You’re supposed to use your entire profession for what it offers
Then why create a full damage build at all? My primary condition character, an engineer, also doubles as a support. You said yourself; use your entire profession. The problem isn’t that condition players can’t equal direct damage builds, it is that those direct damage builds are able to steamroll everything by creating massively out of balance DPS.
Condition players are not too weak, power players are too strong. So strong in fact that their builds completely invalidate the dynamic role philosophy this game was designed around. You’re not supposed to focus on damage, damage, and only damage. You’re supposed to be a hybrid. And a condition/whatever hybrid build is very powerful. The problem is that the min/max players and wiki-followers have figured out how to break the game and create damage specialist builds they were never supposed to be able to make.
That doesn’t solve anything arkham, your still lowering the damage of every single condition user in your team (some more than others)
I fail to see how. Again; no one player can max stack every condition, so it is much more efficient to instead focus on stacking one as best you can. That is why everyone and their grandmother stacks bleeds (well that and it is the easiest to stack). So instead of calling for a significant redesign of a core mechanic why not just stop being lazy and organize your party so each condition player is focused on different conditions?
Its that condition builds don’t get their name for applying 1 type of condition. They apply a wide range, utilizing all the conditions that profession can. Asking a ele to only handle burn is just non-sense, they should be using all their attunements to maximize their effectiveness. Thieves got amazing poison and bleeds, telling them to only bleed or only poison just render’s them useless (condition builds). Also many builds apply conditions unintentionally (dagger main hand on thief applies poison on the 3rd strike, many power thieves will use dagger soo….)
There have been some interesting threads on how to fix the condition cap problem without raising it, wish I could find a link. Either way, raising the cap doesn’t solve anything, it just would create more problems.
What would you say is more effect; one guy using two conditions at less than optimum ability because of his split, or two guys staking one condition each to its maximum?
This is why I said that MMO players don’t actually like teamwork and coordination; you’re all too self centered. No one really cares about how the party is doing, you’re all to focused on squeezing every drop you can out of your own builds, even if that completely invalidates your own party members, and thereby lowers the party’s overall effectiveness.
This is also why The Holy Trinity is still so popular; because you don’t actually have to think like a team in those games. You don’t actually work together. You just have a few people standing beside each other focused on their own little mini-games, trying to beat their own high score. And when your party wipes you get mad at others not because they messed the party up, but because they mess you up. Without some kind of overlap, and the need to actually work as a unit to get maximum efficiency, you don’t actually have cooperation.
This is a cooperative game, and you’re part of a team. It doesn’t matter how much damage you can do alone, because if your obsession with doing max DPS gets in the way of the rest of your party you’re only hurting them, and doing yourself a disservice. With the way the game is currently designed in order for the party to do maximum damage you might have to accept that you’ll need to do a little less.
That doesn’t solve anything arkham, your still lowering the damage of every single condition user in your team (some more than others)
I fail to see how. Again; no one player can max stack every condition, so it is much more efficient to instead focus on stacking one as best you can. That is why everyone and their grandmother stacks bleeds (well that and it is the easiest to stack). So instead of calling for a significant redesign of a core mechanic why not just stop being lazy and organize your party so each condition player is focused on different conditions?
The solution to this problem is the things MMO players love to advocate, but hate to actually use; teamwork and coordination.
No single player, no matter how they build, can apply every condition at maximum capacity. So the solution to this is what I call “back up conditions.” In a nut shell you build your character to be able to swap at will between two different conditions, such as bleed and poison. Then when you see someone in your party using one, you just swap to the other. This way everyone is still doing their full DPS, but the condition players aren’t competing to stack the same condition.
Mesmer: For this run I’ll stack confuse.
Necromancer: Okay cool; I’ll handle bleeds then.
Elementalist: Alright guys, I can handle burning like nobody’s business.
Engineer: This will be fun; my Elixir Gun can keep whole swarms poisoned indefinitely. And I can still heal and remove conditions from all of us.
