I tend to have a set of gear with each of the runes Vee Wee mentioned.
Increasingly, I am liking Adventurer (which I never would have put on had she not mentioned it). With invigorating speed, energy sigil and adventurer you are looking at a rather insane number of dodges. Dodges help in big and small fights.
But, on the other hand, if you wind up in a zerg and you know there is a reasonable chance of being “backline”, I often opt for a more offensive set. Here you have choices but overall, I do like runes of undead (in this situation more than any other) because you can keep stacking condition damage (stacking sigil, battle sigil or bursting if lazy, etc) and get some rather incredible ticks. The issue with Perplexity, Krait, Scavaging etc is that they benefit you and damage A player where undead will increase damage to all players hit by your conditions.
I see a lot of antitoxin runes, but frankly if you are running them you really want to switch to almost an “anti-stun” build and probably move points to toolkit to get leg mods etc. Then you will want to take -condition food which hampers your +condition duration need. Fair tradeoff, but I often find instead of going antitoxin and staying with conditions it is time to make a power build. By themselves, antitoxin really don’t provide enough of a -condition duration impact (for me) to justify just using them as anything but a platform for more -condition food, traits etc. I have them. I use them, but too often it is too large of a sacrifice.
When roaming, Perplexity, Balthazar, Krait or any of the “big boost” to a single condition are very useful on the offensive side. Perplexity is perhaps the best because it has an easy way (interrupt) for an engineer to stack quite a few stacks on a single target. Krait allows for lots of bleeding and your bleeding is often AE focused plus what it does to your crate (while one trick) is quite amazing.
I know the argument that you can reach 100% condition duration without runes that target a specific condition. True, but at a high cost. You will get 70% just getting to grenadier and eating +40% duration bonus. Nightmare runes which impact ALL conditions add +15% (if you can stand to PvE for them). Now you are at 85%. That last 15% really matters. You could get a weapon sigil (but our sigil slots are precious) etc.
Another reason I have found Balthazar often better is because -40% condition damage is well better than -24%. With the Balthazar runes, you can really afford to take negative condition duration food versus plus duration food OR in a guild raid you can switch depending on the flow much easier. It is that ability to switch with a single button (eating the different food) that makes them quite interesting in wvw to me.
Scavaging are great 1v1 or in small gank groups because of the net damage/heal that life steal brings. But that health won’t come close to a dodge. Adventurer always seems to win out since trying it. If you just want the extra damage, well undead is more condition damage as typically your toughness is a lot higher.
In short,
Adventurer is best all around
Undead is min/max condition damage and good when you can otherwise protect yourself in a zerg
Perplexity is king of roaming because of the “flash” effect of adding lots of confusion stacks from combos that interrupt, your pistol and your confusion bomb.
Antitoxin allows you to switch builds to be very stun resistant (great for using bombs)
Krait brings out a LOT of increased damage on bleed stacks
Balthazar can protect your biggest condition (fire) and allow you to switch between -condition duration and +condition duration food as the fights ebb and flow.
Scavaging does a bit of healing and keeps much (not all) of the condition damage increase of undead. (Kinda meh except in pvp or solo roaming).
Make all grenade skills automatically throw 3 grenades.
GM skill to be additional range and +10% damage/condition damage increase
Reduce total additional range from 300 to 200.
This would open up a lot of build variation using grenades without having to spec all the way up the trait line.
Tie Incendiary Powder to Explosions (Bombs, Mines, Grenades) to slightly nerf it.
FIREARMS:
Sharpshooter: Critical Hits apply Bleeding (no longer only 33% chance). Only applies to rifle and pistol skills.
Napalm Specialist (rename to Ordinance Master): All Conditions have a 20% increase to duration.
Modified Ammunition: Each condition you land on a foe has a 15% chance to remove a condition on you.
Infused Precision: Gain Swiftness and 75 Precision on critical hit.
INVENTIONS:
Elixir Infused Bombs: Add. 15% chance to remove 2 conditions from engineer ONLY (5 second ICD after trigger).
Metal Plating: Increase to 66% damage reduction.
Autoheal: Increase to 10% turret healing.
Rifled Turret Barrels: Increase damage to 25%
ALCHEMY
Automated Response: Add Removes 1 condition every 10 seconds (then at the hp trigger the reduction in condition duration would still occur).
Cleaning Formula 409: Add when consuming an elixir change 1 condition to 1 random boon.
