Showing Posts For ocirne.7915:
In general gameplay I can pretty much always do a near optimal rotation with hammer simply because theres almost always a decent skill off of cooldown. Even just using hammer 2345 in a row is not something you can mess up and its still better than camping grenades.
hmm are 234 really all such a similar dps. (5 isnt obviously)
plus im under the impression that if you arent spamming 2 as frequently as possible then youre going to take a significant dps hit because youll have to auto at some point. 2345 on hammer isnt a good way to be optimal.
Its not optimal, I just was saying it’s better than camping grenade auto.
If we are talking about actual real world DPS, hammer would be even higher compared to rifle and other builds since it’s offensive skills are also defensive, plus scrapper also has more stability.
i would say the opposite. the rifle rotation includes significant autoing, which is just filler and doesnt hurt as much to miss out on. using 3 high damage skills every 6 secs leaves less room for autoing, so when you have to react to a boss you have bigger dps losses. im assuming hammer 3 and 4 are used on cd (or nearly so) because they do in fact add to dps, yes? then theyll be on cd when you need them. the cc that comes with rifle isnt part of the rotation, so its available when needed (but unfortunately cc is now generic).
The hammer rotation is significantly easier to do since the cast times are quite long which makes it way easier to think about your next skill. In general gameplay I can pretty much always do a near optimal rotation with hammer simply because theres almost always a decent skill off of cooldown. Even just using hammer 2345 in a row is not something you can mess up and its still better than camping grenades.
And a big part of playing optimally is adjusting your rotation to the encounter. If you know archdiviner will be using his aoe in the next few seconds, you don’t waste your block skill on DPS and use it instead to block the skill and do damage at the same time instead of dodging, and with many more skills available there is always plenty of stuff to swap around in your rotation without any significant loss.
wall
I agree with most of your comment, everything depends on the encounter. If you cannot stay in melee range for a sufficient amount of time, then obviously a more ranged build is better. Though I personally never had problems with staying at melee range in any of the current content that is meleeable, this build is more suited for people that don’t have problem’s with that.
Static discharge is never taken because it’s been bugged for a long time now. Static discharge messes up your skill queue after using a toolbelt skill which makes doing optimal rotations annoying/impractical.
Also takedown round is bugged or the wiki is incorrect, it doesn’t have the coefficient stated by the wiki, it has about a 1.04 coefficient. (halfed is 0.52)
In practice, people never drop Streamlined Kits, since having swifness always available in/out of combat is something that usually speeds up runs more than a small proc. Builds need to be practical, highest theoretical damage is not the goal here. I could be adding the Rocket Turret toolbelt skill and Throw Wrench before every fight too, but thats not practical.
so you are saying you are constantly dishing out 21k per second? i highly doubt that…
Umm…no one is saying that.
What is provided is a theoretical potential DPS.
Umm… The OP is saying that.
What is provided by the OP is what he is saying is the DPS of his build. If it is potential best scenario dps, then he should say. There is NO way that he is doing 12k per second.
I provided spreadsheets showing that the calculations assumed 25 might, vuln, fury, banners, empower allies, 2k armor and with the perfect rotation without delay.
The problem is that people like you can’t read, and I’m not going to add disclaimers to every single calculation I do.
Did you even read what I wrote? None of the points you propose does not make anything I say untrue. You are providing POTENTIAL dps, not actual real world dps. Meaning what you are saying means nothing. We as players are not robots. This is the type of kitten that make people in game say – “you either go this build or GTFO”.
The actual DPS numbers are completely irrelevant, all I am trying to prove with my post is the comparison between hammer and rifle. If we are talking about actual real world DPS, hammer would be even higher compared to rifle and other builds since it’s offensive skills are also defensive, plus scrapper also has more stability.
Heck i could have just told you the DPS with 2600 armor and people wouldn’t have freaked out over a high number while still proving that hammer is a great option.
And nowhere I disagreed that it’s not realistic DPS. It is potential DPS, it is the only thing we can realistically calculate and compare, even if it doesnt hold up in practice, the relations between all the potential DPS numbers of all classes/builds should generally be fairly similar in practice. (A staff ele has higher DPS than a necro potentially, and also in 95% of the fights in practice).
(edited by ocirne.7915)
You rotation lasts 37s on the scrapper video. Is something different? Rotations won’t be faster in practise than on a training dummy.
Mistake on N23 of Hammer page. Lowering condition damage by 16k.So actual DPS number should be closer to 17k if the rotation is indeed correct.
