Unlucky since launch, RNG isn’t random
PugLife SoloQ
To get this back on topic I’ll state actual facts (so that those unaware of what facts look like can judge all other opinions against them).
1. Turrets are engineer constructs with no movement
2. Turrets cannot receive boons or healing (other than self repair which is currently broken)
3. Turrets cannot be cleansed of conditions (to which they are now susceptible)
4. Turret traits do not allow for resistance to crits (toughness)
5. Turret CDs have not been lowered to account for their now fruit fly esqe lifespans making them a burden in pvp.
These are facts. Please remember opinions while sometimes valid, aren’t always facts.
Sure, then lets fill in my part:
The build was cancer because it promoted a overly-rewarding, passive play-style in an action-driven combat system, therefore giving new players a false impression of the class (and combat system in general) and causing all kinds of toxicity ingame towards engineers, regardless what builds they were actually running.
The recent nerf to turrets is a “cure” to this “cancer” in my book.And now explain us how the decision to reset a fight is considered passive play, Aidenwolf.
Sure thing.
1st to @Dancingmonkey I’m glad you’ve survived a horrid illness that no one should have to endure, all the best for the future.
I’ll answer as a former infantryman on why resetting is passive. Running or retreating is the opposite of fighting it’s passive. In gw2 one can become invisible until they attack, meaning that If someone’s not visible they are passive.
Are you asking me or Aidenwolf, because I used the term “cancer” on turreteers, but he was the one calling stealth on thief passive play…
I’m honestly confused.
Obviously. It’s clearly directed at you. You responded to me talking about a passive build by calling mine cancer.
Perma stealth thief can avoid combat completely. If that’s not considered passive by you, we’ll never agree on this.
And? Stealth prevents you from capturing or contesting control points in an entirely control points based PvP.
How does a “perma stealth” thief apply its damage passively? How does a “perma stealth” thief passively stealth themselves? How does “perma stealth” thief heal itself passively?
You’re joking right? Passive whenever they want meaning I don’t like this matchup I’ll go invisible and go somewhere else, or just stand here invisible doing nothing until this guy leaves the point, decap it, then go passive mode at will.
You have a problem with the “passive” nature of turret engineers I cite an actual style more passive and you say “and?”.
There’s a difference when you’re talking about PvP. A thief just sitting there staring at a held point waiting for someone to leave is nothing but a burden on the team for however long that takes. The turret engi so long as he sits on point is a constant source of points and if 2 people do come to uproot him, he just made the other fights outnumbered in favor of his own team for however long it takes to kill him. A rotating thief is an annoying thing, but bursting down skilled players and choosing your fights definitely is more active than dropping your turrets as far off point as possible then letting them shoot at whoever tries to fight you on point. At least now there is a reliable way to counter turrets without wasting an inordinate amount of time.
People who complain about “perma stealth” thief seem to be under the delusion that permanently being in stealth is somehow useful to the team. I’d much rather have a thief bursting down off point pressure, decapping/capping far points or making fights outnumbered in our favor anyday. A thief that picks fights, disengages in stealth whenever he picks a wrong one and waits is essentially useless to the team so long as he’s hiding. As I said before, so long as the turret engi is sitting on point, he isn’t being useless.
I cited a more passive style of play than turrets but in no way are thieves useless. Decapping is a massive boost to a team in conquest. I play all classes in pvp try to keep that in mind.
The issue is turk that when the turret engies said that before it was actually good advice. Becuase they knew EXACTLY how to kill there own build. The community as a whole CHOSE not to listen. That was a decision they actively made.
And now after the nerf people are giving sound advice to engies, such as place turrets away from each other, don’t stand within cleave distance of your turret, etc.
Hell even ArrDee of ALL PEOPLE says that this was the wrong way to go about it? Holy kittening kitten.
Who? Unless whoever this is works for Anet, why should their opinion matter to anyone but themselves?
This is a perfect example of what happens when the community refuses to listen to common sense and detailed explanations. We made SEVERAL posts telling step by step how to kill a turret group while taking less than 10% of your health in damage.
Pretty deep in the denial, were you, pal? As a theif, without the engy even being there, turrets would take over two thirds of my health by the time I capped the point they were placed on. That’s not killing them, that’s actively evading their attacks to the best of my ability. Actually damaging them would mean sacrificing my dodges and evades….I don’t even know why I’m arguing this point, its over, you lost, adapt. L2P
Turrets only fire every 2 seconds… Learn to dodge
(edited by Aidenwolf.5964)
Perma stealth thief can avoid combat completely. If that’s not considered passive by you, we’ll never agree on this.
