Showing Posts For Wall E.5349:

sPvP "queue abandoned" bug

in Bugs: Game, Forum, Website

Posted by: Wall E.5349

Wall E.5349

Unable to queue in unranked sPvP as a 4-man party. Everytime we get a pop-up, everyone accepts to enter the match but it says “queue abandoned. You have been removed from matchmaking and must queue again” this has been going on for days now. We are able to queue for ranked though without a problem

Meet the Crapper! Engi's elite disappointment

in Engineer

Posted by: Wall E.5349

Wall E.5349

The hammer looks good and after watching the reveal, I don’t think there will be a problem of gap closing.

However I’m not convinced that the scrapper will be joining the meta for wvw frontline. At least not in T1 blob fights and GvGs. It seems like the survivability is coming from blocks, which we all know necro wells are unblockable. I still think warriors and guardians will be much better at frontlining with their ability to purge and cleanse, instant rez, blast water fields on a relatively low cd and very importantly, give stability. What I can see happening for a scrapper trying to be on frontlines is that we’ll survive leaping in, as the hammer rocket charge is an evade as well, but we won’t survive trying to get out of the necro wells and static fields remaining in the area after the initial leap.

What I can see happening is the scrapper having a possible counter pick-team role -going on the hunt for thieves to protect your backline during the fight.

The gyros look really really disappointing though. They look waaaaaay too fragile. They are something you DEFINITELY WON’T want to take with you in PvE. Imagine trying to heal up with the medic gyro in combat and it just goes down within a second after summoning it. Same goes with the other gyros. I can only imagine 2 gyros being useful in PvE. The functionality gyro (imagine picking up a downed ally with this and Elixir R at the same time!) and the sneak gyro to skip trash mobs in dungeons.

In sPvP I don’t quite see the gyros playing a significant role either. Except MAYBE for the purge gyro and functionality gyro if they don’t go down in 2 mesmer auto attacks like our turrets do >_>. The stealth gyro is just too unreliable for a stealth mechanism. Unless you are planning to attack and stealth up way before going into battle. That kitten thing just follows you around while you’re in stealth and it doesn’t stealth up itself. Which is a big problem cause like the video showed, when the gyros are destroyed, they do damage around them. This is gonna apply the reveal buff on you. So now way you’re gonna escape a thick of battle by stealthing yourself with the sneak gyro =/ The toolbelt skill for the reveal might be useful against PU mesmers and thieves though. But are these gyros really worth taking over the sPvP skills many of us engineers and our builds are pidgeon-holed into taking? (Grenade kit, Toolkit, Elixir S, Healing Turret). So far I’m not convinced.

Meet the Crapper! Engi's elite disappointment

in Engineer

Posted by: Wall E.5349

Wall E.5349

SD scrapper .

All I want.

It could be interesting I guess. BUT only if they fix SD and after 3 years of complaining I kinda don’t expect them to. Right now the lightning from SD needs to be manually targeted with your line of sight if your toolbelt skill isn’t an enemy-targeting attack skill. And from the looks of it, all the gyro toolbelt skills aren’t =/

Meet the Crapper! Engi's elite disappointment

in Engineer

Posted by: Wall E.5349

Wall E.5349

Sup fellow engineers!

After 3 years of maining an Engineer and playing every game mode, I have come to realize that the way to deal with engineer changes, is to anticipate them being a major let-down until proven otherwise! Having so many patches breaking our builds (talking about the builds removed entirely from the game – 100 nades, bunker elixir infused bombs, and I might even dare say turret engi) I have decided to poke some skeptical fun at the spec reveal.

IT’S HAMMER TIME

Could it also be glitch time? With this specialization we’ll be going into melee mode and only have 1 skill that closes the gap between us and our enemies which is a leap skill that will probably glitch out and get stuck on a single pixel jutting out of the ground during a leap towards an enemy. Think of it like toolkit #5 magnetic pull that 90% of the time just makes your enemy trip and stay in their location. Or like your rocket boots, where sometimes your character makes a right or left turn 90 degrees during the jump. Or like warrior sword #2 leap, where half the time the attack itself misses.

Meet the Miniature Mechs Target Practices

Like turrets, gyros be dying in 1-2 auto attacks from a GS mesmer, take condi damage, can’t receive boons and have a high CD!