Warrior: /kicks everyone for not wearing Berserker’s gear.
(edited by Arkham Creed.7358)
I do know however custom games in spvp are in the works and could be the start of GvG in small scale. No clue on when, but it has been mentioned numerous times by the dev’s.
Guild verses Guild in small scale? It has always been small scale. As I recall GvG was only an 8v8 capture the flag mode played in moderately sized maps with a few NPCs running interference. Heck, we’ve basically already got that, all we need it the custom arenas added so you can only allow guild teams to play.
Personally I would very much prefer if Shadow Return was removed completely from the skill Infiltrator’s Strike. I am a PvE player and typically destroy my targets rather quickly, and want to keep the flow going by rapidly jumping to my next target. However I find that while Infiltrator’s Strike is an excellent lead-in, Shadow Return simply gets in my way as it takes far, far too long to reverse back into Infiltrator’s Strike. This slows me down considerably, or forces me to waste two initiative on Shadow Return before I can use the skill I actually want again. Thus far I’ve been compensating with Steal, but that has its own cool down, making it only good for one extra target.
Now while I would prefer ditching Shadow Return, I understand that my thief play-style isn’t the most common (I hate daggers and refuse to use them, same for stealth), and other players my prefer to keep the skill, or even depend on it. So rather than flat out calling for its removal I decided to open up discussion on the topic. Perhaps the majority will agree with me, perhaps not. Either way it should prove enlightening.
Short and sweet; a simple reworking to make this trait more worthwhile. I suggest changing its function to “pistol shots bounce on critical strikes.” For balance I can understand limiting this trait to only two bounces at maximum per shot, as well as possibly changing it from a Master to Grandmaster tier trait. Ideally this would also entail moving the trait from Trickery to Critical Strikes.
Like many others I would love to see thieves given the option to use offhand swords, so I thought I would throw my own idea out here. Basically all I’m going to do is run own the list of skills, their effects, and what animations they would use.
With Main-hand Sword
Tempest – Spin around in place to attack surrounding foes. Evades attacks. Cannot move while spinning. Five initiative. This attack uses the pre-made animation for Whirling Axe.
With Main-hand Pistol
Executioner – Preform a powerful thrust with your sword that forces enemies to stagger backward, followed by a pistol shot. Five initiative. This attack uses the animation for Final Thrust (mirrored to reverse the attacking hand) followed by that of Body Shot.
With Main-hand Dagger
Blideside – Threw your dagger, leaving your target open for a powerful shadow-strike from behind. Causes vulnerability on initial strike, and shadow step on follow up. Five initiative. This attack begins with a mirrored Dancing Dagger animation followed by mirrored Infiltrator’s Strike.
Fourth skill
Dirty – Bash your foe with the hilt of your sword, dazing them. Four initiative. This is basically just a melee version of Headshot, and uses a slightly modified animation from the ranger’s Hilt Bash.
Fifth skill
Parry – Enter a defensive stance to block the next incoming attack. Roots self on use. If an attack is blocked counter attack and cause vulnerability. You may stop blocking to lose a condition. Six initiative. This skill uses the primary animations for the warrior’s Riposte and Adrenaline Rush. I like this one because it provides the thief with some much needed condition removals, as well as a worthwhile block.
So far as I can see this wouldn’t work simply because it is much the same as having two accounts. In essence, because your account and character data is being stored in two places, you are thereby taking up the bandwidth of two players. Arena Net has pretty good servers, at least after a lot of work (just after release they were god awful), but if everyone was suddenly going to start having a multi-region account it would put a lot of unnecessary stress on their servers and cause problems. Honestly while I sympathize with you are your friend, this idea just isn’t justifiable.
I think the best thing to do would be to chip in with your buddy (since it seems that the EU account is just so he can play with you) and buy him a second account. More of a pain I agree, but in the end it is the quickest and best solution to your problem.
Alright thank you!
