The problem here with the CoF p1 attitude is that there is a small amount of diversity for people who want to make money with the same value a CoF P1 does for your regular run as compared to other forms of moneymaking that regular MMOs of old have been doing. This also stems from the sheer disconnect between the time and effort spent hitting that max shiny/ies available ingame and the next best shiny. That alone sucks up the value as to which could be spent completing (i.e doing and enjoying every other piece of content) the game.
I believe this is intended gameplay, as Living Story events rank higher in event priority than the standard events happening in the locale afaik. If this is intended, a small improvement to the notifications/UI would be nice as a form of reminder that a living story is currently ongoing in a specific region of the map.
If boon hate (skills that have +dmg/effect if target has boons) could be implemented to engineers, to which skills would they be placed, and why?
Is it possible to create a mechanism similar to GW1/other MMO’s in which events from the past and the present can be revisited?
It would be nice to have a retelling of the Karka invasion, or in the future, the events that led up to the Living Story today. Maybe make it so that you can do the events around the places where it took place, and have one entrance at the Priory as well?
It is lore-compliant, and the implications of the boxes/sprites showing up in the overworld are frankly… horrifying, if you take time to grasp why they are showing up in the ‘real’ world of Tyria.
Engineer: Having the Deployable Turrets trait will revert turret skills to F&F: The Razing pre-patch values.
When you finish personal story, there are several instances that don’t have exit options for the player to leave.
Entering the personal story instance after you’ve completed it does not have an exit object.
Several Home districts do not have exit objects.
Was just in game and the throw able versions of turrets from the Deployable Turrets trait don’t have any of the buffs.
Anet…
Oh dear.
Once a story arc ends and is wrapped up, will it -permanently- change the landscape? (i.e, loss of hearts and some DE’s, map changes and the likes?)
Anyhow! Can we pull some RPers from TC, PWEEEEEEASE? We’re in need of better populations for the people here in PS!
((Seriously, night RP is nice, but we need more people to come in with life! EU players, come on! Guest and RP around~))
The problem here is that the change itself will affect the engineering population if the trait changes do get revoked.
Simply adding an ICD will damage the capability of warrior attacks with cripple in them, IF AND ONLY IF the cleave of said attacks that cripple and immobilize is intended. If it is intended, then a quick-fix, as they say, will damage professions which use bundles regularly (I’m looking at you, elementalists and engineers) since many traits might get borked and unusable.
For the meantime, using soft counters such as staff ele specced to provide cond cleanse on regen, null fielding mesmers, and bubble guards -should- work.
Give engineer the utility of a mesmer and we’re good to go.
What if overcharge does an effect on both the turret and on you?
Does anyone here keep a good changelog on the engineer skill set changes, or per-patch damage values/scaling of stats in WvW/PvE/PvP? If not, then can I interest people in compiling stats and the likes?
Revamp world events to be as complex and enjoyable as the one in Grenth’s temple. That should do partly the trick.
I think it’s a bug. More importantly, it’s a misdesign bug. I think movement pathing gets priority over attack ranges when the invulnerability net kicks in. Also, LOS pathing checks and blocking checks are poorly implemented here (hitting under the wall attacks in several known areas and dungeons).
That said, the AI could use a bit of a revamp in this matter.
Maybe it’s best if they put in bonuses for pure clearing/full objective, that has a time/reward ratio that exceeds the ones who content skip far more? So that the people who do full clears are rewarded for it better than those who do not do full clears?
Is there any listing of skill/kit scaling for the engineer that’s up to date?
If I were the devs, I’d redesign the events so that there’s an upper limit towards the number of people doing it that any more will simply contribute nothing. Buff dragons so that the environmental weps are the ones needed to bring it down. Make events more difficult, which indirectly affects rare/min value.
Also, make it a way that guests have lower loot (i.e their loot table is lower).