The Sitting Duck

So maybe leaping in to close the distance might not work, maybe we get conditioned and CC’ed to the moon cause our purge and stability gyros die within 2 seconds of being summoned. So let’s have stealth as a viable option – but nope! Your gyros will remain visible and follow you like a big “HIT ME” sign. And just like the evasive powder keg punishing you out of stealth simply by dodging, the gyros will damage enemies around them when destroyed, applying the reveal buff on the engineer! That leaves us then with the option of weapon swapping to our rifle.. Oh wait….

But all in all I think scrapper might be fun to play, but just like turrets, they won’t be a meta in any game mode.

(edited by Wall E.5349)

IT'S ON!!Drones gonna be godlike

in Engineer

Posted by: Wall E.5349

Wall E.5349

nah gyros will be probably like turrets. they die in 2 hits from players and 1 hit from creatures and have a high CD.

they’ll also probably have the AI problems of minions from necromancers. where you can have an enemy in melee range auto attacking you for 45 seconds before the gyro reacts. and when you command the gyro to fly over to a downed state enemy to finish him, the gyro will get stuck on a single pixel jutting out of the ground.

Meet the Scrapper [Elite Spec Discussion]

in Engineer

Posted by: Wall E.5349

Wall E.5349

i think the gyros will be exactly what the turrets are right now..

-high CD
-die in 2 auto attacks in sPvP
-die from a single PvE creature attack
-creatures in PvE go straight for the gyros
-AoE from creatures in PvE kill gyros in 1 hit
-traiting for gyro survivability causes them to die instead of 2 auto attacks in 3 auto attacks in sPvP but still from a single attack from a creature in PvE

and then as with turrets, anet will realize that the gyros are underwhelming after years of us complaining. they’ll then buff up the survivability so it is at least viable in sPvP. then the people who didn’t even bother to take the time to understand how to counter the gyros, like with turrets a while back, will flood the forums with complaints and then the gyros, like the turrets, will be nerfed to the ground and no one will use it again.

How to improve the Engineer

in Engineer

Posted by: Wall E.5349

Wall E.5349

Pistol:
- increase the bleed duration or damage from pistol 1. the skill is so useless right now
- with the new changes to posion, i think pistol 2 would do better if it was a focus fire, instead of the bullets flying everywhere except at your target. sometimes i see only 1 or 2 bullets from my whole volley hit an enemy at 400 range…
- offhand pistol 5 – the glue gun i feel needs a velocity increase

-elixir gun #2 skill needs a velocity increase. i feel that this skill was designed to chase an enemy down, given that it applies cripple and gives swiftness to allies. however i haven’t found it to be of any use as it misses 95% of the time when the enemy is running away even at 200 range walking in a straight line casually….

- the explosive GM trait that makes your dodge bomb a blast finisher with 10 sec ICD is just messed up. you can’t control when you want to blast in combat as it is tied down with your dodge. instead they should make it so that your first bomb skill is a blast finisher and it gives you this icon when the trait is not on CD, so you know when you can blast it.

- the rocket turret toolbelt skill should be reverted to back to what it was, a direct fast flying rocket at the enemy. i don’t know why they even ninja nerfed this to the slow and fly highing rocket it is today in the first place. back when turrets were actually useable in pvp, i never recalled anyone going “hey jim. please don’t rocket toolbelt me. that skill is crazy OP”. you can’t hit a moving target more than 500 range away. sometimes you can’t hit even a stationary target cause the rocket hits a ceiling… if anet intended for this skill to be short range, i think they should just decrease the range instead of making this skill so clunky as it is…

(edited by Wall E.5349)

Does ANET really hear you engis?

in Engineer

Posted by: Wall E.5349

Wall E.5349

i think that Anet takes a long time to address engineer issues because there are simply more people playing other classes than engineer and thus Anet focusing more resources on the other classes to fix their issues first pleases more people.

i don’t quite like their solution, which took 3 years, for the hobosacks though. first the weapons drawn is ugly as kitten, and second our kits still don’t show off our legendaries which is the main reason i still haven’t gotten one. cause half the time i’m wielding a kit.

apart from the hobosacks, anet also took their time in solving some pretty painful engineer issues in the past:

1) Rifle #5 back then was hopeless. slow animation, clunky, low damage for those of you who remember..

2) rocket boots back then was a self CC. you’d just fall backwards and CC yourself which was laughable…

if i remember correctly, it took slightly more than a year to fix these 2 issues. especially the rocket boots which was talked about ALOT

Vote for the Profession Collaborative Development

in Profession Balance

Posted by: Wall E.5349

Wall E.5349

1. Ranger
2. Engineer
3. Elementalist

Sorrow's Embrace Path 2 bug

in Bugs: Game, Forum, Website

Posted by: Wall E.5349

Wall E.5349

This bug occurred to my team after we defeated all 5 of the foreman.
The next portion of the objective triggered, which was to “open the gate to the quarry” and “protect tarleov”.

