You say nerf, I say balance. Engineer was one of the strongest, if not THE strongest underwater fighter in the game.
I’ll leave you with something I posted in another thread:
“Just a quick question, is there any other weapon in the game that can provide a constant stream of AoE Direct damage and AoE conditional damage?
I’m thinking whether or not I want to support for an auto-cast auto-target, or if I want what Grenades currently are. If we compare it to other profession’s weapons, we can see that only Fire Elementalist Staff can provide as much AoE damage as we can constantly. Mesmer Staff can sort of do it, but with a severe limit on the number of targets, I wouldn’t put it into the mix. Necromancer is a better choice, but with it’s non-AoE auto-attack, I would be hesitant comparing it to Fire Elementalist Staff and Grenade Kit Engineer.
I bring this up, because maybe ArenaNet balanced the Grenade kit versus other ranged weapons. No other profession can bring the hurt like we can (With the range to do it safely), but the only drawback is the travel time and of course GTAOE.
It’s a just something to ponder."
TL;DR. We’re one of the strongest AoE ranged DPS there is.
Yes, another thread will surely grab their immediate attention.
My problem with ArenaNet is that they aren’t that open with changes to the professions. I haven’t seen a Dev post in the Engineer forums in weeks.
Basalisk venom is actually pretty useful for certain builds. It has a low cooldown so it works well with the lyssa ruin buffs, it’s unbreakable, and with poison share it can be very useful in a group. It’s useful for backstab thieves too because it keeps the enemy in place.
I’d say the ranger elite spirit takes the place of basilisk venom. It’s so slow and dies so fast that bleh.
Can be broken now since today’s update just letting you know.
Basilisk Venom is pretty terrabad Lyuben. And the Flesh Golem for Necromancer is pretty kitten poor too.
Basilisk Venom, Flesh Golem, and Mortar are probably the three worst in the game. (Not counting Racials)
I laughed at the launching of the Asura. Sounds like an improved version of the Mortar, which I will always approve as Mortar is a bit lackluster.
Just a quick question, is there any other weapon in the game that can provide a constant stream of AoE Direct damage and AoE conditional damage?
I’m thinking whether or not I want to support for an auto-cast auto-target, or if I want what Grenades currently are. If we compare it to other profession’s weapons, we can see that only Fire Elementalist Staff can provide as much AoE damage as we can constantly. Mesmer Staff can sort of do it, but with a severe limit on the number of targets, I wouldn’t put it into the mix. Necromancer is a better choice, but with it’s non-AoE auto-attack, I would be hesitant comparing it to Fire Elementalist Staff and Grenade Kit Engineer.
I bring this up, because maybe ArenaNet balanced the Grenade kit versus other ranged weapons. No other profession can bring the hurt like we can (With the range to do it safely), but the only drawback is the travel time and of course GTAOE.
It’s a just something to ponder.
Because we only have one ability that sends out 5 mines every 30 seconds.
@Devildoc
And? Warrior’s are meant to do a healthy amount of burst damage. They even have it straight built into their profession mechanic. He’s clearly built as a Glass cannon as well, as he barely has 1.8k~ more HP than his profession’s base HP.
With a lot of stacks of might (which warriors can give themselves with GS traits), and frenzy, I’ve seen warriors 100b for 100K+ in Arah on Champions. That is 100k in 1 skill.
LOL. Oh my god, I can’t believe you just said that…
What are you fighting, tiny bunnies?!
POIDH and such.
Edit: Above was shown a picture of 150k shot, but as said, it would have hit around 15k on anything else.
(edited by Aristio.2784)
Bullets have always pierced both in animation and functionality. At least on my end.
It’s supposed to be a Wild Card, not an “I win” button.
I don’t like Turrets and I think Gadgets need just a little something extra, maybe a trait that removes boons from people who get hit by their effects. I don’t know, just make them as enticing as an Elixir.
Other than that, it’s common problem that everyone agrees on. Kits not being high enough damage, no sigils, lack of “real” weapons, ect.
I’m not sure what you’re complaining about then. It has been said time and time over that ArenaNet is working on Sigils/Stats for our kits.
I meant targeting players in WvW by the way.
Why don’t you use Net Shot before you use Grenade Barrage?
