yeah seems like mine just fires into the ground like FT skill 2
Would it be too complicated to have a system that revealed enemies on the minimap?
Say like within a certain range of towers or scout posts. Just an extra benefit to having and holding a point and might help with the whole pop-in army thing.
It could be an upgrade.
(Just curious)
This and other discussions like just prove, to me at least, the WvW is far from the casual PvP expierence they claimed it was going to be.
Its just Zerg around the Rosie, and like numerous ppl from winning servers have stated they attack the weaker teams because they want points and the weaker team is just easy points to them.
So although im sure its fun when you have the high pop WvW zerg server tht runs around in one huge group dominating the weakest server of the 3 because points wise its the “smart” thing to do. Those bottom servers are just going to lose interest and it will just turn into 1v1.
So as long as there are points and the point system is the way it is, WvW is just about who has the highest pop with the occansional epic battle inbetween. But I think it is just doomed to turn into a fight for T1 supremacy.
Think im gonna stop grinding for WvW gear and start leveling an alt. Maybe when free server transfers end it will get better.
autoattack? probably not gonna happen as long as its an area targeted ability.
Agree cant have it auto attack while its ground targetted.
only solution would be to take away ground target for skill 1 and have it work just like other thrown weapons but this seems like it could have miss issues.
“Wep kits are replacement for weps for engineer. That is a fact. You don’t like any kits so now you want a wep swap… it’s just plain silly. You want to change their entire concept of engineer because you want 19 skills but dislike kits. It’s exactly like playing any other profession…. “I don’t like any other wep so I just stick to greatsword and never swap”. It’s your choice not to use the profession to its full potential.”
I didnt say i didnt like kits, kits are awesome but they are only one aspect of the engineer not the entire concept. And what I am asking is to change tht very thing you are talking about, if I decide I want to use elixirs and or turrets I dont want to be stuck with just my rifle or just my pistols like a GS warrior, It would be nice to have a secondary without having to use my utility slot.
My point is that if you do not have a kit slotted then you can have a secondary weapon. If you do have a kit slotted then it is your secondary weapon.
How would this affect your concept of what an engineer is? it doesnt!
You are just stuck thinking that the only way to play the engineer is to always have a kit active. Since you point out that having a kit is the only way to use the class to its full potential which is just bull and not how Anet stated the game was gonna be.
And even if getting any kinda of secondary weapon is far fetched the other more important point is that kits dont activate on swap sigils so they are useless to us, and when i switch to my kits i kitten any other skills I have because I lose stats.
You thinking that the entire engineer concept is going to change just because they improve or make alterations to the profession is whats silly.
“edit – Yes. The developers have STATED multiple times that the kits are meant to replace our weapon swap ability. They are the almost equal to a secondary weapon.”
Well its good I have the choice to run around with something that is ALMOST equal to a secondary weapon.
Just to be clear I dont think we should get a secondary weapon and kits since tht would obviously be OP or would require to big a change to how kits work. But since you are so keen on choice I dont see why if i am running around with turrets, elixirs or gadgets i dont get the choice of a weapon swap and the benefits that come with it.
And just because we have toolkit skills means nothing, every profession also has skills that Engineers dont have.
If they made it so Kits gave somekind of stat bonus and worked with sigils how would that affect the core concept? that would just make them behave more like the secondary weapons that they are supposed to be replacing.
If they made it so when you dont have a kit equiped you have the option to weapon swap how would that change how the class functions.
If you like the class then fine but just because others feel like things are a bit flawed you dont have to come in with a “L2P” “you are just choosing the wrong skills type of attitude”
Since beta ppl have been complaining about no autoattacking on kits and tadahh today Anet agreed that was a flaw and it need fixing. Do you really think there is no room for improvement?
“Again – you knew exactly what the class was when you got into it.”
Where does it state that swapping to kits loses your weapon stats and sigils? and that on-swap sigils are useless to an engineer?
Sure I was aware that kits were our only option for a secondary weapon and it sounded awesome when I rolled. I also thought WvWvW sounded awesome. Is there something offensive to you that I now think they arent as awesome as they sounded and may need some work to get right.
“You knew what the profession was about, you knew kits were a substitute for a secondary wep so if you are upset because you don’t use kits and have a limited amount of skills I can only say you chose the wrong profession because this is what it is.”
They arent a substitute for weapons because they dont provide anything that weapons provide. Anyone can buy items that give bundles and do the same thing our kits do which is 5 new skills and no stats or sigils.
And once again you are arguing that unless everyone plays this one certain way they have no right to complain. There was never anything said that when playing an engineer KITS are your bread and butter and its fail not use them. An engineers best burst is built around no kits at all.
You also seem to think that by some miracle Anet are the first Devs to create an mmo tht is absolutly perfect right out the gate, without any flaws, glitches, exploits, broken mechanics or imbalances. That everything is working exactly as they intended it to be.
In which case I think you are spending to much time in forums and not enough time actually playing.
“However that is a choice you made with the class. Engineer play styles are determined by our utility skills we choose. The engineer classes is all about those three skill slots and the elite. It’s a choice you made when you have your build.”
So…because I choose to play my engineer a different way its okay that i lose a whole aspect of the game? I lose the ability to use on swap sigils and being able to have a secondary weapon with different stats? and while the kit skills themselves are awesome kits kitten my other skills while i have them out.
If your answer to a broken mechanic is “well you choose to play that way” then although that is very perceptive its not very helpful.
playing with all turrets, all elixirs, all gadgets or all kits should all be equally viable. and we shouldnt have to give up so much just because of one aspect of our skillset.