I’ve never heard of that before, so just in case it doesn’t work you can use the guesting system to play with your friend. Basically just open the server list at the character select screen, click on your friend’s server, and click guest. It is basically the same thing as a full transfer, only you won’t be able to enter World verses World PvP together.
I think a good idea, would be to have the look of kits change depending on the look of the weapon you have equipped.
That would be fantastic, however it isn’t really feasible for the vast majority of skins in the game. So I think it would be best if only prestige skins had such an effect. By that I mean legendary weapons, any super hard to obtain holiday weapons such as the Mad Moon shield from last Halloween, and maybe –maybe- dungeon weapons. Step one is legendary weapons though, as the hardest to get and most sought after should be the top priority.
i may be the only one in this camp, but one of the reasons i haven’t wanted to get a legendary is because if i put that much time into getting one skin, i may want to roll that weapon/trait line too much. legendary kits are a great idea though. heck, legendary skins that aren’t silly are great too. quip isn’t my cup of tea. i was kinda soured on the legendaries after seeing the short bow and long bow as well. both are pretty feminine. there is nothing wrong with that. it’s just not my thing.
I think it would be pretty cool if they added some more legendary skins for each weapon type somewhere down the line. We could use some suited for other themes, but honestly I wouldn’t expect them anytime soon.
This is a level 80 exotic set often called “named armor” because it is found in various sets named after characters from Guild Wars lore. I believe they are rare drops, but you can easily find them on the trading post. They are listed under…
*Aidan’s
*Errol’s
*Nika’s
*Reyna’s
*Shiro’s
*Vaatlaw’s
*Zho’s
Also it is worth looking into all of them using the preview function of the trading post. While they use the same skin, each set has different stats.
I’ve heard of several people who would like ANet to offer a free trial as well, but not only during events. They didn’t do it with GW1, so I wouldn’t be too surprised if they didn’t do it here, but I agree that it would be beneficial.
Actually GW1 did have a trial. Fourteen day if I recall correctly. Although it was odd because it was actually only a ten hour trial, they just gave you a really long time to actually get in your ten hours.
It’s something we’re absolutely aware of and want to address in the future, one of my main characters is an engineer so I feel ya on this one. My poor quaggan backpack is visible like 2% of the time I play as I kit swap, never mind my weapon skins.
We’re currently focusing our engineering (programmers, not guys with net guns) resources that could work on solutions to issues like kits/skins on major systems that address issues higher priority and wider reaching like lag in large battles, LFG, custom arenas, spectator mode and so on but this issue is absolutely on our radar.
As always, please post your ideas of what you’d like to see solution wise, we love to see the fun ideas y’all come up with too!
I’m genuinely shocked I finally got a response to this one; I’ve been making threads on the subject for months.
That said; thank you Colin. Just hearing that you guys are aware of the issue makes me feel a lot better about it. I knew this wouldn’t be a priority, and fully agree the aspects of the game that affect all players should come first, so I’m not concerned about a time frame for any such fixes. I’m just happy to know you guys have this issue floating around somewhere on the to-do list, even if it is all the way at the bottom.
So after a bit of thought, and moving about these forums for months, something occurs to me regarding Arena Net’s posting habits. While this is only a generalization and there are of course exceptions, it seems that the majority of Arena Net’s responses are either in threads that are simply praising them for this or that, or in threads dedicated to controversial topics wherein Arena Net did or said something stupid and is now in “damage control” mode and trying to save face.
Has anyone else noticed this, and if so why do you think it is?
Finally, I would start dropping hints about what happened to Elona, Cantha, and the Far Shiverspeaks.
We know what happened to Elona, Cantha, and the Far Shiverpeaks.
Elona = Zombie Apocalypse
Cantha =Xenophobic dictatorship
Far Shiverpeaks = Dragon
Odd…I’ve only got 4GB of ram and have never had this problem. Ever. I’m playing on a laptop, and while I admit I don’t even try to run at particularly high settings, everything is smooth and I haven’t had a game crash since around launch.