Look At Jump shot in action. then look at the Elixir Gun skill 4 (the one that leaps you backwards) its same Animation with no gravity defying pause.
So someone please justify the stupid pause on Jump Shot lol.
It says to our enemies, “Look, you have one more chance to dodge this.”
Other than that, I got nothin’.
Control. Nothing brings me more joy than to physically keep one person out of the fight.
Rifle/Flamethrower/PBR/Slick Shoes is the ultimate control build. Could replace Flamethrower for Bomb Kit for Big Ole Bomb is you want.
@ Zinwrath
Can’t wait to hear your ideas for your rocket kit.
@AristioHah, bit of a swipe at me on the bland sniper rifle, it’s ok I forgive you. My idea was more about the appearance/flavour than the skills anyway. Like the combo on the leap, always feel we should have more combo-ing options.
Believe it or not I think the damage on charged shot would be a little low for the 3 seconds of vulnerability. Like the way you kept Throw Mine, seems under used as is.
Not just you. I’ve seen this Sniper Kit idea be passed around forum to forum about 7 times now.
P.S. Damage isn’t low at all. I’ve seen Jump Shot critically hit for about 8k total, and I’ve made the Charged Shot similar damage so an 8k-9k Charged Shot with the proper build isn’t going to be surprising.
(edited by Aristio.2784)
Read the skill. It’s classified as an Elixir in-game. Both Super Elixir and Acid Bomb falls under Elixirs.
Edit: I guess that isn’t a real answer to your question though. So I don’t know for sure.
Edit2: You can test this by traiting for HGH and using Super Elixir on yourself.
There are people who would like that staff on a necro yes, but still you don’t get it. You didn’t even read the bold sentence you quoted…
What is a necromancer ? The whole concept etc ? Yeah, get it ?
Now look at the staff.Might as well give the necromancer fairy wings and a unicorn mount.
How do you not get what I’m saying…I think the staff is DECENT, I do not hate it overall, but there are necromancers on the game and I am one. That staff literally makes no sense for me on a necro, but I’m pretty much forced to get it since I love necro’s and I love staffs and I want to have a legendary weapon.
Rerolling or getting a different weapon would be a waste in many ways.If I was a elementalist/mesmer/guardian I’d have no problem with the staff at all.
ahh…
It’s ironic comedy. How many times do you see a sneaky thief pelt you with a flurry of rainbows, unicorns, and dreams?
It’s supposed to, but it’s bugged right now. The Elixirs on the Elixir Gun are technically Elixirs, but the devs haven’t gotten around to it yet.
This is not the first time I’ve encountered people on Engineer complaining about the lack of appealing Leather items, but the first time I’ve ever heard someone ragequitting over it.
While I do agree that there are a lack on interesting armors, you also have to remember there are around 400 dyes to choose from. Some pieces just look plain awful until you dye them.
Other than that, Leather is supposed to be the more “realistic” of the armors. While some Heavy and Light armor does look awesome, I just don’t feel like I would run into a battle with a literal building on my shoulder or enough clothing to make Jenna Jameson smirk.
You should look at the Dredge armor, as it looks like the most “Engineery” leather there is.
It’s not a for sure idea, it’s just something I threw together as something I can get behind if someone else wanted to change it up a bit. The main reason that I suggested it was to show those people who want a 1200 range weapon that it doesn’t have to be a bland Sniper Rifle.
It may be a bit too “future-tech” for my taste after reading it, but just a few tweaks in names would make me feel right at home. It also has the perfect control:damage ratio as Engineer is so well equipped for.
I meant to add a Leap combo finisher onto my Tool Belt suggestion, but forgot to tack it on. I went ahead and changed it to fit my original idea. Also, the charge will root you in place. You move it fires. If you notice how powerful the 3 second charge is, it is comparable to the combined damage of both phases of Jump Shot. So you’ll either have to sit there charging it, or move and loose some damage to avoid damage.
P.S. If you notice, I didn’t completely get rid of Throw Mine, but made it into Techno Gun’s number 2 skill. You do loose out on the Knockback but I felt the shorter cooldown was compensation enough for it along with all the extra skills to keep you alive.
