it off, the damage isn’t even there.

Personal Battering Ram, you have a successor. Congratulations!

Powerful Auras nerf

in Elementalist

Posted by: Voramoz.6790

Voramoz.6790

Lately ArenaNet has wielded the term “fixed a bug” in order to nerf things. “Bugs” which were always intended behavior. Look at Rune of the Trapper. 3 second stealth was always in the description. “Fixed a bug in which….” Hahaha I see what you did there!

Static Discharge + Action Camera

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

It works fine with action camera. And it wasn’t that bad before. You just had to aim your character in the general direction of your targeted enemy.

This game is not a first person shooter. SD has only ever worked “correctly” with targeted toolbelt skills. ANet refuses to fix non targeted toolbelts. I suspect SD would be more powerful and viable if they did. I think ANet is worried SD would become the new “explosives line incendiary powder” meta in all builds and every game type. But i think not because now the requirement to use all of the tools line changes things.

Orbital Strike

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

I can’t even see it now. It is bad now. Game mechanic affecting.

I am pretty certain i put the field in the right place to blast it, but now I can’t even see it to ensure that I did.

At least put the pre-cast somewhat back. I CANNOT SEE IT.

Edit: Anet just keeps making mortar worse. FIRST they nerf auto attack damage. Okay I understand this. SECOND they take away its awesome and smooth shoulder fire animation (giving us an awesome alternative to the hideous hip shot) and make an awkward animation with more (or at least perceived) aftercast. NOW they took out one of the coolest animations engineers had. And not from player feedback. The phrase if it ain’t broke don’t fix it comes to mind.

(edited by Voramoz.6790)

Scrapper post launch feedback

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

Point Blank. Gyros are still way too slow. And Function Gyro needs to be able to do more than just stomp rez.

Edit: I’d also like chemical field to have more functionality. Poison fields are not that novel. Maybe keep it a poison field which transfers conditions off the engi? Wishlist type stuff.

(edited by Voramoz.6790)

Function Gyro

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

I miss the icon. In a busy fight, the lil dude is tough to see.

Edit: I do like lil dude tho. I turned off my toy golem mini. Now he just needs to do a lil more than stomp rez.

Post BWE3 Scrapper Changes

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

There needs to be a half second pr quarter second after cast on gyros before detonate. It is too easy to hammer a button and summon then detonate a gyro prematurely.

Upcoming Global Change to Player Minions

in Guild Wars 2: Heart of Thorns

Posted by: Voramoz.6790

Voramoz.6790

I thought this was a systemic change. Not just a PVE change.

So in other words for PVP and WVW nothing was done. The viability of minions in PVP is just as much an issue as in pve. Pets run through fire over and over.

Maybe a less dramatic shift like 50% damage reduction?

But now this will serve to discourage new pvpers who mostly pve. They will come in and wonder why their pet dies literally 95% faster in pvp vs pve.

Post BWE3 Scrapper Changes

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

I propose Blast gyro gain a blast finisher to synergize with air fields, swiftness, and superspeed. Since blast gyro’s purpose is to explode, I propose it gain a verrrry short cooldown of about 15 or even 10 seconds. This would make it incredibly viable, even strong. Heck even 20 seconds would be good. Just to make it competitive with other blasts.

But i will say, I still don’t like the wonky dart mechanic.

(edited by Voramoz.6790)

Daredevil updates, post BWE 3 (launch)

in Thief

Posted by: Voramoz.6790

Voramoz.6790

…along with whipping a staff around wukong-style I really want to be yelling “your martial-arts are pig-dung!” at the screen…

SUPERIOR RUNES OF THE DAREDEVIL

(1) +25 Condition Damage
(2) +10% weakness duration
(3) +50 Condition Damage
(4) 25% chance when struck to inflict weakness for 5 seconds. (Cooldown: 20 seconds)
(5) +100 Condition Damage
(6) 7% of Condition Damage is converted to Toughness.

I dunno if condition damage would be good for a daredevil rune. I mean, the “official” daredevil weapon is staff, right? Wouldn’t +power be more fitting?

That said I really would want the set as you have it with condition damage, just dunno if calling it daredevil runes would seem right.

No, that’s good feedback. I’m probably biased by my preference for using Thief as the platform for condi-bunkers. With staff being more of a power weapon you’re probably on the right track.

The whole purpose of the spread of skills is to create more runes around them. Whatever it is it should (and I project will) be “on physical skill use do x.” Creating new runes around numbers boosting is not compelling. All the new runes should affect skill types and therefore have multi-class implications.

The future runes of the Dare Devil should have implications for Warrior as well, making Warrior Physical Skills more viable (or potentially being ignored as it might not fit the warrior idiom lol).

