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Hopefully this one at least is a relatively simple fix. The armour set issues don’t seem to be getting any consideration, unfortunately.
Step 1: Play Profession/Build you consider OP.
Step 2: Get owned.
Step 3: Realise you were wrong.
Step 4: Go back to enjoying the game as the Profession/Build you personally enjoy.
Counter-play to Grenade Kit:
- Movement: ’nades travel at running speed. Range + Movement will hard-counter all but the most skilled Grenadiers.
- Reflection: ’nades are projectiles.
- Retaliation: 3+ ticks of retal per cast. You will be hitting the engineer for as much or more than they are you with your retaliation alone.
What to avoid
- Moving in a predictable pattern.
- Standing in poison pools.
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On Charr, back items will move from the standard back piece position on all races to sit on the character’s shoulders and float when wielding a two-handed weapon.
On Charr, back items will move from the standard back piece position on all races to sit on the character’s shoulders and float when wielding a two-handed weapon.
So recently I’ve been complaining about the range of the Flame Jet animation being much greater than that of the damage effect itself.
I play a Charr, a race which is struggling with a plethora of dire aesthetic issues and it appears the Flame Jet animation is another oversight to add to the pile.
After creating a Human Engineer to enjoy choice of armour I discovered that Flame Jet animation does in fact match the damage effect range at 425.
Assuming this is a linear trend I predict that Norn would also suffer from the bug, with Asura possibly showing a shorter animation than the 425 effective range.
So the issue it would seem, is a result of scaling due to character size.
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Perfect solution, makes town clothes mean something and satisfies the PvE-only crowd. Worth a look ANet
And what about all the current armors? If they change all the armors we have now it will be a nightmare. People who like their armor will have their look stricken from them. Therefore I say no.
They don’t have to change the sets completely, simply edit them to actually fit races other than human. There are a great deal of dire clipping/stretching/squashing/floating issues with the armour in the game due to sets only being built for humans, then stretched to fit the other races.
Charr for example, being the least human-like race, are almost entirely limited to using Cultural armour because almost every other set looks so downright hideous. Not because almost no set makes sense on the race, but because all the armour is so blatantly warped.
It is all very unfortunate, being that it’s something ANet have proven they actually have the expertise to do right, if given the time.
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There are level 80 transmutation stones on the Black Lion Trading Post.
You have to buy or trade gold for gems to get access to them.
Click the “o” key, in the “Gem Store” tab select “services”, then scroll down until you see the blue “Transmutation Crytals”. Enjoy!
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Absolutely, look at the Cook’s Outfit for all the races in the gem store. A perfect example of a common theme done right.
Currently all non-cultural armour sets are copy-paste warped-to-fit version of human armour. It is not necessary to go as flat out brilliant as with the Cook’s Outfit, but little tweaks to each set that at least make them properly fit each race would be an incredibly welcome use of artist time.
Please consider this ANet, with such beautiful scenery and a strong emphasis on visual character progression it is bogglingly inconsistent to leave 66% of the playerbase with extremely unpleasant half-baked armour sets.
We are more than happy to wait much longer for new sets if even half the time and care involved in the creation of the Cook’s Outfit is put into them.
All back pieces. You kinda have to use the multitool backpack or nothing…
does it bother anyone else the way backpacks sit so high on Charr when wielding 2-handed weapons?
So sick of fighting people using these runes. Interrupts are extremely easy to get in this game. Interrupts should have to be used strategically to counter certain key skills (ex. healing skills), but with this rune you get rewarded heavily for chain interrupting your opponents auto-attack. It’s ridiculous and takes no skill.
And why does every class need easy access to confusion? Necros already have access to 11 conditions, why do they have to get confusion on top of all of those??? They already have an insane condi burst. Why does a 700 damage/sec fear need to apply 5 stacks of confusion too?
/endrant
Chain interrupting you say. You do realise that for some one to spam interrupts on you, YOU have to be spamming abilities in the 1st place for this to happen. No sympathy L2P
The old “stand there and take it” defense. Highly effective… You can’t avoid attempting a cast forever mate. Don’t forget it’s possible to carry a LOT of interrupts on some classes.
