They could add it everywhere if, and ONLY if they separate these things by rarity.
You can’t really sort them by rarity in their current form, because no loot roll has been performed for what loot will be contained in one yet.
It somewhat defeats the purpose though if they are sorted by rarity since there is no chance involved then, for rares at least.
I think because exotic drops are so rare anyway, that they could have their own unid item, since IDing exotics can be a great windfall or just 60s.
Well, could they just stick with stackable bags and gear that has no sigils or runes on them at all? I mean let’s face it, those kittens are worthless, they might as well be an item only made through crafting.
How about one of the giant tanks they have in the black citadel? OR, an airship!?
Yes please. I’m a kittening Iron Legion Charr Engineer. I design and build vehicles, not carry a zoo around in my pocket.
(edited by Weylin.6478)
They could add it everywhere if, and ONLY if they separate these things by rarity.
Why would I want to ride a raptor or some other zoo animal when I could ride a metal as kitten charr themed dune buggy with rocket boosters on the back?
Exo suit for the jumping mount and hovercraft for the skimmer, too.
Thanks in advance.
I still like the idea of them acting with a bit more control.
Maybe their movement could be a bit more ‘scripted’ rather than being a literal object? Like, instead of fudging around trying to find a path, just literally fly in a direct path if it’s not directly obstructed?
The way gyros work just makes no sense to me.
Sneak gyro could just as well be an engineer stealth emitter
Shredder gyro could be, I dunno, a spinning blade you throw on the ground, why an overly complicated gyrocopter?
Blast gryo… just a projectile bomb you could throw directly, the pathing is idiotic.
Medic gyro? Could just be a special effect that floats by your head and shoots a healy beam at wounded targets.
All of it is gimmicky trash that could be done better with something more simple.
If they’re going to make them overly complicated, then I want that complexity to pay off with versatilty, which is where ordering them around and managing them like fighter squads off a carrier comes in.
On foods and traits that give you a stat based on another stat, show exactly how how much is gained by it.
Also, show how much is actually gained from those 25 stack sigils by hovering over.
Instantly inflict 0.5 seconds of burning per shot on targets not on fire.
On burning targets, add 0.5 seconds of burning per shot to the stack with the least duration, but don’t add additional stacks.
With this, Flame Jet immediately sets a target on fire, who will burn for a single stack of 5 seconds after a full shot. This will also extend any burning that is about to expire, equalizing, increasing, and maintaining existing burn stacks.
At the moment, sweeping with the flame thrower will only utilize your Power stat, leaving Condition damage out of the loop until the last shot is fired.
Change it to “Electrified net” with a 1.5s daze along side the immob?
Or maybe if they continue using turrets in spite of them sucking, anet will see enough uproar to possibly consider buffing the kitten things?
What gets more attention drawn to get something fixed? Never using it, or being such a useless mess that even the other professions start crying to anet because of the useless engineers on their team?
I really don’t understand why you give them path finding and ‘AI’ when all of them are lackluster one-shot abilities that have them run out of fuel and self destruct in 5 seconds.
How about something like this? There’s a lot I need to cover, so apologies.
When idle, equipped but inactive gyros fly by your side like the function gyro. In this state they can’t be harmed and are standing by for command. They must be by your side like this to use the corresponding tool belt skill.
Using the slot skill button will either order that gyro to an enemy or ally, or to a general area, this can be done repeatedly to give them new orders. This way, you can order your medic or stealth gyro to heal and follow specific allies. Gyros can be ordered around like this until they run out of fuel, at which point they automatically return. Their fuel can be represented by the ammo count number.
Using your tool belt while a gyro is deployed will call that gyro back for repair and refueling manually. Refueling rate will depend on the gyro. A Gyro can be launched again before having maximum fuel, but there would be a small 5-10 second minimum cool down period.
If destroyed, the gyro skill will go on a longer cool down, and resume refueling once it’s repaired.
That’s roughly it. Make them more like robotic flying minions rather than mentally kittened field skills that struggle to reach their target.
Personally I think the mounts are fun to use.
They aren’t like the WoW mounts, they have weighty physics that makes them interesting, at least in my opinion.
This thing has saved my squishy zerker friends on several occasions, i just wish it could revive fully downed players since the AI seems to love taking a massive crap on anyone who gets knocked down, so there’s not much time between being downed and being utterly crushed.