And? Stealth prevents you from capturing or contesting control points in an entirely control points based PvP.
How does a “perma stealth” thief apply its damage passively? How does a “perma stealth” thief passively stealth themselves? How does “perma stealth” thief heal itself passively?
You’re joking right? Passive whenever they want meaning I don’t like this matchup I’ll go invisible and go somewhere else, or just stand here invisible doing nothing until this guy leaves the point, decap it, then go passive mode at will.
You have a problem with the “passive” nature of turret engineers I cite an actual style more passive and you say “and?”.
(edited by Aidenwolf.5964)
Since you’re not gonna agree that turrets are by far more passive than any most other playstyles, I’ll just use an example. So we have a turret engi, relatively tanky, usually running 3 turrets and all traits that boost turrets. Right off the bat, you have tons of traits invested in skills that you don’t even really control after putting them down, you just kind of drop them out of the way of the point and forget them. Before the nerf, killing turrets was simply not a good idea as it wasted a huge amount of time. The builds strong enough to burst down the engi couldn’t handle the off point pressure for long enough, and the builds with enough sustain to go toe to toe with the engi on point would make almost no progress as they are consistently knocked off the point or eventually whittled down. You know there’s a problem when its just a huge waste of time to engage a single turret engi on point with anything less than 2 people.
Was it a bit of a bandaid fix? Maybe. But honestly I prefer it to the alternative of teams telling the turret engi to hold home and then unless 2-3 people from the opposing team want to go uproot him, you can almost guarantee no one is getting that point in under a minute.
The recently announced changes clearly show Anet wants to move away from passive offense and defense. Mesmers losing a lot of access to retaliation, higher emphasis on shatters, no more mindless clone spamming to apply conditions. Rangers spirits can’t move anymore. Warriors passive regen getting lowered. Engi is no exception. They just got their change first.
Perma stealth thief can avoid combat completely. If that’s not considered passive by you, we’ll never agree on this.
Turret engineers got destroyed so my engineer play style has already been ruined. I expect more trash moves from Anet not less.
Turrets are fine. Some people are over reacting by demanding they are underpowered simply because they were previously overpowered.
It is perfectly reasonable that investment in condition damage and precision effect them now instead of being completely ignored.
Absolutely untrue. Supply crate is ruined Now because it has Turrets healing turret is only for destroying now and actual traited turrets are worthless.
Conditions were always effective against turret Engineers just shoot the engi not the turret.
“Turrets weren’t an abomination, Celestial amulets are.”
“Simply a L2P issue.”
“Turrets were the purest form of Engineer.”
The feeling of loss will pass, and you will hopefully walk a mile in a non-turret Engineer’s shoes in ranked queue. My enjoyment in ranked queue has gone up 900% due to less presence of Turret Engineers. While I feel sympathy for those who’ve had their playstyle destroyed (RIP 100 nades), you cannot ever propose a good enough argument that would justify causing even 1 more flavor-of-the-month Turret Engineer in ranked queue.
I have run Cele rifle quite a bit but the class as I played it no longer exists. I have no desire to quit my playstle as my engi was my bunker toon. Engineers were designed to do exactly what I used mine for and need to be fixed.
So basically you’re saying that turrets were the only way to play engineer the way they were designed and without nigh-unkillable turrets our class is essentially useless? Only issue I had with the nerf was conditions affecting them as it doesn’t make sense, but crits make perfect sense and was a nerf that I think was dearly needed. Engineer has the potential to have more skills than any class(aside from ele) and the fact that almost everyone else was having trouble killing an engineer that sacrificed all those skills just for passive offense is a clear sign of trouble. Passive play should never hardcounter or surpass active play.
You can still play bunker engineer, you just have to sacrifice some offensive pressure now like everyone else.
Turrets were unaffected by the player’s stat choice so they would do the same amount of damage Even if the engineer ran PTV which was where the nerf should’ve focussed. Turret engineers sacrificed everything to run their build meaning we were naked with only a rifle vs any attacks coming out way.
Calling turret engineer a passive play style shows a significant lack of understanding on your and the community’s part. I actively attacked and defended (my life and my point) and to say otherwise is false.
