Showing Posts For achmed.6542:
because it just removes conditions from those who are hit by the bullet.
so shooting through your teammates will remove conditions from them, not you.
Some of the criticism is just “I hate X” and doesn’t say how it could be improved, but even this kind of input is useful on some level and should be considered. Most people realize they aren’t skilled game designers and can only say if they like something or don’t like something.
thats what gets me most in game forums. no matter what game you play, people usualy come up with ideas they think are great, but dont spent a second thinking about consequences or balancing issues this will cause.
“hey, wouldnt it be cool if we had an instagib attack?” ofc it would but was this serious question?
got no problem with bug reports or asking to exchange/buff a certain skill since we have plenty of those, but total game/class redesigns? i mean common people, you should know that this isnt done within a month or even possible.
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1. 2h weapons have pretty much double the stats of 1 1h item so dont loose anything
2. there allready is a backpack item. 2 actualy. you get the first one at lvl 30 and another at level 80 (both story quest). all with stats and so on. only problem here is that you cant get others beside those 2 you get from story quests. (or at least i havent found others yet)
3. about the sigils, i think the current way it works is quite fair since 2x 1h weapons deal fairly lower damage then 1x 2h weapon.
That sounds like a basic description of me ^^
i got used to it and never had a problem with the current mechanics either. neither in beta nor now.
the problem i have with kits becoming weapons, is that i fear the are going to massivly increase the cooldown of switching kits. cause thats what they have to do in order to keep it balanced to other classes. See the elementalist, thats why they have these long cooldowns.
then there are still the Stats problems since kits dont have any.
what happens to the Toolbelt?
do they have to invent 5 totaly new utility skills since out kits are obviously not there anymore ?
possible balance issues which leads to nerfs on other ends of the engie ?
and so on.
I doubt its that easy.
The kits. i love to switch them midfight and make use of the new offered abilities and their TB skills.
during a fight i switch kits like 4 times allready, making me feel liek a DJ ^^
blunderbuss > overcharged shot > net > jumpshot > prybar > nails > dodge back (bomb) > another bomb > acidbomb > loot corpse ^^
nothing, its a perfect class! no realy it is … i think … ok its not … .
- lack of viable DD builds.
- randomization of thrown elixirs
- flamethrower has awefull low dd and feels useless especialy after the stability and backdraft nerf. also … the burn feels awefull for an flamethrower
- toolkit is to slow, realy needs a casttime improval
- elexir gun #1 debuff to short, #4 should add snare or get radius increased.
- turrets in general.
- mortar has way to low range
- gadgets in general feel useless for me.
- some traits are just plain useless (tools-> drop bandanages and a gun when downed, invention: drop grenades when fall damage f.e.)
- loosing weapon stats
- tanking+healing build seem contra productive in dungeons. but thats probably a general problem.
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ok that might be it. i was looking for a boon. thx, i’ll try that out
edit: confirmed, its working. but ist still fixed to 125
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OP (me)
“I am more looking for opinions from the ppl who want kits changed.”
and what do you hope to achieve by this beside just getting yes sayers and feeling like this is the best idea ever? its nothing more but selfdeception.
get used to the idea that there are lots of palyers out there who actualy like how its working now! (besides the known issues like loosing weapon stats and sigils)
then either did they fixed it or you happen to have a sigil that gives regen when using a healing spell like i did on my first test when i claimed its working ^^
just tested it out again in the mists an it doesnt trigger for me. now not even with the healing kit.
are you sure its working for you?
Engineer kits in general are not that amazing but 3 of them are completely unusable.
in Engineer
Posted by: achmed.6542
well yes, this makes sense somehow especialy since other classes ususaly got the same trait. but it needs to be rather far down the tree. if it would be a 30 point skill, its still denying this playstyle.
Engineer kits in general are not that amazing but 3 of them are completely unusable.
in Engineer
Posted by: achmed.6542
How about they increase the cooldown of kit swaps to be on par with regular weapon swaps
i’d personaly start to cry if they do this. currently i rely heavily on swapping kits just to get their free extra spell (10 points in tools) and to fire up all cooldown i have available, that it would completly deny me this playstyle.
If you want steady regen that scales with any healing bonus that you have, then your best best is probably the alchemy Master trait that gives you constant regen when you have a kit equipped.
its bugged, so better dont take it!
1. it only works on the Healing kit
2. its currently a fixed value just healing you for 130 per tick
if you want better healing/regen put 10 points in tools and choose “every kit creates a spell” and take the elixir gun & healing turret.
this way you get 2 regen toolbelt skills, the (also bugged) regen from the turret and a free super elixir once you switch to the elixir gun. also gives you an addition extra heal by blowing up your healing turret if timed correctly and a second way to remove a condition.