(edited by Aristio.2784)
Hey guys, how about this. How about either…
A) A rocket launcher kit. (thematic long range and can have high damage fun attacks)
B) Lightning Gun or Pulse rifle (going with the fact we need more lightning fields)
C) A gravity gun. Just bring over the pull ability from the tool kit AND while we’re at it bring the crowbar attack for garanteed lawsuit by Valve.
My Techno Gun idea.
Replaces: Throw Mine
1200 Range on all abilities.
1- Impulse Shot. Shoots a quick shot from your Gun, inflicting Vulnerability on your target and enemies around your target.
Damage: 231
Vulnerability: 1 stack, 6 seconds
Combo Finisher: Projectile (20% chance)
Radius: 150
2-Plasma Container. Shoot a plasma container at the selected area. When triggered it explodes, stripping a boon to all enemies in the area.
Damage: 287
Explosion Radius: 180
15 second recast
->Becomes Detonate after you use the first skill
3-Charged Shot. Steady your gun, readying a shot that does more damage the longer you charge it.
1 Second Charge: Damage: 208
2 Second Charge: Damage: 650
3 Second Charge: Damage: 1080
Combo Finisher: Projectile
Recast: 20 seconds
4-Flux Shield. Create a lightning barrier in front of you that damages anyone who crosses it.
Damage: 340
Duration: 4 seconds
Combo Field: Lightning
Recast: 35 Seconds
5-Overload. Release a burst of energy, overloading your Gun. Stunning enemies around you and Dazing yourself.
Damage: 180
Stun Radius: 200
Stun Duration: 3s
Daze Duration: 1s
Recast: 40 seconds
Tool Belt Skill:
Influx Retreat. Damage enemies and instantly teleport backwards.
Range: 600
Damage: 305
Combo Finisher: Leap
Recast: 45 seconds.
(edited by Aristio.2784)
@ Thamyris
“So if you agree Aristio that we are not an only mid ranges class then what’s the harm of balancing it out so we have 2 melee, and 2 long ranged kits?”
It’s easier setting each profession in their most used position than it is to give everyone profession two options at every range. You don’t think Guardians wouldn’t want a second 1200 range option? How about Thieves not even getting a 1200 range option? As it stands, Professions can move around the battlefield, but for the most part they do best in X position. Warriors/Thieves dominate up front while Elemetalist/Rangers make it rain (Get it?) from afar.
I’m really trying not to say, “Because Warrior/Elementalist/Necromancer gets this, we should get this.” I’m trying to say it’s just plain easier to balance.
I think I said it here that if someone wants to come up with something better than a plain Sniper Kit that has 1200 range and the flavor of an Engineer, I would support it. However, as I see it, Sniper Rifles fit better on Warrior or Thieves. A “Techno Gun” that shoots ground targeted traps that explode when you step on them, creates electric walls to damage people (We need more Lightning Fields in the game), and a static pulse to 3s AoE Stun people around him (With a 1s Daze for yourself) would be something I can stand behind.
A “Sniper Kit” that does damage, cripples, does more damage, a knockback, and more damage isn’t something I agree with.
(edited by Aristio.2784)
I enjoyed Guardian when I played with my Engineer. Gives you an entire new way to play compared to the Engineer.
(Quotes not working on my phone)
“And for god’s sake, WE’RE A MID-RANGE CLASS!!! How hard is that to except? In fact, they only gave us the range on the Grenades when they realized everyone needs at least 1 form of a 1200 range weapon. Grenades originally could only go up to 900 with the Throwing Arm trait (Later combined into Grenadier along with Big Satchel or something).”
Bit aggressive, everyone is entitled to their opinion, they don’t have to just accept yours.
The mid ranger class thing is daft, if they were designing the game like that they’d have just changed the trinity from healer, tank, dps to short, middle, long. Rangers are an all range class, effective in melee as well as long range. So why given that should a engineer to pigeon holed as middle ranged?
How does it affect you if engineers gain a balanced long ranged option? How does it affect the game? There’s no downside, so why are you so opposed to it?
Who said pigeon holded? We have our 1200 range option. It is also AoE, does direct damage as well as condition damage. We have 2 close range options, 6 midrange options (Which was originally 8 given Mine Kit and Grenade Kit), and 1 long range option. We are clearly made for mid-range but by no means are we pigeon holed into mid.
