Showing Posts For jniel.3581:

Bough of Melandru Aesthetics

in Bugs: Game, Forum, Website

Posted by: jniel.3581

jniel.3581

I suppose this is not really a bug but I did not see a “better” place to post the “request”.

This is purely cosmetic.

The Bough of Melandru seems to be a pretty cool looking item until you actually construct and use it. Afterwards, or in preview, you notice a number of things about that make it highly undesirable vs other items. Considering what it takes to create I think it merits a “better” skin.

1)Its over all “tiny” compared to other back pieces and its sought after, apparent from its content, detail. ie: Tiny trees, water fall, flowers, etc.
2)It has no animation but a couple tiny strings of moss that move.
3)On charr, not sure how one would solve this it is positioned very oddly.
4)It does not appear to scale well or at all in that it scales down for an Asura but if it scales up for a Charr its by a tiny factor.

It would be nice if they were to possibly do a number of things.
1)Make it scale up large. On the likes of Charr or Nord it looks border line like carrying a log on your back with some twigs sticking off. On smaller characters much of this “detail” is not very discernible.

2)Add some effects such as glowing and/or moving water. Sparkles off the flowers (much like other flowered back items),

3)Some level of redesign such as a branch towards the back that makes it more vertical on Charr etc. I realize this positioning issue is likely very difficult to resolve but Id think something could be done.

Anyhow, I know this may seem picky but I was looking for a more “druid look” for back items (cant do the druid stone currently but planning to now) and it being ascended. I thought the Bough looked extremely cool and I could make use of my crafting to accomplish it. Nice reward for that work. Upon obtaining the recipe etc I began previewing it on my characters, my Charr is the druid, only to find it was really quite poor looking on most and only border line acceptable (imho) on human sized characters and even then it lost a lot of its desirable characteristics.

Also, while I cant speak from experience as I dont plan to make it now, I have heard it has a major issue with the infused vs uninfused creation in which you waste twice the amount of materials than other back items making it. Searching the forums there is a bug report about this if you are so inclined.

Returned but serious disappointment

in Guild Wars 2 Discussion

Posted by: jniel.3581

jniel.3581

Thank you!

Odd. I asked this in several maps with no answer. Spent 40 minutes googling with no answer. Yes, it shows but also yes, and thank you for clarification, its 7+ hours to change. There was no clear direction I saw in game indicating how to do this.

I would strongly suggest it not default to this and frankly to make it more obvious or perhaps even better. Simply make it so you do not have to chose as it was before this change and all modes available.

Returned but serious disappointment

in Guild Wars 2 Discussion

Posted by: jniel.3581

jniel.3581

I returned after largely having been gone a year or more. I brought two friends with me. I had a guild created for my own use and for a small crew. It used to work great and I could even do things, such as banners, for the public and help everyone out.

From what I gather now with influence having been dismantled for guilds and now needing favor you have no choice but to do PvP at least at first.

Why?

Because first you cant get PVE missions without favor. You cant get favor without PvP or WvW and you CANT accomplish the WvW requirement without beyond uber people or a large group.

In my list of Guild Missions I can run PvP and WvW missions but PvE is grayed out requiring purchase in which part of that purchase is favor.

So basically you have screwed over casual PVE players, entirely. Thanks.

Why would you make it so PvE is excluded from guild missions? Seriously. A good percentage of your population, perhaps the majority, are PvE players yet you have FORCED us to have to play PvP.

Not that this matters much but while I was a bit eager to purchase thrones I will now absolutely not purchase it and frankly will likely die off on my play of the game yet again in “favor” of games that are more casual player friendly vs obvious favoritism of PvP game play. It was one major reason I quit WoW a decade ago.

Thanks, ya…

Turrets: EASY change, BIG return, NO op

in Engineer

Posted by: jniel.3581

jniel.3581

In combat can not pick up (ie: no F)

Out of combat pick up causes 0 cooldown (ie: could immediately drop again).

This has probably been suggested but I am not aware of it. You can run with your turrets so long as they are not destroyed. They already know when you are in combat and when you are not. I would think it would be little more than adding an IF and call to a function or the like. pickUp{ if inCombat() { coolDown(1.0)} else { cooldown(0.0)}} etc.

Ever tried rezzing someone when your turrets are around or stuff is on the ground? Supposedly the rez shows up first but that is not always the case. This would solve that issue. It would make turret builds more mobile than they are now and nearly on par with other builds as far as mobility other than they cant fight on the run. Your still even going to have to run around and collect them. While marginally painful isnt bad.

Hobo Sacks: A Terrible Fashion Statement

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Posted by: jniel.3581

jniel.3581

The hobo sacks are great!

