Honestly, thes coments, get down from your high horse and try to understand that not everyone are like you, guess what you dont have clones, difficulity depends on many factors just casue its easy for you it dosent mean that its the same for others.
From my point of view most difficult part of it is to deal whit mob train that some random player ,passing by, droped on my as*.
Its not easy and for some maybe really hard but it is doable, tho it require some tactical play and definatly no rush, and yea the gate champ is an group event so it need some people help even if random.
p.s. gw2 is an mmoRPG, and as you know “RPG” part stands for “role playing game” which in return stands for “playing as you like” so guess what not everyone want to run whit freaking zerg or even party to do some event and an RPG game should allow them for that.
(edited by Cold Hearted Person.6154)
You know for a while i didnt see any Dev response here, do they still take our sugestions in to the acount?
The main discussion thread which is the origing of this thread is already closed.
It sounds like an idea, but it won’t help that much. We need multiple enemies lined up into range, which will rarely happen against human opponents unless in wvw zerg. I earlier said to increase fire rate or make it fire bursts, but with less damage.
Another idea, would be to make them shotguns, with pellets. We need to use rifles from medium range anyway and get close for the other skills. Might as well give us more damage when we get closer, like a real shotgun. I think it would fit better to the engineer.
Well coated bullet trait is something that i use and in pve i really love it, in wvw just pierce wont cut in since skills have really low dmg, both con and direct, so atleast this way it would be useful especialy in zerg fights cus it would out do retal dmg(btw i dont run in zergs cus i dont want to kill myself on every autoattack whitout doing any dmg to the enemy zerg) and i was talking more about pistol here than rifle since rifle already have pierce and whit pistol you have also aoe dmg so even more retal(around 30 hits whit 1 aoutattack in to a zerg)
but generaly i was thinking about multiple effects on traits for different weapons/kits,
curently we have 1 effect on trait for 1 weapon/kit, so most traits will only give benefit to either your kit or weapon but not both, and we all know that we have to swich in and out of the kits so we have the benefit of traits only 50% of the times.
So it would be nice if traits were giving bonus to both main weapons and kits at the same time.
btw that coated bullet trait idea was borrowed from game Borderlands 2, skills in that game are, how to say it, more unique in work than just some stat increases, and usualy have more effects than just one per skill.
(edited by Cold Hearted Person.6154)
Do you people plan to discuss only about nerf/buff to 1-3 traits or rather throw some other trait to the discussion?
Engineer have crap load of traits that are usable but generaly usless and some that are rather weak when compared to cost.
Altho i know that firearms trait line wont be worked on this time around here is some interesting idea for coated bullet trait.
Let the bullet increas damage for every pierced enemy by 10% and add one more bleed whit the same duration as the skill have
1st target will get normal dmg and 1 bleed but every next target pierced will recive +10% more dmg and +1 bleed, since aoe can hit only 5 targets, max dmg will be 140% and 5 bleeds at 5th pierced target.
and before anyone say that its too much or too op, hiting 5 targets in line is rather hard and rare in spvp as for wvw it will only matter in zerg fights wher condition are cleansed ever 1-5 sec and water fields take care of almost any damage, on the other hand it will be great in pve.
(edited by Cold Hearted Person.6154)
Well pistol is mainly condition weapon whit low power dmg, adding 5-7% more dmg wont change much, it need more condition duration. The pre-nerf #1 skill was realy strong so it was nerfed but cuting condition duration by half and removeing bleed from aoe so that only main target gets bleed was a too much, removeing/reducing one of them would be enough.
oh, and yea i use condition build that only go whit Elixir Gun and Pistol so Shrapnel is rather usless for me…
(edited by Cold Hearted Person.6154)
I like your idea, even whitout thinking about its pros & cons its still better than the anet trait system. Tho its too bad but anet wont chgange it since its a core element of the allready made game, they wont risk such drastic change at this stage.
Nope
…heh…kitten , i think that i have the worst luck in this game, i mean im playing Engineer, not only i feel ignored by dev’s as an Engineer, so many bugs and broken mechanics, but also Legendaries have no meaning to me since im 90% of the time in kit and now i cant even get the Ascended weapons whit the stats i need… its…just great…
No Ascended Giver's Inscription's?
in Super Adventure Box: Back to School
Posted by: Cold Hearted Person.6154
Just bumping so that topic return to 1st page
Well i posted similar topic on SAB: Back to school subforum given the fact that Ascended are part of SAB update and ther is bigger dev activity, but so far no response.
Im guessing that we wont get any response and Ascended Giver’s inscriptions.
and yes i know that the update was not so long ago, but just look at how fast dev respond to SAB topics.