Expertise is condi duration increase not boon duration, but yes it’s a verry good stat for condi focused hybrid builds.
Ah, you’re right, I thought it was concentration, not expertise
Power and Condition majors, with Precision and Boon duration minors.
Overall it would be less raw damage than berzerkers, but it would seem to make better use of the fact that most engineer abilities are all a mixed bag of raw damage and condition damage, so specializing purely on one at 100% seems to leave you missing out when you could have both types at 80%
Precision would come in to play when ever you have a trait that triggers on crit, and boon duration would enhance elixirs and stack with HGH in a way.
It just seems like the most versatile attribute option for the engineer.
Now I just need to figure out how to get these.
Every time I restart the computer or have an internet outtage (which is constantly in this apparently 3rd world country) I have to re-authorize the account and keep getting totally different regions and towns in the area.
This is probably something I need to do on my end, getting a static IP?
It’s just that my inbox is getting absolutely flooded with these codes.
Yeah, I don’t want that amazing synergy because it will just make the other choices pointless. I think if those abilities are swapped, it will put shield and pistol about on the same level with some minor tweaks.
Rifle and hammer are just a whole different issue though. Lots of ways to address it, but one of my favorites was making blunderbuss based entirely on raw damage, and making use of the ammo system to give it 2 or more charges.
Hammer, I’m not sure, scrapper is new to me
but then s/p wont be meta when holosmith comes out for all dps builds.
Putting a condi offhand with a power mainhand feels dirty anyhow.
Does having a major stat for both power/condi (such as vipers) work well in that case, then?
Blowtorch on 3, and the electric shot on 4?
This would be an indirect buff to shield, in that p/s and p/p would be a more reasonable trade off one way or another, since the main hand would get the primary damaging ability.
On Chrome I’m getting an error that the en.support.guildwars2.com section of the website is not secure and has submitted unusual and incorrect credentials.
When did they announce the new expansion? I got it a day after and I’m still waiting for delivery.
- Mecha Calldown – A mechanical walker is dropped in from the air for the engineer, while the toolbelt variation makes one for a single allied use. Equipped with various powerful but highly telegraphed channeled AoE abilities with a minimum range.
Sounds like.. the Asuran racial skill. Therefore, nobody else other than Asurans can get anything that comes remotely close to it.
- Artillery Drop – Brings in a stationary artillery cannon that can be entered and left by players at will, very long range but difficult to hit moving targets, and helpless at close range.
You mean… the original Mortar skill that was widely ignored because it was destroyed after someone sneezing in its general direction? They made it of something weak, like paper mache. Or Raditz.
Yeah, I guess it is like their racial skill, or the big ones you can find in WvW.
I had something a bit more steampunk themed in mind for this one, so it would fit the aesthetic of the charr.
And yeah.. I guess it would be like the old mortar, but if fragility was a problem, I’m sure they could make it tougher and grant the user of it constant protection.
As far as running is concerned, streamlined kits is the only thing you need. 100% uptime.
From the beginning I’ve always hoped that the Engineer would get a distinct role in providing weapons, vehicles, and manned turrets to their allies.
Right now the Elementalist can conjure weapons for themselves and an ally, so the concept already exists, just not exactly where I hoped to see it… on a profession that’s known for designing and building things.
I think there’s a lot of room for useful utility and fun mechanics here. Just to give you a few ideas…
- Bazooka Crate – Deploys a box that allies can interact with to equip a 5 charge rocket launcher.
- Mecha Calldown – A mechanical walker is dropped in from the air for the engineer, while the toolbelt variation makes one for a single allied use. Equipped with various powerful but highly telegraphed channeled AoE abilities with a minimum range.
- Artillery Drop – Brings in a stationary artillery cannon that can be entered and left by players at will, very long range but difficult to hit moving targets, and helpless at close range.
- Sandbag Wall – Deploys a moderately sized wall that absorbs 50% of hostile projectiles that cross it, but takes damage as it does so and eventually falls apart. Able to protect yourself and allies.
Really, I’d just like to see Engineers be a staple support for any kind of group, not a DPS class that has to play the piano to be effective.
so you can jump in, drop several bombs, then jump back out to where you where? :P
I would have rather had a specialization that focuses on vehicles and manned guns.