(edited by Advent Leader.1083)
If what Robert is saying is correct, then we might be looking at a general change in minion design – aka minions dynamically inheriting stats from the PC. If that happens, well, let’s just hope that turrets are dynamically tougher than the rest of the minions present, so that from general nuisance it becomes an effective area denial strategy.
Now I wonder if Engies can do it.
For those PH players out there: maybe the issues lie in the network routes between the ISP and the US servers farm? I’m not getting serious stutter issues with my connection towards the EU server farm (Piken Square) although I’m getting a lot of connection losses along the way. Fortunately, it just spells a few ms of delay, though a lot noticeble in WvW. Using PLDT, btw. Tried Globe wireless, and it has a lot more delay, but the connection is also stable enough for WvW.
Is this because of a DX platform update?
wild question:
Knowing that conditions (probably boons as well) require a lot of bandwith, does this also mean that this causes implications in WvW with multiple players throwing a ton of conditions and boons up at the same time.
Is it a silly presumption to make that they’ve got their hands tied with improving WvW too when they’re having to manage the traffic of conditions and boons, let alone PvE events/dungeons/champions?
There we go, nailed it. Anyhow, the Haemorrage idea was nice, maybe everyone should +1 that so it gets noticed?
Edit 1: Attached the Haemorrage idea thread below.
I’m surprised that this is an actual issue in a modern game running on modern equipment (the bandwidth Colin mentioned is, I assume, referring more to server processing bandwidth rather than network bandwidth).
Realistically speaking, how many mobs will actually have large bleed stacks (as an example as more classes do bleed than say confusion) on them at any given time on any given server? Take the open world PVE servers as an example (although I think it would also apply to WvW), at any time there must be are dozens of individual mobs being attacked throughout the server. Surely as normal and veteran mobs die quicker under larger loads of bleed/confusion this means that any server resources required to keep track of the bleed stacks on those mobs would also be freed up just as quickly. Champs and dragons stick around longer but surely each servers could handle one or two champs or dragons with a couple of hundred stacks on them as the players applying those stacks wouldn’t be applying them to other mobs?
If they can’t remove the limit (or move it to be per character) then I think there’s at least a case to be made for increasing the stack limits for mobs based on their rank, so veterans and elites would allow twice the number of stacks, champions and legendaries by x5 and epics would be x10 at least. (Note: Vulnerability should probably stay at max 25).
That way the dragon you’re all fighting would take at most 10 times the resources to track as the boar being killed in the next valley. After all, if the 20 of you weren’t all fighting the dragon you’d probably all be killing at least 10 boars.
If they can’t do that – and assuming they’ve exhausted all other reasonable options – then I’d be more than happy if they calculated the damage that my bleed stack should have done when it is either applied (or removed to make space for someone else’s more powerful bleed stack) and then convert it into a direct-damage hit (call it Haemorrhage for the sake of argument) and apply that instantly, so if for example if my attack should do 1000 damage over 3 seconds but there’s no space for it then bam, 1000 Haemorrhage damage!
Now our condition spec builds would do the damage they should do (just a bit faster) and I don’t really see an issue with that in PVE at least (I haven’t noticed many mobs removing conditions at least).
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Maybe change self-KB in several attacks to a dodge, just like how Ele updraft works?
Add AOE weakness (long duration) to PBR and I’m sold.
Just my two cents:
-On kits
Would it be nice if all Kits provided passives on equip? (Not just Juggernaut on FT or Grenadier for grenade kit – ALL kits)
-On turrets
Movable turrets sound like a good idea. Maybe have a trait that transforms them into minions? (Or does it overlap with the necro’s skill makeup?)
-On elixirs
To not overlap with shouts, maybe make them longer in duration?
Code 7:11:3:189:101.
What time did Lost Shores get released last time?
Wasn’t it said somewhere that you can tag around a max of 5 enemies per attack?
I just tested out Coated Bullets in PvP, and it can tag more than 5 targets on each attack. Specifically, I tagged six targets at the end of each attack, with three probably tagged by the piercing nature of the shots, and the other three affected by the AOE per hit of the piercing shot.
