I sort of agree with the OP. There’s just nothing else that keeps me hooked once I
get the dye/look/stats that I want. I really can’t go out and set my own adventure,
as in owning a store, decorating a house, fishing, crafting (useful monetary crafting).Once I hit 80 and get full exotics with the look I want, there are no other goals for
me. I am not a WvW person as it’s mainly about zergs anyway. I don’t mind doing
dungeons and sPvP but I need more than just that. They need to implement
another pillar that doesn’t just involve in killing.
Have you gone throughout the entire world and explored 100% of the maps? Have you actually explored through everything the maps have to offer? There are LOADS of secrets scattered about. Have you done every jump puzzle?
Just a few things that you can do without killing anything. I agree that there isn’t much else to do to progress characters past leveling and exploring, though.
All paths are virtually the same, the last boss does the same thing. Front door is ok- you can back off and dps. Teleporter is not fun, and I don’t remember sub that much. I never have the volume on to listen to the sounds because I’m on vent and have GW2 muted.
Actually, that’s completely wrong. Depending on the path, the boss does different attacks. So I’ll just lay out what to do in each path:
Submarine Path: Just stand in melee range. Have your entire party do it and the fight is ridiculously easy.
Teleporter Path: The boss does a tricky setup here. First thing you’ll want to know is that you can literally walk away and out of the red circles that are around if he is using Dragon’s Tooth. That covers one of his attacks. The second attack he does is a mass AoE on each of your party members. Your party should be split up so that there is no confusion as to which circles are meant to be cast on who. This is the tricky part of the fight. The boss is casting a single ice-spike on one party member, and casting an earth ring on every other party member. The difficulty lies within trying to see if you have the ice spike or the earth ring. To tell, you can simply look at the ground beneath your feet. Is there ice slowly crystallizing? Then it’s the ice spike and you need to get out of your red circle. If it is just a patch of ice already there, you actually need to stand still. The earth ring will not hit you if you don’t move. That’s all there is to do in this path.
Front Door: Stay spread out, but stay in a medium range of the boss. This will help you keep your red circles in line, as well as keep your party from getting insta-gibbed from his earth spikes.
This is just a quick overview, but you get the idea. There is definitely a differing strategy for each path.
Before I say anything.. which path?
Who cares? You’re still getting access to a real-money system with in-game currency. That’s all that ever actually matters.
Grenades are a massive help for WvW. 1500 range on an AoE spam? Yes, please.
As for dungeons, I feel I not only do competitive damage, I feel that Engineers are extremely useful with their Vulnerability stacking. My entire group is doing 25% more damage against trash, and around 10-15% (consistent) more against bosses.
At the moment I feel that Grenades are just too useful to let go, though. I feel that I’m stuck in this same build, and that I’ll always have to be.
AlietteFaye, you clearly have a different view on progression and fun than i have. and i seriously hope im not the only one..The way this game is build with dungeons now is that EVERYTHING is actually allready ingame.. but its shattered to become a grindfest (witch i was kinda promised GW2 wasnt supposed to be about by all the hyping anet made) – They have 8 dungeons..We need 1..the rest is just for show and laugh because you dont need anything from there..doesnt make sense for a mmorpg! If they split the tokens like i explained, they would have chained the dungeons and expanded the content for EVERY player – This game is lacking progression, not content! Grind 1 dungeon..Finish up. find some other game..Do 1 or 2 run in the other dungeons just for eyecandy. I dont mind grinding, but what i do mind is grinding the same stuff over and over, when they could have forced me to PROGRESS trough ALL content to get what i want. – I have my full exotic, i dont wana bother to massgrind legendary weapons, because what to do after? i have everything i want and need. i mainly play mmorpg to GAIN stuff.. and tbh, eyecandy factor does help for 2-3 times..after that, i quit because its not exiting anymore. So easy as that, split the tokens. And the GAIN factor would still invite me to grind the dungeons.
You don’t technically need any of the dungeons. Everything you get from them is just for aesthetics. I agree that there is a lack of things to do after you hit 80. I understand that a lot of players, myself included, feel like there is no progression for your character after you finish leveling and exploring.