At level 1-10. Seriously they need to do something and the easiest “something” would simply to drop them. Just putting the rifle, grenade, flamethrower, elixir gun, and wrench in my hand is good enough.

Bomb/Grenade Kit need fixed

in Engineer

Posted by: jniel.3581

jniel.3581

They have already nerfed bombs and grenades. Perhaps the post was prior but grenades are FAR less powerful than they used to be. FT is actually on par for dps. Turrets yep are still worthless outside maybe PVP.

Grenades need to have an auto attack.

Bombs just suck and is about the most boring anything I have played in over 20 years of MMOs. Its funny for about 5 minutes as you run around then quickly you go “Meh” and switch builds or go play another profession. Ok, this is my opinion but I know its a fairly common one.

Gadgets… Dunno about PvP/WvW but my experience in PVE is they suck and partly because you find your self dropping points into alchemy that are only useful if you run a kit. Again my opinion. They are also the most death wish asking with mediocre overall dps in pve you can get. Seriously, a “melee” engineer that is not running a flame thrower in a dungeon is dead meat.

Right now the only truly all around viable builds are Grenades and Flamethrower(especially with the ability to swap in EG). Everything else is mediocre at best and if anything needs to be fixed at least in PVE. Grenades and Flamethrower have NOTHING on any other profession I run and I have 4 80s and the only profession I dont have is a thief. They have been nerf enough and if anything Grenades are lacking in they are literally carpul tunnel painful to run with no auto attack/target. Right now I bind middle so I can at least run around semi auto tossing #1s.

(edited by jniel.3581)

Dungeon usefulness list

in Engineer

Posted by: jniel.3581

jniel.3581

-Grens, 30 explosives, 20 inventions, 20 alchemy.
-FT, 30 alchemy, 20 firearms, 20 inventions.
-Always pistols and shield unless I need the jump blast from rifle or general pve where the net is useful.
Or similar and while you wont be Mr. Perfect you are going to bring plenty to the group to be worth while. The FT has the advantage, IMHO, of a quick switch to EG and a couple trait flips to become a semi decent support class. I personally despise going for a narrow fielded build because it means you either find yourself deficient occasionally and hence frustrated or respec’ing frequently.

Outside pvp/wvw my personally stance is Grens/FT/PS are currently the only truly viable, practical, and enjoyable builds. Everything else seems niche and prone to “irritation due to you suddenly became border line useless” factor. In those niches it excels and outside it can be played but will be far more difficult vs the other selections and much more difficult, if not impossible to adapt. Example is a turret build where the group chooses to zerg or an boss with massive aoe. You are reduced to a firearm engineer at best losing a lot of build traits unless you can quickly toggle.

As far as usefulness in a group the “lists” above are a joke. Every dungeon has circumstances that favor a different build on different professions. Ive found situations where an FT eng can dominate and even tank when a warrior or guardian was having issues(ie: igniting mobs through walls and kiting them around pillars or even standing right in front of the mob with an FT using invis, reflect etc and never budging). Ive even seen where using turrets as distractions saves the entire group to get passed a particular hard area.

Are there times when a full group of guardians or warriors is better, or a mix and a mesmer over a engineer better? Absolutely yes but you cant make a blanket statement that in all dungeon circumstances the orderly numbered list of importance applies. This concept of placing importance in numeric fashion on a profession smacks of the same attitude you see on group finding such as “p2 no noobz!” and “p1 exp only!”. That is, elitism and its simply ignorant.

Turret Ideas(perhaps new)

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Posted by: jniel.3581

jniel.3581

I wanted to put up some suggestions outside the realm of the inadequacies of turret transport and survivability. Things that might make them a bit more useful without the fear of making them OP (laugh).

By in large drop or modify the current toolbelt skills gained from turrets. For instance, surprise shot, rocket, throw napalm, regenerating mist, etc.

Instead replace them with more defensive measures. More precisely something that mimics some elixir traits in particular cure and blindness.

My reasoning is that the offensive traits of these turrets are virtually worthless and the turret itself, especially with the overcharge, is the offensive item. Additionally, and perhaps more importantly, when you run a true full turret build you will find your self virtually strip of defenses compared to other builds making it a build very unfriendly to play outside niche circumstances.

Some specific recommendations/considerations:

1)Flame turret:
-Overcharge simply, like other turrets, increases range and dps.
-Toolbelt drop the throw napalm and replace it with a mobile smoke field, same smoke field that was originally on overcharge.
-Allow use under water.

2)Healing turret:
-Overcharge remains the same.
-Toolbelt exactly the same but carries a single cure. This would be similar to carrying elixir C though not nearly as powerful.
-Allow use under water.