What we absolutely do not need is more “runes of the scholar” or runes which number boost to fit a “type of gameplay.” New types will emerge around runes which affect skills naturally. We already have runes of the scholar after all, and plenty of runes which affect numbers.

(edited by Voramoz.6790)

Post BWE3 Scrapper Changes

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

More rapid button presses is the answer. I lile this change.

But what about blast gyro? The whole tag thing is awful. It cannot be landed consistently. It should be a blast finisher. And also shouldn’t detonate blast gyro achieve the launch? Shouldn’t blast gyro thro down final salvo on death?

Bypass coating is garbage. Why take it? Better to tale slick shoes for sure. Please rethink bypass coating. Maybe make it shadowste somehow? Hence “bypass.”

(edited by Voramoz.6790)

Wait what? Sneak Gyro? (wiki)

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

A lot of people talk bad about Sneak Gyro. I suspect they did not play it.

You still have mad stealth while a player attacks your sneak gyro, it isn’t dead, and you thunderclap him from stealth. All while he tries to attack the gyro because he had no other option until you become revealed.

It is a very strong close range juke. It is also insta cast so it can deny stomps and CC bursts. Not to mention its game changing tool belt.

We want Zealot Amulet for HoT

in Guild Wars 2: Heart of Thorns

Posted by: Voramoz.6790

Voramoz.6790

Apothecary stat. And Dire stat.

Whats up with ferocity? Can we get a stat that focuses on it? I know it has to have precision, too.

(edited by Voramoz.6790)

Medic Gyro vs. Healing Turret

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

I tested pure gyros in SPVP a lot. I jus wanted to see what it was like, maybe I’m just a masochist.

Defensive gyros are better than you think. Medic, Bulwark, Purge, and Sneak have insta-cast. Meaning while disabled they are usable. This is very good at denying and mitigating CC bursts. They are not the be all end all, and should not be. But Medic saved me a few times. Medic also heals nearby allies for a powerful tic while up.

Bulwark can mitigate a single target burst this way. And Purge is actually a powerful condi remover in the short run, mitigating the need for heal turret’s condi cleanse. Sneak is also usable to stop a burst as you go invisible and become Un-targetable.

Insta cast is what sets the gyros apart, almost removing the need for a true Stunbreak. Now does Scrapper need a gyro stunbreak? Absolutely, lol, there are other reasons to break stun than just burst mitigation. Are Gyros, and Medic Gyro in particular perfect? No. I feel like Medic could use a little something more, but imho, in my testing Medic is at least Engineer’s second best heal, and in some situations could be better.
Edit: the water field also is insta cast and gives protection. And you can (or not cuz it’s crazy) as I did drop a shredder in the water field for water+whirl.

(edited by Voramoz.6790)

Dragonhunter updates, post BWE3 (launch)

in Guardian

Posted by: Voramoz.6790

Voramoz.6790

I like the changes I see.

Spear of Justice still needs to be a projectile finisher and Wings of Resolve still needs to be a leap finisher. These are small changes which should further justify taking Dragonhunter and reduce the pain from loss of instacast: proactive vs defensive.

I would still like to see one or two traps open up fields like light or fire.

(edited by Voramoz.6790)

Post BWE3 Scrapper Changes

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

I’m loving these changes. Thank you, Irenio.

Thank you for recognizing the function gyro needs something more. Even in its new state, it is still just a minor trait with very little to make it competitive with some other lines. There have been a lot of great suggestions so I won’t go into it here.

The gyro cooldown changes is what we all wanted. Thank you, that one is awesome. And I wanted to plead on behalf of rhe rest of the channeled skill classes. Abilities like Mantras, Spirit Weapons, and Ranger Spirits need that kind of change too.

You rock, and thanks.

(edited by Voramoz.6790)

How to save dungeons

in Guild Wars 2 Discussion

Posted by: Voramoz.6790

Voramoz.6790

Their announcement was garbage. It did nothing but raise questions.

- Will tokens be increased?
- Will they tone down difficulty to shorten the dungeons? Dungeons are not short.
- Is this just a straight nerf to encourage dungeon players, an elitist group, to mingle with the hoi polloi on map rewards? Raids they will do, but maps?
- How will they increase dungeons feeling rewarding while decreasing liquid rewards?

This is a bad move. The arguement for dungeons has always been that they are already not rewarding enough. And never “I want more gold from dungeons” but always “the rewards are mostly an indistinguishable loot piñata from dungeon to dungeon.”

I would argue that pvp dungeon tracks with 4 weapons and an armor per dungeon track that the pvp dungeon travks are more reward skins and token wise than the actual dungeon.

And if they reduce “liquid rewards” without increasing distinguishable rewards like dungeon skins and tokens, then as a community, especially the dungeon runners whether they shift to raids or fractals or not, has a right to be mad.

