Showing Posts Upvoted By Lantz.7240:

Post: "Why I Stopped Having Fun in GW2 PvP"

in PvP

Posted by: Shadowblade.4316

Shadowblade.4316

Original Post:
http://www.anook.com/post/821

Interesting post from one of the TOP DKs on US. On his stream he said that he quit and was thinking of coming back to GW2 but after 20-25 hours of playing he gave up. His Tournament win ratio was pretty high 70+% and he played with some of the top players from Team Paradigm.

Here is his post:

I am working on a review video for it and right now I decided to also add another show to my youtube channel – PvP game reviews. Playing multiple games for over 12 years PvP exclusive content being in top 1%-3% of multiple games (from MOBA, Strategy games and MMOS) I think I can provide a decent reviews, entertainment and suggestions and balance fixes.

DISCLAIMER: I am not here to offend anybody here, and I understand that there are tons of fanboys that will higher an assassin to take me out… Well lets not go that far, but ALL I ASK from fanboys here is that to give my post a benefit of the doubt and try to understand that this is MY and most of my subscriber’s opinions and most of us quit playing the game therefore we are giving reasons why we did.

Just getting started!
Please do not wave a fanboy exclusive patented “This Game just came out” flag right in front of my face because it won’t simply work.

Arenas:
With new added battle grounds, warzones, warfronts whatever they called I cannot simply believe that developers did not have time to design a 4 walled structure for people to PvP. To be frank Arena “Room Design” is a lot simplier than battle ground design, the problem lies in not developers having not time to design Arena Room its because the meta system of the game is different.

99.999999% of the PvPers who were “hardcore” in GW1 and some new people who came into GW2 were expecting Arenas when it came for structured PvP, and instead we got shoved with battle grounds and node capping right into our throats and it tastes monotone!

The problem with Arenas not being introcuded right now are due some of the core class structural errors on top of the system “no holy trinity” system that back fired. Arenas are all about crowd control or focus fire, they are also about healing and healing prevention.

Not having a healer right now in GW2 will make Arena matches too fast and it will be basically best defensives cookie cutter builds vs best defensives cookie cutter builds. THAT IS THE MAIN PROBLEM. Imagine 3-5 people focus firing Necromancer (profession with decent tankiness but absolutely worst possible escapes) Necros will get plastered. Imagine 3-5 people focus firing Mesmer with 3-4 different vanish / stealths?!

Yeah – that is a problem of not having a healer in arena. Classes with most escapes and burst will prevail in the arena environment where classes even with amazing sustain damage, and condition control will be left behind.

SUGGESTION ABOUT ARENA:

I would strongly suggest Arena Net (GW2 Devs) to introduce the Arena mechanics and if they still feel strongly against healers then add NPC that heals people or introduce passive 6,000 healing per second (arbitrary number) in 5v5 match done to the entire team and the way that 6,000 will heal will be based on the lowest HP class getting most healing. (Example you have 4 people at 80% HP and 1 person at 20% then 4 people will receive 750 healing per second to top them off and 1 person at 20% will receive 3,000 healing per second (FYI 3,000 is decent but vs 5 people you will still die and do not forget about posion))

This way I feel like we can have fun in arenas, they will take decent amount of time, classes will be decently balanced due to their over all utility they bring rather than who has the best escapes / defensives / burst.

(edited by Shadowblade.4316)

Post: "Why I Stopped Having Fun in GW2 PvP"

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Posted by: Shadowblade.4316

Shadowblade.4316

LACK OF DUELS:
The problem here is yet again not developers being lazy to introduce duels, no. The problem here lies in class balancing and the lack off (will talk later in this blog.) Imagine mesmer with 3-4 stealths and phantasms dealing up to 5k damage with illusionary unload? Or thief with Cloak and Dagger + Back Stab the one who can crit up to 40% of your health bar and vanish up to 6 times in 1 match?!

Yeah good luck balancing here… The problem with introducing dueling in GW2 will also be admitting that the balance in the game is an absolute joke outside of objective playing for battle grounds / warzones.

The sad thing is that people are still dueling – they join the specific game / server with no people in it and start dueling. Unfortunately they do however have to deal with random people joining and playing warzones like they are supposed to (killing everything and capping nodes). Which makes it a pretty irritating experience for random people joining somebody’s dueling game and people in a dueling game having interruptions.

SUGGESTION ABOUT DUELING:

You can’t stop or force people to change their mind about dueling. If they want to they will find a way how. What you created is a poor joke of a dueling experience with tons of frustrations! If developers want to go that route of not introducing dueling in the game – fine, but they are missing out on a big aspect of PvP that MMOs have to offer. Rework class balance reintroduce it – yup thats all I got when it comes to suggestions about dueling.
BORING MONOTONE BATTLE GROUNDS:

For people that a new to MMOs, or PC gaming then battle grounds in GW 2 will look fun. For seasoned PvP veterans this is a joke… and a bad one…

When I quit this game the things that made people rage is just 1 simple mechanic – node capping (capping the objective points) with a slight variations with one having water combat (YUCK!). 2 more battle grounds came out – and what do we have – MORE node capping and a slight stench of water combat.