3)Rocket turret:
-Overcharge remains the same.
-Toolbelt keep exactly the same but remove the ground targeting requirement.

4)Rifle turret:
-Remains the same but some possible ideas below…
-Toolbelt ideas, pick one:
— “cannon round” = knockback
— “confusion round” = some sort of confusion
— “glue artillery” = drops a slow down region like glue bomb.

5)Thumper turret:
-No changes.

6)Net turret:
-No changes.

(edited by jniel.3581)

Finnaly i bought this game.

in Guild Wars 2 Discussion

Posted by: jniel.3581

jniel.3581

Great game but seems to be 99% wvw/pvp now. World events are dead with players. Its impossible to get runs in dungeons. Even seasonal events are half stagnant.

If you like pvp/wvw you’ll love the game. If you like a more traditional role of adventuring you will enjoy it for the first 40 or so levels. Possibly more.

Unfortunately like every other game out there while it has its unique aspects its still the cooky cutter MMORPG (as of about the time WOW came out) tailored to the teenage crowd (or adults that stopped maturity at 13ish) whos’ parents money typically pays for and they are all about killing one another. Ok maybe thats going too far. =)

Personally might as well well FPS because while this game is cool and has potential its now about wvw/pvp and standing around in places like Lions Arch showing how “cool you look”.

Its worth the buy though because even if your not out for just wvw/pvp etc then you’ll get dozens of hours of entertainment out of it so its a good deal. Better than most. And anyone from the GW1 days knows anet just tends to do a kitten good job overall. Beautiful scenery, great story lines, jumping puzzle madness if you like it and some definitely unique aspects. You wont be sorry you bought it but depending on your persuasion you might find yourself going “WTF happened to all the fun?”.

Request: Remove turrets from game

in Engineer

Posted by: jniel.3581

jniel.3581

We still have to micromanage our turrets. Even more so than the other “traditional pet” professions. If for no other reason than they constantly die and have to be placed again. We have toolbelt skills for them and entire trait lines used in conjunction(ie: wrench and healing in at least two methods). My ranger takes far less micro managing in every respect vs my engineer.

As far as it being the class mechanics and having such a short distance between UP and OP I call BS. Its due to lack of proper management of the class by the developing crews. Simple and true.

Even if mobile turrets were granted, which would just be a blast of fun, they would still suffer the same issues they currently have that is the primary reason for making them useless. Under all circumstances outside of the weakest of opponents (read NPCs) they are typically instantly killed and if AOEs are involved its game over for them.

The fact is its due to lack of proper planning on the crew that manages engineers as to the turret problems. Im not saying its an easy thing to do but its clearly not being done. All you have to do is look at when they do finally come out with a “patch” a good part of the time it does not work or breaks numerous other traits entirely to the point its blatantly obvious no one did an ounce of regression testing before tossing the useless patch in place. Changes of the regen nature of turrets or buffing them a few hundred hit points is ridiculous and one cant help but think its for no other reason than so they can say “Look we are doing something!”.

At least other aspects have been fixed such as the removal of randomness on some elixirs but the unfortunate nature of this is that it has nothing do with the defining characteristic of this profession. Engineers were sought after predominately, if not entirely, for the turret aspect of the class and yet this defining attribute is so broken it reduces the profession to a long range VERY slow ranger (ie: grenadier) or sort of warrior class in leather armour. The flame thrower is little more than a melee weapon due to its close combat nature which is why they give a toughness bonus when this is traited. Of course I just noticed the weakened this trait. Why? 200 to 140 toughness. Spend time making us weaker on things that clearly are not OP in the first place and yet leave entire attributes of the class useless.

Anyhow just to be clear. I appreciate the attempts to address some of the issues but its lacking and poorly planned. That isnt an insult. Thats an honest observation. I also like the profession and even some of its quirkiness, even if I do complain about it.

I personally am of the opinion that they should either do a massive revamp on turrets or remove them. Mobility, aoe immunity and a health survivability trait would make a world of difference.

Mobility would be something as simple as you can pick up the turret and you get back or a different toolbelt skill or it replaces your primary skill set with something related to the turret.

AOE could just replace the exploding nature of the turrets. ie: skill grants 5-10 seconds aoe immune. Yes more micromanagement but it would take user skill to use effectively. Hardly OP.

The survivability buff is needed because the cost of dropping a turret to get one or two shots off simply isnt enough. You are better off with some other skill with a much smaller cooldown. Lowering the cooldown on turrets would help but will not address the fundamental problem.

Just my 50 cents worth of ramblings.

