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Upcoming Global Change to Player Minions

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Posted by: codesherwin.9346

codesherwin.9346

I’d be curious to see which of these options the majority of Engineer mains would rather have:

1) The Engineer class is re-worked to make it so that Kits are not the staple mechanic of the Engineer class (which would probably come with the addition of weapon swap to the class at the expense of how powerful kit skills are).
2) When adding or altering to the Engineer class and it’s Elite Specs, the devs design around kits (adding more kits, patching current kit bugs, focus on balancing kit kills).

With the June 23rd patch, I think that the devs started down the direction of option two. They tried to buff the Med Kit and they turned Mortar into an Elite Kit utility. However, they then went a completely different direction with the Scrapper specialization. The Gyro mechanic is about as far from the micro play style of multi-Kit builds as you get.

So I’m left confused which direction the devs want to go with the Engineer. Personally, I enjoy the Kit mechanic of Engineers. It’s what makes the class so unique. I would take Kits over weapon swap. To clarify, I don’t want to see the Engineer get driven towards the only viable builds requiring 3 or 4 kits. But I don’t see why you wouldn’t want to take at least 1 Kit (to mimic weapon swap).

It feels to me like Engineer mains just want more options. If Kits are going to remain fundamental to the Engineer class, I would like to see devs focus towards adding new Kits and balancing our current Kits to give players more options and trade-offs.

Since the Scrapper Reveal

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Posted by: codesherwin.9346

codesherwin.9346

Basically: no new mechanic, gyro= turrets 2.0, waiting for the BWE to be sure but the only good thing from this spec seems to be the hammer, the rest is “crapper”

I think that the traits offer up some great synergy with core Engi skills/traits as well. From the perspective of PVP, the new Scrapper traits may bring back the viability of a Celestial bunker Engineer build. Just my opinion, but that has me stoked.

Since the Scrapper Reveal

in Engineer

Posted by: codesherwin.9346

codesherwin.9346

It’s just so surreal that we actually have a second set of Turret-status utilities.

Maybe they can be reworked from persistent and autonomous little plebs into gyro themed attacks or abilities.

Ikr? This is probably the single most baffling thing about the choice to give The Scrapper gyros in their current form.

Elite specializations were supposed to give classes a drastic change from the way that they’re currently played.

Players commented, complained, and critiqued turrets to no end for the last three years. Along the way, some suggested mobile turrets. Against popular opinion, the devs actually did listen, and here we are with gyros. The problem is, turret mobility was a suggestion for changing the current turrets. That’s where gyros belonged, as a re-work of the current turrets (made obvious by the fact everyone is referring to gyros as turrets 2.0).

I can’t help but feel like there was some laziness on the part of the ArenaNet dev teams. They took something they wanted to do (re-work turrets, investigate mobile turrets) and then combined it with the opportunity that presented itself in the form of Elite specializations. The result was successfully re-worked turrets, but at the expense of a new and unique set of utilities created for The Scrapper.

Since the Scrapper Reveal

in Engineer

Posted by: codesherwin.9346

codesherwin.9346

I main an Engineer, and I spend the bulk of my time in PVP and Fractals. Let me begin by saying that I am also disappointed by the gyros in their initial form. However, I am still incredibly hyped to try out the Scrapper.

I think that Scrapper Hammer offers possibly the best weapon skill additions by an elite spec. Where elites like Reaper and Berserker ended up with a trait line that has excellent synergy within the new elite traits, the Scrapper received arguably the best trait line for synergy with existing traits.

Considering that no elite spec got everything (weapon, utilities, traits, class mechanic), I think that the Scrapper did pretty well for it’s initial pre-BWE reveal.

Class mechanic – The Function Gyro

Pros

  • rez/stomp from a distance
  • double rez for quicker rez
  • double stomp to ensure successful stomp
  • body block or cleave while gyro stomps
  • apply pressure or kite enemies while gyro rezzes
  • apply boons to function gyro (quick rez/stomp, stab rez/stomp, etc)

Cons

  • 30sec cooldown
  • killable, cc-able, crit-able
  • not nearly as useful outside of PVP

Comments
The new class mechanic definitely brings something helpful and unique to the Scrapper in PVP. I think that rezzing with the function gyro will also find it’s usefulness in Fractals and Raids.