ENOUGH! It is boring. Essentially all we have is 3 node capping over and over and over and over and over again. The worst part of it is that you get to chance to play your favorite one once in a rotation of 5 and if you want to get into another one you have to leave your own warzone / battle ground and join a new one.

PLEASE for the love of twitch, youtube, google and anything else that is holy in PvP come up with some other designs for battle grounds. 5 maps of the absolutely the same game mechanic is over done. (FYI the most fune is prolly frost of niftell or w.e its called beause at least there is much easier to find and engage in team fights.)

Post: "Why I Stopped Having Fun in GW2 PvP"

in PvP

Posted by: Shadowblade.4316

Shadowblade.4316

CLASS BALANCE:

This is going to be a GHOOD ONE.

First of all lets talk about something that does not make any sense:

SCORE BOARD, REWARD SYSTEM IS A JOKE:
You can not see damage, healing and other raw numbers that is actually HUGE when it comes to player growth. How do I know that I am doing something right?! Engaging the right fights or have decent positioning if I cannot see my progression with damage?! How do I know my rotation is right if I du not see damage?!

Why there are no damage score board?! Because Dev’s afraid that people will look at score boards and finally realize that there is a HUGE imbalance in a game?!

Reward system promotes a lot of objectives and this is where the developer wants us to focus sure. But its BORING! Can we have some awesome rewards for killing people as well?!

I seriously feel like a 3 year old child and have developers shoving me porridge filled with their perception of the class balance that also stinks badly (not everyone likes porridge filled with capturing nodes balance.) I feel like this game is getting balanced around NODES captures and to me this is by far the worst possible way of balancing the game. People give crap to Blizzard for balancing around 3v3 in arena. Imagine balancing around objectives?! LUDICROUS!

Not to class balnce itself:

I completely disagree with the class balance in the game. I get the feeling that Devs balance the game around maps and node capping and if you look at it like that it is in fact looks decent. But the meta class balance, the balance of specs, traits, skills the 1v1 and team fight balance it is pretty horrible.

Lets get started:

Random Ques are getting ruined by 2 professions
Random battle grounds (place where you can start learning PvP is filled with Thiefs and Mesmers. Why? Because they are kings of 1 v 1 combat with multiple escapes amazing burst or pet damage. I would rather face pre nerfed retaliation guardian than face a mesmer with 4 different vanishes.

Somehow developers forgot 1 tinsy tinesey thing – having multiple stealth mechanics is not fun for the other party facing the thief or mesmer. As a thief I literally can do 3 cloak and dagger / back stabs with 18k damage total before the enemy will have a chance to react or counter me. (lets not forget other utilities escapes as well)

Random Ques get filled by 80% thiefs sometime and it is AGGRAVATING (notice caps here, yes they are here for a reason) to watch 3 thiefs simultaneously heart seeker your kitten The PvP meta system of the game is an absolute joke.

The fact that thiefs can be very effective with absolutely not much of a time investment or thought completely ruins random battle grounds experience.

Now the biggest rebuttle i heard from people – well in the tournaments its way more balanced. The problem I have is – new players who do not want to get into trounaments and would like to practice their profession will have to deal with countless thiefs and mesmers and by the time they think they are ready for tournaments they would want to throw this game out of the window.

And this leads me into another thing – Professions balance:

Post: "Why I Stopped Having Fun in GW2 PvP"

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Posted by: Shadowblade.4316

Shadowblade.4316

SKILLS WTF….

It sticks, its crap, its aggrivating….

Individual skills – I have yet to find more of an imbalanced MMO when it comes to individual skills. "Mesmer’s null void – clears booms from enemies, conditions from allies lasts 7 seconds) 45 seconds CD. Can somebody in a right mind tell me why this skill is not a 3 minutes cooldown and is not on elite spot?!
Why do phantasms that unload 4-5k damage are on 16 seconds CD?
Lets take heart seeker – its a damage, gap closer and execute 3 mechanics rolled into 1 with extremely low initiative cost and no cooldown.
Literally some classes have abilities that makes you wonder how is this still in a game after 5 months of the release?!

Not in any MMO ever I seen so many discrepancies when it comes to strength of skills. Some classes literally have 2-4 different mechanics pooled into 1 skill. Arena Net this is a bad joke…

CLASS BALANCE

Lets start with thiefs – easy to play, tons of damage, tons of escapes. Class is squishy? yes it is absolutely! Class has a lot of survivabilities – YES. How is this possible – lots of escape mechanics that makes the game not fun for other party.

Thiefs do too much damage, easy to play with 1-2 button spamming – your justification they are “squishy” fine increase their armor/ hp and nerf their damage + escapes.