Request: Remove turrets from game

in Engineer

Posted by: jniel.3581

jniel.3581

This is what I always come back to. Nice for jack of all trades performance in gren mode and easy to switch to turrets and get some decent output WHEN they are applicable (0.1% of game) or just to mess around. Occasionally Ill run dual pistols or pistol/shield but its rare now. I find the net from rifle great for surv and I rarely use pistols or rifle for damage as they pretty well suck vs all other professions.

http://www.gw2db.com/skills/calc/engineer#14|0|0|0|0|0|0|30|1876|1422|1885|0|0|0|0|20|988|1012|0|20|1880|1479|0|0|0|0|0|0|0|1|0|0|0|0|0|0|0|0|0|0|0|0|0|

But unless you are hell bent on an eng just play a guardian and you’ll be a god in game and can do anything with zero rebuilds. Perfect profession with zero weaknesses and cant be stopped. Its basically the concept of a 1 class game. Everyone will eventually play it and only it when it matters.

(edited by jniel.3581)

Post Your Build Thread

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Posted by: jniel.3581

jniel.3581

Get the job done… Its not the highest dps or the best surv but while in grenadier mode it fits more situations somewhat ok or better in pve/wvw. It also allows the easy swap out to put in turrets and have them somewhat useful (via traits) for very specific situations. Specializing would be better but I get sick of bounce back and forth just to reset this gives me flex. Basically I have 3 sets of armour but only typically use two.

Power/Precision/Toughness is my usual run and works all the time. Jack of all trades.
Power/Precision/Condition for when I want a bit more dps.
Mix of Power/Tough/Vitality (rarely use this) for when the first seems to not be quite enough one way or the other.

http://www.gw2db.com/skills/calc/engineer#14|0|0|0|0|0|0|30|1876|1422|1885|0|0|0|0|20|988|1012|0|20|1880|1479|0|0|0|0|0|0|0|1|0|0|0|0|0|0|0|0|0|0|0|0|0|

Request: Remove turrets from game

in Engineer

Posted by: jniel.3581

jniel.3581

KOPPER in sPVP they are marginally useful. The ability to place them off at distance and let them fire once then self-destruct can, for about 5 seconds, give you a good hit. Then you are on a 30-60+ seconds cool down. So yah… dont bother but hey supposedly useful.

In WvW… LOL FT eng or Turret Eng… Take 10 of them against one grenadier eng and the other 10 are dead meat. They cant hit, they have no range and the only one that does decent dps is the FT but of course all you have to do is 1)keep distance, the key to a gren and 2)run up a hill and laugh at the FT eng as his flame shoots right into the ground. PWNT

Gren eng isnt that good in pvp and its just “OK” in wvw. I hate pvp and wvw overall. They bore the math out of me. pvp Id probably go explosives and use mines. wvw Ill stick with grens with speedy kits. Not because Im going to dominate, engs CANT dominate, but because Ill bring a lot to the group and drive the opponents so freaking nuts their reptilian brain will force them to leave their hiding places to seek me out.

These are just my opinions though. Take them with a grain of salt.

What is NOT opinion though is that turrets suck and either need replacing or total revamping.

Request: Remove turrets from game

in Engineer

Posted by: jniel.3581

jniel.3581

Turrets PVE:

Short story: Useless, just go grenadier.

Long story: Useless, just go grenadier. Ok maybe its not that bad. The healing turret can come in handy in groups when it wont pull aggro. Also turrets can be handy as a distraction to large groups of mobs and you just run around using them as a “get out of jail” card. They are SO weak in EVERY regard they simply are a waste of traits.

Some changes might make turrets useful and practical. AOE immune when spec’d. Substantially more hit points (ie: 2 times current). Mobile trait similar to spirits. Self repair is a joke as well. Even if a turret survives a hit (they are almost predominately always one shotted) it simply will not survive the next because it takes so long for such a uselessly small heal that its dead before the regen fires. Even if the regen fires the turrets HP (even with 30% reduction) is so miniscule its dead anyhow. The ONLY time this does not apply is when you are against completely regular mobs and you are 10+ levels over the area with the traits to match.

Been playing an eng for a very long time and all of the issues expressed in this thread and others have been around forever. The facts are dont bother as the developers/managment simply are NOT going to do ANYTHING about turrets.

Just go play a grenadier with medkit and dont get too irritated when people can buy your medkit skill for 15 copper (no Im not joking).

(edited by jniel.3581)

Turret toss: Stupid Idea: Needs Fix

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Posted by: jniel.3581

jniel.3581

Firstly don’t compare this to real life. If you did then please explain to me why my rifle turret works underwater and my healing one does not? Also explain to me why poison destroys all turrets in fractions of second? Has your car or computer been poisoned with a little arsenic lately? I think not. When is the last time you saw someone pull a automated turret with unlimited ammunition out of thin air and toss it anywhere?

