Great change for my playstyle and being a solo roamer, now if we can just get backbreaker to not be so telegraphed and get rid of the 1 year cast time.
Yak’s Bend(TWIN) Racist against Sylvari
RRR Ranger and Warrior videos: http://www.youtube.com/user/ElmoezHerra?feature=watch
You want them to fix the durations on a rune set that is already game-breaking? lol!
The items do not work as stated. “Balance” is irrelevant here.; argue that elsewhere.
Yeah, it’s a pretty poorly designed trait.
Hip Shot – Ok its useful here
Net shot – no damage, doesn’t benefit
Blunderbuss – 600 range traited, does more damage in melee, no benefit
Overcharged Shot – 600 range traited, no benefit
Jump Shot – Damage is melee aoe, no benefit
Pistols, ok, I can see it working here, but really does a weapon with horrible power scaling need this? Let’s see.
Explosive Shot – Benefits, but pistol 1 has .3 power scaling. And really, how many power, crit, crit damage pistol builds are there?
Poison Dart Volley – Wildly misses 75 percent of its shots beyond 600 range, no benefit really.
Static Shot – Very poor power scaling, see explosive shot.
Blowtorch – Deals more damage the closer you are, no benefit.
Glue Shot – No damage, no benefit.
Now, let’s look at kits.
Elixir Gun
Tranq Dart – Poor power scaling, no real benefit
Elixir F – Great power scaling, actual benefit
Fumigate – Even traited, cannot get enough range to benefit
Acid – Melee damage, no benefit
Super Elixir – No damage, no beneift
Bomb Kit
All skills are melee range, so no real benefit
Tool Kit
All damaging skills are melee range, no real benefit
Med Kit
Umm no lol
Flamethrower
Useful with the number 2 skill, and that is all
Grenade Kit
I can see it have a use here in pve setting
So, you have to ask yourself, is this trait really worth taking if it only really benefits one kit, and to a much lesser extent another (flamethrower)? Or, do you see it as going against anets idea behind our class design, strong mid range fighter? I see it as a poorly designed trait, but that’s just my opinion.
inb4 phineas poe quotes my post and states “why do you think its a poorly design trait” :p
The state of the game right now is really something quite horrifying. lets look at this for a second. conditions require 1 stat to reach full potential. 1 STAT! all you need is condition damage which conveniently comes in a bundle with precision and toughness (while the precision is I wouldnt say useless but rather not as helpful as toughness) power builds that want to actually deal damage require 3 stats. power, precision and crit damage. without the 3 you will not deal enough damage to win any balanced fight against a condition based build. to add insult to injury we are forced to take the vitality aswell, vitality is a throwaway stat when you want to go full glass since its taking away from all 3 of the trinity of damage.
now lets look at conditions a little more. they are all true damage, cannot be mitigated by toughness but they are able to be cleansed…
those who use the “it can be cleansed” arguement to defend conditions have no idea what they are talking about. once a condition has been applied, the ONLY way for it to stop hurting you is for it to be removed. when you are fighting a person with a power build, unfortunately many of these builds require a horribly close range coupled by a crappy tell. this makes for easy dodges. dodges are to power builds as what condition clearing is to condie builds. the only difference is you get a dodge every once and a while, innately without traiting where as you need to trait for condition clears and they can be padded by non damaging conditions you frankly dont care about in that moment of time (say a cripple when you are suffering from 25 stacks of bleed or 1 stack of vuln when you need to get rid of the nasty 20 seconds of burning)
The list of countering power builds goes on and on where condition builds only have one thing to say. use some condi removal l2p lolol nub. seriously. are you that blind? I have played every class and I have to say not only does not every class come with viable condition removal, but it also ruins any hope of a pvp trinity. the damage dealer, the condition applier and the bunker. the damage dealer has been removed and replaced with the condition applier because they are so much more effective and easy to win with. the game now consists of tanky condition bombs that hit for 15k within the first 5 seconds, bunkers that are almost unkillable but deal zero damage and still melt fairly easy to a lucky/numerous condition bombs. and the poor power players that have to deal with low end stats and not enough damage to kill anything because of the way pvp was set up, and the main stats of condition builds.