Mesmers – anybody else seeing that this is absolutely wrong for a mage class to have one of the best heals in a game on top of illusions?! Anybody else things that the class with multiple abilities to spam illusions should not have 3-5 options for stealth?! Just me?!

PETS
The problem here is 1 very simple my friends – NO healers. any damage counts and for mesmer’s illusions on 16/24 sec CD this is a freaking heaven. First time I played mesmer I was able to kill 2 people in a 1v3 set up by just running around. I seriously scored in top 3 places for points by just sititng in a middle and let my pets do all the work for me. Pets do too much damage in this game. Add some utilities to them and nerf their damage to where it is decent but not overpowered. NO WAY IN HELL should be a 1v1 fight where top damage done to you was from pet’s abilities.

DOWN STATE

it is seriously “down” state. Boring, annoying, and absolutely unbalanced part of the game to an absolute monstrous levels of nerd raging. Example: Mesmer dies – his pets remain, he can port, he can put dieing illusions while his pets are doing damage (15-25% of your HP every 5 seconds!). Necromancer has umm 1 second fear… poison… life drain for 200?! Please tell me that you do not thing that the down state mechanics is an absolute joke.

REWORK your classes/ skills. Make it not possible to stack stealth skills, make it not possible to stack a lot of passive damage via pets (mesmers, rangers to some extend MM necros) Give pets more utilities!
Rework individual skills. Skills like Null Void do not belong in this game as it is a hardcounter to any condition class in a game fighting vs mesmer’s team. Make classes more balance around the combat not around who can get caps better.

PvP in Guild Wars 2 is disappointing due to unbalanced skills, class stacking, stealth stacking 1 boring kitten mechanic and thats it!

It is by far the worst experience I had behind lineage 2. I would seriously play 100$ if they rework guild wars 1 put a bit more effort into it and improve graphics than play guild wars 2.
*
This is one of those sad things where the expansion / build up that not only did not deliver what it promised but also disappointed hardcore fans.
*

My personal review rating is 4/10 with 4 scored mostly around amazing PvP area and PvP gear designs, and the way PvP is made with no grinding

Post: "Why I Stopped Having Fun in GW2 PvP"

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Posted by: sorrow.2364

sorrow.2364

I agree.
As a Guild Wars PvP-only player, I’ve forced myself to play PvP because I found it way too boring
.
I’ll pay 100$ too to have a Guild Wars-like game with better graphics and Guild Wars 2 skill/combat system. Why ArenaNet betrayed his most beloved fans, the PvP players?

Stop whining the ultra engie has landed

in Engineer

Posted by: Rozbuska.5263

Rozbuska.5263

This build is pure crap. Bad synergy, no swiftness, endurance dmg traits without any endurance regen or refil, missed best defensive skills and traits and I can continue. You dont survive enough and your dmg will by average. Elixir X is last nail in cofin.

Tekkit Mojo – Engineer
Tekkit’s Workshop

Engineers now have initiative

in Engineer

Posted by: Amadeus.5687

Amadeus.5687

That’s atough one, but I think my rotaion would look something like:
- Prybar Prybar Prybar Prybar
or
- Stasic Shot Stasic Shot Stasic Shot Stasic Shot!

^^

Time to fix engineer downed state abilities

in Engineer

Posted by: Kardiamond.6952

Kardiamond.6952

Changing our number 3 as our number 2 wouldn’t be fair. It’s like a better version

Our number 3 is really good, it’s a shame we never get to use it.

The issue with Engineer having the worse downed in the game ->

1- We have a weak number 1. Random condition with weak base damage. Why does Warrior and mesmer hit for 1k – 1.5k with auto when downed, and we hit for 300 damage? Because we have a random useless condition popping? Come on .

2- Our number 2 got every weakness available for a downed state. Single Target. Long wind up. Affected by blind, invul, stability, stealth ect. Can be blocked by anything behind us and the target (ranger pet). Bring the enemy TO US. Do weak damage (you better auto attack then grappling for damage).

3. We have the worse survivability in the same when in downed state.

Lets put it this way, here one example of each class, duelling 1on1 in a downed state duel.

Engineer vs
Warrior -> They pretty much outdamage us with throw rock, that hit really hard. Then they use vengenace and finish us.
Mesmer -> Precasted phantams still hit you. Mind blast (mesmer auto) can crit up to 1.5k damage. They use invis to delay our dps, and get 1-2 extra attack in. They cast rogue, which hit for 5-6k average. We are dead. I happen to fight a lot mesmer in 1on1 downed (there downed stats is so strong, they do more damage to me in downed then alive). And each timne I lost. Every freaking time. Even if they have half downed HP when I get downed.
Thief -> This fight isn’t that bad, tho they have the upper hand because of invis, getting 1-2 extra ttack each time.
Ranger -> Pet damage + Pet heal = They win pretty much any match up.
Guardian -> Once the healing kick in, we are done.
Necromancer -> The auto attack hit hard, and life steal. So they got use right there, if the #3 proc, you are even more dead.
Elem Pretty even fight, but they just walk away if they lose.