“Also, if Engineer’s did have a wep swap… what on earth would have been the point in all of the kits? Don’t say “oh bcus we are an engineer YALL”. Absolutely stunned how people think they are the developers. Actually if they add Wep-kit they should rename the profession something else… because it’s no longer an engineer.”
All your arguments imply that to play an engineer your HAVE to play with kits. If you play with just elixirs, gadgets or turrets you now have no secondary weapon.
And really turrets are what make us engineers, our kits are more like a demolionist or something and are gadgets are like a 12yr old asian kid looking for one-eyed willy.
I agree with you about Kits being very awesome and being able to switch them around so quick is a sweet tactic for Engineers but it shouldn’t be mandatory to carry a kit to get close to the same amount of skill options as other classes
Its no fun to attack because we dont have enough organization to be successful when it is 2v1.
Its no fun to defend because ppl transfer to our server to dump our supplies so its impossible to hold anything for long.
Its no fun to do the useless distracting PVE things like the jumping puzzle because IoJ will have +20 ppl sit there for hours ganking everyone who wants to attempt the useless distraction.
So thts my guess
WvW was fun, and sometimes IS fun, but not for long.
It will most likely get fun again when free server transfers end and they add a transfer CD.
Its not a valid tactic because it is not a tactic at all, they aren’t infiltrators or sabatours. You can do nothing to stop them and implementing any kind of penalty or vote kick system would just get abused.
There is no skill in switching to a server to take up a WvW spot and run around completely out of danger wasting the most valueable resource.
Valid Tactic is just a bs cover for something they probally didnt even realize people would do. Otherwise they would have just made it so when you do a server transfer u cant WvW till after reset.
Free server transfers are meant for people to try out different homeworlds and ensure they can play with their friends not for people to hop around so they can constantly be on the winning WvW team or to ruin other servers games by dumping supplies or giving up orbs.
To me this is no different then the karma vendors, ppl have found a mistake with how the game is and are continuing to exploit it. To try and say tht its a tatic because its WvW is just garbage.
Just make it so you can free transfer as much as you want but you have to wait a week before you can transfer BACK to a server you left
Its not an exploit and it isnt tht easy to do.
Its buggy in how it works and in PVE it is almost useless since it relies on the enemy to not be attacking you since unless you are lucky it will take about 3 seconds for it to revive you. It works best 1v1 but fighting a group its much less potent.
If you see them pop it just keep attacking and dont try to finish and u will most likly negate the effect.
If u manage to get the timing perfect u could maybe call it cheap but it is no more an exploit than thiefs using latency and skills to practically permastealth, in which case it isnt really cheap just a good use of skills.
How can anyone say its okay that they replaced weapons swapping with kit swapping?
Dont get me wrong being able to swap kits on a 1 sec CD is awesome but it also means we have a whole group of on swap sigils tht are useless to us, we get no extra stats or sigils with our kits and we use a Utility slot.
AND what if you play full elixir or full gadgets?? Do i get to weapon swap if I use a build tht doesnt have kits?? So the engineer has to carry a kit at all times to get the “benefit” of not having a secondary??
Seems like we give up an entire combat mechanic to justify a 1sec CD on kit builds. In tht case they should just make all of our skills kits – Elixir kit, Gadget kit, Turret kit etc.
Not to mention tht as kewl as my turrets, FT and Elixir gun look they have looked the same the entire game.
Its not a broken mechanic its just a half kitten #8217;d one
Yup lose the scoreboard, play sPvP if you care about having a better score.
Anything that will stop this 2 worlds ally to stomp out the 3rd so they can then just play rock paper scissors for who gets 1st and 2nd.
They should make it so equiping certain kits add certain stats
Grenade kit = condition dmg + power
Elixir gun = precision + healing
etc…
(just suggestions not any thought into them)
But as far as carrying over the sigil from your main hand, why do we lose the ability to have different kinds of sigils?? Engineers dont have and skills tht equal most sigil buffs
other classes can have up to 4 different sigils all together ( i know not all of them) so its bad enough tht right now we dont get any for kits, but having the one from our main hand just carried over doesnt seem fair either.
Seems like having a kit slot that you can attach a sigil to tht would work on all your kits would be more equal.
If its the 1 sec CD tht kits get tht makes it so they take up a utility slot, dont offer stats and dont offer sigils then pls make it so kits have the same CD as secondary weapons
Fix – I gotta say bundles too, need to have stats, sigils and junk AND have autoatk enabled on switch. Complete bs that a whole line of sigils (effect on swap) are useless to us.
Change: Scrap mortar, seems like we have enough AOE tht we dont need one that forces you to stand still.
I have heard Sniper kit suggested and maybe it could work in place of mortar, set up a staionary sniper rifle on bi-pods tht works more like a ballista to up our single target dmg.
Agreed.
I hate the random skills. specially Elixir S toolbelt
Either this idea and/or something like health > 50% one effect – health < 50% the other effect.
I don’t see why people have to argue about this so much, my 4 month old can see that u lose a utility slot with a weapon kit
I have 3 utility skills = FT – PBR – Elixir S
I equip FT now a have 2 utility skills = PBR – Elixir S
Swap out of FT is not a valid uitility skill
I think the way to fix it is to add an extra utility type skill to all kits (ie remove stun/remove condition add boon w/e)
This skill would take up the slot where the kit used to be ( ie FT = 7 – 6th skill =7 )
We can just use the swap kit keybind like everyone else to switch back to our weapon.
No reason to use up a utility slot just to have an extra weapon/kit swap button
just mho