Showing Posts For Ederyn.3107:

Mortar nerf

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

After the patch we are AS ALWAYS the most bugged class in the game. Every core specialization has at least 3/5 bugs… And another 3/4 bus are on the skills…. And the first thing you do is nerfing our only ranged/slow/gound target attack by 28%….
Why you’re priority is not to correct the insane ammount of bugs this patch brought to engineer?

(edited by Ederyn.3107)

Range traits just gone...

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

nobody is saying anything about rifle 1 range…. will it be 1000 range or 1200 range with rifled barrels baseline?!?!?

"Rifle Mod" and "Deadly Mixture"?

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

err, no.
rifled barrels was (and currently still is) the range increase to 1.2k for rifle and 1.05k for pistol
Hair-trigger was (and currently still is) the cd-reduction trait for both rifle and pistol for 20%.
and rifle mod was the plain 10% dmg increase.

to repeat myself clearly:
“skilled marksman” == “rifle mod” + “hair trigger”
but instead of flat 10% more dmg that we’re used from rifle mod, we now get a 10% faster animation for all skills, which means faster executions of all our rifle-skills and a flat 10% dmg-increase to the AA.
pistol does not profit frm this, but got coated bullets and rifled barrels as baseline. also the pistol aa is considered an explosion once the patch hits. that’s a confirmed fact.

Are you sure about coated bullets and rifled barrels baseline?
they did not write it here
https://forum-en.gw2archive.eu/forum/game/gw2/June-23-Specialization-Changes

And what do you mean with
" which means faster executions of all our rifle-skills and a flat 10% dmg-increase to the AA"
That we are going to do a 10% more damage with AA because it will became faster?

The Rifled Barrels and Coated Bullets becoming innate and Pistol AA being an explosive was mentioned in the first Specialization livestream.

There were a couple things mentioned in the latest livestream, like Ranger’s Healing Spring becoming a trap, that still aren’t in that change list, so there is reason to believe that those changes might still be in effect until proven otherwise.

that’s true but i read somewhere on reddit that the engineer changes mentioned in the first specialization livestream were changed a lot…so i’m scared now! I need my 1200 in WWW
(edit : i remember that also jump shot will become an explosion right? )

(edited by Ederyn.3107)

"Rifle Mod" and "Deadly Mixture"?

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

10% faster rifle speed “MAY” be REALLY good.
Better then the 10% damage even. potentially.
Again, we need to see it in action.

First, yes, I needs to work on the AA. .84 s/a reduced to .76 s/a.

And then where its potentially really important is overcharged shot and Jump shot.
If the leap duration is hastened by this 10%. fantastic. and same with the self KB.

it will have little effect on blunderbuss. so that sadly would be a dps loss. however, blunderbusses damage was already a good amount bleeds. so that was not previously effected by the 10%rifle mod in the first place.

The proc on crit traits all will benefit from the 10% faster attack then the 10% damage as well. vul and bleeds.

yeah you are right. and i didn’t think that quickness will become a boon…so it can be extended in duration…
I was wondering if the 10% rifle SPEED animation affects also the #2 net’s travel speed…. if it does this is definitely a better trait than rifle mod.

But i need to know about my 1200 range of rifled barrels…if is baseline or not !!

"Rifle Mod" and "Deadly Mixture"?

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

err, no.
rifled barrels was (and currently still is) the range increase to 1.2k for rifle and 1.05k for pistol
Hair-trigger was (and currently still is) the cd-reduction trait for both rifle and pistol for 20%.
and rifle mod was the plain 10% dmg increase.

to repeat myself clearly:
“skilled marksman” == “rifle mod” + “hair trigger”
but instead of flat 10% more dmg that we’re used from rifle mod, we now get a 10% faster animation for all skills, which means faster executions of all our rifle-skills and a flat 10% dmg-increase to the AA.
pistol does not profit frm this, but got coated bullets and rifled barrels as baseline. also the pistol aa is considered an explosion once the patch hits. that’s a confirmed fact.