Engineer are pretty much out of it when it comes to downed state.

Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]

(edited by Kardiamond.6952)

Something needs to be done.

in Engineer

Posted by: Captain Swag.5893

Captain Swag.5893

Let me get one thing straight, I love this game. I love the engineer. I’m not quitting or rerolling any time in the forseeable future.

Engineer is by FAR my favorite class, for playstyle and for thrills, however they’re suffering from A.N.L.F.C.S., otherwise known as Arena Net’s Least Favorite Class Syndrome. Their list of bugs could span the earth twice around, their defence, offence, and just about everything else is laughable compared to most other classes.

Let me get one more thing straight, I am not bad at engineer. I’m quite good, in fact. But I’m tired of being left out of dungeon groups because I play an engineer, or being cussed out and called a noob because I play an engineer.

Something NEEDS to be done to bring Engineers back into the loop of normal play. Sure, they have spots where they’re good to have, but it’s a very gimmick sort of access. They’re generally left out of almost everything now, and not much is being done to fix it.

ArenaNet, from a concerned engineer player, please for the love of God, do something positive to this underloved class.

(edited by Captain Swag.5893)

Downed abilities need improvement still

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Only having the heal for pvp I think would make sense.

I know it’s a weird idea, but i would actually consider this:

- only a heal as you say
- but you are immune to damage

so either you have enough time to heal because your team interrupts them etc… or they have the window to stomp you.

We would have to adress those that can stomp uniterrupted too often of course.
Stomping uninterrupted once a minute with an elixir seems ok, stomping from stealth each time would make you too strong…

Changes like this won’t happen, so to be realistic: just improve engineer downed #2 and #3.

Wiggely, wobbely and other wombaty wabbity creatures…

Post Your Build Thread

in Engineer

Posted by: nakoda.4213

nakoda.4213

I was PM’d asking for my build, so I will put it out here for everyone to look at.

First, a disclaimer.

I am not a theory crafter, I am not a number cruncher. The following link is to the gear, skills, and traits that I use when in sPvP — PVE/Wuvwuv are different. Also, this is what I currently use: there are many things that change depending on my mood and what I am testing.

The build (Bad Link! Bad! Copy + Paste the URL to visit):

http://gw2skills.net/editor/?fcAQJAqel0pyaX7ShF17ICoHAWddXiUofN2HFs1DC;ToAg1Cqo8y0loLbROvkFNIYmB

I use Incendiary Powder, Enhanced Performance, Precise Sights, Fireforged Trigger, Juggernaut, Protection Injection, and Deadly Mixture.
I use Rampager PVP trink w/ 2x Lyssa + 2x Monk + 2x Water runes.
I use Sigil of Accuracy and Sigil of Strength
- as strong as the Rifle is (and it is) I prefer the extra sigil option of having both hands busy.

Pistol/Shield, Medkit, Flamethrower, Utility Goggles, Elixir R, Supply Crate.

The point of this build is to PRESS your foes. Stay on them like glue. Get in the face of ranged players. Make them move. Time spent moving is time spent not attacking (sure there are moving attacks, just like FT 1, but the basic premise applies to everyone). Melee are controlled through various knockbacks (push them away, keep them close by chasing.

You use Medkit 5 and Utility goggles for perma fury upkeep (+20% crit)
You use P/S for confusion applications and for Shield 4 knock back and Shield 5 daze.
You use Elixir R for Endurance (I dodge a lot) and the cond removal on the Toolbelt.
You use the FT as your primary damage dealing kit.
You use Incendiary Ammo, Air Blast (since feb 26), and Napalm to maintain burns.

Sigil of Strength and Juggernaut = 15-20 stacks of might (I’ve hit 25 in PVE)
• Keep in mind that this requires you to:

  1. keep swapping every 10 or so seconds into Medkit for the EP buff (3 might stacks)
  2. use FT 1 liberally to seek crit procs on the sigil (pistol 3 is also very good for this)
  3. (optional) replace accuracy sigil with battle sigil so your swapping also adds might.

I find myself often picking a single target and dogging them until they hate me, damage to their allies is icing on the cake.

Things that I often swap:

HGH and Enhanced Performance:
I think that Enhanced Performance is an overall easier way of maintaining might stacks, but the bonus to HGH is that you get the full boon duration buff from alchemy, which makes your Protection Injection essentially permanent with the Water and Monk runes, though, really, the extra 10% isn’t doing much, and the extra POW from Explosions is pretty sexy-times. I typically use Enhanced Performance.
- in PVE I use Exploit Weakness to slow mobs down while farming.