Tarleov and Rasolov were stuck however, they wouldn’t move or trigger any battles or the next objective. Had to end the dungeon there and then..

Clocktower's new skeletal hands mechanic

in Blood and Madness

Posted by: Wall E.5349

Wall E.5349

That’s strange. Because I was the fastest in the lot I went with, and got skeletal handed. While the feller well behind me went on and won the jump without getting skeletal handed o_O

Clocktower's new skeletal hands mechanic

in Blood and Madness

Posted by: Wall E.5349

Wall E.5349

No, they appear at random to anyone and send you out of the jump. So it’s like playing the lottery now. You gotta be lucky that the hands don’t appear from the floor and hit you, cause even if you’re doing really well in the jump, you’ll just get ended.

Clocktower's new skeletal hands mechanic

in Blood and Madness

Posted by: Wall E.5349

Wall E.5349

Well, I don’t remember the hands appearing that often. I remember that they only appeared once the green vortex is close to you, meaning you’re too slow…

Now they just appear everywhere.

In the middle of a jump skeletal handed
While waiting for the platform to appear skeletal handed
When you first get teleported in skeletal handed

And to be honest, I think it’s the most stupid mechanic in the clocktower JP. It doesn’t make things more challenging. It just makes the JP stupid.

Clocktower's new skeletal hands mechanic

in Blood and Madness

Posted by: Wall E.5349

Wall E.5349

They’re just appearing so often now. I can be incredibly fast but they still bite me in the kitten . The fastest record I’ve seen them appear on myself now is within 3 seconds of being teleported into the tower.

I compeleted the tower once already, but decided to do it again for the daily achievement. But now it’s just seemingly too ridiculous >_>

Let's get it together

in Warrior

Posted by: Wall E.5349

Wall E.5349

The only problem is that they forgot to adjust the amount of damage we as warriors are taking, when we are using it. I do not recall any other class to take 50% more damage while using quickness.

I believe you may be mistaken http://wiki.guildwars2.com/wiki/Elixir_U

Maybe but i do not think so. I am not talking about the random utilily that the Elixir u gives you. The warriors quickness is always coupled with the 50% damage by using frenzy. http://wiki.guildwars2.com/wiki/Frenzy_%28warrior_skill%29 In other words, frenzy is a mechanic to offset a beneficial effect such as quickness. The only catch is, that it comes with taking 50% more damage while using it.

Regards Seed

my friend, the elixikittenll for engineers is also always coupled with that frenzy; 50% increase in damage taken, in addition to haste; removing all your remaining endurance and endurance regeneration

the random utility is in the tool belt skill of the engineer, (i.e F1-F4 buttons)

on a side note, i think warriors do need more love in pvp

Engineer Deployable Turrets Broken Again

in Bugs: Game, Forum, Website

Posted by: Wall E.5349

Wall E.5349

Noticed this with flame turret being reverted back from 25 sec to 40 sec cooldown with the trait equipped

Deployable turrets still give old turrets

in Engineer

Posted by: Wall E.5349

Wall E.5349

Flame turret 40 sec CD with deployable turrets

Let's get it together

in Warrior

Posted by: Wall E.5349

Wall E.5349

The only problem is that they forgot to adjust the amount of damage we as warriors are taking, when we are using it. I do not recall any other class to take 50% more damage while using quickness.

I believe you may be mistaken http://wiki.guildwars2.com/wiki/Elixir_U

Bug cliffside fractal

in Bugs: Game, Forum, Website

Posted by: Wall E.5349

Wall E.5349

I can confirm this bug. Happened to me just then as well

AC Explorer Path 1 Hodgins Bugged

in Bugs: Game, Forum, Website

Posted by: Wall E.5349

Wall E.5349

The first run, I skipped oozes. But the second run, I cleared everything in my path including Kholer. Both runs Hodgins bugged out….

AC Explorer Path 1 Hodgins Bugged

in Bugs: Game, Forum, Website

Posted by: Wall E.5349

Wall E.5349

This bug has happened to me twice today, once each in a different group.

After we defeated the graveling burrows, got the 1st scepter piece we reached the check point to activate Hodgins to tell us that the 2nd piece is missing.

Except he doesn’t activate anything upon reaching the checkpoint. He just stands idol. We tried killing Hodgins, killing ourselves, re-entering the dungeon but he just wouldn’t do anything.