GADGETS:
Gadgeteer: Make like Experimental Turrets. X seconds/10 seconds.
Engineer.
I play a thief too but I would say that an engineer just has so much more usefulness that if you are looking for a main character, you will get more out of it.
Engineers are hard to master as you are “stringing combinations” from as many as 25 skills.
I disagree in 1v1. Engineers do quite well just not all specs will 1v1 against all classes equally well.
In general, what makes an engineer really interesting in WvW is the speed at which you can make a few changes (gear, traits, etc) and completely change the playstyle. For example, I will have a “tweak package” for being solo, manning a wall, etc. all of which use the same basic gear but have one utility or 1-2 trait swaps. GREAT FUN.
Changing IP would have so many ripple effects that I doubt it would be worth the investment.
Has there been consideration in making balance tweaks to 2 professions, then the next two professions, etc. etc. instead of doing all professions at the same time?
Will this and/or the timeline of balance patches be discussed?
Best?
Initiative and Adrenaline, by far.
Most fun/interesting?
Illusions/shatters, engi tool kits, ele attunements.
Curunen is right on the money. Initiative and Adrenaline are the most powerful. Illusions/engie tools and kits and ele attunements are the most fun.
The problem with the OP is the definition of skill is very narrow. A warrior often thinks there is no skill getting crushed from range. Range think there is no skill face rolling in close combat. Etc. Etc.
AI is not mindless at all. A turret engineer, a MM and a ranger require you really know what you are doing to do it well. They are also easy to counter.
Skill is such a relative term. I play an engineer with 3-4 kits. I wonder if I have to be more “skilled” than a player who only has 2 weapons and a couple utilities. (Play other classes so the answer is no). It is just a different type of skill mate.
The issue is that the additional stats of Celestial do not add the same value to builds. You lose quite a bit of your “main stat” for diversity, hence why one has more total raw stats.
I can’t think of a hybrid that benefits from all stats equally where focused trinkets often are 100% useful.
It is a very fair tradeoff as is.
You need to change your settings. You never ever want to throw grenades with the base settings that require you to move the AE target then click again to fire.
You can go to Settings and there is a drop down box allowing you to change to still have the indicator of the AE but fire on the first click. Soooo helpful.
Free camera helps you throw behind, but another easy trick is to bind your mouse wheel button to the look behind key and simply throw that way.
As for a couple of range tricks that will make you hit more:
1. It is MUCH easier to hit grenades from medium distance vs long. Learn that first.
2. At long, learn how far an enemy can move while your nades are in the air.
a. Best way is to shoot off some grenades straight in front of you while you are running, strafing etc. Get used to just firing off grenades at random blank space when you run around. You will learn quickly the distances you have to adjust for.
3. A good trick is to start by throwing grenades (on mobs) roughly so just the edge would hit the mob of the indicator. They tend to move around that fast generally.
4. Remember you can drop grenades at your feet and it hits just as hard.
5. Have a guild mate run around while you try to land a few grenades on him/her. Believe me you will learn how to anticipate this way better than anything else I know of.
How do you account for the new player entering into the economy (TP) for the first time who is resource constrained and likely unaware how to effectively generate gold?
Is special consideration given to how you build a macro economy based on the age of the consumer in the market (how long they have played)?
How are you evaluating price to resource ratios across different gameplay modes which each generate more/less resources? Do you, for example, worry about the WvW player who collects resources at a lower rate than, if for example, the same time was spent in EOTM?
Are your models more supply or demand driven?
Are you more macro focused or micro customer cluster/segment focused?
Oh Vee Wee. How I love your headstrong nature! Glad we are Frands!
But, look at what you can do by maximizing power and healing power.
The pulse heal is almost 400 per second (more if you use benevolence sigil but it doesn’t show up on the editor).
You have a great regen/s which you can place all over the place for different groups.
And you still are going to get 2 bombs off every second or so for another 860ish.
Stack all those glorious heals up (plus for yourself the backpack regen) and you get some wild numbers while still doing pretty solid damage with bombs and rifle.
Take it out for a spin or two. Think you might just like it. Honest, it’s like spinach (just need to acquire the taste).
That is real healing. In smaller groups, you can easily change out to a power sigil weapon and a nice bowl of lemongrass etc.
I could easily say, you aren’t going to do 11k crit damage by moving the pts from inventions!