If you didn’t notice, every profession has an option at every range. Except for maybe Thieves as they are lacking a long range weapon.
Totally agree, better solution then “sniper kit” .
I personally rerolled becouse i hate and cant understand the shotgun like concept of the rifle Enginers use.And again, those with the : it wont fit, no way thats to advanced…
DUDES Death ray, and airship and trolls, and magic and elementals and floating cube shaped city’s are really realistic to right?????
It’s too different from our profession theme is what I’m saying. When I hear Sniper, I think of two things:
1) Merciless killer that hunts his targets with deadly precision
2) Deadeye shot that patiently waits for the right target
Number one fits more with Warrior, and number two fits more with Thief. Again, a pure Sniper Kit does not fit with Engineer.
And for god’s sake, WE’RE A MID-RANGE CLASS!!! How hard is that to except? In fact, they only gave us the range on the Grenades when they realized everyone needs at least 1 form of a 1200 range weapon. Grenades originally could only go up to 900 with the Throwing Arm trait (Later combined into Grenadier along with Big Satchel or something).
If some classes are better at surviving, and others are better at control, while and others just do the most damage per second.. What stops this game from having a trinity? Just that there’s no content we’d need a trinity for?
Maybe I misunderstood, but I thought any class would be able to DPS, CC, or tank, somewhat equally, depending on spec, and which weapons we use. Instead, it’s more like, sure everyone can DPS. Just not necessarily very well, making it a weak way to spec, when you’d be better off just playing a class that’s good at it.
Some classes are definitely trickier. You need to learn how to use different utilities and consider synergies in how you spec.. but that’s just so you won’t be utter crap at it. Still doesn’t really close the gaping discrepancies.. least not in my experience.
In my experience, everyone can survive just as well as anyone else, it’s just how they do it that is different. Warrior has the highest base hp/armor while Elementalist needs to swap into Water/Earth every so often. Necromancer has Death Shroud while Mesmers have Clones to take a shot or two. Engineers have CC while Thieves have dodging.
In my view Legendaries should be account bound not sellable + SB
in Crafting
Posted by: Aristio.2784
I like the idea of being able to sell the Legendary weapons. It is one of the main badges when you log on to your account and if I don’t want to farm one I can choose to buy one. Problem?
If you want to earn it? Do it
If you want to buy it? Do itNeither is forced.
Even if they can be sold they should still be account bound for the massive amount of work they take and the fact that a majority of ingredients (gifts, shards, honor badges, dungeon tokens) are account bound. Not to mention how big alts are in the longevity of MMOs, especially after playing the hundreds of hours it takes to get just one legendary and the fact that they may add more legendaries in future expansions. I personally just think it’s a waste if you can only use it on one of your characters and would be much more inclined to actually grind for one if I knew I could use it on ~half of the classes down the road, even if I get tired of my current main..
Why should it be bound to account? Does the person who farmed 2-3 months for 2000G not deserve the Legendary just as much as the person who farmed for 2-3 months for all the materials needed for a Legendary?
Even if he spent real money on it, who cares? It doesn’t make him stronger than you or better at the game. It gives the person a shiny skin and ArenaNet more money in their pocket to fund the game.
And let’s be honest here, there’s not much restricting anyone getting the Legendaries -eventually-. Play enough of the game over a year and you’re sure to have enough materials to make one yourself just by casually playing. It’s not some impossible dungeon boss that wipes the entire zone when it sneezes. It’s grinding player kills, semi-easy dungeon runs, farming crafting materials, and a random number generator.
I don’t know about you Bravix, but that Shield animation looks boss. Now I’m torn between that and The Quip. These Legendaries look pretty epic and I’m striving for a Predator myself.
I know this is a joke/fun thread but I still like this better than a Sniper-type kit.
Everyone does everything a bit differently. If you are playing Thief like you would a Warrior, then of course you’re going to see it as less durable. However, spec Thief for all those awesome avoidance moves, and bonuses on dodging, and you’ll have someone who can survive better than a Warrior.