This is not fun. this is not fair, this is not balanced at all. There are many other arguements that obviously reveal anets bias towards conditions but are not pvp related and so I wont bring them up but honestly when are we going so see change? when will we see diversity once more where condition builds do their job of causing chaos and nothing more?
chaos shouldnt entail leaving enemies with 2000 hp and 50% reduced damage, 33% reduced skill recharge, 50% reduced movespeed and a melting hp pool for 3 or 4 seconds before finishing them off with another condition bomb. conditions are a secondary form of damage so why are they the only form of damage?
Hey Anymras,
Thanks for taking the time to compile this list! I appreciate your time and hard work.
+1 Internets.
Jumping puzzles (along with mini-dungeons) will be some of the locations that begin rewarding ascended crafting materials once crafting to 500 goes live; this is intended to help make these areas more rewarding and fun to go back to and play.
When lag strikes mid-jump!
Attachments:
BG
WHERES THE DRAMA BRAH
i need stuff to read
your all not as cute as puffins
meow
Timelord to Lillium Honeybuns, IoJ
Forever together, or not at all.
Golems take a lot of supplies to make, so instead of sitting in your T3 tower waiting for the 30-50 golem zerg to show up, why not do more map control and watch them camps, you control the supply line, you control the map…..if you cant be bothered to do that, then be prepared to sit and wait for them 30-50 golems to come at you.
Oh, also, to the Op’s point (sorry, I’m about to present in China, my mind is elsewhere, didn’t mean to ignore the OP):
The reason we did a “big” change for the Necro, as I’ve stated before, is that we had the Pax tournament coming. We knew we wanted to get Necros and Warriors up with the other classes, and that’s why we had big changes.
Also, a lot of our changes happen VERY far ahead of what you guys see on live. What do I mean?
- It takes us time to get our changes to editors for writing (any text/trait change has to be edited). This can take a week or more.
- We have to then get changes to writers.
- We then have to make sure we work with artists for any visual changes
- We also have to work with sound to make sure we have sound for any changes
- We have to work with icon artists for icons if they’re needed (in the case of Death Shroud 5)
- We have to make sure the changes get through multiple stages of QA testing
- Then with the changes in, we get time to play them before we do final changes
- While doing all this, we have to take the current meta, be it in dungeons/wvw/pvp, and from that, try to extrapolate what we think needs to be done a few months in advance.
This process can take a LONG time, as you can imagine. It’s not as simple as, “Oh, let’s change this to a 2, and change that to a 7.”
I know the video game industry in general is not very transparent when it comes to how things actually work, but I wanted you guys to know that a lot of times, there is a LOT of process for even the SMALLEST balance/content changes.
We get to see how Ridley Scott made Blade Runner with a companion DVD special, but in video games, no one talks about all the complex processes that go into making and balancing a game as complex as GW2 (which is basically 3 games in 1, all using the same balance #’s).
Hope this makes sense.
Oh, also, the reason we can’t give Necro’s too much disengage has to do with the point of “purity of purpose”.
In this game, we want to allow classes the ability to deal with all situations but in different ways. But, if we give all classes all TOOLS (which is a different thing), then players get confused as to which classes fill which roles, and in what way they fill those roles
Example: In PvP, the Necro and Engi both vie for the position of condition pressure. The engineer has more physical alternatives, the Necro has more boon/condition manipulation, the Engi has more escapability, and the Necro is a little squishier. If we gave the Necro too much mobility or escapability, then all of a sudden their “tools” start to line up exactly. If this is the case, one of them will simply be better than the other, as far as efficacy goes, and thus, one will push the other out of the meta for that “role” on the team. This class would then be the “apex” predator for that role. So, in order to prevent this, we try to make it so that the classes don’t have all their tools overlap perfectly. This means you have to say (following our example), “Well, if we take a Necro, we get more condies, but a squishy body that can’t disengage…..but if we take Engi, we lose some DPS and control (depending on utils), but we get someone who can stand up to a spike better”.