Does this mean that it can tag a max of 20/25 targets if the targets are heavily clustered for pistol 1, and 25 targets for pistol 2?
(The 20/25 values for pistol 1 are computed as follows: 5 max targets tagged by the pierce, and 5 targets tagged by the exploding.)
Any runes that proc on elite don’t work with supply crate. It’s a known bug.
Wow. That’s an effective use of combat fields right there. With the limit of 5 per AOE, at most that team can effectively focus on twenty targets. At the best, we can say they can quickly and efficiently hit 2-4 targets at the same time. They had effective strategy too – using the environment to pull and keep the zerg occupied with debuff/damage fields, while denying them the advantage of ground and distance to the 4-man team, AND pulling targets down.
The zerg, on the other hand, was badly coordinated, and had little squad tactics shown. They were pulled and cut down.
Is there any concept art somewhere detailing what Orr would have looked like if the Cataclysm had never happened?
There is a bit of hope with what ANet has talked about in the second part of the stream. Basically, they’re (probably) going to calculate opportunity costs with AOE-based attacks against a specific class’s skill set…
With the engineer’s skill set, we might not be seeing much changes (though a small buff would be nice to bring engineer viability more, aside from FIXING A LOT OF BUGS with our class) since most, if not our entire skill set, revolves around a lot of AOE, and we only have a real small number of single target skills that do damage, and even those don’t even do much at all.
I’m playing a 0/30/20/10/10 SB combat medic. I keep behind the guys that dive in trouble, and support them by area conditioning a mob and providing small but good enough area heals.
One thing that would make gadgets unique and used properly, IMO, would be for them to offer passive boosts similar to signets. Imagine gadgets being signet+, with effects specific for each kind of gadget, and gadget passives still active even in CD. Or offer several other passives for kits when equipped, so we have better incentives to use them.
But in the meantime, normalizing engie DPS in line to other classes would go a long way to enhancing this class’s playability. Most of our attacks provide AOE cond/raw DPS, so normalizing it so that the cond, AOE, and raw damage would be a quite close second would improve the class -so- much.
That’s my two cents in.
I do that a lot, actually. Hunting with flamethrowers = hunting the RUSSIAN way.
Running a static burster p/s build, I usually keep myself in optimal position to unleash burst damage (even if it’s low) on a target while being able to detonate any combo fields with my shield, or drop a area heal with the healing turret/detonate healing spray/shield 4 blast skill.
I drop a supply crate on targets when my party needs to disengage and get a breather on a target. While combo fields heal for a bit, it counts when your party is on >50 health and no support toon is present.
On the build listings:
Can you describe a bit on what every build does best? I’m thinking of compiling a general class guide to make the engineer good in group support.
This thread is an effort to provide a bit of morale boost to engineers, and help newcomer engineers in their class.
That being said, I’d like to drop a few questions:
1.) Which specs/combat roles are available to engineers
2.) How can engineers synergize well with other classes inside the party
3.) How can an engineer maximize the best out of his current gear/playstyle
As far as I’ve seen, engies don’t have passive boosts along them. It would be nice if the kits had specific boosts with them to compensate for the low damage option. Or better yet, make kits and gadgets give specific passives to engineers.
Well, the Supply Crate would be nice… if they only proc’ed with the superior runes that trigger on elite. Can you see the usefulness of a Lyssa set paired with Supply Drop at the same time? Feasible retreat… if only SD proc’ed fine with runes.
With several skills reliant on camera position to hit (I’m looking at you, cone based attacks and linear attacks) can we have a marker of sorts to let us see where the cone-attacks might be headed?
Anyone check if this bug applies to dungeon bandits in CM?
Level 54 human engineer, wearing a mishmash of cultural, quest and starting armor dyed to the theme of assassins. Sadly, the helm clips the armor.
(edited by Advent Leader.1083)
Falling down from the platform on the fractal where you have to free the Colossus results in a non-revivable situation for the dead person.
Kaineng’s bugged as well.