If that is what they are thinking, I don’t like it. I don’t feel that a buff to rifle speed is a good enough compensation for the loss in damage.

i agree with you. i think that +10% rifle speed is not that good…maybe 15% was perceptible.

"Rifle Mod" and "Deadly Mixture"?

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

err, no.
rifled barrels was (and currently still is) the range increase to 1.2k for rifle and 1.05k for pistol
Hair-trigger was (and currently still is) the cd-reduction trait for both rifle and pistol for 20%.
and rifle mod was the plain 10% dmg increase.

to repeat myself clearly:
“skilled marksman” == “rifle mod” + “hair trigger”
but instead of flat 10% more dmg that we’re used from rifle mod, we now get a 10% faster animation for all skills, which means faster executions of all our rifle-skills and a flat 10% dmg-increase to the AA.
pistol does not profit frm this, but got coated bullets and rifled barrels as baseline. also the pistol aa is considered an explosion once the patch hits. that’s a confirmed fact.

Are you sure about coated bullets and rifled barrels baseline?
they did not write it here
https://forum-en.gw2archive.eu/forum/game/gw2/June-23-Specialization-Changes

And what do you mean with
" which means faster executions of all our rifle-skills and a flat 10% dmg-increase to the AA"
That we are going to do a 10% more damage with AA because it will became faster?

Suggestion: player camera improvements

in Guild Wars 2 Discussion

Posted by: Ederyn.3107

Ederyn.3107

i saw the live stream….and…it’s awsome!!
love thoose camera changes!
But i did not understand if thoose changes are comeing with HOT or with a patch before the expantion?

EDit: and i think that thoose changes may also help into the Engi’s SD builds!!

Ready Up this Friday: Stronghold

in PvP

Posted by: Ederyn.3107

Ederyn.3107

Apparently they said somewhere stonghold will be 5v5, so the only difference I guess will be it will be open to 5 man guild teams only in basically a pve/spvp hybrid map, and hence how they can call it ‘gvg’.

I predict a big spike to start with and then six months from now a relaunch when it’s basically a dustbowl.

I’m not even sure who it will appeal to. Purist pvp’rs won’t like the pve mechanics, wvw’rs won’t like the pve mechanics, guilds will mainly laugh at the thought of 5 people playing for a 500 man guild’s ‘honour’, current pvp teams might try it for a bit and then avoid it, and pve’rs and pve guild won’t be interested past the first few weeks unless the rewards are amazing.

Opportunity missed. What is missing from the game are what the game mechanics push towards, which is 10, 15, 20 man guild teams competing on a variety of maps where being a 20 man zerg is auto fail, as well as interesting battles like the kurzon/luxon battlegrounds.

This!

:(

Obsidian Arena Revamp

in WvW

Posted by: Ederyn.3107

Ederyn.3107

Just an idea:

Why dont you make the Obsidian Arena an instance where who enter see everybody else “RED”….enemy.
I explane my self.
IS an ALL vs ALL everybody can hit and kill everybody….BUT if you join a PARTY or a WARBAND you’re mates becomes friendly and you cant hit them anymore?

So you can give us “duels” betwen same server for who wants and 5vs5 or x vs x if you join a party or a WB.

Tell me what you think guys.

[Engineer] Juggernaut don't add 200 tougness

in Bugs: Game, Forum, Website

Posted by: Ederyn.3107

Ederyn.3107

ATM jaggernaut works ONLY if you already have a Toughness buff in some way. (food,borderland buff or whatever else that gives you toughness)

And i want to remeber also the Deadly Mixture tool tip bug: The daamage of you’re FT skill when you put deadly mixture on decrease instead of increase. But it seems to be only a tool tip bug….exept for the damage of the skill number 4 that reamin the same with or without the trait on.

Patch after Patch...

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

there is already a thread on the bug section and i updated already.
I reported the bugs 10 min after the dowload of the feature patch.
Is it ok?

I dont ask for a date of fix…i just ask for a : " hey we konw the issue no worries "

Patch after Patch...