What I don’t understand is why you literally need a carrot on a stick to go into the other dungeons. If you were forced to go through each dungeon just to get your Twilight Arbor set, would you honestly be any happier? And if so, why don’t you just go and pretend that you actually are being forced to? That would be exactly the same.
Even if they did combine the dungeon tokens, what would you do after you got your TA set? You would quit all the same, because you’d gotten what you wanted and there wasn’t a reason to keep going.
Your issue isn’t that you want the tokens to be split. Your issue lies within the fact that you don’t find any of the other dungeon sets to be appealing. That is an entirely different thing.
They should add a “Random Dungeon”, doing said random dungeon grants you 60 tokens which you can spend on whatever dungeon merchant you want.
Im tired of running Twilight Arbor… and I dont want to run the other dungeons because I dont want nothing from them, and for me they are way too hard and its not worth all the frustration and deaths.
You don’t want anything from other dungeons, but you don’t want to do Twilight Arbor.. so go do other dungeons. No, you don’t get any direct reward. But you’re the one asking for a breath of fresh air in the dungeon department. They’ve already stated the reasoning behind not having a single token system, and it makes sense.
I understand that it sucks to grind for the armor you want, but just take a break from it if you aren’t having fun.
You know.. you can just run those other dungeons if you want to do something different. No, you don’t get anything from it. But you’re the one that doesn’t want to monotonously grind a single instance.
It wouldn’t be any more fun for you to grind the other instances for your tokens, either.
Pro tip for phase 2: His mass-AoE has a maximum range. Just walk away.
List of counters:
Immobilize
Chill
Cripple
Fear
Daze
Knockback
Push
Pull
Stability
Dodge
Stun Breaker
Long Range
Actually their leap breaks through Immobilizes, Cripples, and Chills.
Or at least it did for me.
You have to have your entire party stand next to him, otherwise he will use his other attacks.
You and everybody else complaining about this are ridiculous. Just try to think of what you can do to counter his attacks. It’s not even remotely difficult..
Stability, dodge rolls, Aegis, etc.
Also, you have party members to help you. These mobs are not immune to any form of CC whatsoever.
Yeah. Subject Alpha is way too hard.
In all seriousness, did your group even try to stop playing the “range and kite” game? There are definitely lots of options for this fight, melee being the easiest.
I recall them saying that it was on the way and it should have more detailed information at a later time.. any news?
Yes, it’s up in the TP right now. It doesn’t show up in searches, even though it is listed in the drop-down box. I sent in a ticket and submitted a bug report, but this really sucks as I just invested 20g into crafting this in hopes of selling it. =/
So uh.. just crafted one in hopes of selling it on the Trading Post. And just found out that you can’t even find them in the Trading Post, even if you search it exactly. Please fix.
Hi, I’m not able to attach my authenticator to my account. I scan the barcode and it sets it up, but whenever I input the 6-digit pin, it just refreshes the page. Any ideas?
I’d really like to know what exactly to do as an Engineer against this, actually.
Both of our choice of weapons given, Pistols/Rifles, are ranged. These will be reflected. Is it honestly the only option to happen to have a specific kit equipped to deal damage while a Thief is using DS? Because that’s pretty bad…
Not to sound doubtful, but this screenshot doesn’t prove very much. First and foremost, no gear was linked. The hero panel was not opened to prove that none of said gear was broken.
Not only that, but you make it sound like it’s impossible for an Engineer to hit close to that number. I’ll be the first to admit that I’ve hit for 12k using Grenade Barrage. Yes, it’s not an auto-attack, but this screenshot provides nothing to go off of. How many stacks of Vulnerability was this hit at? How many stacks of Might did the Elementalist have? Was he using food buffs?
The image doesn’t really prove much, though I do agree that a 15k crit from an auto-attack is crazy.