Turrets damage affected by the engineer’s stats would’ve meant that to achieve their current damage output the player would need to gear zerker which would sacrifice survivability and if the engi wanted to run soldiers the damage output would be greatly reduced.
Again, turrets were never designed to take this damage and the entire trait line is ruined now. No changes to cooldowns, no cleanses added, no repair skill introduced, it simply destroys turrets to the cheers of players who run cheese builds they consider superior.
Turrets cannot be affected by player stats due to their status as constructs, or ‘gadgets’ (not the utility type.) It’s a technical limitation.
Everyone’s been saying this for years, but it can’t happen.
Also, I’m not alone in saying, I DO say otherwise when you claim you can play the meta turret build in an ‘active’ measure. You never have to leave the point, and your player input accounts for less than a third of your effectiveness.
Staying on a point doesn’t mean inactive it means defending. As for my actions not making a difference that’s laughable. I actively attacked my attackers exactly the same as I do running Cele rifle the only change is that I never kit swapped.
“Turrets weren’t an abomination, Celestial amulets are.”
“Simply a L2P issue.”
“Turrets were the purest form of Engineer.”
The feeling of loss will pass, and you will hopefully walk a mile in a non-turret Engineer’s shoes in ranked queue. My enjoyment in ranked queue has gone up 900% due to less presence of Turret Engineers. While I feel sympathy for those who’ve had their playstyle destroyed (RIP 100 nades), you cannot ever propose a good enough argument that would justify causing even 1 more flavor-of-the-month Turret Engineer in ranked queue.
I have run Cele rifle quite a bit but the class as I played it no longer exists. I have no desire to quit my playstle as my engi was my bunker toon. Engineers were designed to do exactly what I used mine for and need to be fixed.
So basically you’re saying that turrets were the only way to play engineer the way they were designed and without nigh-unkillable turrets our class is essentially useless? Only issue I had with the nerf was conditions affecting them as it doesn’t make sense, but crits make perfect sense and was a nerf that I think was dearly needed. Engineer has the potential to have more skills than any class(aside from ele) and the fact that almost everyone else was having trouble killing an engineer that sacrificed all those skills just for passive offense is a clear sign of trouble. Passive play should never hardcounter or surpass active play.
You can still play bunker engineer, you just have to sacrifice some offensive pressure now like everyone else.
Turrets were unaffected by the player’s stat choice so they would do the same amount of damage Even if the engineer ran PTV which was where the nerf should’ve focussed. Turret engineers sacrificed everything to run their build meaning we were naked with only a rifle vs any attacks coming out way.
Calling turret engineer a passive play style shows a significant lack of understanding on your and the community’s part. I actively attacked and defended (my life and my point) and to say otherwise is false.
Turrets damage affected by the engineer’s stats would’ve meant that to achieve their current damage output the player would need to gear zerker which would sacrifice survivability and if the engi wanted to run soldiers the damage output would be greatly reduced.
Again, turrets were never designed to take this damage and the entire trait line is ruined now. No changes to cooldowns, no cleanses added, no repair skill introduced, it simply destroys turrets to the cheers of players who run cheese builds they consider superior.
(edited by Aidenwolf.5964)
“Turrets weren’t an abomination, Celestial amulets are.”
“Simply a L2P issue.”
“Turrets were the purest form of Engineer.”
The feeling of loss will pass, and you will hopefully walk a mile in a non-turret Engineer’s shoes in ranked queue. My enjoyment in ranked queue has gone up 900% due to less presence of Turret Engineers. While I feel sympathy for those who’ve had their playstyle destroyed (RIP 100 nades), you cannot ever propose a good enough argument that would justify causing even 1 more flavor-of-the-month Turret Engineer in ranked queue.
I have run Cele rifle quite a bit but the class as I played it no longer exists. I have no desire to quit my playstle as my engi was my bunker toon. Engineers were designed to do exactly what I used mine for and need to be fixed.
Here are the patch notes from April 28th 2015. Standard patch day for most players but in one line Anet decided to kill my style of engineer game play.
4/28/15 – April 28 Release Notes
Release Notes:
NEW FEATURES AND CONTENT
Expansion Beta Loot Drops
Mordremoth is stirring, and the nearby areas of Dry Top and the Silverwastes are feeling the effect. All events and creature drops in this area now have a small chance to drop a Portal to the Heart of Maguuma item that will qualify the player’s account for an upcoming Guild Wars 2: Heart of Thorns™ closed beta test. These drops will continue for a week or longer to collect a strong player base for the test.