I started counting time at the first hit, since you can pretty much use Orbital Strike up front in every single encounter without problems (1500 range + 2 second delay). Besides that i was slow on multiple executions of Flame Blast and Acid bomb in the video. I measured the rotation again without errors and it does fit within 30 seconds.
Also I fixed the condition error, thanks for that. Lowered DPS to 20.7k. With optimal food (Seaweed Salad) it’s still 21154DPS though, but realistically noone will use food that expensive for 450 more DPS. Also edited the OP.
so you are saying you are constantly dishing out 21k per second? i highly doubt that…
Umm…no one is saying that.
What is provided is a theoretical potential DPS.
Umm… The OP is saying that.
What is provided by the OP is what he is saying is the DPS of his build. If it is potential best scenario dps, then he should say. There is NO way that he is doing 12k per second.
I provided spreadsheets showing that the calculations assumed 25 might, vuln, fury, banners, empower allies, 2k armor and with the perfect rotation without delay.
The problem is that people like you can’t read, and I’m not going to add disclaimers to every single calculation I do.
(edited by ocirne.7915)
A few suggestions:
Superspeed is not needed for Dungeons/Fractals. I prefer having “recovery matrix” for better survivability and scholar rune bonus uptime.
“siege rounds” is as far as I know a slight DPS boost. However, combined with the Condi dmg boost from firearms Shrappnel should be better and taken all the time. I dont know exactly tbh.
The first major trait in scrapper is really insignificant so pick whatever, i just like having the option to get some superspeed for repositioning and skips with Axe Toy.
Siege rounds is a dps boost (in short ish fights), however i took Shrapnel because Dragon Hunter has a 10% dmg bonus vs crippled and engineer can provide that easily without any significant loss with shrapnel. (Plus it’s a condition for Modified Ammunition).
So I’ve seen a lot of misconceptions on the forums about scrapper being less DPS than the standard power build, so I’ve gone and done the complete DPS calculations for both builds with their optimal rotations.
Results:
Hammer: 20749 DPS
Rifle: 19314 DPS
Ofcource the p/p condition build is still going to be optimal for high level fractals (60+?) simply because mobs have increasingly higher toughness the higher you go. But if you like running power, Scrapper would be the way to go, having higher DPS than even a staff ele with the perfect rotation.
(edited by ocirne.7915)
This is pretty much the optimal build for organized dungeon/frac groups if you want to run power.
http://metabattle.com/wiki/User:Ocirne/Engineer_-_Power_Grenadier_Scrapper
Has about 21k DPS with the perfect rotation against 2000 toughness enemies . (most dungeon mobs/bosses)
Spreadsheets! https://docs.google.com/spreadsheets/d/1NPT_iLK5-Pmga6V_6QhJDD0fliKjQS2sjnJKxRtQifc/edit?usp=sharing
Condi is still better for high level fracs because bosses have high toughness and health but for dungeons power is definitely the way to go in 99% of the encounters.
(edited by ocirne.7915)
welp, for the zerker meta in dungeons you want rifle…
Thats only because nobody decent cares enough to update the dungeon meta because dungeons are dead. Hammer is perfectly viable and likely optimal too.
I’ll try to give my PvE feedback based on the numbers and feel of the spec in dungeons/fractals.
First of all, I think the numbers on the hammer skills 2-5 are in a really really good spot. They’re not overtuned, they’re all worth using in a maximum DPS rotation, but only barely. This is probably what the scrapper PvE rotation would look like: https://www.youtube.com/watch?v=OX_DcncbwHA
The rotation is a lot easier to do than the rifle one because of the long cast times on the hammer skills which gives you time to think about your next skills.
The auto attack chain is still on the low side with 0.8, 0.8, 1.0 coefficients on the skill compared to grenade auto attack at 0.99. (identical attack speeds) But please don’t nerf the other skills in order to buff the auto attack, that would make the weapon a lot less viable even if the auto attack was at like 1.2, 1.2, 1.5. PvE Engineers have been wanting a good melee option for a long time.
As for the feel of the skills, they feel a little bit clunky because the reflect and block on Electro Whirl and Shock Shield are delayed, meaning that skills can interrupt the defensive skills making them kinda unreliable and random. The time between the skill activation and block is so small, that you can’t really interrupt it on reaction, but random skills can still go through. These 2 skills feel great besides that.