How to improve the Scrappers new class mechanic for general PVE? I like the suggestion of making the Function Gyro useable for additional interactions to make it useful to players in PVE. Opening chests from a distance, talking to NPCs, even interacting with the bank, MF, and crafting stations from a distance would all be great QOL additions that would make the Scrapper mechanic awesome for PVE. Keep in mind that giving the Gyro the ability to loot would become an obsolete mechanic once players get the mastery that turns them into an auto-loot vacuum.

The Function Gyro cool down initially seems like it may be too high. When it comes to rezzing, the duration of the gyro may also need some tweaking. From the GW2 wiki: “Reviving a defeated target gives 1% of total health every 0.2 seconds, for a total of 5% per second. It takes 20 seconds to revive a defeated target. Revival ticks equally fast when in combat. However when reviving defeated targets, the amount of health given is halved. It takes 40 seconds to revive a defeated target when in combat.” I think that the F-Gyro’s duration should equal the amount of time required to revive a fully defeated ally without interruptions.

Once the F-Gyro successfully completes a rez/stomp, what happens to the F-Gyro? I’m worried that it will remain out for its entire 15sec duration, with no ability to destruct it. This would make the 30sec cool down even worse. This is just another reason why it is so necessary to modify the Gyro cool down to start immediately after summoning.

Utilities – Gyros

Pros

  • gyros can be used for LOS advantages
  • 12sec ground targeted whirl finisher has lots of potential
  • 50% team wide damage reduction
  • access to 6 new 1sec stuns and 2sec of superspeed (when traited)
  • mobile reflect dome
  • access to long term stealth (if I’m reading it correctly its 40sec of stealth if used for entire duration of gyro)
  • 900 range AOE stealth stripping + 6s of reveal

Cons

  • killable, cc-able, crit-able
  • CDs start once Gyro is destroyed
  • high CD on toolbelt skills
  • initiate aggro in PVE

Comments
Well, where do I start? Ever since the first video popped up showing an Engineer walking around with drones hovering nearby, the GW2 community begged the devs not to give Engi more AI. We can’t know for sure how these requests were received, but we know that the outcome was still an elite spec with AI. The result was mobile turrets coined as Gyros.

The first and most obvious gripe was the gyros being given a health pool. They are also able to receive all forms of damage (direct, condition, crit, and cc). I don’t think anyone will argue that gyros can’t be introduced without some sort of counter-play in mind. But I think it’s been taken too far initially. The health pools of every gyro has been called into question. We’ll see where each gyro’s health pool falls during the next BWE, but I think it’s critical to pay careful attention to the effectiveness of the gyros due to their health pool. Getting the health numbers right is going to be paramount to starting to make gyros viable in any formats.

Aside form the health pool concerns, this forum has been filled with great suggestions to improve the viability of gyros.

Give gyros unique resistances.

Different resistances would be great, for example:

  • bulwark uncrittable
  • cleansing gyro immune to conditions
  • whirl gyro to have perma stability
  • heal gyro to regen himself too
  • only the explosive damage gyro should be vulnerable to attacks, yet it needs different buffs, mainly CD lowered to 20 sec after spawn.

Give gyros unique destry effects. This would provide a trade-off for enemy players targeting and quickly destroying gyros and give players using them compensation for their gyro being destroyed.

The second most talked about criticism of gyros, has been their cool downs. In particular, the cool down lengths haven’t been the issue. The issue is that the CD for the utility skill doesn’t begin until the Gyro has been destructed. Either reduce the CDs or, more preferably, have CDs begin right after casting the utility.