Secondly, go ahead and throw your turrets from hell to breakfast. Its not going to help you. On the contrary its detrimental. Most of the turrets simply don’t work at all when on a wall or similar. Even the healing turret fails most of the time. When they do work any and all ground attacks can still hit them.

Thirdly, we do have technology to mount devices to walls. They mount turrets on roofs all the time as well. They even mount gatling guns on helicopters that put the turrets from engineers in this game to shame. Funny how reality can sometimes trump even the best of sci-fi/fantasy.

Besides its not like turrets are useful in 99% of the game anyhow. The healing turret, marginal. All the rest, less them marginal and thats only when you blow them up after their first shot.

I got a better idea. DONT nix this useless skill. Fix the rest of them to be something viable.

(edited by jniel.3581)

Replace engineer backpacks with belt backs

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Posted by: jniel.3581

jniel.3581

You know I didnt care much about the look of “the sack” until I put on all COF armour. Wow. “The Sack” is about as decent looking as “Butt Hair”. Its so bad I consider this a bug!

Skill/Trait Updates incoming for all!

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Posted by: jniel.3581

jniel.3581

I hope its all wrong and they actually do something of substance like oh I dunno:

1)Fixing ghost form 6-0 skill disabling.
2)Fixing the MASSIVE missing issues with FT.
3)Making turrets of actual real use, that is, a real build line.
4)#1 auto on grenades so the only real competitive build we have doesnt cause carpal tunnel.

PLEASE fix the grenade kit

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Posted by: jniel.3581

jniel.3581

Definitely need to make this target locking. They already purged any dps advantage it had. Now that it is relegated to being “just like everyone else” it should be “just like everyone else” and have target lock available on ALL of the skills. Dont change anything at all other than the target lock and travel time.

Fact is it should have never been nerfed on damage because it is already at a HUGE disadvantage. You aoe and thats all you can do. In dungeons this gets to be super dangerous because you have no choice but to pull mass mobs to you. Its a double edged sword and as such its power was already mitigated by its weakness. Additionally the fact your throws have an aggressive arc means you are limited to where this “ranged” weapon is really ranged. I frequently find myself having to “melee grenades” because the environment is not conducive to the arc and they hit ceilings, pillars, torches, etc.

I'm an Engineer because...

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Posted by: jniel.3581

jniel.3581

The engineer is different and thats why I play it and I like the concept. I also have some, likely lost, hope ANET will eventually fix us up to a standard to meet with the rest.

When I started playing I was intent on pistols and turrets. Man, I may as well have gone and walked onto a freeway because they seem to have pulled everything out of their coding hats to make this the most useless combination in the entire game.

I hope. Until then I throw grenades and enjoy watching a small mass of people fighting near the mobs and I rain terror from miles away from above.

(DOH, now they are going to nerf the 1500 range.)

Whats so good about engineers?

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Posted by: jniel.3581

jniel.3581

AOE grenades, that’s really about it. Everything else can be done by other professions far better. Unless of course we get to count how nerfed we are and how many bugs we have compared to other professions. Then were are A-number-freaking-one!. Or maybe the number of useless skills in our set or entire trait lines that a portion of intention is 97.6% useless cough turrets cough.

Dont take me wrong. I love my engineer and hes my main. But I have an 80 war, 80 guard and 73 ranger and a couple 20s etc. They stomped the engineer in every way other than aoe grenades. Which in my opinion is entirely mitigated by the fact you have to manually aim EVERY SINGLE attack with grenades and they are basically useless in small groups in WvW and entirely useless in pvp.

Out of every profession I have played this one is by orders of magnitude the most neglected and busted in the game.

Maybe I just like the under dog.

Cosmetic backpack and the disappearing torso.

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Posted by: jniel.3581

jniel.3581

Something seems to have changed with the cosmetics on the backpack on asuras. Maybe others too.

When I run backwards and stop my pack looks like its going to fall off. Maybe this is intentional but right around when this appeared to start happening I noticed a FUNNY looking issue.

Zoning into some place and immediately running makes my Asura’s torso… disappear and his head is attached to his legs.

While this is hilarious to see it also seems to impact pistol firing mechanics/aiming.

Turrets poisoned?

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Posted by: jniel.3581

jniel.3581

Why are turrets capable of being poisoned? The same turrets by NPCs can not be poisoned by an engineers grenade skill #5.

Its a chunk of metal. Why can it be poisoned?

Specifically the AOE poisons in AC from either the queen or the peon spiders hits and destroys any and all turrets virtually instantly.

At the very least our turrets should be same as their turrets and be immune. In CM my poison grenades can neither bleed nor poison any turrets (net, flame or rocket).