The Warrior seems the best because it’s base damage reduction is the highest in the game. With the highest armor and highest health, you can afford to make more mistakes than you can with other professions.
You’re saying that Mesmers can’t do damage, but you’re only looking at damage directly from the Mesmer, and not its phantasms as that is the main source of Mesmer damage. As I just said, everyone does things differently. If you play to everyone’s strength and stop trying to be another profession, you’ll understand what I’m trying to convey to you. Otherwise, keep on facetanking mobs on Thief and Elementalist.
Should the toolbelt skill from the rifle turret have higher dmg and CD?
in Engineer
Posted by: Aristio.2784
Static Discharge does some damage when you activate a Tool Belt skill.
Adrenaline Pump gives you 10% Endurance back when you activate a Belt skill.
Both are in the Tool trait line.
Combo finishers add an additional effect such as burning, confusion, blinding, condition removal; whenever you use it through a combo field.
Should the toolbelt skill from the rifle turret have higher dmg and CD?
in Engineer
Posted by: Aristio.2784
Surprise Shot has the shortest cooldown on any Tool Belt skill. Using the Tools trait, Static Discharge and Adrenaline Pump take advantage of this the most. It also has a 100% projectile finisher and can also proc things that need a critical hit.
We’re not a one man army. We’re not some sort of Super-Solider that has martial training on every high-tech weapon. We’re a fairly new profession in Guild Wars lore. We are clumsy, experimenting, improvising, and often dangerous. We’re the alchemist, mad genius, and tinkerer all rolled into one.
Asking for a Gatling Gun or Sniper Rifle, just doesn’t fit who we are. In fact, a Sniper Rifle fits more with the Warrior or Thief more than it does an Engineer. We have a HARPOON GUN THAT FIRES ROCKETS AND MINES?! WHAT?!
Would I like a better long range weapon? It wouldn’t hurt. But we are a medium-range profession. That being said, when someone comes up with a more clever idea than a rehashed Warrior Rifle, I will fully support them. If you want to call the “Rifle Kit,” a “Techno Gun” and give it the technology that our profession comes with, I’ll even support that.
There are 5+ threads on the matter and more due to come because it’s a popular issue with engineers, we’re simply wanting a void filled that is a long range option. Im guessing a lot of people who aimed to play engi when the first tidbits of info for the class were revield(including using a rifle) were dissapointed that they could not play a long ranged turret/stationary build popular in many mmo’s.
I’m sure some will say, “Anet is doing right by starting new trends” but the fact of the matter is, you still have your typical classes demonstrated in most mmo’s(warrior, paladin, assassin, ranger, sorcerer etc..). The difference here is that they give every class different ranged options and healing.
First off, can you give me one example of an MMO with a Long-range turret Engineer other than Warhammer Online?
Secondly, we have always been a medium range profession. Starting out, Grenades didn’t have their incredibly long range on them. Grenades were given their 1200 range after realizing that every class needs some form of 1200 range damage and that’s the reason Guardian Scepter was also upgraded to a base of 1200 range.
We will always be a medium ranged profession. Plus, it follows a pattern with Ranger and Thief; the other two medium-armor professions. Thieves have a lot of melee weapon sets, while ranger has more of ranged weapon sets. We fall in the middle of them. With 2 short range weapons (Bomb Kit/Tool kit), 6 Medium Range weapons (Flamethrower/Elixir Gun/Rifle/Pistol/Shield/Harpoon Gun), and 1 long range weapon (Grenade Kit); we were made to stay in medium range.
Asking for a Sniper weapon set doesn’t fit our theme as we’re a lot more Gadgety than a straight DPS weapon. Look at every single one of our equipable weapon sets and you’ll see a theme that we have a lot of “Technology” behind our skills. Shooting a bullet that explodes on impact, firing three mines out of our Harpoon gun, or electrifying our shields is all very techno-themed.
I don’t like Glue Shot. It’s just too weak of a crowd control ability for me to use over Shield. Sure, Blowtorch is a great ability, but it’s not worth loosing Magnetic Shield over.
Glue Shot needs to be buffed in order for me to use Pistol/Pistol. At least make it a 1 second immobilize with a 3-5 second cripple.
p/p single target? what? p/p is almost entirely aoe. with coated bullets it is entirely aoe.
