Jade Quarry
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I had never been able to give up the shield before, but I feel that some of the new traits in Alch/Inv allow us to be quite sturdy all on their own. I’ve done some ranked/unranked with this build and it works pretty well. It’s fairly straight forward but I can do a little write up of how I’ve found it to be most effective if you’d like.
Sigils/Runes/Amulet are of flexible. I’ve tried Rabid with it but I think Celestial is a bit better, they both have their pros and cons. Obviously there are a few different rune/sigil choices that can be made for your standard condi build and I think those are all valid. I rotate through different choices to see what works this is just what I’m currently on.
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I feel like you took the best case scenario for AED and compared to the worst case scenario of Healing Turret (while leaving out important benefits of Healing Turret).
Just because the other heals can remove 1 damaging condition now that doesn’t mean Healing Turret is outclassed. It’s just that much better because it removes 3 now. If you think 1 damaging condition is all you need to remove, you’re going to have a bad time.
Also you go into the Inventions line extensively, and rightfully so when talking about healing. However the key point you miss here is that Healing Turret synergizes FAR better with this trait line. It makes other heals close to the utility HT offers, but that means it just makes HT that much better. Also the heal on blast finishers is another point in HT’s favor.
I’m all for finding ways to use the less popular skills. I would love to run builds that don’t have such similar skills to every other build, but it’s just not as good if you do that. There’s a reason 90% of Engis out there use HT, Supply Crate, Nades, Egun, Tool Kit. Sure I have some fun builds that use other stuff but they’re just that: fun. They’re not very good. Which is okay, but the distinction is important I think.
My opinions have been formed after not a ton of gameplay I just haven’t had a chance to really dive into the game this week and explore every single change. I’m judging based on current functionality (besides the Barrage Bug) so for example I say the rifle is bad because they didn’t do what they said they would. If this is a bug then that’s great, but I’m not judging anything other than the Barrage Bug as being bugged…
Grenades feel good, truthfully they weren’t good for a whole lot at >900 range. Fun to bother people with or get 1 extra throw in there as you’re running to a capture point but didn’t really serve a whole lot of purpose. Now they’re fast and more reliable. Since we didn’t lose that “bug people from really far away” ability I have no issues at all with the new Grenade Kit.
I’ve been using a lot of Mortar because it’s new but truthfully I still think Supply Crate is better. Mortar became useful but Supply Crate which was already amazing got way better. I don’t have a problem with mortar except the auto attack is bleh, I would like to see just a little more damage on it. Not a ton, but enough to at least make me stop using Grenade Kit for everything. EDIT: I guess it’s telling I didn’t even mention Elixir X. Still one of the worst elites in the game.
My use of these has not changed but I also have not explored every change yet. I already used FT and EG a lot, I could see myself using bombs a little more in the future.
I have not landed on a favorite build. I’m thinking hybrid stats like Sinister might be something I lean toward since Engis can throw out so many condis while doing good direct damage and after so much Zerker I really just need to change it up. I know Zerker will still be the top but I don’t think Sinister will be very far behind it, time and maths will tell. Instead of a specific build I’ll quickly summarize each specialization. Explosives is still (unfortunately) mandatory despite the 2nd choice being largely awful and pointless. I can’t immediately think of any good build that doesn’t use Explosives. Firearms is good now but really took a dump on the rifle which is unfortunate, I’m hoping a lot of that is from bugs to work out (older traits we were told being made baseline are not, Jump Shot not an explosive, etc). Inventions is really cool now, I feel like I can use it to balance out almost any build. I like how they really upped the support factor of Engi without making us spec away from all our damage. Alchemy is all right, some tough choices have to be made now but I think it competes with Tools for the weakest specialization. It lacks the “oomph” from a couple of the better specializations. Tools has some really nifty tools for PvP but it doesn’t have that feeling of “my build needs Tools” more like “I could use Tools for this last specialization I guess”.
I tried it but the ground targeting kills it for me. Truthfully I like everything they did with the Med Kit except the ground targeting. Dropping them at our feet like the old skills used to work would make me use this kit but still I strongly dislike having to run over the items to get the effects. If it’s supposed to be party support turn them into something that works like wells because ground targeting is not the answer for me.
No heals besides turret. I may still play with Med Kit from time to time but I don’t like it for the reasons I explained above.