No Ascended Giver's Inscription's?
in Super Adventure Box: Back to School
Posted by: Cold Hearted Person.6154
Ok, i know that topic about crafting have their own subforum, but since the current new elements of crafting are part of the SAB: Back to School update and seeing how this subforum have more dev activity than crafting one i decided to have a shot.
This topic is similar as one that is already in crafting subforum(Link to the topic), but here i dont really care about disscusion as much as about the explenation from the dev on what are the reasons of not including Giver’s inscriptions in Ascended form? Currently i have no reason to do Ascended crafting as i wont get the stats that i use and need and will have to stick to Exotics, now i know that the difference between the two is not that big but its still rather bothering issue to me.
I would like to hear some explenation.
p.s. if some moderator decide to delete this cus its on wrong forum or similar topic was already created feel free to do so, tho before that i would like to see some dev here.
(edited by Cold Hearted Person.6154)
You are forgeting about the need of recipe to make them.
Great…makeing ascended weapons become hell more expensive as giver’s weapons are not that common…
And its another rng drop that i have to look out for as not only i need dark mater but also inscription…
Well its still better than Soldier weapons as they need inscription that can only be bought from guild vendor.
(edited by Cold Hearted Person.6154)
Well , if you do some fractal runs you have to keep in mind that you can add AR to ascended weapons too, so whitout them u cant go as high in fractal lvls as others who will use them.
And whether they forgot or not, im still excluded form part of new content.
(edited by Cold Hearted Person.6154)
True, my trip throu ascended weapons ended or rather it was cut short after i noticed that i cant craft Giver’s ascended inscription, guess i will stick to exotics.
If it is as intended from Anet side than…Great job guys!!! …sigh
It still wont be as strong as people think. I have an hard time understanding how full rabid kills a good thief ora good ele, full dire will have even more of a problem beating competent players. condi damage alone shouldnt be enough.
The problem here is that you generalise player base, just cus someone who you faced couldnt kill you whit condition dmg you can never be sure that you wont die to conditions will fighting whit next oponent.
You have no idea how fast ppl melt under condition dmg, it sure is hard to land a hit ona thiefs but if i get just 2 seconds to land a hit i can put somany condition on my targets that they will be at their 10-20% of hp just at the begining of the fight, even just few hours ago the thief that i faced in wvw literaly melted in 5 seconds after i landed my attacks on him.
and going whit the discussion, my condition build is alredy hard hiting but i had to sacrifice alot of my survivability(vitality and toughness) for it, whit Dire gear i can regain it to the level it was before, which was considered really tanky, while not loseing any condition dmg output that i have.
(edited by Cold Hearted Person.6154)
Tho im not well versed in spvp stuff and you seems to be all the way on condition hate train so the discusion can be pointless but you know condition dmg can never mach the destruction of power based builds.
While what you say is true that condition builds need only one stat and can build defensivly whit vit and toughness and power builds needs precision and crit dmg to heve valid output of dmg which greatly reduce their survivability but you completly forgeting that against a power build whit high crit dmg and precision NO amount of armor of vitality will save you form geting almost one shoted/hited (tho this is my personal experience from wvw so im not sure how it holds in spvp) thats how much unbalanced is power/crit chance/crit dmg combo so in any other area of gw2 be it wvw or pve its the power that rule all other builds, instant huge dmg is always better than huge dmg over time.
While i say that im also whit you on the idea that condition dmg shouldnt be one of the main forms of dps but only suplement for the main dps, you know some sort of opening creation tool for incoming main attacks.
(edited by Cold Hearted Person.6154)
Same for me, it indicate that i use demo client
Am I the only one really disappointed with the voice acting?
in Audio
Posted by: Cold Hearted Person.6154
In my opinion the main topic of this thread is still a large issue, so why has noone posted here since 4 months?
The main reason is that Anet cant change current content(Voice and Dialoges), they can only think about improving when adding new content and so far we didnt get any expansion to personal story.
In general in mmo business you can only hope that you did your best from the start cus you wont have enoug money and time to fix really big issues(VA for the whole story part of the game) after you released the product on the market
(edited by Cold Hearted Person.6154)
The importan fact here is that Anet stated that it will be your personal Nemesis, which indicates that players had to have contact whit her/him at some point in the past and did something to make her/him your nemesis, which exclude any character from book that didnt appear in game and had no contact whit player, also it have to be a character that have a reson to become your nemesis.
And even tho it suck, Anet cant mix PS whit LS cus ther are many players that didnt finish yet PS and it would be a major surprise spoiler for them, not to mention that any new player that missed this LS part wouldnt know about a fact that specific character from PS is evil cus its not mentioned in actual PS.
p.s. and yea tbh Anise was always suspicious to me throu the whole PS and she maybe ploting something but that would be only in actual future PS expansion.
p.s.s. than again if it have to be someone that the player know but is not conected to PS than i have no idea who could it be. Anise being a Scarlet would be a first plot twist in gw2 story but as i mentioned above its not possible.