Perhaps you need to shut off some of your background processes? Or just upgrade your PC as soon as possible; vista is an awful, awful thing and if you actually look most games have higher requirements on vista (example; Dragon Age Origins needs 1gb ram on XP, and 1.5 on vista).
Any chance you have a link/reference for those other concept art?
How about this one?
http://wiki.guildwars2.com/images/7/70/Charr_08_concept_art.jpg
Seems like it would be a perfect alt skin bound to the Predator rifle.Or maybe this one?
http://3.bp.blogspot.com/-tYGwlLTdXTE/Tq7FJLm6LXI/AAAAAAAAAb8/qq_v6HdqbIw/s1600/EngineerFlamethrowerRifle2.JPGFirst one seems more like an enemy concept art.
Second definitely seems like it should be a skin we could use/upgrade to.
I really hope they put someway to change our kit skins, even if its just based on wielding a legendary item.
As to the second one, I feel like with a little work (such as a recolor and dropping the gas pump on the side) it would be suitable as a “legendary kit” skin bound to the Flameseeker Prophesies. That is to say if you are wielding the legendary shield your flamethrower always looks like that, and maybe sprays blue fire as a bonus.
http://wiki.guildwars2.com/wiki/Rock_Dog
I would very much like it if these stone hounds were to become tamable ranger pets. No I do not have a logical reason why, nor anything even approaching an intelligent argument for that. I just think it would be cool.
It’s all about perspective wherever you go. Hey I love guild wars, this game has potential and there is a lot of things I love about it(level scaling, open world) and quite a few things I really hate about it(off hand rarely gets used, misplaced weapons), I will admit there is a lot of crap about Neverwinter that I really don’t like such as convenient zooming & weapon variety. However I’m more tactical along the lines of “choose wisely” but not turn based…. bloody turn base games. I’m farrrrr too impatient for things like that.
If I may…where is your choice in Neverwinter? I’m not trying to bash the game, I honestly felt my level choice to be much lower then in most when I played it. Perhaps we are talking about two different thing, but I found not being able to chose your own skills and build to pretty much kill any sense of choice I had in that game. If however you mean choice in combat….I play an engineer; you’re not going to find more combat verity than that. At least not in my experience.
In my view conditions are awesome in PvE as most mobs can’t do anything about them. However in the various PvP modes they aren’t worth taking because of the removal skills players bring. A lot of people say that conditions are a problem in PvE groups on account of multiple people possibly using them, and this resulting in one player not contributing because his conditions are being overwritten constantly.
This is….dumb. But I can see how it could happen when dealing with the players who don’t know what they’re doing. I prefer to always build my characters with access to a “backup condition” so that doesn’t happen. This way if I see a player in my party using a lot of, for example, bleeds I just swap to poison. That way we are both doing damage because our conditions are not competing. This requires actual coordination with your party however, and a willingness to not just play a rotation. You’d be surprised how rare both of those things actually are, especially among the players always complaining about how dungeons are just graveyard zergs that don’t need coordination.
I know your feel when it comes to Engineers with Legendaries. See attachment.
Considering that daggers, axes, and even the freaking greatswords have altered thrown animations for their legendary equivalents that is just plain unacceptable.
What’s the first thing you’re going to do?
I would fire the guys who are responsible for the horrible combat system and then hire the guys from Neverwinter.
That would be profoundly stupid. You can’t even move while attacking in Neverwinter.
Calling someone’s idea stupid is really constructive. I suppose you weapon skins are way more important than the crap combat we have.
I guess you haven’t actually played Neverwinter huh? I’ve beta tested it. Here is what you do if you prefer Neverwinter combat to Guild Wars 2.