Also, I wouldn’t call Pistol/Pistol AoE anymore than I would call Rifle AoE. It’s a multi-target positional trait. Not truly AoE, but can still hit multiple enemies.
(edited by Aristio.2784)
So basically, you took:
Hip Shot
Crippling Shot
Body Shot
Volley
Point Blank Shot
And mushed them together on an unimaginative Weapon Set. If you look our Rifle, Pistols, and Shield skills, they’re far from conventional. In fact, our Rifle/Pistol/Shield/Harpoon Gun skills are the most imaginative Weapon Sets in the game (Just in Flavor), with the only comparison in uniqueness would be the Mesmer Greatsword.
I’ve said it twice, and I’m going to keep repeating this:
Make Blunderbuss a long range ability called, “Rocket Shot” that does the same damage and effects as Blunderbuss but as a Target-Based AoE. By doing this, you’ve solidified Rifle as our long range weapon of choice, while the only close range attack would be Jump Shot.
Need a Heavy Armor profession that has Medium-health. Paragon from GW1 I can see happening, but with so many shouts given to Warrior/Guardian, they’re going to need to come up with a new mechanic.
If Antidote cured 3 Conditions, it would be great.
I like my no cooldown kits that allows me to have 5 different weapon sets. Don’t take that away from me because you don’t enjoy it. Engineer was balanced around no weapon swapping because of our kits and it’s something really unique to our profession that no other profession can say they have. Elementalist come close to it, but with a cooldown on their Attunements, they fall a bit short of that goal.
Edit: Kits are going to be able to be boosted with Sigils, ArenaNet is working on it so be a bit patient. Oh, and I’m paraphrasing but I remember something along the lines of two handed weapons being able to equip two sigils, so our Rifle usage will increase as well.
I totally agree with you I dont want to lose my kit 1 sec CD, I really dont want kits changed at all except to be coehesive with stats and sigils, which would is awesome if they are working on it.
I only want a secondary weapon when I decide I want to play without kits, I love kits but playing all gadgets or a mixture of turrets and elixirs can be fun and it would be nice if I could have a secondary weapon so i can still take advantage of things like the weapon swap sigil. Even if sigils work with kits on swap sigils will still be useless to the people who dont use them.
Its just my opinion, I will keep playing my engineer and have fun regardless.
I respect that but I wouldn’t hold my breathe. The coding to take a Utility skill and make it a fully function weapon must be pretty daunting by itself. So I even if ArenaNet thought this was on their to-do list, I would expect it in at least a half a year due to the large bug list we currently have.
And yes, ArenaNet did mention a while that they are making Kits work with Sigils. But, with barely anything to go on, we can rely that it will come Soon.
http://www.wowwiki.com/Soon
BoB and Mines are no longer Blast finishers. A bit silly if you ask me.
Big Ole Bomb, Detonate Mines, and Flame Blast all feel like they should be finishers to me.
The only Blast finishers we have as of right now are Supply Drop, Rocket Boots, Shockwave, Magnetic Inversion, and the line of Detonate X-Turret abilities.
How do you suggest autocasting on a targeted AOE skill should work?
1. Get in water.
2. Autocast grenades and observe how it works.
3. ?
4. Profit!!!
Underwater Grenade Kit does not require a ground target.
I like my no cooldown kits that allows me to have 5 different weapon sets. Don’t take that away from me because you don’t enjoy it. Engineer was balanced around no weapon swapping because of our kits and it’s something really unique to our profession that no other profession can say they have. Elementalist come close to it, but with a cooldown on their Attunements, they fall a bit short of that goal.
Edit: Kits are going to be able to be boosted with Sigils, ArenaNet is working on it so be a bit patient. Oh, and I’m paraphrasing but I remember something along the lines of two handed weapons being able to equip two sigils, so our Rifle usage will increase as well.
(edited by Aristio.2784)
Retaliation is very misleading. Wrong in fact. It is based on power and not condition damage.
I know that, but I still count it.
You’re misleading Noctis. If he was now going to stack condition damage gear, in hopes of making a retaliation guardian, he’d be very confused as to why it isn’t working.