You all know just how kitten a big stompy steampunk battle mech would be. Could have various channeled area or column AoE attacks, and a blinding rocket engine leap that causes knock down after landing
Rifle turret should look like a chain gun (mini gun with rotating barrels) and not that water spout we currently have.
I don’t know, I find the water spout appearance to most closely represent how powerful the thing actually is.
The problem I see with “Jack of All Trades” is that you just have to use EVERYTHING in a very unintuitive complex way to even get on par with the “specialized” classes.
It’s not like “Today I’m just going to use the flame thrower and be a kittenin’ juggernaut.”
It’s more like “If 90% of my high damaging skills aren’t on cooldown and done in the 12 step long correct order, I’m a complete failure and getting booted from the party.”
That said, I love the idea of a jack of all trades, but don’t like how that seems to translate to you having to use all possible trades at once to be anywhere near effective. Then again, how else could it be done?
I feel like each profession should have a staff lead who represents the people who main said class, who play it themselves, and are familiar with it (but also other classes for perspectives sake) and really looks over and discusses the problems brought up by the community so that it can be filtered and packaged and presented to the rest of the team in a way that can be worked with.
Right now it just feels like Engineer is not represented at all. It’s so full of useless and conflicting traits and abilities. For every synergy to be had, there’s just as many things that seem to work against each other (one example: evading to drop a nearly useless bomb, but having full stamina increases damage 10%).
Anet keeps track of profession performance data, right? Surely they would see if certain professions are falling behind in average damage, PvP KDR, or being used less often in difficult content?
So, you can throw 1 bandage every 5 seconds that just gets randomly picked up by someone with full health, and the bottles you throw are just kinda clunky, and get consumed by the first player running into it who has no idea what just happened before the effect wears off.
The “auto attack” isn’t even that. You have to spam click it on a (preferably) boon covered ally while entirely giving up your ability to put damage down range.
I don’t quite know what to suggest as an alternative, but I’ll give it a shot:
- First skill will be a healing spray with a 7 second cool down, healing increases with number of boons, and 50% of the healing power is directed back at the engineer. The strength of the heal would be about 5 times as strong as the current one due to the longer cool down, but not 7 times since it enables you to do other things.
- The next four slots would be deployable kits that players in the world can interact with, each one on a 25 second cool down before another can be thrown down. When interacted with, the player picks up the kit and equips it like a conjured weapon, and can use a single option before it’s consumed; bandage self, stimulant, antidote, and so on.
This way, players have control over which effect they want, they can choose to interact with the contents of this kit or not, and the engineer using this kit can blow its cooldowns and move on to more important things.
I tried buying through the gem store and through the website. The gem store attempt gave an error during the final review of the order. The website attempt gave an error when going to the log in/purchase page.
I got the exact same result… I’m afraid to try it again because last time I did such a thing when a website kept getting an error, I ended up getting charged 3 times!
You should get one for leveling, don’t you?
Could we have boosts that are based on usage rather than timers?
Maybe even a combination of both? Like timers that only count down while in use?
For example, if you used charges, any ‘on kill’ boosts would deduct a charge.
If you used the hybrid method, then the timer would only go down while in combat.
I typically don’t use any sorts of boosts because I tend to mess around more than anything, I can’t stay focused and really put these things to reliable use, thus I got stacks of them in my bank completely unused :P
Kinda curious when these consumables are put to cost-effective use.
Like, under what circumstances do these provide enough of a benefit to be worth the cost, and the content such that it even requires that extra ‘edge’ to be there at all?
Some foods are kinda pricey at 1g for a top tier meal, and some use tons of ingredients, like 20 to 30 of something for a food that lasts an hour, but the materials can take days to collect.
Well someone had their ascended turn into an exotic through a transmutation charge so something is most definitely going wrong all over the place.
Can someone explain what the regeneration and cleansing actually applies to?
I’m firing through a water field, granting regeneration, but it’s not actually being applied to myself unless I’m practically point blank.
Am I intended to ‘coat’ the projectile with water or light, and have it pass through an ALLY? This really isn’t very clear to me, and it doesn’t help that there really isn’t any proper way to AA on an ally unless they’re standing in between you and the enemy, or you aim from first person view which is sketchy at best..
Trying to work out a decent build for burn damage focus, mostly for mowing down everything in PvE and staying in the thick of the fight with bunker providing sustain, AED offering a near 70% heal with a 8s safety window, and mortar providing a water field for comboing with flame blast, fire turret det, orbital strike, and rocket boots.