Step 1; disable auto attack
Step 2; rebind your 1 and 2 skills to left and right click
Step 3; Enjoy practically the exact same combat only with more responsive controls, smoother animations, and the ability to move while attacking
Step 4; return here and apologize for wasting everyone’s time
Seriously Neverwinter combat is literally a sub-par ripoff of GW2 combat disguised by a few different key-binds and toggle camera controls rather than having to hold down right click. You have the same freebie basic attack, the same small skill bar, the same cooldown only skill management, the same dodge system (complete with stamina meter worth two dodges), the same red circles, the same shadowstep and stealth system (although those are generic across the entire genre), and the same tab targeting.
Only Neverwinter also suffers the drawbacks of…
*Potion spam
*Lack of skill choice
*irrelevant weapons
*Virtually no build customization
*Inability to use most attacks without a target selected
(edited by Arkham Creed.7358)
Someone needs to make a video of First World Problems: The MMO Version and put this in there ASAP.
In the infamous words of Allen Iverson, “We talking about
practiceweapon skins? We ain’t talking about the game. We talking aboutpracticeweapon skins, man.”Sorry, couldn’t resist.
By the same logic we should just close down these forums entirely.
Any chance you have a link/reference for those other concept art?
How about this one?
http://wiki.guildwars2.com/images/7/70/Charr_08_concept_art.jpg
Seems like it would be a perfect alt skin bound to the Predator rifle.
Or maybe this one?
http://3.bp.blogspot.com/-tYGwlLTdXTE/Tq7FJLm6LXI/AAAAAAAAAb8/qq_v6HdqbIw/s1600/EngineerFlamethrowerRifle2.JPG
You know what really bugs me about this whole kit issue? Arena Net already has several designed. Seriously; I’ve seen concept art of three or four different kinds of flamethrower. Adding some kind of visual customization to kits is already half way done, they just need to finish it.
There’s a problem with heroes in the open world. Imagine 200 guys all with heroes. Now imagine the lag. It’s just not reasonable for an open world game. If you’re really adding heroes, you’re going to have to make the entire game instanced.
Unless your game is Star Wars: The Old Republic or Neverwinter. Both of those games have companion characters and seem to work fine. The SWTOR ones are even customizable. Heck, I once played a free-to-play that was entirely built around the concept of companion characters. Literally everyone in the game had to have one out at all times, and it wasn’t instanced.
In SWToR were those companions all with you in the open world?
Yeah, that was kind of the mechanic. You could recruit companions as the story progressed, assign them skills, change their appearance, and have them tag along during quests, while farming, of course in instances, while exploring cities, and pretty much in everything but PvP.
Then they must have had fairly low map totals on people counts, or the maps were so big people weren’t anywhere near each other. Think about it.
In every game with a zillon guys on the screen, games slow down. They have to. DDO has companions but it’s all instanced.
Now look at what happens during a Jormag fight. Could you imagine what would happen if everyone had even 1 extra hero?
Hey I’m not saying the should add heroes, I am just saying it is possible. Especially if they continue to improve performance as time goes on.
That said I suggested an idea some times ago relating to legendary equivalent rewards, and among them was heroes. Basically getting a hero would be just as time consuming as going for a legendary weapon. That way people could still have them, but they wouldn’t exactly be common place.
I’m not in theory against heroes. I’m just pointing out they’d have to redesign the entire game to support them. Big events with heroes would suffer a whole lot more than big events now…and they’re suffering now, even.
I don’t mind heroes in the game. It would shut soloers up about dungeons if nothing else. In fact, implementing heroes JUST for dungeons, if they could make them robust enough, wouldn’t be a bad thing for the game. Completely optional, make them take a lot longer, but let a single person navigate through a dungeon…people who hate to group. There are plenty of them.
But as the game is currently designed, in the open world. heroes would be a disaster.
I don’t think it would be quite that impossible to do, especially a few years down the line when the bulk of the community has upgraded to better computers and Arena Net has fine-tuned their severs and all that. Much like how heroes were added to the first game. That said the biggest issue I see with heroes is balance, as the current content simply wasn’t designed with them in mind. Besides Arena Net said themselves that the choice not to have heroes was a philosophical one, not a technology restriction; they wanted to encourage the social aspects of the game.