Oh Vee Wee, you know we would be besties in real life but you have been staring at your puter screen too long becoming the #1 NA Engineer. In all that fance combination (and it is as fance as that new prickly pear pie) you forgot that E-Gun most certainly does have a stun break and the idea was e-gun for elixir s and pistol for shield. In fact, it has a better stun break (faster timing and a bit of healing).
In 1 v 1 situations, even the #1 Engineer in NA must lose the initiative or get jumped sometimes! Or you must eat more carrots than I and have thuper special eyesight to see those thieves. I’d like those upgraded utility goggles. Nothing would get a new player a bit of recovery like the shield. Reflect, knockback, stun and daze are designed to reset after a mistake or getting jumped. Maybe I’m just a bit older with a longer beard and greyer hair, but sumtimes it takes the first big hit before I notice der’s Mag(ooners) on me. 2cd pistol works when you were going to probably win anyway. Shield lets you turn things around.
Now, I’m a bit nuts and like things that go BOOM and you certainly can make a nade/bomb/toolkit combo work most of the time. Think of all those glorious knock backs, blocks, reflects, etc. For 1v1, I’m not as scarred about the lack of the stun break. Put me in a zerg, and I hide under a Guardian’s skirt (but you know how effective throwin nades is while hiding under a big Norn?).
Hey VEE WEE. I have to agree only in part.
You really only need 2 sources of burning. I agree. Bomb kit is sooo much better.
I also agree that outside 2 pts in firearms, the line is generally subpar (the first minor trait is quite good).
Everyone likes a little BOOM BOOM so taking bombs and nades together is just fun and effective.
But I have to disagree without hijacking this thread (or we can throw bombs at each other on another thread) that inventions has a great trait in elixir infused bombs. A good tanky/support engineer in a zerg can be very valuable. Think of all the sources of healing you can stack from the pulse heal of e-gun, the bombs (3 per 2 secs), the HT and all your regen. Love it.
I’m one of those engineers that thinks bombs and grenades work extremely well together (add elixir gun to round it out).
Either way, I like stacks first and an extra condition second.
Engineers excel at dropping more conditions than you can clean. Max it.
Callie:
Do you really want players to not post when this happens? I am certain ANET knows the problem due to its constant monitoring of servers, but what about the player who simply wants to know if it is an issue with them or with the game? Couldn’t it help players to see the problem was bigger than them?
I tend to think that a stacking sigil is best followed by one on crit if you use grenades and on swap if not.
The best on swap is battle IMHO because 6-9 might stacks is quite significant.
The best on crit may be Torment to add yet another condition (and it helps a lot with tagging).
There are plenty of others to think about too. In short, engineers have so many sigil options!
I really don’t like running Wolf’s grenade spec in WvW as it is too much of a trade for extra power going 6 in firearms and neglecting 4 in alchemy for protection and the passive pulsing heal of backpack regenerator.
Frankly, in WvW I will often move the 6 Wolf has in firearms to 6 in inventions and take elixir infused bombs. Speedy kits is nice, but frankly in PvE power shoes is fast enough and in WvW you will have lots of people to drop speed. Then, you just change out berserker to say cleric and you have a much tankier toon which can also do damage AND in WvW has a LOT of utility with healing.
I like the versatility of this build. In high level PvE, conditions can quickly be replaced with direct damage just by changing out your armor and trinkets and moving a trait or two or you can simply be the conditions team member (which I suggest is better as you really have just about every condition save fear).
In WvW, you lay down conditions. In zerg fights, again, you can move to a second set of armor without changing much in terms of your kits or traits but generally you still want SOME condition spammers in WvW and the engineer is one of the best.
In smaller fights, the condition build is about as versatile as it comes!
You can pick on food between offense +40 condition duration and defense -40 condition duration with the runes of antitoxin.
Well, a few things.
In WvW, the build would be extremely hard to play in all the situations you might find yourself in.
Your turrets don’t move. So zerging is a pain and they melt and they do too little and too dumb of damage.
The reflective shield can be great for protecting siege from ranged casters but that is a limited function at best (as in swap into it when you need it).
Elixir S will often get changed for something like rocket boots or e-gun for more utility and faster resets (you often need to reset more times and for longer than 3 seconds).
In short, I have yet to see a good turret build for wvw as it just lacks versatility and the ability to damage while maneuvering.
If you are not weapon swapping, getting a stacking rune is fairly good as an option.
Turrets work when you control the fight (either because of a point or because of PvE mob behavior) and when there is limited spam that will kill the turrets (same issue with a ranger pet in WvW).