Make sense? If we just gave the escape to Necro’s, then all of a sudden, the Necro is just the clear choice. Not all decisions come down to a clean break like this, but this is the type of thing we’re trying to do when we “deny” some classes certain tools.
This is the same reason that Red doesn’t get interrupts in Magic, the reason that Zergs, normally, have much more mobility than Protoss (since Toss are usually stronger unit-by-unit), and why Karthus has no escapes. By denying tools, you create choices for the players. We sometimes do a poor job of this, sorry. But overall, we try to make it so that all classes have choices, and teams have choices in which classes they bring.
Also, keep in mind we’re trying to get 8 classes to fit into 5 slots, for PvE, Dungeons, and PvP.
This is all high level, and I’m in a rush, but I just wanted to explain this real fast…..
It’s funny, being in China, I have more time to post on the forums than I do while in the office. That’s irony or something….like 10,000 spoons….
-Chap from China
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
While immunity skills have a nice ring to it, there is truely not a more useless skill in this game. Because it revolves around fast paced, quick plays, and there are so many ways to out sustain a warrior, these skills become useless because it only sets you up for predictability. Sad truth, kitten update.
Just a warning.
When traiting rifled barrels, your jumpshot becomes usless again. At the end of the jump shot you will land, go back into the air unable to move. Rendering the movement difference between traited and untraited range useless.
Please please please anet. Fix this asap. I really want to use rifles and gadgets, don’t let jump shop be bugged for another 4 months.
Real or not real?
Hmmm…
Throw Junk: Reduced weakness duration to1 second.
Nerfing a downed skill of the class with the worst downed skills game, while doing nothing to improve it?
Sounds exactly like something they’d do. Especially to Engineers.
(edited by Mif.3471)
If possible please eliminate excessive messaging for commanders. I know I have trouble with this while commanding and trying to control my squad. Nobody uses squad chat so if that is unlimited it is virtually worthless. If there is just an alteration to map or team chat that gives unlimited speaking ability would be great.
Officer/Commander
Borlis Pass
From a tier 8 player:
http://mos.millenium.org/matchups#NA
Look at our score distribution. Now look at your tier’s score distribution. Back to ours. Now back to yours.
Sadly, it isn’t as close a match as ours. BUT, if you started fighting with everything you’ve got like we do in tier 8 instead of QQing on forums about guild transfers and timezone coverage, it could be like ours.
Walk into our Eternal Battlegrounds. SM flips every hour or so. People are able to get their map completion with the occasional keep attacks occurring every week, instead of moaning on the forums about massive imbalance. Now walk into your tier’s Eternal Battlegrounds. You just lost your keep. Now back to ours. A parade of baby quaggans is marching to every spawn point in the map while HoD guilds host a massive costume brawl party near Veloka.
Enter our borderlands. Lukian’s playing music on FC teamspeak while Saul screams like a madman about *CENSORED*ing a dolyak. Now to your server teamspeak. Someone just told you to “Shut the Kitten Up” at the slight suggestion of playing music, because WvW in high tiers is srs business, with no room for humour.
You try to launch a naked dancer roamer group near Sunnyhill, and immediately run into a massive zerg enforcing an anti-nudity law no matter what time it is. Meanwhile tier 8, the tier you wish yours could look like enjoys competitive fights and a friendly forum environment.
Anything’s possible when you’re in tier 8. You should transfer to Ferguson’s Crossing instead!
I’M ON A DOLYAK.
Ferguson’s Crossing server.