(edited by Arkham Creed.7358)
There’s a problem with heroes in the open world. Imagine 200 guys all with heroes. Now imagine the lag. It’s just not reasonable for an open world game. If you’re really adding heroes, you’re going to have to make the entire game instanced.
Unless your game is Star Wars: The Old Republic or Neverwinter. Both of those games have companion characters and seem to work fine. The SWTOR ones are even customizable. Heck, I once played a free-to-play that was entirely built around the concept of companion characters. Literally everyone in the game had to have one out at all times, and it wasn’t instanced.
In SWToR were those companions all with you in the open world?
Yeah, that was kind of the mechanic. You could recruit companions as the story progressed, assign them skills, change their appearance, and have them tag along during quests, while farming, of course in instances, while exploring cities, and pretty much in everything but PvP.
Then they must have had fairly low map totals on people counts, or the maps were so big people weren’t anywhere near each other. Think about it.
In every game with a zillon guys on the screen, games slow down. They have to. DDO has companions but it’s all instanced.
Now look at what happens during a Jormag fight. Could you imagine what would happen if everyone had even 1 extra hero?
Hey I’m not saying the should add heroes, I am just saying it is possible. Especially if they continue to improve performance as time goes on.
That said I suggested an idea some times ago relating to legendary equivalent rewards, and among them was heroes. Basically getting a hero would be just as time consuming as going for a legendary weapon. That way people could still have them, but they wouldn’t exactly be common place.
There’s a problem with heroes in the open world. Imagine 200 guys all with heroes. Now imagine the lag. It’s just not reasonable for an open world game. If you’re really adding heroes, you’re going to have to make the entire game instanced.
Unless your game is Star Wars: The Old Republic or Neverwinter. Both of those games have companion characters and seem to work fine. The SWTOR ones are even customizable. Heck, I once played a free-to-play that was entirely built around the concept of companion characters. Literally everyone in the game had to have one out at all times, and it wasn’t instanced.
In SWToR were those companions all with you in the open world?
Yeah, that was kind of the mechanic. You could recruit companions as the story progressed, assign them skills, change their appearance, and have them tag along during quests, while farming, of course in instances, while exploring cities, and pretty much in everything but PvP.
Well, kits upgrade as your level upgrades. I mean after you get your top level weapon, what upgrade is there? So you have an exotic weapon which you can have in the first month of play, or month two, and where do you go from there. Maybe a better skin, that’s all.
I think everyone one of my characters have exotic weapons for every weapon they use, with a skin I like. Where am I going?
The only real way to get the progression Richie is talking about, is to get new tiers of gear all the time, which I don’t want.
I disagree. I think Richie, and most of us here, are talking about the skins. After all by now just about everyone knows that Guild Wars 2 is a game built around cosmetic rewards. But that is the problem, with kits being locked into a single form, and with Arena Net constantly forgetting or “running out of time” to add pistol and rifle skins when they add other sets, it just means that the engineer is being shortchanged.
In a game built from the ground up around cosmetic rewards, engineers have few rewards. Not only that, this also hurts our sense of customization. A warrior focused on the great-sword has dozens of skins to choose from to customize his look, but an engineer focused on the flamethrower has….one. Just one. Zero customization.
I focus on more than just weapon though. I focus on armor, too. I find a lot of variety with the engineer profession. Even in Guild Wars 1, once I found a skin I liked for my weapon, I didn’t keep needing new skins all the time.
And in Guild Wars 1, there were few enough skins when Prophecies launched. More skins will come in time.
Generally people get weapon sets they like. They settle on a couple. Greatsword gets more attention because warriors, guardians, mesmers and rangers can ALL use it. Only a couple of professions use rifles, and one of them is warrior, which has the biggest selection in the game.
I think only two can use pistols if I’m not mistaken.
It’s not a matter of Anet not making skins. It’s a matter of them not making skins fast enough. Oh yeah there are plenty of shield skins.