BALANCE, BUG-FIXING, POLISH
Profession Skills
Engineer
The engineer’s turrets are now affected by conditions and critical hits.
BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions
To celebrate the tenth anniversary of the original Guild Wars, we’ve updated the Black Lion Weapon Specialist’s inventory.
The new Balthazar’s weapon set is available for one Black Lion Claim Ticket.
The Chaos weapon skins inspired by the original Guild Wars have been reduced to one Black Lion Claim Ticket each for a limited time.
The Tormented weapon skins inspired by the original Guild Wars have been reduced to one Black Lion Claim Ticket each for a limited time.
Black Lion Chests have been updated. Keys are available in the Special category of the Gem Store for 125 gems.
The Mini Snow Owl has been added as a rare drop.
The Mini Hawk has been added as a rare drop.
The Mini Raven has been added as a rare drop.
The following items have been removed from Black Lion Chests:
Custom Arena Time Tokens
Lion’s Arch Commemorative Dye Kit
Lion’s Arch Survivors Dye Kit
Mini Super Monkey
Mini Super Spider
Mini Super Bee Dog
Mini Super Yeti
Mini Super Raccoon
Mini Super Banana
With the coming of spring, the baby miniatures are returning. Mini Piglet and Mini Orange Kitten are available in the Toys category of the Gem Store for 400 gems each.
Engineers were the only class to be “altered” in any way and in one line turret engineers died. Turrets needed a nerf everyone understood one was incoming but what actually happened was an excution of an entire style of play. With one line of text and no testing on Anet’s part of what this change would mean to turret engineers, they’ve rendered my engi useless.
Yes, of course I can still play my engineer if run condi or Cele rifle, but I never wanted to in the first place. I bought or trained my traits and geared to run turrets because I enjoyed the unique style.
As a player with monumentally bad luck in this game since launch I am finally about to craft my first legendary… Quip. I chose it because my thief and my new favorite engineer could both use it. Now I dislike my engineer since he’s always dead in pvp if I’m stupid enough to play my old build.
Turrets weren’t an abomination celestial amulets are and should be removed from pvp. The pvp community cried because turrets couldn’t be 1 hit or easily killed by condition users, but they never needed to be, focus on the engi burst him and turrets died. To borrow from the pvp vernacular it was simply a L2P issue that pvpers never understood because they didn’t try to.
Turrets were the purest form of engineer logically as engineers don’t brew potions so destroying them completely is baffling. Simply reducing overall hp from what they were would’ve solved the balance issue.
Please fix asap Anet… thanx
(edited by Aidenwolf.5964)
Turret engineers got destroyed so my engineer play style has already been ruined. I expect more trash moves from Anet not less.
If turrets take damage like a glass cannon ele they need to do zerker ele damage. Even fully traited turrets last seconds against even a downed players attacks… Its pathetic and Anet have destroyed a build they put into the game.
Think turret engineers weren’t meant to exist? Look at the traits… Some of us loved this playstyle and it’s been obliterated on a whim. I don’t care if players dislike turrets I dislike shoutbow and medi hammer guardians which are both absolute cheese but they’re still around.
Fix turrets now. If they take damage they need regen.
thread is useless. people will QQ about every build . The only thing that needed a nerf already got nerfed ( turret engis) everything else is fine imo.
Please tell us what you enjoy and I’ll suggest that as my nerf build proposal. Turrets didn’t get nerfed they were destroyed. So I’ll sit back with my popcorn and watch as every cheese build (including the one you run) is next to get the axe.
either reduce recharge or give them 50-100% more HP. it was totally unnecessary to completely destroy the spec. I hope they don’t leave this issue for the next two years.
also, this is what happens WHEN YOU DONT TEST THINGS PROPERLY ANET. builds get KILLED.
Wasn’t tested even for a second. Shambolic shamefully bad balancing.
Saying they should “play smart” to overcome the nerf is simply idiotic, if not downright trolling….
And how many times in those “nerf turret engy” posts have the zealous defenders of the turret build rambled off about “outplaying” “play smart” or “out rotate!”
There is no sympathy here.
When your build is destroyed you’ll get none either.
(…)
Not everything will have the same level of viability and not every build will have the same difficulty. The key is to pair low risk, easy builds with low effectiveness – these builds must exist so that new players can get started and that’s good for the game.