Engineer Bugs Compilation

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Posted by: jniel.3581

jniel.3581

Probably reported but will put here anyhow.

1)Engineers and Rangers in AC path 3 in ghost form lose ALL 6-0 skills and relog, weapon swap, illusions, death, etc dont fix. Its crippling to have no heal skill in a dungeon.

2)Grenade kit swaps out automatically after some seemingly random time period even WHILE in a fight. Its been there since the game came out.

AC Path 3 -More bugs for Engineers!

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Posted by: jniel.3581

jniel.3581

BTW not only does this seem to only impact some engineers it also impacts some rangers.

Both my engineer and ranger do the same thing. Its a MAJOR issue and crippling. Ever tried running a dungeon with NO heal skill? Yah…. suckage. Ive reported this bug about 6 times now between both the eng and ranger.

There will be trait changes, apparently.

in Engineer

Posted by: jniel.3581

jniel.3581

“Engineers will now randomly explode for no apparent reason and no apparent time for a completely random amount of damage and radius as well as randomly damaging friend and foe alike. P.S. This can even randomly happen while your character is logged out. Of course if you happen to be using Flame Thrower at the time and facing up hill it will negate ALL effects. A trait will be present to allow the skill to be useable which will randomly pick any engineer in the zone to immediately explode.”

Sorry, honestly I HOPE they do some good things like make some skills that are useless now useful(cough turrets cough), fix the various aiming issues we have (cough FT MISS SYNDROME cough), allow grenade throw at current target. Just to name a few. And how about just make our elixirs do THIS→ rather than maybe this or maybe that in which this or that are completely different ends of the spectrum in effect making that use(toolbelt) elixir borderline useless.

Grenades kit bug/control

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Posted by: jniel.3581

jniel.3581

Yah if people question this its very simple. Ready grenade kit. Stand there. It might take 20 minutes but eventually they will inexplicably disarm and switch back to you normal weapons. It might be a fixed time but Ive never had the patience to sit here with a timer watching. Bombs dont do it. FT doesnt do it. EG doesnt do it. Wrench doesnt do it. My warrior, mesmer, ele, necro,ranger or guardian never do it with their weapon swaps.

Grenades kit bug/control

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Posted by: jniel.3581

jniel.3581

Please fix the bug that forces you to switch out of grenades if you have them on more than X time. No other weapon or kit I have tested in the game across numerous professions does this. You ready them and as you run along suddenly, for no apparent reason even in the middle of a fight, poof you are using your regular weapons. No I am not hitting the button accidentally. Anyone that has just stood there with grenades on for more than this phantom X time knows they switch out. Its been there forever and it makes absolutely no sense.

I dont think this one is asking much. Its not like Im asking for skills to be useful such as Turrets or to stop nerfing us to the point people dont even want us along for dungeon runs. That would be over the top.

I know this will never happen but Id sure like to see grenades be thrown at your current target and if you have none then ground target. One place this is a massive issue is on anything that elevates itself above the ground. For instance, world events such as the Shadow Behemoth. You literally can not use grenades for a good part of any of these fights because you can not throw them up. The other issue is they are quite literally physically painful to use for any length of time because of how you have to manage the targeting and movement.

Turrets STILL "useless"

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Posted by: jniel.3581

jniel.3581

At level 80:
Rifle Turret: 747hp per 10seconds
Thumper Turret: 1195hp per 10 seconds.

Turrets STILL "useless"

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Posted by: jniel.3581

jniel.3581

I know this is being beaten to death but the way I see it the more noise that is made the more likely something appropriate will be done about the issue.

First Id like to say the nerfing of grenades was completely uncalled for. It was the one thing that really set our profession apart and it was good at it just as most professions have something they accel at. Yet ANET seems to think rather than fixing our issues they’d rather nerf one of the few reasons the engineer is really worth playing(my opinion). That aside, about turrets.

The new changes are not only not enough but they actually have made the turrets in some ways weaker. In particular in the past they would heal for very large chunks of health yet at a very slow pace. Now they heal for a pathetic and useless amount again over a long spans. For example:

Wychmire Swamp
Level 14 Veteran Mossheart.
Level 80 Engineer with: accelerant-packed turrets, metal plating, auto-tool installation, rifled turret barrels.
-Rifle Turret 58hp per 10seconds
-Rocket Turret 58hp per 10seconds
-Thumper Turret 93hp per 10 seconds
-Flame Turret 57hp per 10 seconds

Clearly those numbers are as good as them not even having regeneration. This is the best they do and that’s out of combat. Skale’s have better regeneration.