Aside from that, pistols themselves are harder to show off, because they’re so small. Not like a rifle or greatsword. There’s only so much you can do with them that will make them awesome, much like a dagger. And I’ve seen people complain about daggers skins in this game as well.
People didn’t have enough skins when Prophecies launched either and it was rectified as time went on. This will be too.
Honestly I hope you’re right, and to an extent agree with your reasoning (three use pistols by the way, thief, engineer, and mesmer). That said new firearm skins aren’t going to mean much if we never see them. We need either a way to update the skin of our kits, or a complete reworking of our weapons, and by extension the entire profession, in order to make those weapons more desirable than kits. Or at least on par.
I know there are people who disagree and currently favor base weapons and don’t see the problem, but all you have to do is look at this thread and others in the engineer forums to see those people are a minority. Most engineer players feel like they need kits to be viable. And as was stated before; the fact that Arena Net altered sigils to work with kits, but not other summoned weapons, means that they have data pointing to kits being favored above other such utility weapons in the game, and are used often enough that sigils needed that change to be worthwhile to engineers.
There’s a problem with heroes in the open world. Imagine 200 guys all with heroes. Now imagine the lag. It’s just not reasonable for an open world game. If you’re really adding heroes, you’re going to have to make the entire game instanced.
Unless your game is Star Wars: The Old Republic or Neverwinter. Both of those games have companion characters and seem to work fine. The SWTOR ones are even customizable. Heck, I once played a free-to-play that was entirely built around the concept of companion characters. Literally everyone in the game had to have one out at all times, and it wasn’t instanced.
Well, kits upgrade as your level upgrades. I mean after you get your top level weapon, what upgrade is there? So you have an exotic weapon which you can have in the first month of play, or month two, and where do you go from there. Maybe a better skin, that’s all.
I think everyone one of my characters have exotic weapons for every weapon they use, with a skin I like. Where am I going?
The only real way to get the progression Richie is talking about, is to get new tiers of gear all the time, which I don’t want.
I disagree. I think Richie, and most of us here, are talking about the skins. After all by now just about everyone knows that Guild Wars 2 is a game built around cosmetic rewards. But that is the problem, with kits being locked into a single form, and with Arena Net constantly forgetting or “running out of time” to add pistol and rifle skins when they add other sets, it just means that the engineer is being shortchanged.
In a game built from the ground up around cosmetic rewards, engineers have few rewards. Not only that, this also hurts our sense of customization. A warrior focused on the great-sword has dozens of skins to choose from to customize his look, but an engineer focused on the flamethrower has….one. Just one. Zero customization.
I played the engineer as my first character and leveled to 80. I enjoyed it the entire time. The point is the lack of weapon choices is only a lack of weapon choices at low level, because when you factor in kits, the flame thrower, the elixir gun, was have as many weapons as most professions and more than some.
Yes but that conflicts with the last part of that sentence. Specifically “and seeing my gear upgrades.” Kits don’t upgrade. Ever. That means that engineers have, hands down, the fewest available weapon skins in the entire game. A fact not helped by Arena Net’s aversion to adding engineer compatible weapons in with their patches, or did I somehow miss the Super Adventure Box pistol and rifle skin?
And now a quote from someone mildly internet famous, at least to Guild Wars 2 players.
Richie ProcopioThis is one of the main reasons I decided not to roll an engineer at all. I like having a variety of weapon choices and seeing my gear upgrades. I tend never to play monk type characters in video games for the same reason.
Source; Gamebreaker.tv, GuildCast episode 67, comment section
The refugees from the Flame and Frost events are going to move there, I’m sure they’ll be doing something more with the area.
This is based on what?
Now obviously Arena Net has a plan for this zone.
…
…
…
And obviously they forgot what that plan was some time last year.
Holy eff. Perfect Idea for speed clears. What if they made a racing dungeon? Two-Four teams, whoever finishes first wins a grand prize and the other team wins a regular dungeon reward once they finish. Maybe this give those competitive people something to do and I’ve never heard of this being implemented. It would probably be an exclusive dungeon to the best players unfortunately so I’d never play it…. but I think it would be great.