I like how Vee Wee makes builds but, of course, find his just a wee bit off.
Elixir S I would change for elixir gun and I would use a shield versus a second pistol.
Here is why.
1. Elixir S is a “get away” skill but very one shot given the timer vs.
a. A very good way to perma weaken in 1v1
b. A good and much faster reset in acid bomb (which does a lot of damage too)
c. The retaliation you get from blasting a big light field
d. Easy poison which really helps 1v1
2. The second pistol gives you an immob and burn vs:
a. A long reflect
b. A push
c. A blast finisher
d. A stun and Daze
e. A Short Block
There is a lot of defense particularly 1v1 that you lose.
A more aggressive 1v1 option would be bomb kit (my favorite just look at my name).
Use it and you lack a stun break or “oh kitten” button BUT. . . .
a. You can in 1v1 start or reset a fight with a quite long stealth using smoke bomb (which you can do ONCE only with Elixir S versus often doing both a start stealth and a reset stealth with the kit).
b. Have a nasty pulse blind for melee
c. Immob with glue bomb (great with pull/pry/glue) allowing you to have the shield without much sacrifice.
d. BoB which has soooo many uses.
e. Mega stack confusion (great 1v1) between pry bar and concussion bomb and your pistol shot!
Elixir S is much better in a group fight where you can use it to res down. It isn’t a bad option. Vee Wee is never way off just a wee bit off.
Truly, you can PvE with just about any build as an engineer.
That being said, a few kits are rather difficult to learn on. Grenades just takes time to learn to land and 50% of the damage potential comes from a grandmaster trait. I tend to suggest not taking this one first.
Between bombs and a pistol or rifle you have a pretty good start. Drop and run around. Remember, you have a smoke bomb that pulses blind.
Turrets work initially but the play style changes with traits dramatically so I tend not to encourage learning bad habits early in PvE.
FT is a second kit that really makes PvE at mid-levels much easier. The Juggernaut trait is very strong in mid-levels. However, you won’t likely use the FT for very long or when you reach level 80. The DPS is rather low relative to other options.
I tend to suggest:
1) Bomb Kit
2) Pistol/Shield (and really learn how much defense you can get from those shield skills)
3) Get Elixir Gun (the auto attack is almost perma weakness on a mob and you have great utility to learn to play with).
Master switching out of those 2 kits and the weapon first. Best if you have a multi-button mouse, otherwise, consider mapping say r,f,v, and t to be your kits and weapon swap.
Learn to use the Toolbelt skills well. BoB will be heavily used later as an 80.
Engies make fields and blast them (a few leaps too). Learning to might yourself and invis (fire bomb and smoke bomb) and blast your own healing turret mist will really be time well spent learning the class.
Warrior mobility is too much. I always thought the cloth classes would hit hardest (but be squishy). Medium would have the best movement (typical of a thief or ranger) and the heavies would be pokey but very tanky/melee.
I don’t mind violating the MMO “rules” but there should be a reason the warrior can escape with the best of them. I’m not seeing the need. If anything, I’m seeing that this is on the wrong class!
I do think that there is a tension between hard content and frustrating content, even for those who have no disability, that is getting to be a bit too hard core especially for players where PvE is secondary (but still worth doing) to WvW and PvP.
In an ideal World, it would increase the loot and difficulty each time you do it (up to a max) much like a fractal. That would make it more accessible and fun for all.
If I want to kill you in a WvW zone, that is the point of WvW.
If you want to karma train because the rewards are there, ok, but it comes at the risk of being attacked.
I completely enjoy attacking karma trains and don’t apologize for it.
Frankly, I’d like to see more organized guilds bust up the karma training so we can “claw back” EOTM and have it get focused more on WvW again.
Bad idea. You want to transition PvE players and new players to WvW.
This would only help a small segment of existing hard core guilds and that isn’t the target.
What makes more sense is to create more depth around OS to be based on larger scale combat or create a PvP zone which is 15-24 etc.
What is the idea behind turning off camera shake?
I understand the other two.
I have so wanted this trait to be worthwhile and no build so far makes it a better option than not taking it and reinvesting the points.
With turrets, 9 in 10 pick up battles will make you smile.
One in ten, you will cry as someone knows how easy it can be to counter that build.
Vee Wee is right in general but there are lots of times nades at range work extremely well.
Grenades are great at range IF you can predict where the enemy is heading and drop them where they will be (running over bridges, thru choke points etc make it easy to hit targets). And in siege situations they work extremely well as the enemy is relatively “fixed”.