I have not used the gadgeteer and to be honest it looks like a terrible trait. Let me get this straight gadget cooldown was removed, old gadgeteer was removed (still bad but at least did something) now just to get any kind of cooldown you have to go through some clunky charge up mechanic? Meh. Gadgets have always interested me from a design perspective but in gameplay I’ve never been sold on them. They’ve gone through quite a few iterations but when you compare them to kits they don’t hold up at all. It’s just so hard to give up 5 skills for 1 lackluster skill. I would start by giving them a signet effect, something to enhance you when you’re not using them. Anything to give them more “oomph”.
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I’m getting really frustrated playing pvp and I can’t figure out why because the changes for the most part are really cool. I think this is the reason. The skills I’m clicking aren’t the skills being used.
I’m seeing the possibility for MH pistol to do some very good things, considering auto-attack is now an explosion, coupled with:
-baseline coated bullets = lots of explosions when targets are grouped up
-explosives grandmaster, shrapnel, chance to bleed/cripple on autoattack
-explosives minor trait for 10% more damage from explosions
-explosives minor trait for vulnerability on explosions
-explosives master trait for increased damage to vulnerable targetsand that’s not even considering the firearms adept trait to improve pistol conditions
I agree and it’s high time the main hand pistol got some love. The only thing I question is what I have bolded: Currently with Coated Bullets traited the pistol auto shot explosion only occurs at max range, not at each target it hits. Hopefully this is part of the change.
I think KR is not necessarily bad as it is now but the shard cooldown is what kills it for me. A cooldown per kit would be manageable for me but one global cooldown is pretty rough for the amount of kit swapping the average Engi will do.
I would not like to see boons (boring) and if you’re thinking of using kit specific unique skills they already do and I’m not sure your suggestions are an improvement. The first incarnation of KR was perfect to me but I know we’ll never see it again.
Well nades are to blame for the first version was a bit out of hand the shared cd does kind of suck. Wouldnt mind to just see a static stat increase while in each kit like while in med kit-120 healing power or bombkit-120 ferocity Flamethrower-120 Precision so on so forth
Just because nades was OP doesn’t justify the global cooldown since they changed all the abilities. I would very much not like to see static stat increases or boons but I do agree that it should be changed somehow.
I think KR is not necessarily bad as it is now but the shard cooldown is what kills it for me. A cooldown per kit would be manageable for me but one global cooldown is pretty rough for the amount of kit swapping the average Engi will do.
I would not like to see boons (boring) and if you’re thinking of using kit specific unique skills they already do and I’m not sure your suggestions are an improvement. The first incarnation of KR was perfect to me but I know we’ll never see it again.
It’ll probably happen with the release of Heart of Thorns, I think.
Note that general specialization changes go live before HOT, with the elite coming with HOT. We may get the fix in the general specialization patch since that is going to be a very large update.
I would count on the HOT release though and be pleasantly surprised if it’s earlier.
people, please dont be satisfied easily, lets keep complainin and give some suggestion to anet.
Responses like this are why Anet is loathe to make changes people want. Hell, I’d have liked the held grenade item to be a grenade launcher, but I’m not complaining.
Anet, thank you very much for finally making this change. 100% support for this; well done.
Completely agreed. Not only that but what sort of credibility do we have if there’s another big issue to push on in the future? “well we fixed hobosacks and they still complained before one single day went by, they’re never going to be happy no matter what we do”.
This is a big deal guys. Maybe it shouldn’t be I’ll agree with you there, but give credit where it is due. They fixed the hobosacks. At least wait awhile before you join the next lynch mob.
EDIT: A comment on your video said Shrapnel is 100% chance with no CD!? As excited as I am to try the new Mortar and use that trait, Shrapnel is now absolutely insane even if they reduced the bleed duration.
errr i think anet implied it would still be at 15% proc rate on hit, they just added cripple to make it more defining for condi builds and swapped it with grenadier cuz grenadier is getting a hard nerf pretty much no matter what
perma cripple with frequent reapplication is even dumber than a burn guard. theres no way itll be 100% proc
I tend to agree with you but there’s a comment on the video and Wolf seemed to agree that was happening. I would like proof if they did say it, otherwise I think you’re right.
Thanks Wolf!
I was hoping the writeup would have a little more to it, but I guess you need us to watch at least part of the video. I’m starting that right now.
I agree with much of your cursory review. I’m not at all concerned about nade kit losing the range, in fact I would trade the range for projectile speed right now if I could. Explosives and Inventions look like they have great synergy, I see most Engineers pairing those together. Stacking 15+ might and getting healed for every blast you do sounds very insane. Obviously stacking it on top of water field blasts is cool and will probably result in a full heal for your whole party or close to it. Unless it’s something useless like 20 heal per blast I see this being very very powerful.