Precise Sights + Protection Injection vs Infused Precision + Invigorating Speed:
I tend to stick with the prior, I don’t find myself needing to go off on really lengthy chases while in combat, and I use the Medkit 5 for swiftness out of combat. On most sPvP maps, this is plenty to get from A to B (A being out of combat, and B being in combat .. ).
- sometimes I swap 10 points from Explosions to Tools for the crit dmg and speedy kits, and when doing so I completely negate the need for swift on crit. The vigor trait is really nice though because I like to dodge a lot. Overall, I stick with Pow.

Protection Injection vs Self-regulating Defense:
The auto Elixir S is really nice, and always fun to watch in the middle of a fray, but with boon duration buffs, I think that a (near) perma protection is a more solid choice.

Elixir R is entirely a preference. C is super handy (you can never have too much cond removal. B is boss, and U is fun for spamming FT 2 (if you are lucky enough to get quickness). I like R because with R and Goggles I have two stun breaks, blindness immunity, and extra endurance.

My play style is very aggressive and mobile. I pick a foe, and I stick to them, I burn them, knock them down, burn them some more, throw some fire on them, knock them down again, confuse them, daze them, then for kicks I burn them again before knocking them down … again.

Air Blast and Shield 4 toss are immeasurably fun and useful, ESPECIALLY now that we can detonate FT 2 when we want to.

FT dmg scales best with POW, but it is a PRE weapon (firearms tree, at least), so its POW gains come from might stacks, and as such, high crit + strength sigil + enhanced performance is where I have found my own sweet spot.

Play it, test it, rip it apart, I leave it to you, but I enjoy this build a heck of a lot and I never find myself wishing I were an Ele.

/2quid

(PS – the nerf that really hit hard was the foodbuff fix. Imma miss my omnom ghosts! but I was so OP with omnoms and this build; the moment I first nommered some berries I knew the nerfs were coming. I could smell them!)

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

(edited by nakoda.4213)

Downed abilities need improvement still

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Imo the downed mechanic has no buisness in any PvP setting the way it is now.
In sPvP and WvW the downed mechanic should really only be the heal skill for every profession so if you get downed in a teamfight you have a chance to get rezzed.

Otherwise the whole downed system is just a whole load of cheap stupidness. Why is it that some professions can seem to hit me harder with their downed attack then I can hit them with my autoattack!? I am forced to use CDs on someone that I have already beat.

Why is it that some professions have a gauranteed way to distract ppl for another 10 seconds or so. In sPvP you can really see the complete unbalance of classes like Mesmer and Ele who you can get downed but then they can use their downed skills to disract you while teammates capture points. Whereas if you are an Engineer and you get downed you can only hope to prolong your life as long as it takes someone to do the spike animation twice.

The Downed mechanic either needs to stay in PvE only or it should be changed in PvP so that all professions have EQUAL skills.
My suggestion would be everyone only gets 2 downed skills.
-1 skill being a single target interrupt.
– 2 skill being heal self.

(edited by CriSPeH.8512)

What this class is missing: Stability

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

If the Toss Elixir S had both Stealth and Stability instead of 50% one or the other, this wouldn’t be an issue.

Virydia – Hearld
Tirydia – Scrapper

What this class is missing: Stability

in Engineer

Posted by: Penguin.5197

Penguin.5197

“They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight.” – Arenanet on engineer class philosophy

On a class that relies on boons to help them fight, isn’t it weird that we are missing one of the stronger boons? This was not always the case and we had stability like the rest of the classes in the form of the juggernaut trait (http://wiki.guildwars2.com/index.php?title=Juggernaut&oldid=313868) When it was removed, we were left with two skills that can grant stability to us, one has a 50% chance of giving it when we need it and the other one is a skill that forces us to not move, replaces our skills with skills with the strength of masterwork weapons that cannot even target nearby enemies.
I believe that stability is part of the reason this class feels like it is missing something. Here are the non elite-skills that give stability:
Guardian:
“Stand Your Ground!”
“Hallowed Ground”
Warrior:
“Balanced Stance”
“Dolyak Signet”
Ranger:
“Signet of the Wild (to your pet)”
Elementalist:
Armor of Earth
Mesmer:
Power Break
Engineer:
Toss elixir s (randomly)

So apart from necros (Who at least have fear to make up for it and can at least trait for 3 second of stab) and thieves, we suffer from having no stability skills, most likely because developers must have though our infinite stability trait would make up for it and we did not need one. Sadly though we all know what happened to it.

I believe that this class was made from the beginning to have good access to stability, but lost it during the way. So I request we get a skill or trait to be updated with stability, a class that requires mid/close range playing style really could benefit from one.

(edited by Penguin.5197)

Hobo Sacks: A Terrible Fashion Statement

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Posted by: Turbo Whale.1738

Turbo Whale.1738

I’ll make this quick. I posted something similar to this thread months ago but I feel like now might be a better time for this to get noticed because of ANET’s great success in the plush backpacks.