(edited by Detharos.3157)
there’s lots of things they could do to make bombs more effective, make the short fuse trait lower the time it takes for the bomb to go off , shrapnel i think really needs a boost to its chance to go off with bombs maybe leave nades 15% chance and make bombs a 45% chance so its a usable trait with bombs and imo Elixir-infused bombs is in general just not good enough, the heal isn’t that great for the 30 trait points you have to invest into it and i think there’s better combinations of traits and skills to get much more effective aoe heal and damage output so instead i recommend that different bombs cure different conditions for example fire bomb now removes the chilled condition or cleanses poison, glue bomb removes crippled or immobilization, concussion bomb removes vulnerability or weakness something like that, also the gm trait auto-defense bomb dispenser shouldn’t be a grand master trait unless they change it to a big ol bomb instead of smoke bomb and if they didn’t do that maybe make a new gm that does make bombs detonatable or detonate like mines (or ranger traps).
i think these sorts of changes would really open up a new way to play the engineer we would be able to run high damage bombs and getting a potentially larger tank to reward us for a much more melee range heavy build
I still dont understand why there is a bomb kit in the first place. The whole idea of running up to an enemy then plating bomb after bomb at YOUR feet just seem stupid to me. If they where proxy mines then I would understand, but timed bombs?
Turrets are at an all time low, which is quite sad seeing as it’s the only area of many that need attention on the engineer that has actually got any dev time in months.
All that dev time on turrets is dollars in the toilet until they look at survivability and ai.
Hotfix engineer turrets please. The traits are all broken as of 30th April and they are even more laughably useless than normal. Don’t forget Supply Drop while you’re at it plz.
Plus if you could actually give the turrets the ability to survive more than 0.2 seconds in typical WvW engagements sometime this year, that would be nice. This month being the minion/pet month it might have been a nice time for example to remember engineers have also have minion problems rather than breaking the turrets still further.
(edited by Moderator)
Rifled Turret Barrels is horribly broken, i decided to make a small video about it to show it does not apply the 15% extra damage.
First Test : Rifle Turret
532 damage without Rifled Turret Barrel Trait
532 with Rifled Turret Barrel Trait
Second Test : Rocket Turret
887 damage + 328 dott without Rifled Turret Barrel Trait
887 damage + 328 dott with Rifled Turret Barrel Trait
Third Test : Flame Turret
142 damage + 328 dott without Rifled Turret Barrel Trait
142 damage + 328 dott with Rifled Turret Barrel Trait
“http://www.youtube.com/watch?v=fMJH2Li4fx0”
Change settings to 1080p for best quality.
Conclusion, Rifled Turret Barrel Trait does not apply the 15% damage bonus.
This test was done on a naked Character, only had the standard pvp pistol to create aggro, talent spec was : 30 points in Inventions.
On tests without i put in 30 in inventions but did not choose a trait.
On tests with Rifled Turret Barrels i put in 30 in Inventions and chose the Trait.
Hope this is sufficient proof that the Trait is broken, and i hope a dev or someone sees this.
Hi, I am an Engineer
And my turrets have biger hitboxes compared to my Charr! Check the video bellow by yourself and see my turrets, with broken traits, beeing taken down by a small AoE even when those are out of its area of effect.
Video Link : http://www.youtube.com/watch?v=RL-BWRKWkLY&feature=youtu.be
This is very problematic, for a couple of reasons :
- Turrets even traited are extremely fragile to damage.
- Some turrets have very close range and need good positioning to avoid damage.
- Biger hitboxes gives them theoricaly less chances to survive AoEs sinds their chances beeing in the surface of one of those is increased.
Could a dev please fix this by giving smaller hitboxes to our turrets and at the same time correct every other issues related to turrets like the Invention traitline and CD when picked up?
Thank you very much!
Anyone putting value to the score would be a fool.
All 3 of our servers are in tier 8, the lowest tier. We are here because we have the least amount of people and the least amount of coverage. We will not win the score game. Tier 1 servers have more people online during their down-times than any of our servers have during reset night.