Unless I missed something it looks like all the turret traits (barring TBDs of course) are in Inventions. So you don’t have to use up all your points if you want to run turrets. Aside from turrets being useless for much of their existence this has been my main gripe with them. I’m interested to see how I can run turrets and still have two other trait lines to customize my build. Firearms is a logical choice for one since you’ll spend more time in your weapon rather than kits, but we’ll have to see how it plays out.
I’m excited about Firearms damage potential. It looks pretty solid for either condi or power. Robo Legs looks pretty cool, I hope it comes with +25% movement to get people away from defaulting to Tools for speed though. Also how do you have robot legs but you can’t run faster than anyone else??? I hope this was an oversight in the slideshow.
Tools has the disappointing merge of SD and Power Wrench like you mentioned, but it’s another trait line that I like overall. Speedy Kits and KR together is pretty cool, I’ve missed using KR even in its current lame state. Cleansing Formula 409 must have taken a wrong turn somewhere.
Alchemy seems pretty meh, but that’s relative to our other options overall it’s not a bad trait line. It does have a TBD in every slot so their could be some special stuff hidden in there. I think we’re in a real good place if this is our worst trait line.
As an aside, do we know for sure you can spend 6 points in each trait line you choose? I’m seeing the three minor traits as being sort of pointlessly stripped apart if you get all three anyways. I didn’t catch it in the stream, but if they did say you can get the GM trait in each line you choose then that’s sort of weird to me.
EDIT: A comment on your video said Shrapnel is 100% chance with no CD!? As excited as I am to try the new Mortar and use that trait, Shrapnel is now absolutely insane even if they reduced the bleed duration.
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I’m going to hold the grape grenades in my hand and I’m going to like it.
I rarely see Engis using P/P and when I do they’re terrible. It adds moderately more damage, any condi build worth its salt will have perma burning and Blowtorch doesn’t land all the time anyways. Glue Shot is nice but not nearly worth the two shield skills IMO.
“Pound for pound” the Engi shield is the best weapon in the game IMO. The utility you get from the two skills is incredible.
I guess I can’t answer the OP. I would have to say something snarky like “you’re looking in the wrong places” or something mean, but I won’t!
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I don’t see it as a massive nerf to nades. 1500 range was a convenience to me, not the main reason to use them. Nades are most effective at ~600 and closer anyways. The other traits seem like they will improve them even more at these ranges, the speed could even make them better up near 900.
I get that it is fun to hit things at 1500 range, and there are certain aspects of it that I will miss. I’m betting Mortar fills that role now, which I think is appropriate. I just think the 1500 range on nades is a lot more “look what I can do!” than actually meaningful. Any player actively looking at their monitor will rarely get hit by nades at that range.
As for the fields? Nades had one field that was useful in PvP modes but generally isn’t even considered that great of a field.
Just my opinions, but I’m far more pleased with the announced changes than I am disappointed in losing superfluous range on the nade kit.
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did i mention i can solo keeps? did i mention i can flip an entire undefended map with any amount of upgrades? did i mention i can do it because of AMR?…
Devil’s advocate here… but don’t you think this could be a good reason to get rid of something? Objectively if another profession had a trait that single handedly allowed them to do what you describe here most of us would be screaming for the nerf bat.
To be clear I fully understand what you’re saying, and I even agree to an extent. I hope both of the recharge @ 25% traits (I prefer the other one, but I understand why AMR is better to you) can be worked in to remain in some way or another. I just think in your long explanation of why it kills your build you may have described exactly why they decided to get rid of it, if they have decided such a thing.
On a scale of 1 to even I just can’t.
Daily win achievements really hurt the various game modes. I recently saw someone giving tips to a new player in PvP and they said (rightfully so) to completely avoid hot join and learn in unranked. Doesn’t this go against what hot join is supposed to be? It’s currently awful, if you don’t join a winning team or your team is losing most people will leave or afk making the rest of the game pointless. You really can’t learn or experiment with anything in hot join anymore. In arenas you still get the afkers just trying to fill their dailies defeating the point of a balanced 5v5 fight.
Please change this daily to something like full games played (from 0 to 500) so that people aren’t encouraged to leave/afk and hurt the various game modes as they are doing now.