Situation (Optional Read): So I’m walking down Lion’s Arch and the sylvari ladies are swooning (and some of the men). A little flex of that 3 inch circumference bicep and they go wild. That Nightmare Court Set shows how much of a bad-boy my sylvari is. I’m feeling a little kitteny so I decide to put on a little fire show for my amazed spectators so I slot my grenade kit. However, to my dismay, the hobo sack instantly drains all of my charisma. My 3 inch bicep reduces to a 1 inch instantly. My nightmare court gear instantly withers away to dust. The show was over before it even began. The once entranced sylvari ladies now walk over to the suave elementalist who displays a fire show so great, it nearly made a steam vegetable mix out of the audience. I log out, uninstall, drive over to ANET HQ, and dump 10 lbs of freshly steamed garden salad in front of their doors.
—————————————————————————————————————————————————————————-
Story Time over

-This game is based on cosmetics. Endgame is based on cosmetics. Dungeon armor serves only to provide cosmetics. People spend hours and hours on cosmetics.
-Engineers must wear hobo sacks and stow their weapons during parts of fights. Almost all engineers have at least 1 hobo sack in his/her utility slots.

- Hobo sacks are ugly. They cover the beautiful plush backpack items. My hobo sack doesn’t match my bad-boy Nightmare Court wardrobe.

Solution: 1. Allow cosmetic upgrades to hobo sacks available in the gem store (Maybe I can turn my cute quaggan backpack into a grenade bag?). 2. Allow us to use kits without having hobo sacks. 3. Let us display our stowed weapons while using grenades or a flamethrower, etc.
———————————————————————————————————————————————————————————————
Simplest and most efficient fix: Give us a toggle to hide or show hobo-sacks when we have a kit equipped. It’s probably an easy update, it is optional (so those who want to keep the hobo look can), and it will probably help sales for the new quaggan and charr backpacks.

Thanks.

(Edit: Added a story to the top for a more interesting time with the thread)

(edited by Turbo Whale.1738)

Please fix Eng's Flamethrower

in Engineer

Posted by: Naioby.3705

Naioby.3705

It has been centuries and yet we are still bugged having a Flamethrower that misses when targeting a foe, and also, each hit from FLAME JET (FT first skill) SHOULD grant BURN, otherwise where is the logic on tossing fire without getting burn? is this a supersoaker gun?
Read the skill’s tag info:
“Spray fire in a cone pattern while on the move, burning enemies on the final attack.”
http://wiki.guildwars2.com/wiki/Flame_Jet

We all demand for a fix once and for all, this is a bug old as a left-over-pizza-hidden-under-ur-sofa’s cushion.

Please all Engineers post here to let our voice be heard!
NO more supersoakers! and YES = Fix Flamethrower’s BUGS

http://schwanzersatz.de/super_soaker_monster_xl.jpg
(Lol at this picture, nice super soaker gun, really a monster super soaker, we should have one in game for engineers)

Attachments:

(edited by Naioby.3705)

To Despairing Engineers over Kit Refinement.

in Engineer

Posted by: Deniara Devious.3948

Deniara Devious.3948

Well, the kit refinement buff was expected and it was also expected that the patch would be bugged. A lot of engineer stuff has been bugged since day #1, reported here or using the inbuilt tool. Yet this “big” update didn’t fix most of those issues. What was unexpected the overpowered builds or traits of some other professions were not addressed at all. And what was expected: no explanations or reasoning.

Reroll as a thief, mesmer, guardian or elementalist. That is what the Anet skill “balancers” are playing!

Deniara / Ayna – I want the original WvWvW maps back – Desolation [EU]

(edited by Deniara Devious.3948)

The engineer's dependency on slot skills

in Engineer

Posted by: Seetoo.9316

Seetoo.9316

This vision anet has of versatility via kits does not exists. Kit’s are sub par by default. You need traits to bring them up to par or better. When you spend your traits to bring up 1 kit, you leave out the other kits as sub par.

What the kits need to validate the claim of “versatility” are traits that affect all kits. Traits like backpack regenerator, kit refinement, and speedy kits.

We need stuff to happen when equipping or stowing a kit (like when traited, a necro can cast spells, gain buffs when entering DS, or heal when they leave DS) for the said kit to be worth the utility slot. Hell, FT and EG are better condition cleansers with kit refinement than cleaning formula 409.

The engineer's dependency on slot skills

in Engineer

Posted by: JohnDied.3476

JohnDied.3476

I originally wrote this post as a reply to something in the “is engineer that bad? common” thread.

I decided to create a new topic because I actually wanted the following to be discussed in detail. Sorry if this seems like a rant, but it’s something that’s been bothering me for some time.