What are these doing in the Black Lion Trading Company? Was there a direct demand for unidentified Green/Orange dyes that you can you just straight up buy for gems or something..?
a character build should have:
a way to break stunAnd you use it, and you immediately get knocked down again. Now what? Equip two stun breakers? Three? I’ve seen people get hit by up to five knockbacks (up to three from a single enemy) in a row.
Besides, if your “list” was meant to be mandatory, no one would use most of the utility skills (that don’t fall into those categories), such as remote reviving, reflecting walls, CC, quickness and swiftness boosts, etc..
The “punishment” from being knocked back is being knocked back. It should not be complete loss of control of your character for the following 10 seconds while continuing to take damage.
Reading these answers, looks like we have a lot of “armchair dungeon explorers” here (i.e., they read the wiki but don’t actually do the dungeons very often). Stability is pointless unless you can predict when the shot is going to hit you, which in most cases against “normal” mobs you can’t. Stun breaking works once and then it’s on a (long) CD.
The thread is about stunlocking, it’s obviously not about “being hit by one stun”.
If the stunlocking is a bug, it needs to be fixed. If it’s intended, whoever is designing the dungeons should look for a different job, because they don’t understand the concept of fun.
I don’t know what’s up with your party members, but where are the other four people and what are they doing while this one person gets jumped 6 times? Sheesh.
Thank you for posting evidence as to what I was talking about.
But yes, dungeons honestly are not what they were made out to be in terms of content..
Are you going to program in all the variables for that? :P
for what? a few in dungeon dynamic events? :S
I didn’t say that I’m a programmer or anything of the sort. Does anybody that suggests things for feedback actually do it themselves? That’s a ridiculous notion.
And no, not for a few DEs. To change how dungeons are almost entirely. Not only would this make dungeons more varied in the content it has, it would make running the dungeons less of a grind and more of a discovery. As it is now, people still hate running the same paths multiple times because it’s the same thing every time. My suggestions provide a solution to this problem, as well as others.
Before I start, I’d like to say that I’m not making this as a complaint about the difficulty of any paths or any dungeons. My group has successfully, and for the most part easily, cleared most of them already.
Now that that’s out of the way, onto the meat of this thread. Dungeons, as before we knew them for what they are now, were described to us in a very different way. They were pitched as these elaborate trials, filled with traps and puzzles, challenges and tricks. But.. as my group slowly cleared the dungeons one by one, we’ve found them to not quite be what we thought they would be.
For instance, I recall that dungeons were going to have three paths. This much is true. However, I also remember that these paths were supposedly going to have events that would ensure that each journey through them would not be a repeat. It turns out that these events are.. pretty lame. Each one of these events that my group has found is just.. “x mob spawned, destroy it!”. And it doesn’t actually affect the path in a significant way to make it seem any different than usual.
Moreover, dungeons were going to have three separate explorable paths. What they’ve actually turned out to be is just three paths in the same general area, sometimes even going to the exact same areas, where your party is stuck with linear progression. There is no actual exploring in the explorable paths. A lot of the time, in fact, doors are locked and paths are blocked off so you know where to go.
Wouldn’t it be a lot neater if your party could go through the dungeon and trigger events that would differ depending on what you’ve done or where you’ve gone so far? That would give a sense of actually exploring the dungeon, as well as a differing experience each time that you came back.
Again, these are just my thoughts and ideas on dungeons. I honestly thought that they would be a lot different than they are, and they’re just a tad on the disappointing side.
(edited by AlietteFaye.7316)
Can’t help but disagree. First and foremost, they’re supposed to be rare. Having them come out of every Meta-event chest will just start farms and drive the economy down. Don’t know if you know or not, but Ectoplasms are salvaged from rares 70+. Having a person get 1-5 pieces of rare gear, which will equate to a possibility of up to 15 Ectoplasms, from a single event would kill the price and mess with the economy in a negative way.
I understand that it’s boring to get the same gear from chests, but you also get Karma and extra money on the side. Not to mention you definitely have a higher chance of getting rares from a chest than mobs.