Also all but the thumper turret were lucky to survive 2 close range aoe ground smashes by the Mosshearts. Against at level mobs all turrets die pretty much instantly. For example: Meddlers Waypoint in the Cursed Shore a Risen Abomination (level 80) charges you. This charge will destroy, rifle, healing, rocket and net turrets INSTANTLY leaving the thumper turret to literally dies perhaps five seconds later from an aoe ground smash.

I tried this several times. Set your turrets up in a spread out fashion. Pull one of the abominations. Run behind the turrets and watch as it plows through them destroy ALL but the thumper. Then it hits the ground once and its down. The entire group lasting a grand total of maybe 8 seconds starting from the time the mob started to charge.

There is no way someone can honestly think turrets are not broken from the mere fact stated above.

PLEASE consider some(all) of the following:

1)Health needs to be increased across the board.
2)Regeneration needs to be sped up or the amount healed for increased.
3)Can you PLEASE allow us to use turrets underwater!? Rangers pet lions can breath at 500 feet but I cant use my freaking healing nor thumper turrets in the water.
4)Mobile turrets: Either a trait to make the mobile or allow them to be picked up “into” their respective toolbelt slot and then redeployed.
5)Eliminate the trait to allow placement of turrets and just make them always placeable.
6)Have them only attack my target or perhaps make this switchable. A trait?
7)Have our attributes effect turrets(ie: we have more power so they do to etc)

What would YOU like to ask the devs?

in Engineer

Posted by: jniel.3581

jniel.3581

Why do you keep nerfing engineers left and right when not only are they under powered but their skills are buggier than an ant kill? You nerf grenades into mediocrity before you even tried to fix turrets then your fix broke everything and then after the “fix” they are still 99% worthless.

>Have you actually played an engineer before you call code ready?
>Why not allow grenades to be thrown at a button press when something is targeted?
>Why not allow our turrets to be used under water(dont give me this its unreal BS, how does a ranger lion breath under 500 feet of water?)?
>Why not allow turrets to be mobile(Treaded/Tracked Turrets like tank treads or maybe a little golem carries them) or picked up into the toolbelt for redeploy.
4)Make turrets survivable. If nothing else immune to AOE.

Engineer Turrets Broken as of 30th April

in Bugs: Game, Forum, Website

Posted by: jniel.3581

jniel.3581

So more than week later and patches but not even a word on the effective crippling of engineer traits? Guess I’ll be playing other games and the longer I am there the less chance I will be back here(ever) which means less chance of cash in their pockets. Oh well. Their loss.

State of the Engineer?

in Engineer

Posted by: jniel.3581

jniel.3581

To OP: We suck worse than ever. We have never pulled our weight in PVE and we pull far less now. Just roll a Mesmer, Guardian or Warrior.

Turrets - The Buff 'A-Net" Wants us to HAVE!

in Engineer

Posted by: jniel.3581

jniel.3581

I absolute despise turrets. The mere idea of them makes me drowsy. Much rather jump in and out of the combat flow then to run around in circles letting some ai contraption AA an enemy to death. So yeah sadden by them “trying” to force us down that path

Yah because running around in circles or standing there facing a mob dropping bombs on the ground is so unbelievable entertaining. 1 boom 1 boom and so on. That is so much more exciting than dropping three turrets and running around using dodge, firing pistols, glue, fire, shield bubbling and tossing an electrical shield around ALL while you can still run. As opposed the abysmal targeting of throwing grenades while you try to run and having them spread out effectively eliminating 30% of your damage (of course then they stack a nerf on this, uber). So then you spec FT and maybe throw in some EG… Yep all great until someone tosses up retal and you end up one dead bbq eng all the while everyone else plinks away with out issue. But hey.. you sure looked cool shooting flames all over that miss a good 20% of the time and many times get stuck firing into the ground on anything but perfectly level surfaces. It does provide a good light source in dark jumping mazes though. FT … naw … torch (of course gamma fixes that too).

Point is its a style of game play they put in and its broken far more than the rest(actually its 100% broken beyond being able to drop turrets at this point). It should be viable and if its not going to be then get rid of it and give us something else that does work and they know how to code for to make it work.

Cannoneer - the heavy engineer

in Engineer

Posted by: jniel.3581

jniel.3581

Everything we can do, other classes can do better.

You suffer from a pretty awful inferiority complex.

No, engineers are just inferior you just don’t fully realize just how bad we suck nerf until you play another profession under similar circumstances (Yes I have). Engineers are 80% fubar at this point and need a LOT of GOOD attention. Not more nerfs and “we can only code patches rendering 25% of your traits non-functional” (see turret traits and more).