SoR doesn’t pay for guilds, no. They have the most pleasant community and the highest skilled pugs through extensive guild “training” sessions, so are extremely formidable despite their population disparity.
Population is rarely important for individual battles in T1, maps are usually fairly full and most guilds can’t pull more than ~30 members at once so most zerg weight is in the pugs.
Testament to the fact that population isn’t the defining factor in WvW is JQs continued place at the bottom of T1.
They need to revamp all the armour to fit the specific cultures in my opinion.
Check out the Cook’s Outfit in the gem store which is race relative. Obviously it looks absolutely excellent on all races.
All sets should be built this way, with slight variations between races so the armour looks good and makes sense! Would have been absolutely magnificent.
Instead, every race gets a warped spraypaint version of the human design. Yay…
For a game with such beautiful scenery and a heavy focus on gearing for appearance it is entirely counter-intuitive to force ugly designs on 66% of the player base.
Take your time ANet, spend whatever extra time you need, just please stop with the hideous armour. Please.
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Chefs gear from the Gem Store.
You won’t be able to attack in it, but shows some skin.
Funny, it’s the only set in the entire game that has a unique version to suit each race… Hopefully the Dev/Devs behind it are still employed at ANet, they deserve a salary for that alone.
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What really sucks about all the armour issues is that every single piece of new gear has been hideous. Rather than spending the extra time now to make decent armour they will have to go back and spend a huge amount of time fixing the plethora of problems piling higher and higher with each update.
It’s looking less and less likely with every update that anything will ever change
Simplest solution:
When stacks reach 25 they are converted to one single condition of equivalent damage. Duration could perhaps be the average of those stacks.
Everyone who contributedtothe stack is reported as doing the damage.
Now a new stack can start being built.
Minimum server load, easy to implement, simple to understand.
Edit: kitten , too late, Chase already suggested this. Haha
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It is.
Google GW2 Xbox controller.
It’s been possible almost since launch, but ground targeting is a hassle and things are much slower in general which is why very few people use it.
The novelty is great, I spent some time enjoying it, but you won’t be able to playonthe same level as someone using a keyboard&mouse.
I’m not sure if I get you right. U want untraited nades to be 3 nades but less powerful, slower travel, less range.
I would like to see:
- Three grenades on the base kit
- Range increase remain on the trait
Thus making the kit viable without the trait
I understand that this might make the trait too undesirable for a grandmaster, so I have suggested the standard +10-15% damage on the traits could be used to beef it up. (This damage taken from the base kit obviously, not actually being a buff).
I actual never mentioned a rate of travel increase here myself.
I used to think it was desperately needed (although I would have suggested it be applied to the base kit), and I have written on these forums about it before, but honestly the more videos I compare to my own gameplay, the more I think that my particular issue is influenced most heavily by my ping (250+ ms), something which can’t be helped.
Although we are seeing all of the slowest projectile speeds increased over the months, and I would not be surprised if Grenades are eventually looked at too.
Anyway, that aside; Yes, the base kit remains weaker than with the trait but it is at least viable, which is entirely the point.
No buffs or nerfs, just a slight shift in power that would make a lot of people really happy.
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At least you’re not Charr, you’d only be able to use T1 cultural without looking hideous if you plan on maintaining an Engineer-ish appearance!
Some people enjoy the dredge set of course, but that’s still too warped and gross for me :P
now some 1 said its ment to be “balances” against other kits well why dont u try unlearning every single trait then use each kit with no traits and naked. im sure you will see it is infact balanced with other kits.
I do in fact I use most weapons without any weapon specific traits on any of my builds/professions. It is completely viable to do so and I see a lot of success in tPvP.
its no differnt to speccing juggernought for flame thrower or HGH
Juggernaut is neither grandmaster nor mandatory for FT builds and HGH is actually a perfect example of a grandmaster trait that isn’t required for any weapons viability.
You actually completely miss the point.
No 30 point traits (other than those I mentioned in the OP) that I have noticed are absolutely required for using the kit/weapon/utility.