Wow, almost enough money to cover a waypoint travel and just as much karma as other events -_- but because world events take considerably longer they’re far less profitable as far as karma is concerned. Better to just walk down bloodcoast on down to Straits of Devastation and just take whatever DE comes in that time.
The direct money, yes, is not that much. But money from all the mobs that spawn, as well as loot, is definitely much more than the cost of traveling.
Not to mention you definitely have a higher chance of getting rares from a chest than mobs.
Not really. I’ve opened about 20 chests and only ever gotten a single rare. Every time I go and farm Orr I get 3-4 rares before the anti-farm starts to kick in. In the time span of opening those 20 chests in which I got 1 rare, I probably got 40+ from farming mobs.
Sorry if you think it would be bad for the economy, but world chests are pretty much useless right now. You make more gold as event rewards for the chain leading up to the chest than the chest itself. In the time it takes you to teleport to an event with a chest (such as Teqatl), do the event, open the chest, and teleport back you could make 3 times as much money just AFK farming a single event in Orr.
There’s really no purpose to them other than to be a tidbit extra reward at the end of a chain, like Temple of Grenth. In which case they should just give you 5 silver or something, because that would be more than you generally make selling stuff from the chest.
I’m guessing you haven’t tried out Magic Find before opening a chest? I’ve got a full set of MF gear and chests, without a doubt, give rares more often than mobs. Even in your example, 1/20 chests is unarguably a better chance than 1/500 mobs.
Having a person get 1-5 pieces of rare gear, which will equate to a possibility of up to 15 Ectoplasms, from a single event would kill the price and mess with the economy in a negative way.
Not having players log in also effects the economy….in a negative way.
You’re honestly saying that people aren’t logging in because they aren’t getting rares from Meta Events? I’m going to have to say that I highly doubt that is the sole reason that somebody isn’t logging in.
-Never be afraid to swap out Major Traits or Utility Skills before or even during a fight. Some encounters allow you to leave the area and get out of combat, so if you have the wrong setup don’t be scared to fix that.
-Never be completely stuck on a single weapon set. If your members need some extra support or damage, always have a weapon set for the occasion. Yes, that means keeping them in your bags just in case.
-Playing with a variance of classes and playstyles can help a lot. For instance, a group with 5 total different classes has access to more possibilities than a group with 3 total different classes. If your group is running with 5 glass cannons, don’t expect things to blow over very easily. Kiting enemies can only go so far before somebody has to take a hit. My group is always mixed between support, DPS, and tanks.
-Make sure to call out targets properly and often. Your party will end up focusing/controlling them better. A little coordination can make dungeons run much smoother.
These are just my general tips.
While I don’t personally need a way to find people for dungeons, I actually think this is a really amazing idea. Be sure to listen to your members if there are griefers that should be dealt with, and all should go well.
Great job, again.
-Aliette
I really wouldn’t mind it at all.. but when these events go bugged, as they have in my server, it means I’m cut out from a large portion of the end game. I know it won’t be an issue once the DE’s are fixed, but right now it’s pretty awful.
Can’t help but disagree. First and foremost, they’re supposed to be rare. Having them come out of every Meta-event chest will just start farms and drive the economy down. Don’t know if you know or not, but Ectoplasms are salvaged from rares 70+. Having a person get 1-5 pieces of rare gear, which will equate to a possibility of up to 15 Ectoplasms, from a single event would kill the price and mess with the economy in a negative way.
I understand that it’s boring to get the same gear from chests, but you also get Karma and extra money on the side. Not to mention you definitely have a higher chance of getting rares from a chest than mobs.
As far as signets are concerned, you have to realize they just don’t make sense in the context of how the Engineer class mechanic works. It’s not just about it being different, it’s about it being literally tied to the skills we choose.
Signets, by design, are meant to be a cost analysis. You have to make the decision if you want a passive playstyle and effectively eschew skills for signets. Sure you might use some of them, but for the most part you just want the passive and let them sit there.
The engineer class mechanic requires every skill to give you an active toolbelt skill. This means the engineer would be the only class that has signets and keep the passive bonus, while just using their toolbelt skills instead. It just doesn’t make sense with the class.