Turrets - The Buff 'A-Net" Wants us to HAVE!

in Engineer

Posted by: jniel.3581

jniel.3581

They also need to make healing turret work in the water. Its insane that such a primary skill of build type expected to be used is lost simply because I am under water. Rangers dont lose pets under water(tiger at 500 feet. wtf!?). Necros dont lose minions under water. Yet we lose several of our turrets including healing.

I have played every profession. Two are 80(eng and war). None of them are as buggy, broken and nerfed into utter uselessness as the engineer.

Since I find the other professions boring and the engineer at this time borderline unplayable in comparison (ie: no one wants engineers in parties, ever) I will never buy another GW2 related software package etc until engineers are fixed. I have actually largely stopped playing because of this and gone back to Everquest 2 and Anarchy Online. At least they work.

Its clear Anet doesnt care about our profession aside from continually weakening it. They should at the very least be good enough to allow us to switch our hard earned levels in an ENG for a new profession free of charge.

Engi is sooo OP

in Engineer

Posted by: jniel.3581

jniel.3581

I saw an engineer use an “Exploding Pants” pants skill. I know it must exist. This Asura engineer snuck up and dropped a bunch of nades in with a Charr’s nades and when the Charr stepped into the Asura gate the nades went off vaporizing the Charr and it took the entire Asura grid offline across all servers for the entire weekend!

You need to stop these psychotic genius’ called engineers. The profession must be eradicated!

Turret Suggestions

in Engineer

Posted by: jniel.3581

jniel.3581

Sounds like when we complain they do hear us but rather they decide to screw things up while largely attempting to fix the wrong things. Probably best if we not say anything. Then again maybe we should just ask for a gem store item: “Engineer Reeducation: Permanently turns your engineer in a Warrior, Mesmer or Guardian (warning: its random”).

Engi is sooo OP

in Engineer

Posted by: jniel.3581

jniel.3581

Definitely OP. We need a 70% nerf to all damage across the board. Make medkit not work underwater like healing turret and while you are at it they really need to make this “hair brain professor” rip-off thing they call an engineer create turrets that sometimes go haywire and just start attacking yourself and your party members. Of course once they do go berserk they also do GOBS more damage and their health quadruples.

I can take on a group of Guardians and Warriors with my loan engineer and his uber turrets. You need to nerf us more.

Turret Suggestions

in Engineer

Posted by: jniel.3581

jniel.3581

Well I just tested and sure enough the self repairing does not work and it would appear the 30% reduction is gone though I have no way to really test this. Its largely anecdotal. Ive been gone from any real play for the past two months. The cool downs and some damage does appear to be higher so the patches seem to have done some things but they indeed did break all of the traits.

Freaking awesome. Guess Im quitting again for some time as frankly I hate playing a mesmer and my 80 warrior is a bore comparably aside from the fact its a demi-god.

Smooth move A-NET. Not only nerf us in uselessness then your mediocre, at best, attempts to fix the wrong problems only resulted in quite literally making us even more useless, if that were possible. Brilliant!

Turret Suggestions

in Engineer

Posted by: jniel.3581

jniel.3581

do u know all turret traits inventions line r broken from the patch?

The cooldowns and damage seem to be up slightly from what I recall so no I am not aware they are ALL broken. They seem to be working like they always have aside from a few issues they have just always been, still are now, inadequate.

Turret Suggestions

in Engineer

Posted by: jniel.3581

jniel.3581

Also I would suggest at some point they have a displayed range ring(perhaps within movement). Also they need to have some level of intelligence as to when to attack. Even something as simple as do NOT attack if I am NOT attacking. Other than that have them closest mob or the like. Or if it is simpler just make them only attack the engi’s target and only while the engi is attacking.

Turret Suggestions

in Engineer

Posted by: jniel.3581

jniel.3581

1)Immune to AOE turrets. They simple should have to be targeted. Easy to implement totally fixes 70% of the “useless turret snydrom” due to deaths.
2)30% less damage should be more like 70%. They are simply too weak. Even low mobs vs a higher level engi kill them in seconds. Vets, Champs etc in less than one hit.
3)Treaded Turrets. Instead of turrets do 15% more damage instead have them treaded like a minitank and provide a belt skill to tell them when to move and when not to move. KISS. Get rid of the detonate turret skill (we already have this in traits) and make it the “go mobile” key for that turret. That way we can move those we want. ie: “its a come to my spot command” and if you keep moving they keep moving until you turn the follow off.

While far from perfect and far from addressing all of the massive issues with engineers I think something like those above (especially #1 and #3) would not only go a VERY long way but make engineers an absolute riot to play rather than the beyond boring stand run in circles dropping bombs.

The latest changes are mediocre at best and really do not fix any of the the real issues with turrets. They help mitigate a tiny portion of some of them within inadequate changes.