All Rabid (Condi, Prec, Tough)
P/P, AED, Flamethrower, Flame turret, Rocket boots, Mortar
Inventions – AMR, Mecha, Bunker
Firearms – Chem, Pinpoint, Incendiary (Juggernaut for stabilty if CC expected)
Tools – Static, Takedown, Gadgeteer (lowers AED to 30s and 8s window)
Runes of Balthazar, Sigil of Smoldering, Sigil of Fire
Do you see anything you would change? I’m not really much of trait builder, so any advice would be super helpful and much appreciated!
Flamethrower is nice, I can just stroll through Orr and ignore all the heavy CC these scrubs are throwing at me
Oh, by the way, if you take your weapons off and press Z as a charr, you’ll lift up your arms and start banging your head against the ground hilariously as you run.
Instead of outright preventing armor or weapons from being used, give all weapons a “Default” kit that isn’t influenced or themed by the profession, and gives a identical function between classes.
For no weapon equipped at all, some kind of pugilist move set would be nice, as currently you are completely helpless without a weapon equipped.
Allow all armors to be used, but inflict a penalty for wearing armor above your rating (like 2.5% slower movement per piece, 5% two levels higher), and a perk for wearing armor below your rating (slightly faster movement speed, but not enough to reach swiftness 33% or signet 25%)
Ahh, what I’m talking about is crafted items that are the ‘intermediate’ ingredients, that don’t always have a slot (but sometimes do, like ingots and refined leather) but then there’s things that don’t (like pasta and pie filling)
Some items can be added to the bank material collection, others can’t, it’s not always obvious which items can be stored in this way, so having a note in the tool tip that states that an item is a material would help a great deal.
Additionally, being able to see the current number in your collection in the format of current/maximum would be very helpful in things like the trade post if you are unsure how many of an item you have.
Lastly, we need a way to look at our material storage from anywhere, if anything, just to see what materials are missing. This would probably be good enough to make the other two suggestions less important, but all would be appreciated.
snow leopard egg
lmao
is this guy trolling?
With auto-fire enabled for either grenades are mortars, reprogram button presses to act as a toggle between throwing as fast as allowed, and doing nothing.
This will save a LOT of button mashing, and free up fingers to do more useful things.
So basically, with auto-fire enabled, you press 1 once to start constantly bombarding the targeted area (you can move the mouse around while this is happening) and press it once again to cease firing.
In some cases it will be ideal to have autofire off, and while this change would be a tad lazy, having to constantly toss an AoE every 1/2 second gets very tiring.
Alternatively, you could make grenades have a much slower reload time, but hit much harder, this would mean less button spam, but unfortunately roll crits less often…
Can we buff the retaliation duration of blasting light fields? 3 seconds is WAY too short.
This way if someone overrides a fire field with a light field it wont be a total loss, the retaliation will last long enough to actually do something, or maybe not, since this game is more about avoiding damage than taking it, and retaliation is based on your power, not the strength of the attacks hitting you.
Could have it so double clicking 250 units turns it into a 1x ‘pile’ of those units, like turning 5 aetherkey pieces into a key.
This would just allow them to be condensed, and that would only delay the inevitable.
They behave like currency, though.
They are not harvested from nodes, they are given as a reward for defeating bosses and opening chests, and there is NOTHING you can do with these without having 400 crafting, mawdrey, or just…. erk… destroying… them…
Those things condense so much through crafting… 100 ore to make ONE bar of dragonite?
Please make these wallet items.
Dear god, please, there’s just so many, I’ve dedicated 3 whole characters with 80 item slots each to just hold these things.
I’m going to suffocate.
If I run out of space, my hoarding instincts and OCD will force me to quit the game or face mental breakdown.
Losing my progress would mean losing 2 level 80s, and 4 character slot upgrades, so no, it wouldn’t be worth it at all…
If I had caught this game on one of those $10 sales and not been impatient about getting the game to join my friends who urged me to get it, I wouldn’t have minded. Oh and to make things worse those friends have since moved onto other games. ^@#& sucks.
Just FYI, I’m NOT mad at the DEVELOPERS, they’re cool, they do all the hard work, they make things happen, things look good, put things together.
No, no, it’s the MARKETING that decide to use these bullkitten pricing tactics.
I doubt the devs get anything out of it besides their normal work pay.