Anyone is more than welcome to tell me that they disagree with my opinions, this topic is to elicit though and discussion on something I consider an issue for the engineer class. That being said, please be kind, we’re all friends here

Take for example Mesmers, elementalists and thieves, who can both stack utilities that are helpful both offensively and defensively, while putting out far superior damage over time. Even if we have a build that does not focus on kits many of our utilities are flat out worse than comparable utilities in other classes and either possess a significant drawback such as a self root or have a random effect that means most of the time you re rolling the dice and hoping for the effect you want.

After having made elementalist and mesmer alts, after the whole OMG this is so OP wore off, I kept note of something that I’ve noticed when making alts for any other profession in the game. What I noticed was that those classes (Ranger, Guardian, Elementalist, Mesmer) aren’t completely dependent on slot skills to be effective. Those professions are solid without their slot skills and better with them. The engineer isn’t solid without slot skills, in fact, it is kitten useless without them.

This reflects something the devs need to address with regards to the engineer, they need to address the issue that our main-hand weapons are inefficient and ineffective. Some may not agree with me, but I think this is symptomized by two kinds of builds the engineer has, the kit engineer and the might stacking engineer.

The kit engineer tries to make up for our inefficient main-hand weapons by loading himself with kits, which are themselves mostly inefficient by design (bar a few). He equips himself with a lot of kits to be able to acquire (what he considers) a necessary amount of useful skills. Why? because our our main-hand weapons lack enough useful skills for a good build and no one kit contains all the skills which we will need. That is why you see 4 kit engineers running around without stun breakers because they want to have at least two damage kits (like grenade or bombs) and the elixir gun (for one skill, SE). Grenades and bombs are a whopping 10 skills, on top of our 5 main weapon skills. Why do we need 10+ damage skills? Why have the devs made the engineer’s damage so low that some consider 10+ skills necessary to kill things? Why have they made our utilities so minor and spread out across so many kits to the point where some need 4?

A well built ranger only needs 14 skills. A 4 kit engineer gets 29 skills. I don’t see why we need 29 skills at once. Our kits and weapons need a much needed clean up or redesign.

On the other side of the engineer spectrum we have the might stacking (as well as the static discharge) engineers. These builds embrace our main-hand weapons, they focus on using every skill they provide and are perceptive of the nuances and quirks of each weapon or kit they use. The might stacking or static discharge engineer likes our main-hand weapon skills, but they thing they just need a little kick to them because they’re ineffective on their own. So the SD or Might engineer uses our all to valuable slot skills to buff our damage, in any way possible. If the person is capable enough to go without stun breakers or defenses, they can go full GC and dedicate every slot skill to be able to achieve the effectiveness they want out of our main weapons.

A warrior/thief/mesmer/elementalist doesn’t need to use 4+ skills to buff themselves to be able to do great damage as a glass cannon. Why then do static discharge/might stacking engineers do that? What I can discern from this is that our weapon damage needs a well deserved increase

The devs have said that the engineer sacrifices damage on our main-hand weapons in order to be a versatile profession. The problem with this is that we are not versatile if we are both ineffective and inefficient. I’m talking about our main-hand weapons because fixing them would be a good start, but If you look at kits you would see that they have the same problems. Just take a look at the might stacking flamethrower.

(edited by JohnDied.3476)

Warning: Do not roll an engineer

in Engineer

Posted by: MrSilver.5269

MrSilver.5269

I’m creating this thread for people that are just purchasing this game as a warning so that they do not consider rolling an engineer. As a caveat, I only play wvw so I’m not able to intelligently comment on how the class performs in pve and spvp.

For some background, I have been playing mmos since 1999, and have played virtually every single major title released during this period. I’ve been playing an engineer as my main since the 2nd beta world event. I’ve logged over 600 hours on it. I’ve tried virtually every single build there is, experimented extensively with all of our kits, gone pistol/pistol, pistol/shield, and rifle, have multiple sets of exotic gear, tried maximizing turrets, and have used both elixirs and gadgets. I’ve tested everything, and I try to squeeze every ounce out of my spec through theorycraft. I admit that I do have success playing the profession despite the profession’s inherent disadvantages.

That all said, the engineer plain and simply does not stack up against most other professions that are equally played and geared. It just doesn’t. I don’t want that to be true, but it is. In most cases you simply have to play flawlessly to beat other classes.

In addition, the class is riddled with bugs, which the developers have completely ignored, instead rolling out wave after wave of n-erfs in every patch. The recent adjustments that have been made to the profession do not in any way bring us up to par with warriors, thieves, elementalists, and mesmers. If anything they put us further behind.

Also, the engineer does not bring the same level of support and versatility to a group that other classes are able. The truth of the matter is that we are a second rate profession that will remain so for the foreseeable future.

Do not be fooled by the people who will chime in on this thread saying that the engineer class is fine, and l2p. I know how to play. I also know that when I get on a thief or warrior it is complete easy mode in comparison.

The only reason to play the engineer class is if you like playing the underdog, and can deal with the reality that if you aren’t absolutely perfect in many encounters you will lose.