No-one has an issue with traits improving a kit/weapon/utilities. The issue, which has been brought up time and time again on these forums and in others, is that this specific trait is mandatory if you plan to use grenades.
The kit is just much worse than a base weapon without it, ’nades actually do less damage than Flame Jet untraited without Grenadier and that is one of our weakest abilities. This, of course, is before you even get into how it is much harder to actually hit a target with grenades and even more so without the extra grenade.
This isn’t a thread rabidly demanding buffs, nor is it demanding immediate change. We just want to see the base kit to be viable without the trait some time in the future, thus we are pointing out why and explaining that we are comfortable with the standard model of locking 10-15% of the damage away being used instead.
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Secret build? Really? Lol I remember when people did that back in GW1, that’s cute.
A lot of people do it here too. Release a build and it becomes meta, gets cried about and gets nerfed.
People keep stuff secret for good reason.
Well, that sums up the Gw2 PvP. Nobody is playing anymore.
Typical forum attitude, second post and already spouting bullkitten QQ. /slowclap
10/10 Troll OP.
My face when Necro’s are upset about stun warriors
You do realise the “meta” build allows you to perma-stun to death with terror, right?
Enjoy your QQ thread everyone!
Engineer is best within about 200-600 range, you want to keep enemies just outside melee range for the best results in my opinion.
Being kited can be a serious issue for engineers, running stealth/gap closers/high swiftness uptime can help alleviate that weakness.
Tails actually sorta fit and it doesn’t remove horns, that’s a pretty massive leap in the right direction I think.
The armor looks disgusting otherwise though, flat and squashed or stretched. Heavy helm is hilariously bad, looks like a bowl hovering over your Charr’s face. We’re moving in the right direction though, just need a break from all the human armour for a few months.
Make a few sets with an Asuran/Sylvari/Charr or even Norn aesthetic ANet, it really would be nice. Only 1/3 of the population plays human after all…
Better yet, stop copy-pasting human sets onto other races and take the extra time and care to make them all actually fit.
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For traits you can try:
- Speedy Kits, Tools 6 for swiftness on swap.
- Infused Precision, Firearms 3 for swiftness on crit.
For traveling, you can swap to Med Kit to use “Drop Stimulant” when it is off cooldown.
I personally use a combination of Elixir B + Medkit for travel, with B alone enough for maintaining decent swiftness in combat in conjunction with Hidden Flask.
The trait options will allow for permanent swiftness outside/inside combat respectively if that is something you value.
Flamethrower has two major bugs prevalent since launch:
- Animation range is way further than effective range
- Fires into the ground and misses constantly if enemy gets too close/too far to either side (massive annoyance in PvP)
Aside from this, the kit can be effective as backup AoE dps and the knockback is extremely helpful in sPvP (actually the main reason you would take the kit) and the blind is great for finishing downed.
For WvW I always suggest stacking toughness regardless of build, if you want to zerg you’ll only be hurting your team running full DPS stats as you will die and rally enemies. Some servers run entire Zerker zergs which can be absolutely annihilated in seconds. It’s hilarious to see and fun to experience, but you feel bad and they will head to forums to complain about population disparity despite simply being completely outplayed.
Full DPS can be effective roaming though, for sure.
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The range should definitely stay on the trait, maybe add something else to make it even more valuable if that isn’t enough, but the kit is balanced around having the trait, making the trait mandatory.
If I didnt have to go 30 into firearms for nades, I’d be OP.
Explosives*
It certainly wouldn’t make the kit OP, you still sacrifice a lot by avoiding explosives. Power, condi duration, steel-packed powder, the range portion of grenadier, shrapnel, short fuse, etc…
The traits would just improve the kit instead of being mandatory for it’s use.
I personally wouldn’t even mind if they arbitrarily locked away 10-15% of the kits damage with the grenadier trait, but 33% plus the extra ’nade is just way too excessive when the kit is balanced for the trait.
Imagine any other weapon for any class in the game had a grandmaster trait “Increases range 25% Adds an additional hit per attack for an increase in damage of 33%” Then they reduced the weapons base damage by 33%.
Would there not be valid reason for concern?