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

New balance changes ….new contents…New armos…new maps, but not even a word about Jaggernaut and Deadly Mixture traits bugs. ( introduced with the last feature patch)

Are they gonna be fixed someday…in someway?

juggernaut trait doesn’t increase toughness

in Bugs: Game, Forum, Website

Posted by: Ederyn.3107

Ederyn.3107

Any changes to jaggernaut and deadly mixture after yesterday’s patch? I really would like to use my flamethrower again !

Automated Response

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

I was testing the trait and I realized that It is broken. It is not working. I tested with a necromancer from an enemy server at wvw. He just used scepter auto attacks till im dead. I have hoelbrak runes and using lemongrass soup so I have -%60 condition duration already. When automatic response kicks in, it stops a few conditions and then stops working and conditions being applied again. Then I went to veteran scouts and there at %33 hp they couldnt apply any blind or anything to me. I tried at pve with kraits aswell. It also worked perfectly there. So I am really confused now. Maybe any dev could explain how minus condition durations work?

Well, did the Necro have any +condiduration? Like from food or traits? Because that would explain it.

Edit: If you have -110% duration when the trait kicks in and the necro has +70% duration, his conditions on you will have a duration of 40%.

It doesn’t work like that. Before the nerf you were able to stop all conditions no matter if he has food or not. It should be something diffrent.

Indeed; BEFORE the nerf you were able to stop them all no matter if he has food or not. But now is AFTER the nerf, so it DOES work like that…

This.!

Automated response works fine. I used before patch and i use now in duel.

that mesmer buff

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

After patch mesmers and thief will not be a problem for engi… Or at least for the ones who can read the patch notes.

Sigils: Ele and Engineer punished?

in Profession Balance

Posted by: Ederyn.3107

Ederyn.3107

Except that, for other classes, having those weapon slots you mention isn’t an option. They always have them.
And engineers are balanced upon something – using kit – that is completely optional.
Even having multiple penalties due to it – lack of a second weapon and nerfed dps for the main weapon – by design.

The fact that you had to make an absurd example about kits and sigils is just further proof of the absurdity of engineers’ design and balancing.

Something optional shouldn’t dictate the balance of an entire class. It is simple logic.
And when the opposite happens, the class’ balance is screwed.
You said it yourself – you won’t deal enough damage without kits. And why does that happens? Because you find yourself with a single weapon, thus using the weak autoattacks most of the time. And why is there a single weapon? Because of kits.

Unless they change their mind about the second weapon slot for engineers, non-kit builds will always be a waste.
And before someone comes out with “static discharge”…that trait depends on the toolbelt cooldowns, rather than the utilities themselves. And it is more of a gimmick, anyway.

I just made this

https://forum-en.gw2archive.eu/forum/professions/balance/Engi-new-class-mechanic-Smuggled-parts/first#post3852162

what do you think?

[Engi]new class mechanic. "Smuggled parts"

in Profession Balance

Posted by: Ederyn.3107

Ederyn.3107

I had this idea:

To give to the “weapon swap” key another use to the engineer class .

Pressing the swap key you modify the number #3 and #4 skill of your equipped WEAPON.
Same cooldwon of a normal weapon swap.

To move from a kit back to the weapon you will use the kit skill as it works already now…

(i know now it’s faster to go back to your weapon pressing the Swap Key instead of pressing the kit skill again,but i think this will be the right price to pay for 5 new more skills!! )

Example:

Rifle——press “smuggled parts” (swap key)——- Smuggled rifle :

1 rifle same
2 rifle same
—-3 rifle NEW SKILL
—-4 rifle NEW SKILL
5 rifle same

Pistol / Shield——press “smuggled parts” (swap key)——- Smuggled pistol / smuggled shield :

1pistol same
2pistol same
—-3pistol NEW SKILL
—-4shield NEW SKILL
5shield same.

Pistol / pistol —--press “smuggled parts” (swap key)——- Smuggled pistol /pistol :

1 pistol same
2 pistol same
3 Pistol NEW SKILL
—-4 Pistol NEW SKILL
5 Pistol 5 same.

This will solve 3 problems:

1) lack of weapon choise for the engi.
2) No kit builds will be more viable ( now are a joke)
3) On swap sigils proc on the non kit builds.