(edited by Cold Hearted Person.6154)
They can’t simply make a weapon ‘a must have’ based on you considering it being an iconic weapon.
If they make the shield useful in all cases, there wouldn’t be any point in them having Focus and Torch.
You are kinda right here but currently Shield is less than usefull, right now Shield on a Guardian is like any legendary on a player, simply rare sight.
Maybe not “a must have” but at least more than what we have now, i mean the Shield for Guardian is not even used to block.
Its really strange that Focus have more…or rather is the only off-hand weapon for Guardian that have block on it.
And yea if i had a choice of Shield(weapon) or Shield of Avenger(Spirit weapon) i would definitely chose Shield of Avenger cus it do more than normal Shield.
(edited by Cold Hearted Person.6154)
Honestly, either remove dome part of the arena and replace it whit fence or make the dome higher cus curently if you get too close to the edge of the arena cam get pushed right in to your character back, the fights are not hard but that freaking camera zooming at your a** makes fight like Liadri rather annoying not difficult just ANNOYING cus you cant see anything but your character(even worse if you have big character like norn or charr).
LOL, just a few hours ago i was going throu the same hell whit my guardian, i have very defensive set up whit mace as main weapon(which have slow auto attack), battle practicaly went like this
1 full auto attack chain>2-3 sec stunt>1 full auto attack chain/2# skill symbol(dont remember the name)>2-3 sec stunt>1 full auto attack chain>2-3 sec stunt>…etc.
It was a major pain in the a**, not to meantion that my hp never droped below 90%, hell i was even constantly resing npc to add some more dps so that he will die faster.
If you play MMOs for the story, you should shut off your computer and sit in the corner for a while.
Dude ther is no rule telling that mmo games should/have a bad story in general, ther is few old shool(point & click, no VA, wall of text) mmorpg games that i played that had really good story that constantly made me laugh or keep me on the edge cus of the tension in the plot.
I bet that Anet made a fully operating game and then get some story writer to create the story for it, which is really bad aproach as the game is made around the story and not the oposite or after they run out of “resources” they decided to dich the proper story presentation and cutscens and just went whit something easy and cheap to do.
BTW from what i remember Anet was constantly assuring people in some blogs/interview that gw2 will have engrossing story never seen before in mmorpg, and so far i cant really call a story engrossing when i forget what happened in it after just a few days.
p.s. the concept of the story is good its just the way it was presented that is bad and lacking.
(edited by Cold Hearted Person.6154)
Envy, Amadan, Nova Stiker, i do think that you are right in some aspect, tho i still think that if you know what your build is capable of you still can pull of a win even whit the least “viable” build out ther, like me and my Engineer that doesn’t use any of the established builds.
Also you pointed out to one of the bigest issue that gw2 currently have even whitout build diversity, and that is lack of balance between current builds that are avaliable in game, like you said some builds no matter how used will never be on equal ground whit others, so before anet start to think about adding new possible builds to game they should first fix the balance between current one.
But that aside, the real cause of lack of “vialbe” builds is, this maybe just my opinion, lack of balance between core mechanics of game, like power vs condition damage,
no matter how much power you have its always usable, always valid as a means to attack, but if we talk about conditions thats completly different matter.
Condition are only valid if you have lots of source of that condition and you can apply many stack of it, also you need atleast around 900 condition damage for that condition to be usable as an attacks, and that is if we dont meantion how easy is to remove it.
Guardian whit condition build is not realy an option cause of that lack of balance. I had few fights whit condition based guardians on my engineer, and even if im in real disadvantage against condition attacks(i have only H turret to remove conditions) and the damage of conditions was high, their attack still did not pose a threat to me.
Of course every profesion have their strong and weak points so forceing profession to play in a way that it was not realy meant to wont do any good.
All in all, its just my opinion, we have more builds than just that “viable” ones but because of lack of balance in some of the game mechanics only few of the builds are realy usefull, so before anet starts to add new stuff to the mix they should first work out their basics.
Tho im not against your idea, i just think its too early to ask for it.
Well it sure would be fun but as i said it would be harder to balance things out, so the chances for it are slim.
Also lets not use the “viable” or “valid” terms, cause in gw2 they are not facts but pure opinions, as not everyone have the same idea about usefullnes of skills/utilities/traits.