Now for my personal biggest gripe. I think these gyros can find their place into different aspects of PVE, but probably not in their current rendition. In my opinion, the biggest requirement for gyro viability in PVE is to make gyros not initiate aggro on their own.

Obviously, the biggest benefactor of this would be the Sneak Gyro by making the gyro not aggro enemies as it tags along with the player(s) under it’s AOE stealth. Irenio’s comments seem to indicate that they see the Sneak Gyro being used to stack up a bit of stealth followed by destructing the gyro to grant superspeed to the stealthed group. While this solves the problem of the Sneak Gyro being there to give away the position of those stealthed, it also means that the optimal use case of the Stealth Gyro is to not use it for it’s full duration. It also forces our hands into taking a specific trait to make the Sneak Gyro work as the devs forsee it will be used. Why give the Sneak Gyro the 30 second duration to begin with? Don’t take that to mean that I’m in favor of reducing the Sneak Gyro duration. Yesterday, I thought of one place I see the Sneak Gyro, with it’s long duration, being really powerful, and that’s in Stronghold. Think of the usefulness in AOE stealthing a group of door breakers and/or archers, stacking stealth the whole while that they make their way towards the gates, destructing the gyro and giving them superspeed if you spot enemies. Also, keep in mind, the Sneak Gyro is the Engineer’s elite specialization’s elite skill.

It’s not all sky is falling when it comes to Gyros. Even though the devs decided to introduced a concept that Engineer players begged not go be given (AI, Turrets 2.0), these utilities are not destined to be forever worthless. Hopefully Irenio and any of the other devs working on Scrapper pay very close attention to gyro feedback during the BWE, as this is our one and only chance to try them out before HoT launches.

In summary, the Scrapper elite specialization offered enough to make me so hyped to try it out during the BWE and encouraged for Scrapper’s spot in the game going forward. Irenio has proved that he’s listening to the communities feedback, by already offerring a response to our initial reactions. I have faith that The Scrapper is going to give Engineer players another viable, fun, and powerful option.

TL;DR – Hammer and Traits = Scrapper Hype. Gyros = Underwhelming. Devs are listening, and there are plenty of ways to make Gyros something to be excited for.

My honest 1st impression on Scrapper

in Engineer

Posted by: codesherwin.9346

codesherwin.9346

Best way how to start fixing gyros is invulnerability. Ofc they still should be interruptable.

+1 make gyros immune to damage and vulnerable to cc.

That would be simply too much and leaving enemies without counterplay. But different resistances would be great, for example:

  • bulwark uncrittable
  • cleansing gyro immune to conditions
  • whirl gyro to have perma stability
  • heal gyro to regen himself too
  • only the explosive damage gyro should be vulnerable to attacks, yet it needs different buffs, mainly CD lowered to 20 sec after spawn.

This is a great place to start making the gyros more desirable. I think the CDs will end up needing to be tweaked as well. And please, please ArenaNet, consider making enemy NCPs not aggro gyros unless the player or gyro has already engaged the enemy. I think this will be crucial to making gyros useable in dungeons and fractals.

This elite spec is not in as bad a state as some on this forum are making it seem. The hammer looks great and the traits are pretty good with a little room for improvement. Slick Shoes + Rapid Regeneration is a good example of powerful synergy added by Scrapper. FT + Juggernaut + Mass Momentum is another.

I think we’ll be seeing some amazingly tanky builds utilizing the synergies that The Scrapper spec is bringing.

My honest 1st impression on Scrapper

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Posted by: codesherwin.9346

codesherwin.9346

Perfectly Weighted - Unnecessary icd. Sould also reduce hammer recharges.

+1 on this needing to reduce hammer recharge. Removing the ICD doesn’t make this trait too OP either IMO. It’s not like Engineers have three dodges.

As is, I think it’s probably going to lose out to Adaptive Armor more times than not. With at least the cooldown reduction added, I would consider this over AA.

Surprise! A dodge trait with a cooldown!

I’m going to keep saying it until they change it. Dodge traits should never have a cooldown. If you want to blow your endurance to use dodge effects instead of avoiding damage you should be able to make that choice.