Aetherized Hammer. Bought the skin months ago for 300g on the guess that someday we would get to use hammers. Good call I would say
Heck with the animations and particle effects that hammer has, it’s practically a legendary in terms of style. Unless they specifically design legendary hammer for Engis and do it well I don’t think I’ll even care about legendary hammers because we all know Juggernaut is awful.
Don’t think it can hit 10k.
I know it can’t hit 10k.
Eh, odds are that it means nearly nothing for the resolution of Hobosacks – they can’t hide behind some ludicrous balance argument when trying to explain why Mesmer phantasms don’t show the Mesmer’s back items. In fact, they could maybe manage an argument for why they should, if the purpose of phantasms is to confuse the enemy as to which target is the real one.
Meanwhile, they claim there’s a balance concern that warrants keeping a set of (mostly) nearly identical, brown sacks that’re only visible from behind the user, two of which can only be differentiated (without skill use) based on a tiny, tiny wrench (smaller than any weapon I’ve seen) in one hand. The only two that can be differentiated easily, even from behind, are the two that can be identified from in front, as they give a Rifle-sized indicator in the character’s hands. … but this bit was stale two years ago, so I’m not going to keep ranting about it.
Point is, they can pretend there’s a balance concern to Phantasms not having a back item, just like they pretend it matters from a balance standpoint if Kits give Hobosacks.
Except that phantasms are not meant to confuse the enemy, they are meant to do damage. Clones are meant to confuse the enemy.
Nobody is looking at phantasms and thinking it’s a Mesmer.
Please correct me if I’m wrong, but does this on the patch notes mean that MESMER PHANTASMS have taken time and resources to ensure they wear the Mesmer’s current back piece?
Phantasm Skills: These skills now correctly show their back items with the phantasm effect.
I don’t know if this is good news that they’re putting attention into back piece visuals, or bad news because it had nothing to do with us.
I don’t get the fear mongering. I’ve played other games with dueling and I’ve never experienced griefing based on it. Also those games have always had options to auto ignore dueling requests. Griefing may happen, sure, but I don’t think griefing comes from dueling. Griefers will use anything as a vehicle to bug other players, it shouldn’t be a reason to include a feature or not.
The idea that someone is going to chase you around a PVE zone spamming dueling requests humors me. 90% of dueling would happen in Lion’s Arch and other hub cities just like other games with this feature.
I’m glad this is getting posted in the HOT forums. I don’t know if it will change what they are planning to do or not do, but as far as I’m concerned you can’t have too many threads about this until it gets fixed.
Bind an alternate for your #1 key, make it a mouse side button. Choose fast ground targeting with indicator. Problem solved.
If they ever make target lock on grenade kit it will be ruined and you will never hit a moving target from more than 3-600 range.
So glad I bought the Aetherized Hammer skin back when it was 300g in anticipation of this happening!!!
Just had to pop in here again to say
GO HAWKS!
I agree. Before, you got enough information for your profession that you could get started and by level 20 or so you had a decent idea of how that profession worked. By 30 you could tell if this was something you wanted to continue to 80.
Now, you are still getting core mechanics of gameplay into your 20’s! Okay the leveling is a bit faster, but still. You have no feeling of how a profession works for a looooong time now. Longer than many players are going to stick with it I’m afraid due to how frustrating the whole process is.
It’s really sad because GW2 was trending upwards until the September Feature Patch. They could have put SAB in during the break of the best LS so far and this game would have been better than ever.
Instead they spent a lot of time on the New Player Experience (that affects not only New Players) and the game is getting the worst reviews I’ve ever seen.
Hindsight bias and all that, I know, but it’s not as if this scenario is a total surprise. As soon as SAB was “postponed indefinitely” and this whole New Player Experience was announced many people have been skeptical.
This is terrible. I cannot think of another release so universally hated. I thought that might have been the trait system (not my favorite thing in the world but I can live with it). This on the other hand… this is just bad. What were they thinking? I really hope they LISTEN to their player base about this update and take back at least some of these changes. More than anything right now I just want to know what their response is going to be to this kind of reception.
I get what they were TRYING to do… but boy did they ever miss the mark. While the “if it’s not broke don’t fix it” type of responses don’t really apply since they wanted to improve things (which should always be encouraged by the way!)… They really did take something that worked and just plain broke it. I appreciate that they’re always working to make the game better, but why take one of the least problematic areas of the game and do… this… to it? I know people worked kitten this, but I hate to say I really feel that time was wasted. It could have been put to work on things like the TP which I feel was a great improvement.