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everytime i tried it, people just DPSed my turrets down or which isnt to hard when if its placed near the spot.
so either you got lucky or i jsut plain suck at using turrets
as far as i am aware, it works underwarter allready.
makes sense. but honestly if you want to use a wrench and turrets aggainst players, you better hope they playing PvP for the first time
would be cool if elixi infused bombs would heal turrets as well. this way youll become a real point holding machine.
1. it does. it heals for pretty much the same ammount as the healing git toolbelt skill does. but it just heals you.
2. i cant give you exact numbers. the last thing i remembered when mines use to have a blast finisher (the 6 from the toolbelt), it was roughly 1.2k per blast. maybe these were just the numbers i wantd to see
bombs attack works. you just need to be in range for bombs. rifle and other weapons work the same way. they wont auto attack if you are out of range.
autoattack? probably not gonna happen as long as its an area targeted ability.
uhm, is there a another reason with switching slots fpr skill 3-5 beside “i cant get used to the current bindings”?
for prybar, its the most damaging ability in this set. also the confusion is usualy long enough to trigger so i see no real reason to change the cooldown or confusion length at all.
kitten … im going to try out this build now and its better be fun
Engineer kits in general are not that amazing but 3 of them are completely unusable.
in Engineer
Posted by: achmed.6542
PVE whise …
Bombs are amazing. Smokebomb gives you a fews seconds invinceability since everytime a blind is used up, its reapplied as long the field is active and adds a nice combofield. Consussion and fire bombs quite usefull too. normal bombs could use an addition effect to be on par with grenades. just gluebombs troubles me. 1s ist pretty low. bombs realy shine with a thoughness build.
Toolkit is … well … i like it for it but since all the skills have such a high casttime, its basicly useless for me.
Elixir Gun has 2.5 great skills. acid bomb and superlexir are great but fumigate is kinda annoying since the poison it applies doesnt stack.
flamethrower and ahs a great knockback ability but thats it for me. firewall is damagewhise useless but adds a combofield at least and smokevent is nothing compared to backdraft (the old beta skill). flameblast realy needs to explode on contact or burh them a least. baseatack seems awfully useless compared to bombs.
you are going to have a hard time with the toolkit, beserker gear and a 0 30 10 0 30 build.
beeing that close to enemies usualy means loads of damage u cant realy avoid nor mitigate through armor. the numbers you will get the the third #1 attack might make up for it though
I personaly like the toolkit but it’s baseatacks and casttimes in general realy need to be way faster or stronger then they currently are. for a close range weapon it just feels pretty underpowered. I also glady trade the vulnerability for a bleed.
nice video but the engineer was basicly just standing still. probably not the best fight to choose
do you even use the battering ram toolbelt skill?
cause if not you might be better off using the flamers knockback. cooldown is lower (15s), it hits multiple targets and it can reflect some spells. reflecting probably wont work in PvP since it hard to time.
there we go ^^
Its not an issue of opinion
Its an issue of fact.
And the facts are:
Kits are bundles
Bundles are not weapons.
No opinion about it.
and yet bundles have skills i can use!
dude, think whatever you want to. im not going to start a discussion with someone who cant accept other people opinions. Thats pretty much the worst characteristic a human beeing can have.
/ingore set, problem solved.
Clearly us letting ‘them know’ accomplishes nothing, and unless you remind them of the issue and show them that you care, then they will just ignore it.
I guess thats where our problem lies ^^
im a coder myself and and reminding us every day that there is a bug wont get things done any faster.
You have to prioritize which bugs comes first.
- can not fxing it cause additional problems (dataloss, additional bugs and so on)
- how important is it
- how easy is it to fix, does fixing affect other areas of the game
- how many people does it affect
- and so on
and this list will fixed by the priority of the bugs. Sometimes fixes for totaly unrelated things wil fix other bugs, sometimes an bugfix is more comlex then initialy thought and has to be delayed. and so on.
if bugfixing would be that easy. dont u think they would allready have fixed all the bugs out there?
believe me, it will be fixed, but since there are tons of other bugs out there, especialy all those non working events, disconnects and other issues which affect far more players, it might take some time.
its not that i dont like the idea but i dont think its well thought through.
its a rather big buff cause we would gain additional (bundle) skills which would give us an advantage since this game is all about managing Cooldowns. I could just take a extra kit for example the flamer and knock you down or blind you. or take the bombkit and area blind you, or the toolkit and block some of your attacks.
sounds cool indeed, but thats probably not going to happen. at least not this way.