EDIT: On further review I see this works on any evade not just dodges. Engi only has the one skill that applies evade, but I can still see how this would quickly become out of control (Dodging Rapid Fire for example). I thought it was on the use of a dodge, not on evade. This should definitely have an ICD.

So technically this is not a “dodge” trait but an “evade” trait. Big difference to me, but I still maintain all “dodge” traits should not have a cooldown!

The trait states: “Evading an attack grants stability.”

Presumably this means that this trait only works while you are in combat and you successfully evade an attack. I take that to mean that you can’t just spam dodges/evades to stack up a bunch of stability. If that’s the case, I don’t think the ICD is necessary.

Thoughts on Scrapper PoI

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Posted by: codesherwin.9346

codesherwin.9346

I have one thing that I think needs to change here, and it’s a cooldown reduction to the hammer trait. That’s not just because there’s a hammer trait anyways, or that most weapons have them. It’s because we can’t weapon swap and kits are already so invasive to every Engineer build that if we’re going into Scrapper and choosing the GM trait just for the hammer, it should make us much less reliant on kits by letting us use hammer skills more often. That’s my $.02 on the matter. I’ve seen a lot of suggestions to add a cooldown here, but I think there’s a really good reason for it not just “well it’s the hammer trait”. Let us use the hammer and not be forced back into kits.

Again, +1 to this suggestion. Please add 20% cool down reduction for hammer skills to this trait. It will bring it in line with Adaptive Armor.

The master traits are great. All useful in their own way which gives the engineer even more versatility and options.

My honest 1st impression on Scrapper

in Engineer

Posted by: codesherwin.9346

codesherwin.9346

Perfectly Weighted - Unnecessary icd. Sould also reduce hammer recharges.

+1 on this needing to reduce hammer recharge. Removing the ICD doesn’t make this trait too OP either IMO. It’s not like Engineers have three dodges.

As is, I think it’s probably going to lose out to Adaptive Armor more times than not. With at least the cooldown reduction added, I would consider this over AA.

Meet the Scrapper [Elite Spec Discussion]

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Posted by: codesherwin.9346

codesherwin.9346

Make Function Gyro capable of opening chests from range and it will make me a happy camper.

I really hope ICH sees this and similar comments. The minor traits can easily be extended to PvE by making the F-Gyro able to open chests and/or gather from resource nodes.

Meet the Scrapper [Elite Spec Discussion]

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Posted by: codesherwin.9346

codesherwin.9346

http://www.mmorpg.com/gamelist.cfm/game/473/feature/10104/Guild-Wars-2-Its-Hammer-Time-The-Scrapper-Engineers-Elite-Specialization.html

https://www.guildwars2.com/en/news/meet-the-scrapper-engineers-elite-specialization/

Wanted to create a new post to discuss both MMORPG’s article and the official ANet blog post.

Discuss.

  • Elite tool belt skill = anti-SR
  • Rapid Regeneration + Speedy Kits = perma-swiftness + perma-regen
  • Mass Momentum + Juggernaut + FT = perma-stab + perma-might stacks

(edited by codesherwin.9346)

Extreme lag

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Posted by: codesherwin.9346

codesherwin.9346

Started for me 2 days ago. Average ping of 100-200+ms with intermittent spikes of 2000+ms ping.

NA. East Coast. Verizon FIOS. Will update with a trace later today.

Whats the new dungeon meta?

in Engineer

Posted by: codesherwin.9346

codesherwin.9346

Watching 10-15K burn ticks on boss

10-15k? But… how? o_O

Video of Engineer’s ability to stack big time burns in dungeons: https://www.youtube.com/watch?v=lICxcx4--80

Video overview of the current Condition Engineer meta build by Nike: https://www.youtube.com/watch?v=0UeNcqdSJI8

Happy burning!

