Showing Posts For senseidan.2036:

'Lost & Found' Problems

in Flame and Frost

Posted by: senseidan.2036

senseidan.2036

Been server hopping since yesterday, got 1 snow covered object in Vizunah Square and 2 snow covered objects in Blacktide, hope this helps.

'Lost & Found' Problems

in Flame and Frost

Posted by: senseidan.2036

senseidan.2036

I haven’t been able to find a single Snow-covered object either.

Although I did find Dirt-Covered objects.

20 second global cooldown on kit refinement

in Engineer

Posted by: senseidan.2036

senseidan.2036

I would prefer them make kit refinement stronger at least because KR does not feel as usable as it should be!
I wouldn’t mind if they increase the trait tier, but we need a cool down timer!!

Some ideas to improve kit refinement:
Bomb kit: improve pull range(its a bit small) and/or shorten bomb explosion delay(because mobs run out way too often), change bomb model and vfx so its noticeable.

Flamethrower: give it the elixir gun KR but its (slightly larger)puddles deal damage and cripple(this will help with the close range kiting) + maybe a new graphic with a incredibly leaky fuel tank

Elixir gun: give back the old super elixir KR or give it some kind of close range splash heal + condition removal(because a good part of elixir gun game play was bunching up with your team and giving them “support”, this also works well with elixir guns toolbelt skill which is also short range) I think this change is important because it will give back support engineers some kind of presence.

Med Kit + Tool Kit: I think these changes are quite good in helping their game play styles but the duration are severely lacking and should be buffed to 4 seconds.

Overall usability: A buff timer would help a lot! It would be at least some sort of indication of its cool down because game play feels clunky and annoying when I want to use the kit refinement skill but when it doesn’t proc I feel my game plan is ruined (true story)XD.

(edited by senseidan.2036)

[Poll] Should the SAB stay permanently?

in Super Adventure Box

Posted by: senseidan.2036

senseidan.2036

1UP

Most definitely needs to stay!
But it also needs more zones, more worlds, more secrets, more music, more puzzles, more upgrades, more achievements, more Easter eggs, more weapon sand ARMOR skins

Guild wars 2 and a lot of other games struggle with not having enough end game content(i’ve quit alot of mmos because of this), I personally had quit 1 month ago after playing 1.5k hours of rinsed out dungeons, wvw, pvp content, but I definitely came back for the SaB and would most likely stop playing again if it were to go. I would prefer a game that expands rather than monthly events which come and go because vanilla guild wars 2 needs more content that STAYS! I would enjoy and welcome the SaB as a continued expansion of the game and love the diversity it brings which reveals a new and fresh side to the game. The way i see it is just like adding another dungeon we play and keep playing the dungeons for gear/skins which is nothing we aren’t accustomed to already, but what is different is that this dungeon is more of a jumping puzzle dungeon with lots of elements that adds hours to the game. In my opinion jumping puzzles is one of the most fun part about gw2(couldn’t jump in gw1) there should be more dungeons like this that focuses on this important aspect of the game and SAB is a great way include it. Not only that it brings more players into Rata Sum which isn’t a bad thing since gw2 has problems with map population.

In summary the SAB is SERIOUSLY FUN JUMPING PUZZLE DUNGEON that will probably end up as boring as any of the other dungeons we already have …. but we still play those.

Edit: And speed run leader-boards would be an awesome idea i remember a time when all people would do is compete with how fast they could complete old SNES games.

It’d be really funny if the actual April fools was that it’d only be available during april.

(edited by senseidan.2036)

Dear Anet, to all the hard work we've done...

in Engineer

Posted by: senseidan.2036

senseidan.2036

What I’m confused about is the conflicting philosophy, the changes to kit refinement were definitely a step in the wrong direction(or at least a bit far off).
Their official philosophy “Jack of all trades” master of none (but can be good at something with severe trade-offs) does not fit well with the current change.
In the real(game) world this means kits have to be deeply traited into to get any decent benefit from using that kit. Quick examples:
Grenadier additional grenade since two grenades are very weak
Juggernaut subpar damage without the might and without toughness is quite squishy close range
etc.
But for those who use multiple kits the main bread and butter benefit was using kit refinement, this meant engineers could full fill a variety of roles and efficiently benefit from using multiple kits as each kit serves a different role but still gear dependant. This acts VERY similar to elementalist attunements and which arena net stated engineers are similarly versatile.
They did also state there are substantial trade-offs which any build will have but for kitmaster builds they had their own such as being very difficult to utilize to full potential(combo ability between kits) and suffer a dps loss switching kits when using support options and dont get auras or traits which buffs the team. The current kit refinement benefits are restrictive and inefficient to our gameplay. Survivability is also a HUGE factor, kitmasters have no stun break or invulnerability (which elementalists get to have) and the only real option was to clear conditions with kitswapping to EG + FT.
Truly a “Jack of all trades” master of none with its own tradeoffs.
Anet have stated that they want to increase the amount of viable builds but following this patch I feel kitmaster builds are no longer a viable option as its tradeoffs are too severe compared to the actual benefit and skill required to play.
Overall I think kit refinement needs to be reverted back to no global cooldown or at least 5 second cooldown(because I understand we may be switching kits too fast and wasting EG to FT condition removal) BUT increase the amount of conditions removed(atleast on FT kit refinement). Anet needs to view the “kitmaster” as a fun build players want to play and refine it by adding more synergistic traits or support/dmg combo options when using multiple kits .
_

some suggestions: napalm blast as a blast finisher, smoke vent as a combo field.

(edited by senseidan.2036)

Asura Engineers running Elixir S

in Engineer

Posted by: senseidan.2036

senseidan.2036

I too use an asura engineer and this needs to be fixed immediately!!

But on the stowing medkit I agree its weird and annoying at first but what is interesting is that just equiping it counts as using a “heal skill” and a “weapon swap” so it can proc lots of things and because it has no cooldown it makes engineers the most efficient class at activating these buffs.

Engi's role in dungeons? Assistance needed!

in Engineer

Posted by: senseidan.2036

senseidan.2036

It really depend on how you design your build, for me, I run a kitmaster build (The “sickman” syndrome) so I can provide cc, dps, condition support, healing and condition removal. I think Engineers are definity strong in cc, lot of our weapons and kit have at least a cc skill.

Lol just posted there and mentioned something similar.

But I agree with engineers current state is like a jack of all trades and the build the shoyoko mentions definitely fits and takes advantage of that.

[PVE]The "Sickman" syndrome

in Engineer

Posted by: senseidan.2036

senseidan.2036

Thanks for sharing your build! I’m enjoying using your multiple kit build I was using multiple kits before but your build definitely takes advantage of the engineers unique kitswapping ability.
I’m enjoying it alot since I seem to fill any role in a dungeon group, damage, survivability and support is all there! The skill cap is high but if utilized correctly can be very effective. One thing I like about this is I can adapt to how a party plays for example if it were a melee focused group I would use flamethrower to get in close with them and use all support cooldowns with elixir gun (toolbelt regen and super elixir heals x2), but in a ranged squishy group there is enough control and support(chill, pushback, cripple, swiftness, blind) to keep them and myself alive (even without having reflect projectiles)

I feel engineer has great potential and has many effective combos using multiple kits similar to elementalist attunements and similarly to elementalist attunements each kit has a similar function be it support buffs and heals(elixir gun and medkit), 1500 huge range damage, control and burst (grenades) tanky lifeleech close range damage(flamethrower used with omnomberryghost).