Personally, I think signets should be either made more rare or removed entirely, but thats purely my own personal taste. They promote a passive playstyle (lol 5 signet gs warriors). Utility skills shouldn’t be passive bonuses imo.
I’m not saying that Engineers need to have signets. But with every other class having passive boosts, how can you honestly say that it’s not even option for Engineers? Like somebody said above, it’d be neat to add them as a function to the Gadgets. Rocket Boots can give you passive movement speed, for example. If every class gets them, Engineer shouldn’t be knocked out of the equation.
I do agree that passive bonuses are mainly used simply for their passive effects, though. And while it is true, that just means that the passive bonuses are extremely useful, and that they have 100% uptime possibilities for several buffs. As compared to Engineers where, yes we do have some 100% uptime buffs, but we have to use skills and waste their CD for it.
I’m not saying we need signets, but it would just be nice to have something passively on us without having to spend trait points in it. There are several passive bonuses that are great to use while roaming big areas like cities. (Thieves have Signet of Shadows for this, as an example.)
That’s the problem. It has existed since BWE1, and there is no easy way to fix it.
Really? It’s ridiculously easy. Make bundles keep your stats from your main weapon. It doesn’t break any other class that picks up a stick, and it will bring Engineers where they want to be.
at first i thought the same, was a tad annoyed that there were no sigs, but engi’s really have a different set of mechanics. we also have access to a lot of different choices.
on a lore standpoint, i think one could argue that engineers are completely non magic users and signets are traditionally based from signet rings from which the user can gain magical powers.
I understand that we have different mechanics.. but so do all classes. And yet all but the Engineers get passive-buffs. I just don’t see what exactly it is about the Engineer that doesn’t grant them the same value of having a passive bonus added to activated skills.
i would expect this to come down to a simple balance issue, it’s an inconvenience to continually cycle kits just to get the swiftness every 5 sec, and no-one is going to do that in the heat of a pvp battle, not when they could be using critical skills to down a foe.
I understand what you’re trying to say.. but I don’t think adding annoyance is how to balance anything.
hmm, i think it just takes time getting used to it, i use it mainly as a projectile defense, as 2 of the possible walls are proj defense. personally using a p/s, having mag shield’s blast it’s very utilitarian being able to stealth everyone, or area retal, or area chaos armour. might be nice to have the list of possible skills i agree
It’s not that I can’t get used to it, it’s that the effect variance is awful. As I said, not knowing what I’m going to get from using the skill, and having each of the effects need to be placed differently for effectiveness, is counteractive.
Med Kit is a fine healing ability. I really enjoy it.. but I really hate that the default target isn’t myself.
there’s the thrown med trait i think which is for aiding allies, but i’ve not found other people stealing my medpacs, especially when running in a straight line forwards. so i can’t really comment[/quote]
I do a lot of dungeon runs. A lot of the time, I’m not walking forward. It’s a little bit of a nuisance to walk into what I’m using to buff myself as is.
We do have our share off of odd funky traits.
As far as signets go we get the same utility minus the passives put into gadgets. Some of the passives were broken off into traits like power shoes / leg mods.
I’d like to see passives added to gadgets to help the compete a little bit better with elixirs which currently get a lot more play thanks to trait support.
I understand that we can get them through traits, but it’s kind of ridiculous to say that Engineers can get the same by spending their trait points while the other classes can just HAVE them. I know you’re not saying that, but it’s just kind of lame that it’s the only way for an Engineer to gain access to passive buffs.
Yeah. Good luck using them to great effect in Dungeons or WvW. =/
So I’ve been sifting through my Engineer skills and traits, and just finding a bunch of weird things that I honestly can’t bring myself to be okay with. There are just so many bizarre choices ArenaNet made with Engineers that I don’t understand.
For instance:
Every other class has signets. Engineers have zero. That means every other class has access to several passive boon options while Engineers don’t. I know that every class is different from one another, but I just don’t see what the logic behind this could be. What is it about Engineers that makes them have no need for passive bonuses, but every other class needs the option?