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So, the whole extra ’nade on grandmaster trait thing, we ever gonna see that removed and added to the kit proper?
Seems a bit poor to force half a build for an entire weapon kit to be viable.
Same complaint as Elementalist attunement-specific traits/near forced 30 arcana and Ranger forced to take the 30 point Spirits Unbound trait for spirits, really.
Bazooka kit would be sweet for sure, I think any new kits should keep to the condi/power hybrid thing engineers have going on though.
HGH is still viable.
These days you’ll see a lot more variety in builds, so carry cleanse (easy if you’re running HGH).
Honestly there are a lot of viable builds out there, it really depends most on your personal playstyle/preference. The “Meta” is only the “meta” until someone posts a video of a new build.
I personally prefer tankier builds, so I run Alchemy/Inventions heavy builds with a great deal of success, but that is by no means necessary.
Great thread idea, looking forward to what everyone comes up with
Automated Response wouldn’t save him alone against 5 players, even if they were all condi spec.
The DD from their 5 auto attacks alone would have downed him.
OP is trolling, terribad or even more likely, a combination of both.
Simple truth is that in this game if you lose even 2v1 you can be absolutely sure you are very bad.
I highly doubt even OP and his mates are kitten enough at the game to lose 5v1.
Why do game forums always have to be this disgustingly negative/stupid/ignorant all the time? There really is a lot of truth to the whole “worst players cry loudest” saying…
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Use /ip.
Thanks mate, seems like the lowest one is gameplay
Oo, those are ugly ping times.
Yep, playing from Australia, most people out here are probably getting worse I’d be willing to bet, but everyone is used to it for MMOs now.
Simple truth here was that the engineer was good and all four of you were terrible.
If you ever lose even 2v1 in this game you can be absolutely sure that both you and your team-mate played very, very poorly.
His weaknesses:
- Conditions (only 2 cleanses)
- CC (one stunbreaker)
Honestly though, there were 4 of you, autoattack spam would have won you the fight…
Removal wouldn’t be helping them much as they still get slapped with at least 900 damage per removal which you can reapply very quickly…
Honestly, I don’t think it’s the stats either they make some difference, but not all that much, especially if you’re running runes as disgustingly OP as perplexity. I would try to focus on getting off more interrupts to continue stacking more confusion.
If you want to improve your skills sPvP is the place to do it. Be a decent human being and drop the perplexity runes too, the less people ruining everyone elses fun the better.
The 6/6 is really the only problem and that could be fixed easily 5-10second cool down or even changing it to increase Confusion damage would be solid as well.
The 6/6 should be changed to deal 2 stacks on a 15 second cooldown or change the 3/6 and 6/6 to 1 stack each if it has to stack confusion at all.
The +10-20% to confusion damage would be a much more balanced alternative.
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Surprising… I notice profanity maybe once every 50 games.
If someone is talking kitten, I’ve found that requesting a duel or that they kitten always ends with silence or them simply leaving the match to everyones benefit.
The worst players cry loudest.
Hey guys, I’m seeing multiple connections from GW2 in resource monitor.
What exactly are the extras for and which one (if it is only one) is the “gameplay” one?
Thanks
Pick up Protection Injection or Stabilized Armour (even both if you can afford the trait points) from the Inventions tree to stave of some of the damage when CCed.
For any zerg play I recommend high toughness, so either Rabid or a combination of Knight’s/Cavalier’s depending on whether you are power or condi.
I would also recommend taking either Elixir S or Tool Kit for some invuln when you know you have to run through a CC gauntlet
Mate, skill disparity is always going to be relevant. If you really have been able to beat a bunch of Perplexity players, then the truth really is that they were terrible players. Absolutely bottom rung skill wise.
It’s all well and good to boast that you just have to play immaculately and it’ll all be fine, yet in reality nothing is that simple and your opponent will more often than not have some semblance of skill.
In sPvP I am extremely successful, more often than not taking no deaths in a round, yet I still get blown to kitten by perplexity runes in WvW. I’ve been daze chained to death by Thieves with nearly no chance to respond. The runes are kittened my friend, totally, unequivocally overpowered.