The leap on Rocket Charge is a little bit unpredictable and goes everywhere if the target is right in front of you. The bigger issue that I have with it, is that you are vulnerable in between the leaps. Even though the tooltip states you have a long duration evade, its still 3 short evades that don’t link together. This again means that random CC’s can hit you inbetween the leaps of Rocket Charge. This makes it kinda dangerous to use as a defensive option against big skills because you can still be hit, also you cannot cancel the skill yourself with dodges so you have no choice to take the hit. At the end of the 3rd hit, you’re also stuck and cannot dodge while still being vulnerable to hits for 1/4s.
My advice would be to lengthen the evades on each of the Rocket Charge leaps a little bit so they chain together properly, and maybe allow for dodging during the animation (Also lengthen the evade of the last hit, just don’t take control away while not evading)
I’ve also been hit by projectiles like Lupi’s auto attack which curve around a lot during Shock Shield’s block. (Might need to increase the blocking hitbox thing a bit, it could also have been just lag).
As for the gyro’s, it’s nice that Stealth Gyro does not aggro mobs, even though there are still several places where it messes up things. (Turrets in Arah and mines in CoF p3 still hit the gyro). It also can really not keep up, even when running in a straight line without swiftness i got destealthed. Having to constantly stop and wait for the gyro was annoying. Also it will randomly go off and stand in front of any enemy that hit it, staring at it menacingly.
I don’t think gyro’s will ever work well as long as they have AI (Looking at pets and minions). The best/easiest solution i can think of, is to just have the gyro’s be attached to the engineer (Like in the HoT announcement trailer). Allowing them run off to heal/cleanse allies and stare at enemies doesn’t really add anything to the game in any gamemode. It just makes them unreliable, which is bad for esports and annoying in PvE.
As for the skill effects of the gyros, Shredder gyro is really underwhelming, whirl finishers just really don’t have much of an impact. They’re really random and even if you can guarantee that all the projectiles hit your target, its still not worth taking over a kit. Bulwak gyro still seemed to have way too little health. It could just absorb one hit of the Archdiviner in fractals.
You cannot just look at the strength of a skill and compare them to utilities/skills of other classes because the engineers’ class mechanic is basically based on them having really strong utilities, we do not have a weapon swap. Any utility needs to be on par with a kit at the least.
(edited by ocirne.7915)
@ Ocirne: Thank you for your contribution here. Sad to see so many people who are taking their frustration of the meta out on you.
I’m glad to see that the scrapper will be worth using in a DPS-focused build. Too bad the auto attack doesn’t fit in, but that’s probably to be expected considering how good the non-AA skills are.
I almost wish we didn’t have vuln and might on the weapon though. I have a feeling there will be plenty of this in a group setting to be capped even without this, making those a bit of a waste.
Thanks,
I would have personally loved to see a blast finisher on the auto 3rd hit and a bit more damage.
Remember the livestream? The idea of stealth gyro is to stack up bout 20 secs of stealth and then detonate for superspeed. it requires Final Salvo but hey its a combo better then SR and Veil. as for depending on them verses kits, yeah i dont get it, i main engi and i use only 1-2 kits depending on build, and i can see myself using a Gyro (I mean literally all of them fit one way or another.) Take a Bombkit/Shredder Gyro. Smoke field plus Gyro will send blinding bolts out that burn down break bars. perfect for raids. Gyros should be targetable, and the Scrapper needs to be aware of this. But hey we are still pre BWE3 so things could change.
It cannot stack 20 seconds, theres a stack limit on the number of stealth applications (5). Like you can put 200 blasts in a smoke field in an instant, but you’d still only get 12 seconds of stealth.
Besides, nobody wants to wait 30 seconds underneath a drone to stack up 20 seconds of stealth. Kicking the engi and finding a thief takes less time. ¯\(?)/¯
Super speed is also equal to swiftness out of combat.
The Elite gyro just should not aggro PvE mobs, they can still let it be visible for PvP purposes, but theres no reason to make the elite useless for PvE.
Why shouldnt it aggro mobs?
If you’ve ever stealthed past mobs with a ranger that doesnt know how to stow his pet then you’d know :P
Every mob would instantly attack and kill the gyro with AoE and stuns also hitting all the people that are stealthed.
The Elite gyro just should not aggro PvE mobs, they can still let it be visible for PvP purposes, but theres no reason to make the elite useless for PvE.
Its always funny to me how some ppl assume that ability to post build on metabattle/youtube/whatever makes their build automaticly the best and mark them as authors of that build/rotation.