I recall in the beta that the Speedy Kits trait was pretty neat. Basically it gave Engineers a Swiftness buff that refreshed every 5 seconds if they had a kit on. In live, they changed it so that it only refreshes if you swap into a kit. What exactly is the reasoning behind this? Do Engineers seriously have to swap in and out of kits every 5 seconds to get some swiftness? It’s the exact same thing, ArenaNet just changed it so we have to push more buttons for seemingly no reason.
Adrenal Implants is a 30-point Major Trait that gives 50% Endurance Regeneration. And yet Rangers have a 5-point Minor Trait that gives the exact same thing. Again, I know that classes are supposed to differentiate themselves between one another, but.. what? Why do Engineers have to spend 25 points more, make a choice between it and other traits, and why is it in a non-defensive trait line? Don’t quite understand this choice at all.
Reserve Mines, the 15-point Minor Trait in the Explosives line, is absolutely terrible. For those that don’t know, these mines do NOT explode if you get downed. I don’t know about other Engineers, but this makes the trait near useless in dungeons. If I ever drop below 25% health, I can count on me being downed along with it, or shortly afterwards. If it is supposed to be a trait that helps us get back up and recover, it needs to be changed to working while downed.
The Major Trait Fast-Acting Elixirs isn’t bad. But I don’t see why it doesn’t affect Elixir X to make it more appealing.
The Utility Skill Elixir U is great. But what’s with the Toolbelt skill? First off, it doesn’t even describe what it actually does. “Random skill at location” doesn’t mean anything to players. It actually only chooses between 3 spells, so why not just say what effects it has potentially like our other random-effect spells? Now onto the bigger issue with Toss Elixir U. Not knowing which spell I’ll get isn’t that terrible.. but it is when the effects are so completely different from each other. The three effects are a blind/projectile block, projectile reflection, and a stealth. If I lucked into having it blind my enemies, I’d have to throw the elixir in the area they are in.. but if I lucked into having it stealth my group, I’d want it closer to my allies. These are just effects that are too different to be in the same varying, random-effect spell.
Everybody already talks about and knows that equipping kits destroys any weapon stats and/or sigils that you may have wanted, and I hope ArenaNet is already aware of and working on this.
Med Kit is a fine healing ability. I really enjoy it.. but I really hate that the default target isn’t myself. I’ve run into too many situations where my allies were running by me and they accidentally stole my packages. My build relies on me having Swiftness and Fury, so this is pretty frustrating. I’ve even had a Guardian’s Spirit Weapon run by and take it from me. I don’t know what ArenaNet could do to fix this skill while still allowing Engineers to use it for Support, but I still thought I’d give this a mention.
That’s all that I can think of right now.. any thoughts?
(edited by AlietteFaye.7316)
Elixir X has its uses in PvE, to be honest. 15-20 seconds of Stability is extremely helpful in situations. Yes, you don’t get to choose between Brute or Tornado, but they’re both extremely limited in range anyway. You’ll be in close range with either of them, so which one you get doesn’t particularly matter in most boss encounters. (Mainly because the knockback from Tornado doesn’t work all that well on bosses.)
This needs to be fixed or they need to stop spawning at some point.
They stopped spawning after we died enough. Hope that isn’t counted as an exploit. =/
So my group that I normally run dungeons with decided to attempt this path tonight. Never did it before, but just going in we immediately ran into what we felt was a bug.
I’ve looked into it a bit, and I understand that the part we’re have troubles with is a gauntlet event. However, I don’t feel that we were properly encountering the mobs. Are the mobs supposed to infinitely spawn, even during the boss fights? What exactly are you supposed to do?
Every time that we tried to run the grenadiers away from the boss, it would result in a reset so that wasn’t the solution. And fighting them at the same time as either of the first two bosses just felt ridiculous.
Mind you, my group has never really found any other dungeon incredibly difficult. This is the first, aside from Giganticus Lupicus, that we found to be hard.
Any help?