Turret is ridiculously easy to play, which means it shouldn’t be viable outside of low tier play. Now a lot of these entry level players are complaining that Anet overnerfed turrets (which is not true) – truth is they got a taste of what it’s like to be effective, and now instead of actually learning how to play the game they want their build back.
First off I play all but guardian in pvp and I’m good, not new or a “bad”. I find this arguement of turrets being a noob build laughable since it’s (was) a bunker engi and I enjoy bunker builds. The build took exactly as much skill as shoutbow and Cele DD which are still in game.
An entire play style was removed because the community were and are too lazy to have figured out how to play against what was an easy build to kill.
Anet clearly don’t test balance changes before going live. Turrets are useless and our only elite is trash. I’ll go run the stupid shoutbow or Cele DD ele builds that are cheesier and still in game.
Worthless.
LOL at people that got outplayed by turret engi and blame the build. If you could not fight a turret engi you also won’t be able to fight a celestial rifle engi or any decent build.
Wonder what will be the next target for the bad players asking for nerf. I bet it’ll be shoutbow warriors or longbow rangers.
Exactly this. I ran turrets and killed everyone 1v1, not because of the build but because I was playing it. If you thought I was a nightmare on a turret engi… Come see my Cele rifle you whining kittens. Anet ruined an effective build that was no more annoying than shoutbow or SD thief or 2 spam RTW ranger but keep calling the build cheese you all deserve each other. I’ll be the one laughing as I outplay you on your cheese build.
Lets nerf warrior condition removal and healing
Now that they can’t sit on a point and watch porn while the turrets do the work, they will probably re-roll to bunker guardian or bunker warrior or just quit the game and go back to wow.
You sound like a pro…
Yay, turret-teers have been transformed to turret-tears, i like!
Former turretteers now need to use their wasd movement keys, i guess this completly overstrains them. xD
You have no understanding of the class.
Now to get rid of RTW 2 spamming rangers and shoutbow.
Turrets are dead in seconds vs condis
/spec
The nerf to turrets is a solid proof that huge comunity QQ gives results on anet’s class balance. Turrets were not very used in wvw, were not very used in pve (only to blast fields) and an underpowered build in spvp. Now after the nerf the useless and underpowered skills just became even weaker.
While people were qqing about weak turrets, the realy op skills like slick shoes and tool kit were flying under the radar.
Turrets were a huge problem for the pvp community and ruined numerous players’ experiences.
Yes, this balance change was somewhat of a band-aid fix to the problem, but the balance devs are likely spending the majority of their time and effort working on the expansion content. I personally wish they would spend more time on the current game but that is clearly not the direction anet management wants to go in.
This had to be changed at some point because it has made the past year of pvp awful. It was very much overdo for how completely overpowered the build was in terms of the skill required to completely carry a point and sometimes even a game.
I used to hunt turret engineers for sport. The fact that so many couldn’t is (or was) a L2P issue. Turret engi had a low skill cap to function but players like myself who actually were effective were a nightmare to deal with. I’d go into why this isn’t an issue since a shoutbow performs the same function sans QQ but it’s not necessary since Anet killed the turret engi today. As far as I’m concerned the pvp “community” can try to deal with my cele rifle… Good luck
Stupid afk turret for daily noobs was destroyed good. Other smart uses of turret remain the same even better. Ppl still cry to my whisp about OP turrets priceless:-)
I tested turrets and they’re dead. They last seconds vs any real players and that’s it.
If you’re thinking of knockbacks I’d check to see if turrets can be blinded.
Wow.. turrets engi needs to do like us. Get some skills.
I played turrets for the past 2 months since I solo ranked que but if you think all players who ran turrets have no skills…. You’re mistaken.
Cele rifle is the actual OP build and now that turrets are dead I’ll head back to that. They’ll nerf that next.
Sweet, sweet turret tears
You tried your elite or healing turret yet… You should. Your tears will flow as well.
Played turrets in 2 a ranked to test it and turrets are dead in seconds. They needed a fix but all Anet has done is completely kill a viable build.
I get the turret hate from non engis but imagine if they’d done this to shoutbow or hambow instead of tweaking them they obliterated the build…
Lazy design lazy fix.
Having played WoW from vanilla to cat non stop before switching to GW I’ll say that this game will come off as either amazing or trash depending on your level acceptance of the game’s gemstore, lack of loot, and lack of endgame.