Grenades are great when the enemy is dense like a big blob at range or taking a Lord room. Little chance in the heat of everything they will see the nade spam and you hit a huge number of targets (especially with power). Poison grenade can be quite important.
In medium and small fights at extreme range, nades work well when another party member has already engaged a target but otherwise. . . shoot em!
Trouble with shoot em is you don’t tag enough targets for LOOT BAGS. Vee Wee has everything an engineer could want so maybe he forgets about bags
Keep food in wvw. It adds a lot of build variety.
Why not. . . .
Any damage that is “negated” on account of condition stack caps is immediately converted to physical damage (with all the reductions possible due to armor)?
This applies to 1 second of the damage (per condition which was negated due to stack limits) versus adding ALL the damage over time.
You can adjust the formula to get the right balance.
Ok, I can be more precise. . . .
Rangers should have the best ability to single target a player from range with a bow.
The idea of spreading around extreme long range high damage to multiple classes makes no sense.
Engineers have extreme long range in the form of grenades. Having grenades and the sniper kit would be way OP.
Meanwhile, the ranger who in every other game I have ever played is the master of ranged single target damage needs a major buff.
As far as pistol (main hand) vs rifle goes for a power build, both work. Rifle is more naturally power based.
Pistol is more naturally support (blinds are important as is poison for the -healing effectiveness).
The damage isn’t bad, but you will use your kits for the real pure damage!
Well. . . .
Pistol’s damage is typically tied to the 1-3 keys. Sure 4 is a good burn, but if you are running power that isn’t dramatic.
Pistol 5 is used to slow down the enemy.
On the other hand, your only other option is shield which has some incredible benefits:
1) 4 is a reflection.
2) 4 is also a push back
3) 4 is also a blast finisher
4) 5 is a block
5) 5 is also a stun or daze
In either condition or power builds the offhand choice is tied to utility not damage (more or less).
One more thing, this game is completely biased to the idea of dodging. The best heal is the damage you never took. Go to Edge of the Mists (in the pvp tab) and run around till you find the golem that trains you on how to dodge and play with it again and again until you get the timing right. You will figure out when to dodge as you level. It often is a pretty easy “tell” (like a big red circle under you which typically means “get out”).
While you are in the Edge of the Mists consider taking a build you find in forums and trying it against (in this order):
1) the Heavy, Medium and Light golems
2) the different classes of character that you will find to train on
3) the couple of PvP monsters (Svaniar, etc) which are quite a bit harder to kill but will really test you.
Play around with the kits we mentioned (bomb and grenades) on the golems till you get a sense of what the skills really can do for you. Don’t be afraid to NOT slot all your utilities or take all your traits so you can get more of a feel of what they might do for your level (as you won’t have all the trait points yet).
Try it both ways.
Vee Wee is pretty much right. A “wee” bit more from me.
Engineer is a hard class to MASTER but not to level once someone gives you the “aha” moment. You can get good and make it your main easily and by playing it first, you will develop some good skills too for any other alt you might want.
The key to engineer is kits. Take them especially for leveling.
You should use kits even more than your weapon.
Bombs and Grenades. If it goes BOOM you want it for leveling.
As you get better, add a few skills from the pistol/shield or third kit.
A few UI changes will make the engineer a LOT easier.
1) Bind your 7,8,9 and weapon swap to your keyboard where they are easy to reach and hit in rapid succession. I tend to use r, f, v, and t. When you can get in and out of kits quickly, you use a LOT more skills and that tends to be the biggest initial shock for a new engineer. Biggest thing with engineer is finding a quick way to move between kits. If you “click” it just is too hard and takes too long IMHO. Try keybinding!
2) Go into options and play with the setting that allows you to still see the range for AE but to not have to double click. That will make life sooo much easier for grenades. (I can’t log into the game from abroad easily but someone can tell you what it is called exactly).
Healing turret is easy to get a simple use on and work from there. Drop it and IMMEDIATELY push the button again. CLICK CLICK and it will immediately do “all its stuff” at once (the initial drop plus the overcharge). Now hit F1 to blow it up for a bigger heal. Do it all basically like hitting three keys in a row typing a word.
When you get used to engineer, you can do more staggering of when to hit each function but for now drop, overcharge, blow up 1-2-3.