Well from what i understand, you want traits to work in a completly difrent way whit every skill/utility, like trait X have an Y effect when used whit skill 1 but when used whit skill 3 it will give Z effect, well that certainly will creat more play style diversity, which i would realy love to have, but it would be also realy hard to balance as ther would be more possible outcomes in terms of skill+trait combos.
(edited by Cold Hearted Person.6154)
Now I think to keep things balanced the setup would be if you wanted to change skill 2 you have to get a new 2 skill you couldn’t put skill 4 into skill 2 otherwise people would go for the strongest hitting skills they could. That bit might be hard to understand as I know what I want to say but can’t seem to type it out right.
What you wanted to say here(i think) would be easier to understand if you phrase it this way
Skills shoul be split on tiers or groups that would relate to skills slots, like:
tier/group A
- Skill 1(random name)(random effect)
- Skill 2(random name)(random effect)
tier/group B
- Skill 3(random name)(random effect)
- Skill 4(random name)(random effect)
tier/group C
- Skill 5(random name)(random effect)
- Skill 6(random name)(random effect)
tier/group D
- Skill 7(random name)(random effect)
- Skill 8(random name)(random effect)
tier/group E
- Skill 9(random name)(random effect)
- Skill 10(random name)(random effect)
and skill slots:
- skill slot = tier/group A
- skill slot = tier/group B
- skill slot = tier/group C
- skill slot = tier/group D
- skill slot = tier/group E
so if two skills are from the same tier/group(like skill 1 and skill 2 from above example) you can put only one of them(skill 1 or skill 2) in skill slots designed for that tier/group, this way it would be impossible to chose only the storngest one, it would work the same way as whit traits.
I think this way people can visualize it much better.
Also skills could as well be split on effect(condition), like skill whit the same effect(condition) would be in the same group, so to remove possibility of having 5 skills whit the same condition.
Anyway i must say that im quite dissapointed whit skills in this game, not only you unlock them all in just 5-10 minutes but you also have ready unchangeable preset for every weapon, whit a bit lacking animation(the flashy effect of the skill shown on the oponent doesn’t match that subtle animation of the attack itself).
Tho im not saying that the fact that every weapons having their own skills should be changed, its just that like OP i would like to have some choice in what skills will be on my weapons, effect and animation wise.
Also some use for skill points would be nice, like you first need to get the training scroll of that skill as a quest reward than you need to use certain amount of SP to unlock it and use it.
(edited by Cold Hearted Person.6154)
From what i noticed primary target for AI is a player whit highes toughness, im playing tanky engineer whit 3300 armor and i use rilfe, my damage is really low, so im usualy at range whit mobs while the melee users are up in the face of the mob and yet im the one that get 90% of the aggro.
Explorable means you can run into a dungeon, no mobs, no traps and explore the dungeon. I want to see all the little nooks and crannies, and all the beautiful statues, without having to be joined by 4 people and attacked by all sorts of veteran and champion creatures. For the RP guilds and servers out there, Dungeons could be a place to actually RP safely. Such as members of the priory inside the Ascalonian catacombs studying the murals and ‘reading’ the ancient tombs that are locked inside. I just think being able to wander around Arah without having to deal with risen and whatnot would be really fun.
My first reply to your post was my own sugestion, so now i will give a reply to your idea.
Your idea of exploration sound interesting only at first sight to be honest, i mean look if a map would have only some NPC to talk to whit no quests or events and no monsters at all, after checking all the places on the map, would you stay on it any longer? would you actualy had any reason to be on this map?
After some time you would get borred and moved on, whit no need to look back.
Just like any map in any mmorpg that dosnt have much content is usualy deserted, you can look at Southsun Cove as an example, before the Last Stand events that map was almost completly deserted.
(edited by Cold Hearted Person.6154)
Well the main issue whit explore mode that at least i have is that you dont have much reason to actualy explore it, explore mode, as it was already meantioned, is actualy a story mode, you have some story to follow and outside of that ther is nothing else to do in that dungeone.
Also that go from point A to point B to finish the dungeons is also working against the explore feeling, explore mean to wander around and do things based on what you found during your exploration but in gw2 dungeons you are rather forced to go throu checkpoints in corect order, the game dosnt even give you actual reson to deviate from the route that was set for you.
From what i see, that Explore mode was called as such because you have a choice of a predetermined path out of many others, and not becuase you can explore the dungeon.
If Anet wanted for dungeon to be explorable they should have made an series of quests from which players can chose a few to do in the dungeon before entering it, like you have 10+ quests related to the dungeon, some smaller one and some biger whit actual story, but you can only take like 2 or 3 at time, so you just enter the dungeon and than explore it while doing the quests you took, and you can do them in the order you chose yourself, or just spred the NPC that need help whit their quests inside of the dungeon, makeing the need to look for quest NPC also a part of exploration and which would make you feel that you just by accident, during your wandering, found a person in need of help.