Competing for score in this tier is similar to competing in a “light-weight, strength competition” One of us may lift a 6 pound weight while the other may only be able to live a 5 pound weight. It really isn’t something one should try and brag about.
Instead, put value in what happens on the battlefield. Win a tough 1v1? Well done. Win a good group v group fight? Keep at it. Defeat and enemy zerg with your zerg? Good stuff. Take a well defended keep from the enemy or defend one from an overwhelming amount of attackers? Good job.
Put value in those challenges that you have overcome, instead of looking at the scoreline, as it is a better measure of success.
“I smell like pomegranate.”
So drama is really taking over, eh? And why the hell it says T7 on the title?!
Oh no! We hit T7! that’s it.. gonna PvE till we get back to T8 were we belong.
Born and Raised in Eredon Terrace
Best thing ever. xD
WOAH WOAH WOAH WOAH, WOAH! So if I understood this video correctly, Lukian is actually Hitler and Zerguson’s Cowards are actually the SS? HoD we must team up in an attempt to crush this evil tyrant and send his troops along to hell with him! lol, just remembered there’s a guild in FC named Reich [SS], as well XD.
haha good times…
Well I doubt very much Hitler had a jukebox playing some cool tunes in the background. (if he had would it be the lEEtBoX? lil TS joke there).
“Zerguson’s Cowards” hurts me deep inside man. Obviously you’ve not tasted my Norn Ranger’s arrows of mass bleeding? She fights to the end – every time! Outmanned, outclassed, out-thieved…. TO THE EEEEEENNNNDDDD! EDIT: unless of course we’re doing a tactical advance in the opposite direction…
Keep the Faith (and stay out of AC fire)
(edited by Scleameth.6809)
I realize that there are many fluid situations from tier to tier, time of day, server balance etc. and it is hard to have a 1 stop solution to meet them all, but today T3 in EB, I got sense of what the new AC design is trying to do
Yaks Bend Overlook and under attack for kaineng. Our keep was decently sieged up and as is usual in the morning we were significantly outmanned by kaineng (no where near as bad as it was with DB). They start attacking our overlook and get through the outer in fairly quick order. Now at first they ran up the ramp to our gate with Golems and rams. At this point our AC’s did a good job of killing the golem and rams, and some players. In the past we simply would have lost overlook fast simply based on numbers
Kaineng being good players regrouped and proceeded to systematically go around the keep, spread out and their engineers and ele’s destroyed all siege on the walls. Yes we killed some while they did this, and yes it took them time to do it. Once they cleared the walls they needed, they set up catapults, knocked down the wall. Instead of charging the lord and dying to remaining ACs they charged up the walls, cleared remaining ACs, then took the keep
So what did the new ACs do. They slowed the normal zerg 2 minute take of a keep, made kaineng do more then overwhelm doors and added some needed strategy to taking keeps vs simple numbers. If it was even numbers or even close we likely would have driven them off which I think should happen. As is we slowed them down but yes they were able to overcome the new UBER ac’s
I still think the ACs need some adjustment, but I can see a sense of what Anet is trying to do
Just a wild guess, but maybe it was something very simple:
let’s say he was a support-bunker engineer, using healing bombs (GM trait) and Elixir Gun. Wearing + healing gear as well.
If he stood in his Super Elixir Light field, used his heal, and on top of that was spamming bombs to heal himself. Maybe even helped by regeneration from using a kit (trait as well)… than he can outheal a LOT.
Not forever, once his Super Elixir lightfield is gone, his heal is used… he’s down to his healing bombs and maybe passive regen.
Could you see if the engineer was doing a bomb animation? It looks like he’s constantly dropping something on the ground with one hand.
And did you notice if he was standing in a big white light field?
I’m not saying this is the explanation, but that would be my guess.
If you didn’t see any messages, maybe he simply outhealed you for a while.
To outheal 3 dps is not very common, so it’s a long shot.
(edited by Kimbald.2697)