Thanks.
i don’t understand why you would consider doing story mode again. Your problem doesn’t make sense to me.
Sounds like you were understandably exploiting the dungeon by only doing part of it over and over and now you can not get credit for completing it?
Okay, let me explain.. So when you complete ALL the paths in a dungeon, you get an achievement for clearing that dungeon in totality. My group had previously done story mode, as well as 2 explorable modes, before this patch had hit. Now after the patch, we did the last explorable we hadn’t done before.. and it didn’t give us the achievement. We attempted to do the other two previous paths we’d done before.. no achievement.
I’m not complaining about DR, exploits, or anything of the sort. I’m talking about the achievement not working properly.
You can find out if you have done story mode if you disband from the group and try enter the dungeon, if explorable mode comes up you have done story mode.
You didn’t even read the post, did you?
Just happened to Twilight Arbor on Ehmry Bay for my group. Can’t get in at all, even if we click to go in. =/
So my group that I run dungeons with have found that the achievements are either bugged or just not retroactive with previous completions of the dungeons. We had done 3/4 of the Honor of the Waves paths (1 story, 2 explorable) before the patch to up the tokens hit. And so we decided to complete the final path, and no achievement.
So we say, “eh, no biggie. Let’s just do the other two paths and grab another 120 tokens.” So we do. Still no achievement. We honestly don’t feel like doing story mode again, there’s no rewards for it. So we’re not going to check and find out if that is the path we’re missing.
Please fix.
Thanks,
Aliette
Hey, Maguuma. You team up and still have less points than one of the worst servers at WvW? Stay free, doods. <3
Alright, so I hit level 80 on my main a few weeks ago. Now, to recap what exactly there is to do at level 80, here’s a list:
-Map completion
-Getting full level 80 exotics
-Dungeons
-WvW
-SPvP
-Running through previous zones hoping to find new DEs
To be honest, I feel like there isn’t much else to do (solo) in PvE after you hit max level. Orr requires you to be constantly running with groups to complete DEs, running WvW by yourself is awful (plus those queues..), dungeons require 5 people and going with a PuG is a terrible experience.. I don’t know. I just feel that once you hit max level, you don’t get to progress your character in any direction. I don’t mind that I can’t progress him gear-wise, but to not have anything else to do when my Guildies aren’t online isn’t very fun.
(Sorry if this isn’t the right spot to put this in. Couldn’t think of anywhere else it could fit better.)
I’d very much like it if there were quests to do daily or something. Even something small like a daily for whichever order you happened to pick. It could reveal some small information about other dragons, or something simple like that. Just something to do when I don’t have my group with me.
(edited by AlietteFaye.7316)
Underwater, no questions. Not only does it automatically toss them for you, the underwater throw animation is significantly shorter than the one on land.
Why does it matter if something doesn’t scale with your weapon damage? It scales with all your other stats.
It’s bizarre that something like that would make you “incredibly disappointed.”
I’ll put it this way. I have my kit that was giving me 2700 attack. I thought that was good until I equipped a level 78 exotic. It gave me 3000 attack. My kit is obviously not as strong as it should be at level 80 with appropriate gear, thus making kits a lot less appealing.
(edited by AlietteFaye.7316)
So, I just hit 80 on my Engineer a few days ago, and I was really excited to start my weapon/armor grind. However, as I just found out, kits do not scale according to your actual weapon power. So, my guess is that the developers have given kits a base stat instead of a scaling number.
Now this brings me to my incredible disappoint with the class. I was actually really happy and satisfied leveling my Engineer up. But now I don’t know what to think. Basically any weapon that I get in a dungeon should go to another profession because they can benefit from the stats and sigils, unlike an Engineer.
Basically my complaints are:
-Engineer kits are static. You don’t get to grind for rare aesthetics for them.
-Engineer kits take away your other weapon aesthetics, making the desire for them even less.
-Engineer kits have base stats that don’t scale with your weapon damage.
ANet, I am asking you to please do something so that I can feel like I’m still doing something on my Engineer past the leveling process.