The game is beautiful but it’s driven by the gemstore (something they swore it wouldn’t be) I hope that now that they’ve switched focus to expansions they’ll return to the GW model and rewards will be earned in game and not from the store.
No sub is great, but it comes off as a FTP feel when you’re constantly reminded that new skins are now in the store!
I’d say play the game, take it slow and look around, then make up your own mind. Welcome!
The match I just played was imo the worst example of matchmaking I’ve ever seen. I refuse to believe anyone on my team had ever played a match in ranked prior to being paired with me. Our opposition? Premade steamroller of players I know quite well from ranked.
Like a glutton for punishment I played a match after that one and had the most balanced match I’ve ever seen. I know they’re testing but ftlog don’t ever do to a player What was done to me even if it is FOR SCIENCE!!!
The OP may as well have asked “What if starfish could speak English?” as my answer to both is the same.
It couldn’t survive so it won’t happen.
You can expect negative feedback to this for several reasons but the main criticism I have is that the only people you trolled were your teammates. You seemed genuinely disinterested in capping points or winning.
I’d suggest WvW for demos of pocket builds even though you were unranked queuing you wasted the time of other players making this vid. Fyi hotjoin not unranked is where conscientious players test builds.
I enjoyed your music choices, see I’m positive.
It’s easily watchwork because it’s the only tool that adds loot to the table.
I own the Molten pick which is absolutely inferior to the Watchwork pick due to the the worst design philosophy implemented by Anet to date. Only 1 pick gives extra loot and yields the equivalent of Ori from any node.
All picks should drop sprockets or none should.
I can’t remember the last time I lost to an Engineer in WvW on tier 1-3 servers in roaming. I’d love a challenging fight, so Engis come at me if you want to duel :P
If you’re vs Crystal Desert send me a mail, I’ll be there, I’ll Fraps it.
Absolutely fixable. Your playstyle isn’t suited to full zerk atm and that’s ok, swap a trinket to cele or anything with toughness and continue to add a trinket until you find your sweet spot. Eventually you’ll be able to run full zerk But I prefer cele as it’s magnificent on an engi.
Full zerk gear with cele trinkets = fun
I’m farming up T6 to craft a legendary and decided to hit Southsun and underwater farm. What I’ve found is that in 2 days of farming zero T6 have dropped and the invible walls (the point at which you hit a current and can go no farther) have been moved much closer to shore.
Have Anet completely destroyed underwater T6 farming or am I getting a bug in which DR activates on water entry?
I saw a comment that said pc games aren’t meant to be played with a gamepad. If this is true, why are there pc gamepads ?
To play console ports of course.
You’ve got to be kidding. The music in GW2 is exceptional and the Dragon bash song still pops into my head when I fight Teq (seriously it should play during the fight). Jeremy Soule is the John Williams of video game soundtracks and hit a home run with the music for Guild Wars 2, to say otherwise only demonstrates that not everyone has an ear for music.
Seriously, it’s very good.
We kill humans in this game. Should Anet close the servers every time there’s a school shooting? Of course not. This is a game try to remember that.
Celestial is very good for some guardian engineer and elementalist builds. Research YouTube to find builds that shine using it and decide if the playstyle if appealing to you before you choose to craft it. Even exotic celestial is time gated and isn’t “optimal” for dungeons, but who cares about berzserker only groups anyways?
I think you missed my point, people shouldn’t focus so kitten just getting an epic reward, they need to enjoy themselves so they don’t grate on every little negativity.
the thing is it should be reasonable.
If someone really ran FOTM50 900 times and only gotten 1 skin. He have good reason to complain.
I ran 38, 50 for a few month and I gotten 30 skins. If he ran FOTM50 for 3 years everyday and only gotten 1 skin, he have every reason to complain.
That being said, I honestly doubt the OP really ran FOTM50 900 times. He might mean his FOTM dialogue says 900, which is really like 225 runs and most of them low level fractal. And most of his run might be before the fractal update which was 5%. It’s now 10%.
OP should stop running fotm every day then, take a break and come back at a later date, question is are the fotm skins so highly desired by this person they justify overly grinding for them rather then taking casual time so as to not burn out on it?
He probably ran alot. But I highly doubt he actually ran fotm50 900 times. He should have averaged like 50 skins already. Since it was 5% before. It is 10% now. So if some one ran it 900 times, they should have gotten 90 skins.