Or just add a fourth “speed clear” path to existing dungeons with a leader board.
I keep hearing that they are not working on an expansion, even heard it on Guildcast recently, and that is….upsetting. Arena Net themselves said that the plan was to have a split team with one half starting work on the expansion as soon as the game launched, heck one of the writes even said they have enough stories pre-planned for several expansions. I wonder what caused this change.
Over a hundred responses and nearly three thousand views, and yet still not even a peep from anyone even remotely connected to Arena Net. Disheartening. It seems they really are deliberately ignoring this issue.
Also this is staying on the first page until someone at Arena Net responds, even if I’m the only one posting.
More of a demand than a suggestion. As it’s going to start ruining aspects of the game.
Only to those who care for it. For those of us uninterested in dueling it is irreverent. No wait, its not. Not having it means we don’t have to worry about trolls ten levels above you hanging out in the starting zones and spamming duel requests before you even know where the option to auto-decline is. That kind of crap was one of the reasons I left WoW after the first hour of a fourteen day trial.
No new opinions?
i did a few dungeos but not sure what are the rewards for doing it or why do people them ? is it items ? better then what u can buy or ?
The big reward for grinding dungeons is that each has its own set of level 80 armor and weapons you can’t get anywhere else in the game. However you need to understand that as far as stats go a level 80 exotic is a level 80 exotic. You might find some with a different set of stats (such as one focused on power, vitally, and toughness, while another is focused on precision, condition damage, and critical damage), but they are all balanced to be no better than the other exotic sets.
There are around a half dozen ways to get full exotic gear at max level, be it running dungeons, crafting, karma venders, or just lucky drops, and the only real difference is that each method has sets that look different. Prestige items in this game are simply not stat based, even the coveted Legendary Weapons are just exotics with special skins.
So ultimately once you hit endgame this isn’t a stat game, but rather it is a skin game. You won’t be showing off how awesome you are with better items, just better looking items. And you won’t be completely stomping over anything unless your own skill allows it; there is no gear advantage to be found once you’re at the end.
i was highly considering rolling an engineer and using my warrior to farm the legendary materials, now that i’m reading this thread it is almost a 100% turn off now, thanks for the head up OP, i was not aware of this…..
Few are at first. I know I was all set to start going for my legendary, then I took a break and started randomly looking through my screen shot folder and noticed I didn’t have one of my engineer without some kind of kit equipped. Needless to say I was pretty disappointed when I realized that I never actually use a base weapon, and as such I’d never see the legendary. I was so wrapped up in how fun the game was and how much I loved the engineer’s mechanics that I simply never noticed before then.
Or they’ll find that nobody is playing Engies so they don’t need fixing.
Apparently that is how they feel already. If we engineer players ever want to actually get the various fixes we want (large or small) the solution isn’t to stop playing the profession; it is to be as vocal and annoying as possible. After all, Arena Net clearly only responds to random nonsense and controversy.
Patch Notes April 11, 2013
Engineers have been removed from the game. All engineers have been converted Warriors, since they do more damage with rifles anyway.
Victory!
More like a heartbreaking loss. For some of us it isn’t all about damage. I love the engineer because of the one thing it does better than every other profession combined; versatility.
I would enact the groundwork of the following.
• Find some compromise with NCSoft to bring back Cantha.
• Have the art team start churning out new weapon and armor skin of all types and across all levels.
• Begin thoroughly reexamining the thief to discover a way to preserve its intended style and function, while making it more user friendly.
• Give all existing Legendary Weapons another look as well as green light alternative legendary weapon skins with different attribute allocations, as well as improve the relation between legendary weapon effects and skill effects, especially in regards to engineer kits.
• Begin preliminary work on new weapon types and an advanced class system.
• Expand dynamic events across all zones to better reflect pre-release hype.