@lyuben
im not going to discuss this “bundle skills” issue with you (again). you have your point of view, i’ve got mine and i’m sure we can both agree to disagree.
i get the point, but how many weapon slots should we get then?
one for each kit we have?
how are you gonna change between them and what happens to the toolbelt then and the skills? i certainly dont want to loose big ol bomb or other Kit toolbelt skills. therefore this migth lead to a total revamp of the engieneer.
just one extra weaponslot? (your idea)
wont solve anything for multikit users out there and just pleases a few of us.
will the kit even have a toolbelt skill or are we going to loose one then? if we loose it, what about people who dont even use kits at all.
Your concept needs to be a little more foolproof. You cant just add skills without loosing total balance.
@Lyuben
0 Kits: 5 weapons skills > 4 toolbelts skills > 3 utility slots = 12 skills in total
3 kits: 20 weapons skills > 4 toolbelt skills = 0 utility slots = 24 skills in total
like i said, this makes up for me pretty well.
So, what would you have the engineer forums be?
No bugs to be discussed. No issues to be mentioned.
Just what? Mindless praise that achieves nothing?
i’ll quote my post aggain.
nope! no problem with stating whats bugged and wrong, it’s just anoying when it has to happen in every second post.
You allready got your answer, why ask aggain?
You think they would have fixed the auto attack on the kits if we had it your way?
Whatever “my way” might be but, yes they would have fixed it because its in the “engie bugs compilation” thread which happens to be sticky. i’m quite sure that anet made it sticky which probably means -> they know.
Incase you haven’t noticed, kits don’t have a weapon damage. So rifle/pistol have a higher one.
“I messed about with statless weapons in the mists and it turns out that rifles give your toolbelt skills the most damage.”
thats why i was asking what i asked, since weapons in the mist done have any stats beside damage. It would be completle new to me that skills are connected with weapon DAMAGE (not weapon stats like power etc ) somehow.
And in the case of something like regeneration, if you have +healing on your mainhand weapon, then using it with a kit is indeed a waste.
and in case of swiftness its not. now what?
Whats the problem? You don’t want people to know that using toolbelts with kits is inefficient? That upsets your perfect vision of the engineer?
nope! no problem with stating whats bugged and wrong, it’s just anoying when it has to happen in every second post.
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Unless you use 2 or more kits, you are at a disadvantage compared to every other class.
I only use 1 kit as well so I feel your pain.
I guess thats what the toolbelt skills are for, to somehow make up for the “lost” slot.
most skills certainly do, while others seem … useless
i was asking for weapon damage !
its old news that stats and sigils from weapons wont count.
and also, its not a waste, it just might be less efficient.
thrown Elixirs and other tools like the googles give a shazbot about weapons stats.
i would need 3 more “secondary” weapon slots since im running arround with 4 kits.
and if i had 4 kits + 3 utility slots left im sure we’d become quite imbalanced compared to the other classes thus leading to a total engineer revamp which means -> not gonn happen.
im happy the way it is.
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just to get this traight:
it scales with weapon damage?
and more important, when using Kits its still scales with rifle damage and not the Kit?
Having utility, does not make you a utility skill. You are mistaking one thing, that has a similar name, to something else that it has nothing to do with.
A utility skill, goes in the 7-9 slots.
Thats exactly what i ment with beeing a nitpicker. why care where its placed?
Kits do go there, but they do not contribute to the number of utility skills, since all they do is change skill 1-5, rather than being used WITH your skills 1-5.
With tools:IV they do contribute something and even if not, it usualy just requires a second keypress of the desired skill. Some skills of other classes require them to pre charge them before they can be used. does this disqualify them as utility skill?
And I actualy can use them WITH my 1-5 skills.
if you cant use them with your weapon then you probably just havent figured out how to switch weapons yet.
Those aren’t utility skills.
Those are weapon skills.
I don’t count jump shot as a utility… do you?
A utility is a very specific thing, and it is a skill that goes in slot 7-9
By my defintion a utility skill serves passive or defensive purposes or enable me to utilize its effect somehow. So yes, I do call jump shot a utility skill. it can help me closing or gaining a gap.
if you choose the nitpicky way of seeing things then yes, kits are not a utility skill.
But if you see Kits as an extention of utility skills, like i do, you got way more then any other class will ever get. Especialy with tools :IV which will give every kit an additional spell/attack.