Whats the new dungeon meta?

in Engineer

Posted by: codesherwin.9346

codesherwin.9346

I run a condition engineer build for fractals and I find it to be both fun and welcomed in groups. I usually PUG with another buddy, and find that I provide the bulk of my teams’ DPS outside of the Ele (if there’s one in the group).

Watching 10-15K burn ticks on boss fights is a lot of fun. You don’t even have to get the rotation exactly correct every time to get it there.

My only worry with the build, is what happens if/when there is a burn nerf. Depending on if they buff other conditions, or if they do it by reducing stacks for classes who stack burns easily, condition engineer may or may not remain viable. For now, I’m just enjoying having two very different play styles when going between PvP and PvE.

2nd Elite Specialization and Beyond

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Posted by: codesherwin.9346

codesherwin.9346

I was going to post a new thread about this today, but it seems someone beat me to it. I was thinking about future Elite Specs for Engineer and I think I came up with some really cool and interesting ideas. I figured it was worth it to put the ideas out there and maybe, just maybe, it can spark something with the anet devs.

If the core Engineer is the middle ground, then it appears that the Forge is going to take Engi into a more brutish, hammer and nails, strong blacksmith archetype. My future elite spec is a 180 degree take that focuses on an intellectual archetype that uses their uses their gadgets and gizmos to thwart the enemy.

With the elite spec reveals, it’s pretty apparent that ArenaNet devs have taken a lot of inspiration from comic book, video game, and movie/tv characters. In a similar fashion, my inspiration is from characters from these mediums as well. As you’ll see below, when I think of this future Engineer elite spec, I think of Splinter Cell, Portal, and Batman to name a few. So let’s get to it.

An engineer is only as good as his tools. In fact, what I am proposing is that we give the engineer more gadgets, or maybe we’ll call these new skills gizmos to keep them separate from the current ones in place. When using this elite spec, the Engineer’s playstyle more closely mimics that of Thief and/or Mesmer. Without wasting any more time, I’ll jump into the new Gizmos that I had in mind.

Cloaking device: A very common gadget amongst ficitional characters that utilize tools for their purposes. When used, this would give the Engineer another avenue for stealth and, hopefully, some longer sustained stealth as well.

Grappling hook: I can’t help but think of Batman using his grappling hook for quickly reaching areas that are otherwise difficult to reach. Similar to Thief’s short bow blink, using the grappling hook would give the Engineer the ability to quickly “blink” around the map.

Portal gun: Taken from one of the most unique and popular games out there, this Gizmo would give the Engineer the ability to create portals. Unlike Mesmer’s portals, these portals are not limited to teammates. Use it to portal yourself and teammates around a map, or maybe you want to use it to portal an enemy to a more strategically advantageous location. I’m even okay with the idea of this being the “anti” Mesmer portal, where it can only be used by the portal gun wielder and enemies but not teammates.

Infrared goggles: Oh no, the opossing team opened with a stealth play! No worries, as an Engineer, just put on your infrared goggles. These bad boys give you a very temporary but very powerful ability to see the outline of stealthed enemies in the same way you see stealthed teammates. Be careful when you use them because the effect is temporary and the cooldown can be a pain.

So there you have it. It’s not a full set of six skills. I also don’t have details about the new weapon type, though I think Dagger or Shortbow would pair well with this new style. Please feel free to comment or, add on to what I’ve started here.

I love the overall concept of Engineer. It’s unique, it’s versatile, and it kicks kitten using some really cool items. I think the devs did a good job with the current set of gadgets, but I feel like they missed some relatively obvious gadgets the first time around. I’m so excited to see what ArenaNet has in store for Forge, but I couldn’t help but put these ideas out there to potentially be used as food for thought on the future of Engineer.

Hope you enjoyed.

PvP Broken: Can't Queue!

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Posted by: codesherwin.9346

codesherwin.9346

Appears to be fixed now.

PvP Broken: Can't Queue!

in Bugs: Game, Forum, Website

Posted by: codesherwin.9346

codesherwin.9346

I’m getting the same issue, as is everyone else in the HoTM map chat.