Edit: another question:
- What specifically will raids do to replace dungeon rewards?
- What system of rewards will raids have that is comparable to dungeons?
- And lastly, though I understand secrecy here, new skins? Will there be any by launch? Will we wear the same skins we already have forever?

(edited by Voramoz.6790)

Ranger downstate

in Ranger

Posted by: Voramoz.6790

Voramoz.6790

I personally would like to see everyone have function key skills in downstate. It would add to the variety of downed state and give greater odds of getting up…. Though in some cases (elixir r) too great a chance.

Berserker BWE3 Feedback

in Warrior

Posted by: Voramoz.6790

Voramoz.6790

Blood Reckoning is still garbage. The purpose of a heal is not to gain a minor stat boost. It underperforms and is a ticket to being dead in pvp wvw.

No “change this timer” on blood reckoning. I love Berserker. But blood reckoning needs a massive redesign. Same as Litany of Wrath which is also garbage.

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

Truthfully, Scrapper was not as bad as I thought it might be. I stand by the idea that Function Gyro is too weak to be our “elite specialization” mechanic. Maybe if it did other things like interact with switches.

But here we go down the line:
Function Gyro: not happy with this as our elite mechanic. Should join with Decisive Renown. But at any rate. Reduce Cooldown.

Adept
Recovery Matrix: Not really a compelling trait.
Shocking Speed: Near required for healing sustain. Superspeed must stack.
Stabilization Core: I pulled of some gyro stomps without this. But overall the stability is a lot more meh than I think some people though.

Master
Decisive Renown: not a bad trait, but along with function gyro, goes unseen for a long time. In a teamfight stomps happen, but in 1v1 downed state is sort of the end. Roll together with function gyro.
Expert Examination: a PVE trait for sure. Not really competitive with RR in my testing.
Mass Momentum: Juggernaut synergy was a no go really. Scrapper itself is pure power damage what with air fields. I didn’t really like this one.
Rapid Regeneration: A good sustain trait. Does not scale with Healing Power Though. Again, Superspeed stacking?

Grandmaster
Impact Savant: Must affect stun and daze, or else pointless.
Final Salvo: I got a good bit of sustain here. Superspeed stacking? Gyros die too fast so there were a lot of lightning fields that’s for sure. This felt mandatory for gyros.
Adaptive Armor: Synergized with things like Hoelbrak runes and Mecha Legs. It was ok and synergized ok with mass momentum, but I felt a sustain loss without RR.

Hammer
Auto Attack Chain: Clunky and not a fluid as it should be. As powerful as it is, it is awkward on the swing, discouraging its use.
Electro Whirl: I liked this but I’d like to see a wider swing with a more generous hit box.
Rocket Charge: miss miss hit. Turn this into an attack chain somehow. Maybe set on cooldown if the first boost is used at all. Allow each jump to be separate. I know that is asking a lot, but everyone knows it would be awesome.
Shock Shield: better than I thought.
Thunderclap: change name to Thunderstruck (lol)

Gyros
ALL Such skills (Spirit Weapons, Mantras, Turrets, Ranger Spirits, Warrior banners) Should be changed to have their cooldown running DURING their duration in spite of the chain skill. This would mean some minor rebalancing (ok across a lot of classes) and allow for greater uptime with more abilities. This was not originally my idea, but I support it. But DO NOT make super long cooldowns. Again this is long term feedback for a lot of broken skills. All gyros have too low health, defense, and durations. Making them awkward and they get a poor grade as such. Even thought defensive gyros are insta-casted (+1 you did good there) the class still needs 1 if not 2 stunbreaks on gyros.

Medic Gyro: all defensive gyros have a nifty, while stunned, insta cast. Extend duration, or shorten cooldown. Should be like 50% uptime.
Reconstruction Field: I like that this and Defense Field follow the Scrapper.

Blast Gyro: Unlandable, awkward wonky. Make a chain where it’s more like analyze, insta casted and it just relentlessly hunts down target. Anything is better than the convoluted “hit with a dart (or miss), then the gyro runs at the target (or dies), then the gyro blows up the target (or misses).” Draw that out as a flow chart and tell me what you see wrong. Not 1, but 3 potential points of failure. Eliminate Blast Gyro Self Destruct. Just make it Blast Gyro Detonate and that alone will give this guy some power.
Bypass Coating: Sooooo non-stunbreaking slick shoes? This just needs a rework.

Bulwark Gyro: 1v1 awesome. Teamfight, Dead. Needs health and Armor.
Defense Field: No complaints, +1 you did good.

Purge Gyro: Needs health, and like all gyros, longer duration.
Chemical Field: Poison field niche is tiny gameplay wise. Turn this field into a mini Signet of Spite with all the conditions the Gyro cleansed (not really just all condis).