This would also allow to expand the dungeons whitout the need to actualy rework them or add new dungeons, they would just have to add new quest to the list or new NPC.
After all currently the path in dungeons are closely tied to the story in that path, so in current form of the dungeons when they want to add new story to it they need to add some new parts to the dungeon it self as well, otherwise the newly added story would have to reuse the old parts of the map and that would make it feel repetitive at some point.
Well just adding new quests to the list would also make them reuse the old part of the map but atleast in that form you still would have a choice of order in which you would go throu the quests in that dungeon aswell you would have more objectives, primary and secondary, that would encourage the idea of exploring, straying of the premade course.
In short it would give you an actual meaning an reason to go and check that, at first sight, empty corner of the map which otherwise you would just ignore.
(edited by Cold Hearted Person.6154)
I think, well i just may be me, that rifle should be split on shotgun and actual rifle, example leave the auto attack on rifle and then add some other range skills to make real rifle that you would use to attack on range , while seting the blunderbuss skill as an auto attack in shotgun, which allows you to attack multiple enemies at time in mid range along the net shot that will help you whit enemies that try to run away from you, and of course that bonus dmg from distance should still be ther.
Well many people would say that we have FT for mid range aoe damage but honestly how many engineers use FT for the auto attack.
About that rifle kit, i would rather see an Assault rifle kit, it will work like FT but instead of flames it will spew stream of bullets, something like chaneling auto attack skill that will for 2 second shot a burst of bullets in a small cone shaped aoe that will have smaler angle than FT but it will have longer reach. It would have that supressing feeling, but of course Gatling Gun or at least Machine Gun kit would be cool too.
About mortar being situational and all, in what situation you would use mortar if granades have same range, biger damage, lobe faster and you are mobile while using them, for me it seems that granades win over mortar in any situation.
The only point I agree with OP is: mortar sucks. But I don’t agree with the point grenades do not work like they should be. It’s the mortar.
According to the problem with FT: Actually, he burns enemies down. Why do this have to be happened through burning condition? Flames should do damage, right? Yes and this game represents the damage of flames with?!: damage. Where is the lack of logic? Flame trap from ranger works similar as far as I remember. Flames are not only burning. It’s hard damage at the moment when hit. And it is lower damage after that for a short delay. That’s exactly what FT does.
Wouldnt you normaly think that flames damage throu burning?
Flames that dont burn is like water that doesnt make you wet.No. Do u remember Bunsen burner from school? Turn on a flame against your hand. Does your hand actually burn? No. But you still got “damage” from this flame. In fact, most damage taken by flames is not by burning. So this problem is just a problem for you because u do have a strange imagination about flames.
Well the general idea behind the flamethrower is to burn things.
No. If a flamethrower starts his flames against u, there is only a little bit “burning” on yourself, and a little bit damage by this burning compared to the heat of the flame which deals great damage without even set u up in fire. Again, your imagination of a flamethrower seems a bit kittened (no I don’t mean the bad word kittened, I mean the real meaning of kittened, sorry). Flamethrowers are primarily not used to burn things, but to heat things up dramasticly for damage – burning is just subsidiary.
So it seems like devs indeed know how a flamethrower works, but u don’t.
Thats wrong.
https://www.youtube.com/watch?v=AmvvEbedHr4All damage caused by heat is described as burning.
Exactly, as someone who had a lot of accidents related to fire i know as a fact that fire=heat and too much heat=burning, and that burning is the bigest factor in flamethrower damage formula(well usualy it would be).
Flamethrowers set things on fire and that fire cause damage, in gw2 fire of flamethrower is just an presentation of an attack like projectiles of a rifle(bullets cause direct damage) but that fire dosnt work like a fire would(gw2 fire of FT cause 90% of direct damage and only 10% of burning).
So the idea fire>heat>burn is completly trashed here.
(edited by Cold Hearted Person.6154)
The OP has a point: many of our kits are illogical both in real world and game terms.
We get so focussed on finding ways to use each kits game-specific characteristics, we forget they are so arbitrary they don’t make any coherent sense. Instead, we justifying the kits based on the clever ways we’ve found to use them, and then say that the way we use them makes them logical. That’s back to front.
Even in game terms the logic of our kits is weak at best. How many times have you seen some version of the following on this forum?
- “FT is not about burning; it’s a power/cc kit” (But it features burning animations!)
- “EG is good at spreading conditions, but it doesn’t do much damage” (It spreads them, but they don’t do much! So, what’s the point!)
- “Yeah, but Grenades do more damage and have better range” (What’s the logic across our range of kits?)