What on Earth were they thinking…
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That kinda worries me because you can also sort your items to sell “by price” at the moment. I find that VERY convenient for grouping all the most valuable items in my inventory right at the beginning of the list. I would be really, really sad if the ability to sort by price has been removed along with “by name”.
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This has my attention as well, I use that every time I go to a merchant or start salvaging all my inventory just to make sure I don’t waste one of those random items that sell for much more than related items.
Snip
Thanks for the clarifications Curtis, would it be possible to clarify the missing “Projected profit” UI element, it seems to be missing for no real reason other than to now arbitrarily calculate yourself how much money you make per sale instead of being able to see it directly on the screen.
We felt it was important when selling something to know exactly what price your buyer was going to see. The change also is the least cluttered way to address feedback we received previously about profit including / not including fees and wanting to be as clear as possible on the order of operations.
We’re balancing a lot of UX design against desire for more information with the new UI.. We’ll be watching to see what sort of confusion comes out of this and may or may not re-introduce a net profit display later.
So you chose to show the seller how much the buyer is going to see instead of showing the seller how much they will make? I’m sorry but that seems like an awfully… dumb… decision. Sounds like a case of taking something awesome (the TP changes overall) and really over thinking it to the point of screwing up a basic necessity (being able to see how much you will get from selling an item).
I don’t care what the buyer sees! He could be tripping on acid and looking at talking pink elephants, as long as he clicks the buy button I could not care less. What I do care about is how much I’m going to make when I post an item.
You have three (!) places on that screenshot that show what the list price of the item is. Why can’t one of them (the middle one) be replaced with net profit? Or make that “TOTAL PRICE” monstrosity a bit smaller and put net profit right above/below it?
The better question is why not bricks. I would imagine most people who have a stock pile of Bloodstone converted into bricks to save space.
If you can only access it from Challenger Cliffs, I think that is fair game.
I’m going to answer your question, despite the fact is very loaded and you’re sure to respond with anger to every Engi who admits to using turrets.
I don’t always use turrets, and it’s not my favorite build, but my reason is two-fold.
1) Turrets were useless for well over a year. Now they’re viable. If I felt like using them in the past, it just resulted in death and a quick build change. Now I can do it and be successful. My opponent’s feelings on the matter are pretty low on the priority list.
2) Many other professions annoy the kitten out of me with their AI (and have been doing so FAR longer than I can with turrets), so I feel completely justified in abusing my own.
I did not invented nothing ofc, iam using almost same traits since beta in 2012.
This concerns me. I would hope you’ve adjusted to the changing meta and updates to the game over the course of 2 years. After all isn’t that what a good player, let alone the best, would do?
Standard Enemy Models will only mean that they have the technology to make visual aspects of the game toggleable on the client side. While this is pretty much exactly what we (or I, in any case) want for the hobo-sack, it is not yet a confirm.
I guess having the technology for it is a good step forward. Making one for the kit backpacks would be just one more step.
To me this eliminates the need for the last reason (albeit a terrible one) to force hobosacks. If there’s some sort of lunatic out there who needs hobosacks to see what kit an Engi is using, they can make that choice client side. Otherwise it should be a toggle just like back pieces, shoulders, helms, and gloves.
You’ll retain a lot more credibility to me if you don’t start pointing to someone as the best Engi in history. How anyone could possibly determine that is ridiculous.
I’m not a super lore person as this question will prove, but do we know for certain what the state of the rest of the world is after the rise of Orr, or even since GW1 for that matter? Zhaitan destroyed a good chunk of Tyria, what if he wiped out a lot (or all?) of Elona and Cantha as well?
Adding another agreement…
I’m okay with requiring a replay to do achievements. It’s like the Story/Explorable dungeon modes. It helps me focus on the story if I don’t have to worry about what sort of achievement I need to do. Plus it gets me familiar with the instance for when I do want to do the achievements. That’s all fine.
Just please, please, please either make the replayable instances drop us directly into the fight (let us walk up to trigger it) or give us an option when we join the instance to skip dialogue or not (like the path choices in explorable dungeons).
Making me sit through what was once good dialogue and story just makes me resent it when I’m forced to read it for the 20th time because I want to do something completely unrelated. I consider combat related achievements completely unrelated to the story they came from.
I don’t know if I’m more sad about the Pale Tree or your computer.
This was pretty good. I follow the story, but I’m usually not one to get lost or be in awe of it. However the summit was a total “whoa this is really awesome” kind of moment.