Take this as a warning from someone who continues to stick it out on an engineer despite it being sub-par.

Roll a warrior, thief, mesmer, or elementalist if you are considering the engineer class.

Just trust me and you will be glad you did.

But I’m trying, Ringo. I’m trying real hard to be the shepherd.

(edited by MrSilver.5269)

Why do ppl hate the Engineer?!

in Engineer

Posted by: Signet of Forums.4397

Signet of Forums.4397

The engineer seems to be far more dependent upon utility skills than every other class. I think that pretty well sums up most engineer issues in a nutshell.

I think the core problem (for those that find the class problematic) was that they had to balance the class around potentially having kits in utility slots. Thus, I think kits should have been implemented differently, like maybe just only allow one, but have it take one of the function key (F1-F4) abilities, instead of the weird thing they have done where you need to take up a utility slot (or possibly the healing slot, if we want to be technical) to have the equivalent of weapon swapping. Obviously, other abilities would probably need to be balanced differently in that case.

Also tied to that point, if you don’t use a kit, you have a whopping three – yes, three – weapon combinations to choose from, and two of those have the same first three skills. As I said, the class is balanced too much around kits. I’d probably be fine with that, if they did not take up utility slots, and instead replaced the engineer’s non-existent weapon swap.

I would guess they probably experimented with various ways of doing it during development. Why the current implementation is what they settled on, I don’t know. It certainly seems far from ideal to me, though.

Therefore we proceed to write a sig.

(edited by Signet of Forums.4397)

"Engineer....psshhh"

in Engineer

Posted by: BrimstoneAshe.5043

BrimstoneAshe.5043

Engineer sucks, they dont do so much dmg as all the other classes. Thats all Fix It please and dont come and say i am a noob since im not, got full exotic and ascended

I never understood this sort of argument.

“Class X is horrible , and I should know I’ve played it hundreds of hours.”

If someone plays a horrible class for hours and hours, I seriously question their sensibilities.

Asuran Engineer – Norn Ranger
[KAOS] of Anvil Rock

Soooo i got 1shotted

in Engineer

Posted by: Choops.3710

Choops.3710

the best part is landing it on a thief or mes and one shotting them. grenades go off, thief or mes is nowhere to be found…. wait for it….. invisibility wears off….ah, there they are! lying on their back, with their hand reaching towards the heavens as if to say ‘why god? why did I underestimate the engineer?’

Pikachoops – Engineer, Fort Aspenwood

Engineer Guild??

in Engineer

Posted by: Walorx.5129

Walorx.5129

I actually run an all engineer team for tournaments atm. You might have seen us around Anvil Rock or in matches. The team is called “Care Package Inbound [CPI]”

Vöz – “Stand in the red circles, they heal you”
YOUTUBE.COM/VOZTACTICS

The TANKCAT build. Prybar some faces!

in Engineer

Posted by: mischwoof.9785

mischwoof.9785

EDIT: Video! http://www.youtube.com/watch?v=0pfO5s9pi0c

Edit: sPvP Video: http://www.youtube.com/watch?v=CN5TmGOBOjI
__________________________________________________________________
EDIT: Added my group version for convenience: Group-oriented TANKCAT build Thanks to KirinDave for the talent suggestion!

In groups, I replace elixir B with U for TURBO-DUNKING enemies or TURBO-REZZING allies. This allows my group to recover from many BAD HAPPENSTANCES.
__________________________________________________________________

I think it’s about time for me to post this. :> This is my coveted TANKCAT build!

LISTEN UP.

Pistol/shield, full soldier’s stats, 0/0/20/30/20.

Click here for the TANKCAT build. Study well, and prepare to prybar faces.

(note: full URL doesn’t work, click ‘proceed to this site’ in tinyurl to view the page)
______________________________________________________________
The goal is to pop Elixir B and pry bar the enemy right before they pop quickness or whatever else their burst skills are. They will completely annihilate themselves due to confusion and retaliation.

This build will completely dominate any burst spec class. I am serious.

Here is a handy list of how you will annihilate classes in order of easiest to hardest to make submit to your kitten.


Nisha The Medicat [NEWL] | Lv. 80 Engineer | Dragonbrand

(edited by mischwoof.9785)

Famous Quotes for the Engineer.

in Engineer

Posted by: FiftyTwoBears.5482

FiftyTwoBears.5482

Because he’s the profession Guild Wars 2 deserves, but not the one it needs right now, so we’ll nerf him…..because he can take it….because he’s not a profession….he’s a Grenade Spammer, a Turret Spawner……the Versatile Engineer. -The Dark Knight (2008)

(edited by FiftyTwoBears.5482)

Lets see your engineers!

in Engineer

Posted by: Grackleflint.4956

Grackleflint.4956

My now level 80 Engineer, Bodge Cogswell sporting Seattle Sounders FC colors and grinning like a maniac.

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