Lets face it, many of our kits and their skills don’t make sense in either RL or game terms. We just find ways to use them and then pretend that they’re logical.
I wouldnt be able to word it better, its a fact that although kits in its current form are useful and people can find a good mix of stat for them, the way they work is messed up.
I can bet that every player that didnt take part in close beta was completly suprised finding out that kit they picked up dosnt work the way they normaly would think it do.
Hell, you can still see people being confused and asking questions on forum why anyone would use FT or EG whit power and not whit condition.
The only point I agree with OP is: mortar sucks. But I don’t agree with the point grenades do not work like they should be. It’s the mortar.
According to the problem with FT: Actually, he burns enemies down. Why do this have to be happened through burning condition? Flames should do damage, right? Yes and this game represents the damage of flames with?!: damage. Where is the lack of logic? Flame trap from ranger works similar as far as I remember. Flames are not only burning. It’s hard damage at the moment when hit. And it is lower damage after that for a short delay. That’s exactly what FT does.
Wouldnt you normaly think that flames damage throu burning?
Flames that dont burn is like water that doesnt make you wet.No. Do u remember Bunsen burner from school? Turn on a flame against your hand. Does your hand actually burn? No. But you still got “damage” from this flame. In fact, most damage taken by flames is not by burning. So this problem is just a problem for you because u do have a strange imagination about flames.
Well the general idea behind the flamethrower is to burn things.
The only point I agree with OP is: mortar sucks. But I don’t agree with the point grenades do not work like they should be. It’s the mortar.
According to the problem with FT: Actually, he burns enemies down. Why do this have to be happened through burning condition? Flames should do damage, right? Yes and this game represents the damage of flames with?!: damage. Where is the lack of logic? Flame trap from ranger works similar as far as I remember. Flames are not only burning. It’s hard damage at the moment when hit. And it is lower damage after that for a short delay. That’s exactly what FT does.
Wouldnt you normaly think that flames damage throu burning?
Flames that dont burn is like water that doesnt make you wet.
Also for those that kinda have hard time understanding what is my problem, i will reword the title for you, “Kit’s doesn’t make any sense!!” you can read it as “Dose the way kit’s works and how players use them (which is based on their mechanics) make any sense for you?” well you can treat it as a question.
p.s. despite the fact that this discussion so far was focused on FT, lets talk about other kits too.
(edited by Cold Hearted Person.6154)
It seems that ther are still ppl who can read, thou im not really trying to compare kits to real life, its just that the way the kits are used in the game is not something that you would expect.
thou im not really trying to compare kits to real life
thou
Thou art breaking mine heart with thy use of ‘thou’ in this sentence…
Sorry, my english is not that great and it seems that i have a bad habit of using shortcuts that you normaly use in game chat, you have no idea how many times i want to use “u” instead of “you”, this creates a bad combo.
(edited by Cold Hearted Person.6154)
i have to stop feeding trolls. soz everyone.
Have to learn to read like most other people that have posted.
He is not saying engineer is weak/
He is not complaining there are no viable builds
He is not complaining about the balance of the gameHe is saying that there is no sense in the engineering kits as they do not do what they do in real life.
Example -
Average man can throw a grenade 40 meters.
The 8 cm Granatwerfer 34 (8 cm GrW 34) German medium mortar in WW2 fired 2400 meters.
So the mortar fires 60 times as far as a man can throw, yet in guild wars they are the same. There is a clear lack of logic in that but OMG HGH build is awesome! That changes everything! sorry!
It seems that ther are still ppl who can read, thou im not really trying to compare kits to real life, its just that the way the kits are used in the game is not something that you would expect.
When i started playing this game i wanted to use FT as a main weapon, cause FT sounded like a nice condition weapon but it appears its just my idea about the kit as its only good use is whit power build.
I also was hyped about mortar especialy in wvw until i lerned that granades are better even thou mortar is an elite skill.
and three week old talking plants with no brains and a penchant for buggery who wield earth-changing-universe-shattering magic makes sense?
ps: the FT has many sources of burn: flame jet, napalm, incendiary ammo, and air blast. you can stack it with blowtorch if you so please, or even the flame turret.
stop thinking like the kit is where all of your skills come from. you need to learn to weave and supplement your utilities in to your kits to maximize their effectiveness.
even nades need HGH and elixirs to become OP, by themselves they are average.
nakoda why do you always think that someone need to l2p when they want to talk about something like mechanics. I have to repeat myself, i had never stated that i have issue whit using a kit and i know that you can use your weapon skills, but we are talking here about kits, not rifle, not pistol, not turret and not even shield but simply kits and FT alone have only 1s burn on auto attack, 1s burn every second as long target stands in aoe which is only valid for mobs as players wouyld just walk out of it and tollbelt skill have 60 second cd.