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big ol’ bomb (bombs toolbelt), acid bomb (elixir gun 4) and detonate turret (healing turret active toolbelt).
You’ll notice he was using Perplexity runes, so the enemies never had a chance. Perplexity runes are disgustingly OP, just watch how fast those guys drop.
This guy is good but this is no skill gameplay, fortunately that sort of bullkitten isn’t possible in sPvP
Wish my ping was as low as that guys though…
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I am so glad that kitten has no place in GW2.
Mate, sPvP is balanced. Skill is what will make the difference.
In WvW you will be weaker than a maxed out 80 and continue to get xp so you can’t stop at a particular level.
PvP twinks and stat > skill MMOs were kitten, ruining PvP for people who couldn’t be kittened spending ages grinding PvE for gear.
Twinking is for bad players, be happy we don’t have that here.
This is why I quit Necro and don’t touch Condi builds outside of sPvP.
Everyone knows they are OP as kitten, I would be extremely surprised if the developers didn’t.
I am not sure why they remain in the game in their current state, it really is kittening ridiculous how long they’ve lasted at this point.
Get them gone ANet, it’s WAY past kittening time
Also, grenades are certainly not a power kit. They just apply too many conditions to be considered a power kit. Out of the kits you listed I would build both FT and bombs for power before grenades.
You can run Nades in a condi build, sure. They do stack bleeds/poison.
Bombs can also stack bleeds, but with the addition of burn (our main condi) and confusion.
FT stacks bleeds faster than Nades and can deliver a lot of burning, countering cleanse well.
So of the three, Nades is worse condition wise.
Lastly, there are certainly other options if you want toughness. Soldier’s, Cleric’s, and Valkyrie’s amulets both offer just as much toughness as Rabid. I don’t understand why you consider Rabid the only choice.
In my opinion Vitality is a poor stat, simply devaluing healing and taking points away from offensive stats. Vitality is also less important when you carry appropriate cleanse.
In the same vein that defensive stats are the training wheels of PvE, vitality is the training wheels of PvP. (It’s value can be much greater in ZvZ though)
I believe Vitality’s place in PvP amulets should be to “tone down” over effective stat distributions (as it is with zerkers).
Healing power never seems to be worth the points either in my experience, although I will admit I should play around with it more before making a definitive judgment.
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Here’s my rundown on the kits:
- Bombs are extremely easy to dodge – but that is getting fixed
- Toolkit is actually really good, melee might feel weird as Engineer but they are capable.
- Elixir gun is for support, as an attacking weapon it’s bad, but you only take it for the toolbelt and the cleanse/blast.
- Flamethrower is a bit of a mess and really needs some time spent on it.
- Grenades are OK, but their travel time is just much too slow in my opinion (any weapon with a projectile slower than run speed needs an increase in my opinion, and most have been getting that which is good). Grenades suffer more from this than standard projectiles due to being ground target.
For sPvP, due to the limited stat combinations, you are forced to build Rabid if you want toughness (essentially if you don’t want to die near instantly to zerktard burst builds).
Grenades, as a power kit, are much weaker in this environment than Flamethrower (burns/knockback) or Bombs (burns/stealth/knockback/confusion).
So,
for WvW: Nades are best due to the availability of toughness with power stats
for sPvP: FT or Bombs are best due to forced condi meta.
for PvE: I believe bombs do the most DPS… But you can run anything in PvE, it’s trivial.
Stability is engineer’s main weekness so a stunlock class like Necro has a very easy time of it.
Assuming you are condi spec (sPvP) Necro is also extremely good at shrugging off conditions.
Necro’s (although not you MM friend) will often corrupt your boons too, which is very powerful.
Good Necro’s basically hard counter Engineer currently.
Necro’s are however, going to be getting shaved down I believe. Additionally Engineers will gain access to another source of stability.
So we will have to wait and see how things go from there 
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On the bright side, as an Engineer I don’t have to bother upgrading my weapons (no stat increase) and as a Charr I don’t have to bother working towards any armour set (only cultural medium or Rascal looks good and fits).
Easiest class/race combination to gear up :P