Hammer will replace rifle in rotation for sure but specualting about exact numbers is pointles because we dont know them and they can even further change. About rotation I definetly there see place to replace one kit by something else becase of fairly low cds on hammer.
But where I can see hammer even more usefull are actualy condi builds. Just imagine full condi duration + fire fields + all those whirls and leaps from hammer and shredder gyro. It will make fire stacks just insane.
Eh, I’m not claiming to be the author of that build, just added that information to add credibility. Hammer just has 2 whirl finishers (on skill 2), for a few burning bolts. Leap finishers just give fire aura which does nothing if the enemy isn’t hitting you a lot. p/p will probably still be the best option for pve condi.
Is this based of the PoI stats because we know that the PoI was not using a proper stat set up for Scrapper.
I think he used a stat set up for condition damage instead of power and toughness.
This is based on Jebro’s build where he showed the amount of power and the tooltip damage, which can be used to calculate the damage coefficient.
Thanks for the info.
I do not know the purpose/role of the Hammer so I do not really know where in the DPS ranking of Engie weapons it should be placed.
I am curious, how accurate can we know DPS for specs? Is it calculations, or do you test things with timers and combat logs?
It’s pretty much only calculations and measuring time of skills. Though nobody really wants to put in that much effort to measure all the things and figure out the optimal ordering considering the specs change so much. For most elite specs its pretty obvious if it will be useful for current PvE based on the trait damage bonuses.
Okay in all honesty, what is your point? This spec is not about dps obviously.
And metabattle is part of the big problem that is ruining gw2, new players are mislead into it being the only way to play making the playerbase very homogene. I am sorry but I have zero respect for metabattle.
To show how useful the spec is for people that like to min/max dungeons?
Hello, I’m the person that made the metabattle power grenadier DPS rotation and wrote a large part of that page. (http://metabattle.com/wiki/Build:Engineer_-_Power_Grenadier)
I’ve done some quick napkin math to calculate the damage coefficients of the hammer skills from the twitch stream. (Using the Jebro part)
Numbers are here: http://metabattle.com/wiki/User:Ocirne
Assuming my calculations are correct, then the following will apply:
In general, the hammer skills 2 Electro Whirl and 5 Thunderclap are superior DPS to rifle’s Blunderbuss and Jump Shot. Hammer 3 is also likely slightly better DPS than using the grenade auto attack so this skill could replace the grenade auto attack in the rotation in a few places.
What you guys probably want to know, is if the hammer auto attack is any good compared to the grenade auto attack. The answer is, definitely not. The hammer auto attack is approximately 20% less DPS than the grenade auto attack.
In dungeon scenarios the extra might on the auto attack is not particulary useful, the vulnerability on both weapons is relatively compareable, with grenades doing more short duration vuln and hammer less but longer duration.
As far as i can tell, hammer will be a very comparable option for dungeon Engineers, how much stronger it is compared to rifle I still need to calculate, but it should be fairly close.
Trait wise, the Scrapper traitline would replace the Tools traitline, trading a 10% damage modifier when endurance is full, for a 10% toughness -> power for 100 power and 10% hammer damage trait. The DPS between the 2 lines should be really close trait bonus wise.
As far as the Utilities are concerned, I’ll just pretend that they never existed.
Templates would be ideal, but there already exists a perfect trait panel, it would cost minimal development time to port it to PvE.
This thread is pointless, there is a lot more to balance than DPS, mortar has 1500 range, it also has AOE – chill, heal, blind, posion, plus a waterfield, ice field, poison field, light field, and a blast finsiher.
It does matter for the PvE community, which is a lot more significant than the PvP one.
In PvE you should be running the grenade kit since it stacks vulnerability better. There was no reason to ever use the auto attack before the nerf.
After they bugfix Supply Crate so it actually gives three blasts instead of one on detonation, you’ll end up taking that anyway.
There was a reason, if you’re capped on vuln you should use mortar. And theres a lot more vuln around nowadays.
If you’re capped on vuln, if anything, you should use bombs. They hit harder than Mortar even before the nerf.
That means you have to drop another kit. You still want to use shrapnel, freeze, poison grenades, flamethrower 2 and elixir gun 4 on cooldown for the max dps rotation. Mortar will simply replace the grenade auto attacks that are currently used as a filler in the max dps rotation.
This thread is pointless, there is a lot more to balance than DPS, mortar has 1500 range, it also has AOE – chill, heal, blind, posion, plus a waterfield, ice field, poison field, light field, and a blast finsiher.
It does matter for the PvE community, which is a lot more significant than the PvP one.