The fastest way to level and get money is going to be EOTM which is Edge of the Mists and part of WvW. Just open the WvW tab and on the right is a button to take you to EOTM. Follow on the map what we call a “blue Doritto” which is a commander. You get:
1) Gold
2) Items which you should sell on the trading post (at top of screen) versus merchants so you make more money.
3) Karma which can buy gear as you level or can be traded for gold (will explain another time)
4) WvW experience which will really help when you get to 80.
It is the best leveling in the game frankly. You can always do your personal story later or when no Blue Dorrito is on. But if you love the storyline, feel free to do that instead. Both work.
When doing “main story” leveling, gold is easier if you grab some gathering tools from anything that says merchant. Make your minimap really big (zoom in) and you will see all the nodes as logs, weeds, or little rocks. Sell all you can on trading post.
Sell everything you get that you don’t wear on trading post. It is more money! Investing in bigger bags helps too. The more you sell, the more you make.
One annoying thing, sometimes you have to wait a little bit after selling say 15+ items on trading post (a way to make sure you are not a bot). Lots more cash that way.
Tell us what server you are on and I am sure someone can give you a bit of a starter gold fund too. Engies help engies.
Finally, when leveling don’t worry about being support. When you get to 80 come back and we can help you with all sorts of support type builds and ideas.
As a teaser. . . you really can heal very very well with an engineer without giving up too much damage. Elixir Infused Bombs are wonderful as are your toolbelt skills for long regenerations and the fact you have a pulse heal in the elixir gun. That is a LOT of heal per second. You also have LOTS of combo fields and blast finishers and the ability to remove others conditions etc. In certain situations, your turrets become great support with the right traits.
You will find as you advance that a quick trait change here or there and a quick utility change can make you the most versatile support class out there. Others would have to spend quite some time changing everything. Not you.
If anyone should snipe, it should be the ranger really.
If we got another kit, it would likely be more of a gadget kit IMHO.
Vee Wee is a wee off IMHO regarding his build. Still a frand, but with a name like Bombsaway, I have to suggest you drop the elixir and add bomb kit.
There is just so much you can do with bombs and grenades together in Spvp.
The elixir’s stealth can easily be mirrored with a smoke blast or two.
The shrink and run is generally not as good as the blinds (in pvp. In wvw, I like bombs for different reasons).
And few things beat pull, pry bar and concussion grenade combos. As they try to counter (assuming they don’t just run, whip out the pistol for more confusion fun.
Bomb kit works best if you drop shrapnel for bigger explosion radius too.
Bombs are more fun too. BOOOOOOOOM!
Acid Bomb jumping forward is a great idea.
I can certainly agree that we need stunbreaks in more places, but condition removal isn’t terrible.
??
Engineers have exceptional direct damage builds.
Your Bomb, Your Big Ol Bomb, Toolkit etc. all scale very well with damage.
Not every skill is pure power, but who cares.
Grenades actually do VERY well with power builds if you get grenadier. Your Shrapnel and Freeze grenades are quite good and at a far range/AE.
Our DD is hardly bad if that is what you are going for!
I would join a guild to slaughter EOTM karma farmers. It would be the best fun I could have in GW2.
Well, I am all for rewards for winning OR participating.
Scouts should get rewarded for refreshing siege equipment for example, etc. etc.
There should be more of a reward for reviving a player (perhaps a loot bag) as that too is a very useful thing for a team.
Running supplies should generate loot (or maybe repairing)?
People are always complaining that crafting is useless… they introduce a skin that can only be made through crafting… people complain they don’t want to craft… Anet can’t win either way.
I say the more skins added to crafting the better. At least it wasn’t in the gem store.
They can easily appeal to both camps by making crafting useful AND allowing all crafted items to be purchased on TP. Problem solved!
Absolutely. THat or they need to start dumping cactus nodes across all other maps.
This is about the only game I can think of where you have to do your own crafting.
There will be many who simply say that crafting should not be mandatory at all.
Tough issue. 1-400 isn’t bad as the responder points out but it gets old to have to craft.
I do like the look of the map, but the playstyle is aweful.
Too far to run.
Too many ways to be insta killed off the edge of the map.
Too much reward for NOT fighting one another and karma training.
Ima Blast was an interesting name.
Coffee originated in Africa and is hardly American even in its consumption we are behind.
Bacon. Well it is inexcusable that I don’t have lots of bacon recipies. Maybe it could be a pull type food. Every few seconds all the players are pulled to you by the smell of sizzling bacon. Too bad it will be their bacon on the engineer bomb kit fryer!