Well you pretty much garee that is doesnt make sense, thou it always makes me wonder why you ppl bring elements of the game that dont have anything to do whit the topic in to a discusion and use it as argument.
Its about kits, and they dont have much to do whit magic anyway
Hmm, First, i never stated that i have any issue whit using a kit, i can be quiet efective whit them. My thread was about the way the kit’s work and if it make any sense.
Nakoda you are someone who use FT alot, dose it make sense to you that FT a FLAME based weapon have only 1s burn and is used as power weapon? and about EG sure it have lots of skills that have condition, but it doesnt change the fact that ppl use it whit power builds rather than whit condition builds, dose this makes any sense to you?
Hmm, lots of you think that im QQ’ing cause i either dont understant how to use a kit ,it dosent match my idea of kit or that it’s not logical by real world standards, but its not the case.
Altou it sure doesnt match my idea of a kit, but i do know how to use them, and im not trying to use real world logic but something you could call common sense.
Sure maortar suck and that make Granades beter, but it doesnt change the fact that granades outclass mortar in every way(btw Granades have the longest range among weapons so its not only problem whit mortar).
FT(will use shortcut) its a power based weapon i know and i use it as such, but would you ever make a game and add a FT to it that destroy thing by force and not throu burning? and not to meantion you spray flames left and right and what, ther is only 1s burn on skill 1 and on 4 which is only good for might stacking or against mobs as only retar** would stand in it and toolbelt skill that give good burn(9s, no con duration) but on freaking 60 second CD.
And EG(also shortcut) its a support weapon i think that i stated it in opening post, but it doesnt change the fact that if you would ever want to use it as a weapon you would get better results if you pair it up whit power even thou its considered a condition weapon by developers.
Granades that are more destructive than Mortar
FT that almost doesnt burn
EG that is better whit power than condition
I think its not that hard to see from where im coming in this post.
(edited by Cold Hearted Person.6154)
Well i do troll some times, but since engineer is my main its not really the case here,
its that i bang my head really hard against the wall while trying to figure out the ideology behind the kits that Anet had while makeing them, and no matter what it doesnt make sense, like why Flamethrower is power based weapon while the sole name of the kit scream “conditions!!” or Granades that outclass mortar in range.
(edited by Cold Hearted Person.6154)
Ok, for starters this is mainly QQ’ing thread about irationality of kit’s and their mechanics.
Well ther are many QQ’ing threads and they dont usualy make much sense so i decided to add some of my 0.2 copper to the sea of QQ, and made my own QQ’ing thread, whether it have sense or not, its up to you to decide.
Soooo…let’s get it on.
While i was trying to figure out which kit to use for my build, being kinda bored i started to think about kits nature, what you would think they do and what they actualy do in gw2, I came to conclusion that it doesn’t make any sense, i mean look at this.
On the frontline is…
Granade kit: our main dps kit, traied properly that is. Sure dmg is fine afteral you use granades right? but it makes you wonder how the FFFF!!! you can hurl granade at the same distance as rounds shot by your mortar(it makes mortar completly usless). Dam*, that some strong arms our engineers have, it propably have something to do whit thes heavy looking backpacks that we always carry around, or maybe too much HGH infused elixirs mutated us in to gorillas or something.
Next one in the spotlight is…
Tool kit: well its a tool kit, you swing a wrench, it’s a melee weapon but as a specialist in this weapon you kinda wonder why your swing is so slow, is it that heavy? we surely would use some help of those grenadiers and their strong arms or maybe undertake some traning whit dr.Freeman, he knows a bit about wrenches and prybars.
Going for the next…
Bomb kit:…maybe i should call it Bomberman kit, well whatever.Bomb kit… you use bombs, blow things up…by droping it on your feets…dosent it hurt when it hit your small toe? and what about “Real men’s dont look at the explosions”?…and how the hell explosions can heal even if you put med’s in to the bombs you will just make shrapnel bomb.
After this is…
Elixir Gun: our pure support kit, well yea its a good support and a condition oriented weapon, thou i could swear that it do more dmg if you set it up whit power, condition weapon yet its better whit power and to both its the only kit that dosent have any kind of aoe on auto attack, its really mysterious dont you think.
Ah, the next one is also a mystery…
Flamethrower kit: you would think that flamethrower is a flame spewing weapon that burns everyting to ashes, right? but thats strange, ther sure is lots of flames but…nothing is burning, how so? A big suprise for every new engineer in traning that pick up this kit to burn some a***s whit condition, as its a power based weapon! its logical right?
Using flamethrower you first break their bones and then burn them…for 1 second.