In PvE you should be running the grenade kit since it stacks vulnerability better. There was no reason to ever use the auto attack before the nerf.
After they bugfix Supply Crate so it actually gives three blasts instead of one on detonation, you’ll end up taking that anyway.
There was a reason, if you’re capped on vuln you should use mortar. And theres a lot more vuln around nowadays.
This thread is pointless, there is a lot more to balance than DPS, mortar has 1500 range, it also has AOE – chill, heal, blind, posion, plus a waterfield, ice field, poison field, light field, and a blast finsiher.
It does matter for the PvE community, which is a lot more significant than the PvP one.
tooltips lie. never use them as basis.
They did not previously reflect ascended weapons. not sure why you would trust them to now.
that said, I tested and got .8s attack/s for mortar as well, in the mists. sure FELT faster then that.
Skills are ALSO notorious for functioning differently in pve and spvp. be sure to quality where testing was done.
Also, kit weapon strength is not the same as pistol or rifle weapon strength. you can’t compare rifle dps with mortar/grenade/bomb without also including rifles inherently higher weapon strength. or pistols lower for that matter.
Yeah, seconds actually pass kinda fast. xD
Either way, even if the coeficient calculation doesnt work with ascended, atleast the relations between the numbers should still be right. (assuming everything is equally broken, doesnt make sense to use a different damage formula for every skill)
Everything was tested in PvE in a lvl 80 zone. And they recently fixed kit weapon damage so it uses your weapon strength. (Made having an asc weapon on engi really important)
(edited by ocirne.7915)
Cast times for grenade and bombs was different pre-patch. I haven’t tested post patch cast times yet.
I thought mortar was 1.45x rifle damage pre-patch?
Don’t have access to the game at the moment so I can’t test.
Yeah they said 1.47x and that is not how it was in game. If not, then the tooltip is not correct which i doubt because the damage ratio’s between skills seemed to match the numbers.
I didnt test attack speed for bombs and nades, but they felt the same so i didnt re test them.
Your numbers don’t look accurate. Where did you get those?
I calculated them using the formula:
Skill Coefficient = ( Tooltip Damage * Target Armor) / ( Average Weapon Strength * Power )
Assuming an armor value of 2600 (Tooltips use this value).
Used an ascended rifle and 2521 power. I went over it a couple of times, it’s correct.
For the times i simply counted the number of attacks over a minute by hand, its probably not 100% accurate buy quite close.
(edited by ocirne.7915)
-28% damage on an Elite range skill that reduces its dps to lower than auto-attacking with a rifle or using an already nerfed grenade kit is not a buff. It it were a buff, then please give that -28% damage buff to every other classes’ ranged skills in the next 24 hours.
Tuesday’s patch convinced me that the expansion was a good buy. Twenty four hours later, this nerf update took that all back. I am sick of everything fun to play getting ruined by people complaining that they aren’t automatically winning against a class they don’t like.
Even with the nerf, mortar still does more than rifle.
And it’s AoE.
And it has a 1/2 second cast time compared to Rifle’s 3/4 seconds.
It has a longer aftercast, the amount of attacks per minute is the same as rifle. Its simply lower DPS, and can be sidestepped unlike rifle.
The other skills also bugged, it throws another 3 invisible grenades when traited. Enjoy double damage and vuln.
In PvE the buffed mortar auto attack would just replace the grenade auto attack if you’re capped on vuln. If you’re not, grenades are still better. Besides that, you still really have to use all the other skills you used before buff to get good damage.
After the nerf its just plain useless in every gamemode. I didnt even feel it was that strong in WvW, yes it hits for 4k, but at the same time i take a lifeblast from a necro for 14k
Below you can see the skill coeficients for all the skills (Directly correlates to DPS)
Before the nerf to Mortar Shot, it had effectively the same DPS as bomb kit auto attack. Which in my humble opinion is perfectly fine for an elite skill; a ranged bomb kit but with way worse conditions.
After the nerf, it has identical DPS to Hip Shot, which is a way faster projectile, and cannot be sidestepped.
Pre nerf, Mortar shot was an excelent alternative to Grenade Kit (PvE) trading vulnerability for some more DPS. Post nerf, there is absolutely zero reason to use it.