Shredder Gyro: Weak without a field. Up the damage… or add bleeding hence shredder.
Spare Capacitor: Why not a more fun mobile air field? I’d like all gyro fields to be mobile.

Sneak Gyro: I never encountered the bad AI bug. I love this guy. As has been said, All gyros should follow you like Elementalist Rock Barrier. Gyros have pathing like stupid minis almost.
Detection Pulse: Awesome ability. I enjoyed it.

Detonate Any Gyro: Blast finisher please? Or at least whirl finisher as they whirl to their doom. There is no real reward for this. As has been said, Duration+Health+Cooldown=Weak. So why do we want to detonate any gyro vice letting it get killed. I really hoped Gyros would have chain skills to make them compete with Kits. Detonate gyro lacks real justification gameplay wise. Or just remove it?

Overall, Scrapper was not as bad as I thought it would be. But, back to my biggest concern. Take away the Hammer and just take a rifle, Take no gyros and just take kits, and this becomes not an elite specialization. That is not true of Elementalist, as they still have overloads, or Warrior as they have Berserk mode, etc. The Function gyro is just another minor trait at best. I like how Scrapper plays with Hammer and Gyros as it feels like it has a new identity. Overall Scrapper should have had an upkeep bar for gyros or something, and who cares if that would mean stronger and mandatory gyros. I love the way regular Engineer plays, and I like the way “full” Scrapper plays. We need a strong alternative to kit swaps.

Nonexistant minor for Tools

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

I see what you mean, and maybe I’d like to see this, too. BUT, they also reduced alot of toolbelt skills by 10% and 15% baseline with the specializations patch.

I’d like it, but with the history of toolbelts in mind it’s almost asking for power creep.

Technomancy: Like it?

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

Or engineer wells. I like it.

Since the Scrapper Reveal

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

Hammer, while its skills bear testing yet, I’m not too happy about. Only in Auto Attack and Rocket Charge do you really swing the hammer. Since when are auto attack chains a thing in spvp? They are highly situational, and I’ll even grant hammer auto attack seems like a good one. But I wanted to swing the hammer more. Three of the skills are a swirly energy field, an awkward looking block, and lightning. But that is opinion based and has nothing to do with the actual mechanics or yet unknown feel of the weapon.

BWE is coming this weekend. That will be our big opportunity to validate or invalidate the many complaints. I for one expect the complaints will be largely validated.

Your complaint is that there aren’t more than 2 or 3 abilities on the hammer that have a swinging aesthetic? That’s totally subjective to personal tastes, no?

I said in the post that it was opinion based. Hammer seems ok. Lack of a true elite mechanic and clunky gyros are the real problem with Scrapper. But you’re right, rereading that post made it sound like i hated the hammer. I’m not concerned with the hammer.

(edited by Voramoz.6790)

Chaith's Idea for Robust Scrapper Identity

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

In my opinion, the Function Gyros need to be strong pillar for the mechanical identity of the Scrapper, what really sets apart a Scrapper from an Engineer. This is the class mechanic we get from the first minor trait, a parallel to Reaper’s Shroud, Celestial Avatar, Overload Attunement, Continuum Split, Dragonhunter Virtues, Facet of Nature, Primal Bursts.

Other than the Scrapper, only the Daredevil’s third dodge bar doesn’t really alter the profession mechanics significantly from the core profession.

This I agree with. Engineers didn’t really get a mechanic like other eite specs. Function Gyro is not finished or game changing. The biggest thing Scrapper gets is rapid regeneration, but Scrapper cannot apply swiftness to themselves using Scrapper skills. Synergy with other trait lines should not be required and right now it is.

I don’t like the Elite mechanic idea. I dunno it just sounds sort of clunky. After rereading I agree with your trait feedback. If scrapper is melee then they need more of a warrior style trait passivity bump which your feedback addresses.

We are agreed on the most important thing though. Scrapper did not get a true Elite Specializaion mechanic which changes the way they play. And the next BWE will help validate this. I won’t pretend to know what that is. But we all agree that Scrapper needs to be better.
Edit: reread and tweaked for clarity. Changed mind about scrapper traits. OP has good ideas with the traits. Upvoted.

(edited by Voramoz.6790)

Since the Scrapper Reveal

in Engineer

Posted by: Voramoz.6790

Voramoz.6790

Hammer, while its skills bear testing yet, I’m not too happy about. Only in Auto Attack and Rocket Charge do you really swing the hammer. Since when are auto attack chains a thing in spvp? They are highly situational, and I’ll even grant hammer auto attack seems like a good one. But I wanted to swing the hammer more. Three of the skills are a swirly energy field, an awkward looking block, and lightning. But that is opinion based and has nothing to do with the actual mechanics or yet unknown feel of the weapon.

BWE is coming this weekend. That will be our big opportunity to validate or invalidate the many complaints. I for one expect the complaints will be largely validated.