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@Achmed
People often justify kits by saying ‘But you get a toolbelt! So you don’t lose a utility’
snip
Engineer with 0 kits=
5 weapon skills, 1 heal skill, 3 utilities, 1 elite, 4 toolbelt skills
Engineer with 1 kit
10 weapon skills, 1 heal skill, 2 utilities, 1 elite, 4 toolbelt skills
Engineer with 2 kit
15 weapon skills, 1 heal skill, 1 utilities, 1 elite, 4 toolbelt skills
Engineer with 3 kit
20 weapon skills, 1 heal skill, 0 utilities, 1 elite, 4 toolbelt skillssnip
Its a simple trade off. 5 weapon skills for 1 utility.
But somehow you seem to completly ignore that Kits usualy have utility skills as well
bomb kit – smoke and gluebomb
grenade kit – freeze and blind
Tool kit – shield, snare (and magnet?)
elixir gun – speedbuff, super elixir and acid bomb
Flamethrower – knockback and blind
thats plenty of utility skills. and all these kit have an addition free attack/skill if you choose the right trait. also, we are the only class that actualy has changeable toolbelt skills. This all leaves us more skills then any other class out there will ever have.
this makes up for the so called lost utility slots pretty well for me. especialy since their cooldowns are usualy rather low.
Im running arround with 4 kits BECAUSE it gives me more then double utility skills then i would gain from a normal utility skill.
And don’t listen to anyone who will tell you “but you get a toolbelt”, its old nonsense. You do lose a utility slot. No getting around it.
care to explain?
cause im quite sure this is pretty wrong.
<sacasm>
it realy annoys me too that every other class has 20 utility slots and all cooldowns on a 5 second timer. once an enemy apears, my char instantly locks up, all my skills get a 30 min cooldown and i cant move at all
</sacasm>
honestly, these topics become boring. you can CC the hell out of players. if you dont use them, then guess whos fault that is.
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edit: ment elixir B instad of elixir U
how about changig it this way?
It shoots you skyhigh, does dmg to all, you drop down aggain and every1 in the area get knocked down!
or,
it works like now except it doesnt do damage, instead it drops a minor smokebomb.
you are still knocked down but they cant attack you at least.
since it does damage it probably needs a downside from a balancing point of view.
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took the trait once, jumped of a cliff i usualy didnt survived and guess what, i still died XD
would be a great talent if it triggered on a knockdown like i used to think it does.
GW2 doesn’t balance randomness well though because it doesn’t account for the fact that _randomness is a disadvantage.
cant state enought how true this is.
while exilir H protection and regen are at least somehwat similar (reduce dmg vs gain health) the Swiftness absolutly does nothing to protect you.
same goes for elixir U. 35power/cond dmg is nothing compared to 20% crit increase.
Im not sure how much damage retaliation actualy reflects but it probably contributes more then Swiftness.
so whoever gets switftness or might on a toss, pretty much gained nothing ^^
Kits are treatet as Weapons and thats exactly our problem since our kits dont have stats.
same goes for transforming (rampager, necro, bearform, etc) elite skills.
weapon is removed and the stats are gone. except elite skilly usualy get power and health buffs (necro and rampager form for example.). Lyubens example is pretty much the same thing. pickup a Spade, rock, whatever, and your current weapon is also gone.
Just take a warrior and give him a weapon without stats. if he switches to it, he gets all attacks (if he unlocked them ofc) but no stats since they dont have any.
while it makes sense, its pretty annoying for us. my rifle or pistol is probably somwhere on my back so ther is no point of remove the stats. especialy since we just have 1 weapon. on the other hand, Warriors and other classes then might argue the same thing. their weapon is also somewhere on them so why remove the stats?
best solution would probably be to just give Kits in general a 2.5-5% boost to all stats which would compensate enough for our lost weapon
elementalist are actualy still visualy holding their weapons when they change attunements. if you use a kit, you dont.
im not sure if this is intended or a bug but if its intended, than i’d realy like to know why.
Answer: Yes
just take a look at the tradehouse.
not sure but i think it was somthing name “noble”.
well i wouldnt call it similar since you are missing “elixir infused bombs” and all the toughness/+healing. looks more like a typical power build.
no offense but i doubt you can survive a champion fight without moving with your build
kinda had the same build except i havnt had a single point in alchemy.
accidently soloed a champion with it and it worked quit well. took me ages to kill him ofc
im using the healing turret. feels more flexible and gives you an addition regen, so i dont have to specc into alchemy to far.
btw, super elexir removes 1 condition on impact, but everytime you shoot through it, it removes another one. while elexir C might be nice here, id rather take something else.
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well if you dont want to be knocked down then you can still use the googles or the elixir R.
Considering that it also gives plety of range, damage and hast a rather nasty toolbet kit skill, i think its far better then blink.
and, you could also use a second stunbreaker like the googles to instantly stand up, gain crit and shoot the crap out your enemy.