I even said in my first post that it’s technically not a condition, but by my own personal definition, I myself consider it a condition. If that’s misleading, I don’t know the definition.
If your definition is different to the actual definition that is accepted by everyone, and in matters of such technicality, one would hope you don’t include it. Its like saying ‘I think apples are animals, I know they aren’t but I consider them animals anyways’.
It serves no purpose to his understanding of what deals condition damage. Yes, I can agree that the outcome can be similar, but gameplay wise, it is likely to mislead someone.
From your post, he may think that: “Retaliation is a boon, yet it deals damage based on condition damage”. Which would be wrong. YOU of course, know that it doesn’t but it is likely he would not.
Edited my post for semantics.
gaining profit without being present and in control of the character is __________
Using completely sanctioned utilities, traits, and AI behavior without macros or third party software in the game is__________.
You want selective reasoning, I’ve got my own too.
I have confirmation from a dev that it is considered exploiting as it is no different than a macro. He mentioned that there would likely be disciplinary action, likely a warning at first and up from there.
All in all, don’t do it. It really is no different than using a macro/bot. When you’re playing the game, you’re suppose to be playing it.
That’s right! You preach it!
I mean after, no real life events ever happen like grandkids having a minor emergency, no one who plays video games ever has to go to the bathroom, none of us have spouses or lives and we can devote 100% guaranteed of our attention to the game every second we’re in it!
So cite your reference and prove your claim. Or we all call shenanigans.
Also, I’m +1ing this quote until proof is brought to this thread.
Until then, I’ll take a CM’s word over hearsay:
https://forum-en.gw2archive.eu/forum/professions/engineer/Am-I-abusing-a-feature-Am-i-bannable/first#post270773
I have confirmation from a dev that it is considered exploiting as it is no different than a macro. He mentioned that there would likely be disciplinary action, likely a warning at first and up from there.
All in all, don’t do it. It really is no different than using a macro/bot. When you’re playing the game, you’re suppose to be playing it.
Except for the part where no third party app and no scripting is being used…
Was it a really a dev or just a clueless GM? Any proof of this exchange?For privacy reasons I’m not giving in fnames as it was his playable character. He had his ArenaNet tag and was telling us what he did on the game, and that he was a developer. He said what I said. It’s against the rules. If you don’t think it is, go ahead and cheat and be banned for it. That can be your proof.
Yes, it’s dirty cheating by putting up Turrets in a completely accessible area, with choosing Traits that ArenaNet gave you to auto-heal them and reduce damage taken, and letting their natural AI attack targets. Yup, dirty cheating.
Get off your soapbox.
Thats what they consider. Go talk to them not me. But yeah, you are cheating because you aren’t playing the game. Why do you get to earn that loot and experience/karma when you aren’t playing the game? The turrets are suppose to help your character in combat. They aren’t suppose to do all the work.
You are a cheater. End of story.
I also have to ask, since there is no Paladin profession in the game, can I just call you a White Knight?
Retaliation is very misleading. Wrong in fact. It is based on power and not condition damage.
I know that, but I still count it.
You’re misleading Noctis. If he was now going to stack condition damage gear, in hopes of making a retaliation guardian, he’d be very confused as to why it isn’t working.
I even said in my first post that it’s technically not a condition, but by my own personal definition, I myself consider it a condition. If that’s misleading, I don’t know the definition.
I have confirmation from a dev that it is considered exploiting as it is no different than a macro. He mentioned that there would likely be disciplinary action, likely a warning at first and up from there.
All in all, don’t do it. It really is no different than using a macro/bot. When you’re playing the game, you’re suppose to be playing it.
Except for the part where no third party app and no scripting is being used…
Was it a really a dev or just a clueless GM? Any proof of this exchange?For privacy reasons I’m not giving in fnames as it was his playable character. He had his ArenaNet tag and was telling us what he did on the game, and that he was a developer. He said what I said. It’s against the rules. If you don’t think it is, go ahead and cheat and be banned for it. That can be your proof.
Yes, it’s dirty cheating by putting up Turrets in a completely accessible area, with choosing Traits that ArenaNet gave you to auto-heal them and reduce damage taken, and letting their natural AI attack targets. Yup, dirty cheating.
Get off your soapbox.