Mortar shot (Pre nerf without +10%)
0.80 Mortar shot attack speed
0.88 Mortar shot attack mod
1.10 Mortar shot effective dps
Mortar shot (Post nerf with +10%)
0.80 Mortar shot attack speed
0.70 Mortar shot attack mod
0.87 Mortar shot effective dps
Mortar shot (Post nerf without +10%)
0.80 Mortar shot attack speed
0.64 Mortar shot attack mod
0.80 Mortar shot effective dps
1.00 Grenade attack speed
0.87 Grenade attack mod
0.87 Grenade attack effective dps
1.00 Bomb attack speed
1.10 Bomb attack mod
1.10 Bomb effective dps
0.75 Hip shot attack speed(traited)
0.65 Hip shot attack mod
0.87 Hip shot effective DPS
(edited by ocirne.7915)
The mine from equipping grenade kit with streamlined kits detonates because of minipets moving over it, or by being at exactly the right distance.
Could we perhaps use the PvP trait panel, or something similar in PvE?
Trait swapping is a very common thing in PvE. The new hero panel takes up significantly more screen space. There is a whole section on the left and top side of the menu that basically does nothing but tell you the stuff you have.
It’s really not relevant information for someone that has been playing the game for more than a month and in dungeons you usually have your trait panel open.
The PvP trait panel is perfectly sized and would make life a lot easier. (Think of people watching record run videos when someone is running around with a menu covering 40% of the screen)
This makes arah a lot less fun, it used to be one of the most enjoyable dungeons for a lot of people.
Bloodlust stacks are lost when switching to another weapon in your inventory with a bloodlust sigil.
Since the last patch (March 31) You lose all your bloodlust stacks if you change weapons through the inventory, even if the weapon you change to also has a bloodlust sigil. This was not the case before the patch.
E.g. on my Engineer:
- Rifle with Superior Sigil of Bloodlust
- Kill some mobs to get stacks
- Doubleclick on a shield with Superior Sigil of Bloodlust
- Lose all the stacks.
You can get infinite stunbreakers without using energy by canceling the dwarf elite right after you started the cast.
Mace 3 can also go in a random direction depending on the terrain if you’re looking down just like Rocket Boots does half the time, makes it really awkward to use.
For people that have The Predator, the higher damage procs always have the fireball animation, low damage procs always have the normal lightning animation.
Also, if you do not have a target, it will never do the high damage proc.
Some skills are more consistent with high procs than others and some don’t do high damage ever, but it really seems completely random. I spent a hour trying to nail down what causes the fireball to appear, but to no success.
“Guild Wars 2 takes everything you love about Guild Wars 1, and throws it out of the window”
And the argument of less skills being easier to balance turned out to be kitten anyways. Half the weapons of every profession are completely useless in multiple gamemodes.
Even though they added less content to make it ‘easier for the developers to balance’, players don’t really care how easy the developer’s job is, players want to make decisions to personalize and optimize their builds.
I don’t think they brought over a single thing that GW1 did well, it’s like they didn’t even realize how amazing a lot of the systems in GW1 were.
Whisper’s Secret Shoulderguards
Vigil’s Honor Leggings
Priory’s Historical Boots
Heavenly Medium Bracers
Illustrious Guise
Abyss/Celestial/Lemonade dyes
Idk most people still haven’t figured out every weapon combination for the classes we have now. I feel like a new class or new skills shouldn’t be added just yet. We still have to have everyone figure out all the “meta” weapon/skill/trait combinations first.
Meta was completely figured out 3 months after release, this game has the depth of a puddle.
There is plenty of variety between professions, there is not plenty within a profession.
Every profession has multiple weapons/specs which are completely not viable in multiple game modes. Fixing existing weapons first, then adding more weapons/skills would add much more, for less effort than a new profession.
First person camera in too confusing and overwhelming for players to handle and so is movement in three dimensions.
Players also need 45 hours of leveling before they are allowed to spend their first trait point.
Better not rush things, might confuse someone! /s
To be fair, I think the great majority of the playerbase prefers land combat over underwater combat.
Would also take a lot of effort to rework it… effort which could be better spent on things people are interested in.
I keep my normal key layout intact and use the secondary key column for the music layout.
I think it would have been way cool if GW2 had been called ‘The Searing’. Anyway, if people want GvG, I say let ’em have it.
They do have it there lot of GvG types in GW2 its just under a different name. What most ppl problem with GW2 GvG is that its not GW1. This is not a problem with a game having something or not having something its a problem that ppl cant get over that GW2 is not GW1 and GW1 is mostly a dead game. They cant and do not want to move on.
Except there are no GvG types in GW2.
Prowler Shoulders
Privateer Coat
Heavenly Medium Bracers
Rubicon Leggings
Rubicon Boots