This is the disconnect I see on the forums. Some of us get nothing which is why we’re angry.
You’re quoting averages but with this game’s RNG there are accounts like mine that are doomed to failure in rolls.
(edited by Aidenwolf.5964)
I was told in a dungeon that the Ranger prof isn’t “meant for dungeons.”.
I am also not allowed, by most players, to play anything other than melee on it in dungeons.
In addition to this, anything other than tanking pets all seem to die within about 2 secs, but if you try to use a tanking pet you get criticism for that, as well.
Plus, only about two builds are considered viable.
Perhaps that will help you with your decision?
It should NOT be this way and ANet seriously need to wake up and change some things, but if you are not married to the idea of being a Ranger (as I, sadly, am), I would just avoid it for your own peace of mind, if I were you.
It’s players setting the standards of what they prefer as being optimal. Any build for ranger is viable in this game. If you’re having issues finding groups then I suggest that you create your own and be specific about what you’re looking for. The group may fill up slower but there are many other players with the same mindset as you that want to play the way that they want and not what is deemed optimal or the meta.
As I said in my last post, on another thread, I am aware that I could make my own groups, but I should not have to do that all the time just to be able to play with a ranged weapon on a ranged class called “Ranger”.
Many people, for whatever reason (or reasons), do not value rangers in group play, that is the point here.
People may try to claim that it is just prejudice, but I tend to think there is no smoke without fire.
Rangers provide very little support aside from two or so buffs. If they go ranged, it’s difficult for the other members to benefit from these buffs. You also no not benefit from the buffs that the other members provide and you well likely not be revived mid-fight when downed if you’re using ranged attacks while everyone else is melee.
Spotter is one the biggest party buffs in the game and frost spirit is amazing if placed properly. If a ranger runs S/WH LB and spends most of the fight in melee they out DPS warriors. It’s hard to find good rangers but if you see one it will change your thinking.
If we get rifle eh a sniper uses stealth every bit as much as a ninja so it fits I suppose. Imagine the warrior F1 from full stealth with 1200 range. 0.0
I’d very much prefer a staff. The monkey king animations are already coded and I want that.
A greatsword would be my second choice and a it very much suits thieves. Katana wielding bushido masters… Yes please.
This is a shame. Druid specialization without pets would’ve been amazing.
So I was thinking about this new feature really helping prevent some of those rage kicks that have been seen, but I also realized a potential flaw in the system.
Assume you’re in a dungeon with a party of 5 and 3 of them dc stating they have to go without leaving the party. I realize there is an inactivity timer that removes them, but we as players would normally have 2 options: wait for them to be kicked from party by the game or request a second for kicking them.
Currently the 3 vote system leaves 2 players stranded in a situation like that if the game doesn’t check to see if the status of a dc’d player is offline because using the Leave Party option would disconnect you from the dungeon instance.
I personally haven’t tested this as I haven’t run into it yet, but I was wondering if anyone else can validate my concern or dismiss it?
If 3/5 of your party leave you’re going to need to start the dungeon over. As I’ve seen this happen maybe once since launch though, I’d say you shouldn’t worry about happening.
With the update, kicking has been applied to the chat log-for everyone.
Recently I was running AC P2 and someone in our pug group didn’t pull the boss right. Another person viciously attacked them, basically bullying them and then some. The bully then focused on the rest of us unleashing other verbal abuses.
I figured the fastest thing to do is kick the bully. And surprise it comes up that I decided to kick them. The bully then turned their attention all on me and made it unbearable to stay. I left. Later I was messaged that another person from the group wanted to help, but didn’t want what happened to me to happen to them.
I think the kicking should be kept anonymous to the person being kicked for this reason. It’s crippling the more timid individuals and giving the jerks an advantage.
If the events happened as you claim then you were completely justified in kicking the player. If you were targeted with insults for kicking him then block him.
All players have a right to know who kicked them.
After my update, I now here Random NPC voices, no matter where I go on the map. “voices like a charr saying turret is up” etc, all kinds of random NPC lines from different classes. Male and female, and I play a male Norn.
I’m getting the same bug. My human male ranger is shouting “for great justice” and “I’m bleeding” as well as the other character phrases in both genders and every class. Nothing is triggering it just random Yolo yelling.
If money is that tight then simply play Guild Wars 2 until you can afford the expansion.
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