With all that said, if achievements are opening up only after we’ve done it once (which is fine) LET US SKIP THE DIALOGUE. It was cool the first time, then we just get resentful to what was once a very cool instance.
Toolbelt = CTRL + 1,2,3,4
Weapon = 1,2,3,4,5
Heal = SHIFT + 1
Utilities = SHIFT + 2,3,4
Elite = SHIFT + 5
Additionally I have the back browser button on my mouse set to the 1 key for spamming nades.
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If we’re talking stomping/reviving I personally think Elixir S is better than B. You have two ways to use it effectively instead of just 1, and a lot of the time Stability ain’t going to save you when revive/stomping you can still get focused. Especially since you’re stationary they can land big hits on you that normally wouldn’t (BOB, Dragon Tooth, etc). Sure that’s a problem with stealth as well, but you have more options with Elixir S.
I understand that you can’t cap during Elixir S, but if you’re reviving that’s usually not a problem (your downed teammate counts) and when stomping hopefully a couple seconds won’t make a difference. I think it’s well worth the trade off if you’re filling a utility slot just for stomp/revive purposes.
Stealth an you and an ally together for easy reviving, stealth yourself away from downed enemies (as to not draw attention don’t drop it right on top of them) just as you go in for stomps, go tiny size for a few seconds of free time, Elixir S is just much better in this role to me.
Elixir B surely brings other things to the table (it’s a good elixir overall) but for these purposes I think S is better.
I’m fine with my burst being in melee but helping for long-range would be nice.
If there is any way to get a remake I’d want Hip Shot to become more ‘shotgun’ like. Shots already pierce, adding a little cone to the shots as well at the cost of range would be awesome.
But… I… wha??? O_O You want the rifle to help you in long range, but you want to take the only ranged damage from it and making it shorter?
(btw you can load a shotgun with “slug” rounds that are not buckshot, but a solid chunk of lead that acts much like a bullet, this is what Hip Shot essentially is)
We already have a cone like attack that rewards being close to your enemies. It’s called Blunderbuss. Hip Shot is a very good balance to the rest of the weapon. It may not be the best auto attack in the game (it’s not bad) but at least it gives us something to do at 1000+ range. Changing it into Blunderbuss 2.0 would only hurt the rifle. We have so many other better options for close combat auto attacks.
well… im bored gonna make another kit… lets go for the bomb kit next.. the most ugly one of the bunch (post will be updated if im done)
There hobobombs.. that makes more sence then the current one… Simple, not many technological parts since they wouldnt serve any purpose… but heh.. atleast it got a torch.. thats something i suppose.
Fire + explosive powder = not something I want on my back!
Seriously though, it looks nice. Again it’s not something that would fix the issue that this monstrosity of a thread has pointed out, but at least it looks cool.
Let’s not go down the road of “oh Basalt spent more time on these than the Devs! Omg they don’t care! They spent probably 30 minutes!”. It makes this whole thread lose credibility when we say things like that. Making a static 3d model is one thing, putting it into a game with animations, different character models, and attached to the use of other skills is another thing entirely.
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Moar thoughts and ideas would be brilliant
shrug I like it how it is. Not sure why we get these suggestions once in awhile that want to completely rework something about the Engi (to your credit a couple of the skills are the same just… better in every way? lol).
Maybe it’s just semantics, but intro this as a new weapon, or new elite, or something and I would be more on board. Completely changing what is honestly quite a good weapon doesn’t really sit well with me. Especially when it’s stems from simply the name of the weapon being “rifle” not “shotgun”. Who cares what weapon class it falls into, it’s clearly a shotgun! I don’t like seeing these threads that pop up once in awhile “the rifle is too much like a shotgun, change it!”.
Honestly the worst part is just that there aren’t many shotgun type skins, most are closer to sniper rifles. Including the legendary q_q. WTB shotgun themed legendary!
Is “little details” a tongue-in-cheek thing here?
Isn’t the requirement for a recipe green if you meet it and red if you don’t?
That’s lovely and all, but it’s still forcing visuals on me that I would rather be able to choose.
If they changed the hobosacks to be super awesome looking, that WOULD NOT fix the problem. It’s still forcing visuals in a game where visuals are the only end game rewards. It’s only made much worse because not only are they forced, they’re ugly as sin.
Running a SD gadget build is usually by definition a glass cannon build. Elixirs are about boons and surviving. You’re definitely not going to get the same things from each of those two builds.
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