Soldier: Captain! they are in the bunkier we wont be able to do anything to them!
Captain: dont worry! we have flamethrower!
Soldier: Great! we can use it to burn them inside…
Captain: What are you talking about! we will use it to break throu the wall and get inside
Soldier: …umm…its a FLAMEthrower right?
Captain: it sure is, and it hit realy hard, after you break a part the target you will then burn it for 1 second, see ther is your FLAME part
Soldier: OHH!! that makes sense!
And as a last one…
Med kit:…It maybe just me but i dont see much reason behind adding this kit do the game, well its a kit that gives good heal and you can use it on others, you know support throu heals…but in the end gw2 dosent reward heal suport so you can spam medpack left and right and you still will have 0 contribution,not to meantion you either have to set them infront of the runing players or waste trait slot for throwable medipacks so that you can throw them at players, if you look at it wouldn’t Healing turret be better? you still can heal others by kinda weak aoe heal+water blast finisher but atleast you can attack while doing so.
ANNDDD…thats it from me, as a reminder, its mainly QQ’ing thread made by my bored and annoyed maind…well you can treat it like a opinion of some sort ,so as a reply you can either state your own opinion and start an resonable discusion about how kit’s should actualy work, bash the hell out of me whit your harsh coments or simply ingnore it…whatever, any type of response is welcome.
(edited by Cold Hearted Person.6154)
FYI – The Rocket boot benefit from swiftness, which, if you aren’t in combat, is all you are getting from super speed. If that is how you are using them, just get your swiftness from kit swapping and save the extra utility slot.
On the other hand, super speed > slick shoes > rocket boots is a serious zerg busting combo. There is a bit of distance between the “patches” of oil, but it will knock down QUITE a few people.
Thats what i also thought at begining but after testing it a bit i found out that swiftness give you only around 150 aditional range while super speed gives around 250.
Also i dont thing it will be nefred as every form of jump (normal jump or skill) benefit from speed boost even that jump platforms in Aether dungeon, you can almost reach the top of the jp from the middle platform whit super speed.
Wow. I tested this in LA last night, and it seemed like it was the same as swiftness… I am not sure I can justify slick shoes AND rocket boots, but thx for the clarification.
Well the best way to test it is to jump from higher ground to lower and check the position after roll, but still between swiftness and super speed its only around 100 difrence in range, thou if you use super speed whit out haveing swiftness on you beforehand you will feel that it adds alot.
p.s. I use super speed and rocket boots combo mainly in jp as u can cut big corners.
Ther was many times when i just jumped over 15% of jp, and even run away from enemy players in enternal battleground jp leaving them shocked as how fast i got in to completly difrent futher part of jp(after all its around 1200 distance covered in 1 second ignoring terrain).
(edited by Cold Hearted Person.6154)
FYI – The Rocket boot benefit from swiftness, which, if you aren’t in combat, is all you are getting from super speed. If that is how you are using them, just get your swiftness from kit swapping and save the extra utility slot.
On the other hand, super speed > slick shoes > rocket boots is a serious zerg busting combo. There is a bit of distance between the “patches” of oil, but it will knock down QUITE a few people.
Thats what i also thought at begining but after testing it a bit i found out that swiftness give you only around 150 aditional range while super speed gives around 250.
Also i dont thing it will be nefred as every form of jump (normal jump or skill) benefit from speed boost even that jump platforms in Aether dungeon, you can almost reach the top of the jp from the middle platform whit super speed.
(edited by Cold Hearted Person.6154)
I know what you mean, being able to fight 1vs6 in wvw downing 3 of them and than haveing to work your a*s of to keep downed players as downed(i wont even mention attempts to stomp them) and at the same time try to down remening 3 is realy annoying.
BTW Guild wars 2 is an mmorpg not a team game(its not a sport game its rpg), you can play it however you want, also in wvw(since i dont realy play spvp) team work 80% of the time is equal zerg/blob kamikaze rush.
p.s. whether op meant spvp or not downed state is in wvw too, and wvw is also a form of pvp, and even in spvp the only place wher you will see a team work is in turnaments.
Althou im not a fan of mass aoe that seems to be mechanic tied to every boss, i like thies events, atleast they are more challenging than others in this game.
I mean compare dragons to queen and you can see a clear difrence, which is good.
Thats why i sugested the ability to chose difficulity of the dungeon, i mean of course you cant make dungeons of certain difficulity to be liked by all players, ther will be some that like it and thoes that dont, but if ther is a difficulity choice and players thinks that dungeon is too hard then they can run it in easy mode, or if its too easy for them ther is also hard more.
Option to chose usualy reduce the numbers of people that complain by giving them a possibility to do something the way they want to do it.