Tell me what you think.
Thx and sorry for any english mystake.

(edited by Ederyn.3107)

Sigils: Ele and Engineer punished?

in Profession Balance

Posted by: Ederyn.3107

Ederyn.3107

i dont know if someone already wrote it but i want to make this example:

I’m an Engineer and i would like to run a NoKit-Build….

What am i supposed to do with the 8 on swap sigils?

Why for a class mechanic i can’t use 1/4 of the sigil of this game?

Why if i want to use a good sigil like the energy one am i FORCED to run a kit?

Was not enough the fact that engineer has only 1 weapon choise? Wasn’t enough that we can use only 2 sigils while the other class can use 4?

We can run with only half of the sigils of the other classes and if we want have a chance to use them all you MUST use one of you’re skill’s slots for a kit, otherwise the on swap ones simply dosen’t works !!

I think this is a really unfair and limited class restriction!

(sorry for my english if i did any mystake))

(edited by Ederyn.3107)

RE: "Leaked" patch notes

in Profession Balance

Posted by: Ederyn.3107

Ederyn.3107

Hey everyone,

I’m sure you have all been wondering whether the ‘Leaked Balance Patch notes’ we have all seen on Reddit are true.

I am here to say that they are not. It appears the poster has taken some of the notes that we have in this thread in an effort to make their own look more legitimate, and mashed them together with some imaginary notes. These are not real patch notes.

This is a reminder that when patch notes are posted by a source other than ArenaNet, they should not be trusted. Particularly in the context of a “leak.”

Thank you for understanding!

A

It was clear they were fake….in one patch you fixed 50% of the engineer’s turrets bugs?!?!?
AAHHAHAHA… it’s obviusly a fake…you are not ABLE to do a such good thing.

Who wrote it is only a poor dreamer.

(edited by Ederyn.3107)

Vote for the Profession Collaborative Development

in Profession Balance

Posted by: Ederyn.3107

Ederyn.3107

1 Engineer
2 guardian
3 warrior

[Engineer] Has anyone seen A.E.D?

in Profession Balance

Posted by: Ederyn.3107

Ederyn.3107

I made a handy dandy flowchart for A.E.D use!

http://i.imgur.com/XNTwrsz.png

This!

Engineer cannot self toss elixir underwater

in Bugs: Game, Forum, Website

Posted by: Ederyn.3107

Ederyn.3107

have you ever tryed to clik again on the skill when the elixir is in the water? You can detonate it whenever you want…

Turret Bug List [It's finally shrinking!]

in Bugs: Game, Forum, Website

Posted by: Ederyn.3107

Ederyn.3107

I’ve already informed the team about the Rifled Turret Barrels trait. It looks like the version of the turret with this trait enabled is using the old damage values.

Hi there.

Is it itended that if you put down the net turret…than wait 2 …3….4…or 5 seconds and thn you overcharge it you waste the overcharge ability? The only way to see that elecrtified net is to overcharge the turret as soon as possible…otherwise you can forget your stun.

Is it intended that if you overcharge the rocket turret and your target does 2 steps forward, or back….or right….or even left your explosive rocket is wasted? it does not hit at all…( maybe i should stun my target before the missile launch with my elecrtified net lol ? )

Btw thx for the elixirs changes they are awsome…but please do something with the still existing 22 turrets bugs…they are here since launch …seriously this is becomeing hilarious guys

(edited by Ederyn.3107)

Eng.Turrets Have Inaccurate Fire Rates

in Bugs: Game, Forum, Website

Posted by: Ederyn.3107

Ederyn.3107

I sent this issue in for review.

Thanks for the detailed information, Anymras.

A dream comes true!
I really appreciate it

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

For who is interested i put the same topic into the game bug section
Add some +1 or reply to it maybe…
Just spam…
take a screenshot and put it on facebook..
twitter it…
don’t know…do someting…maybe they will see it now..

(lol )

https://forum-en.gw2archive.eu/forum/support/bugs/BUG-PSA-Turrets-BUGS-COMPILATION-8-BUGS-1/first#post2704591

As Josh Davis suggested us 2 days ago…..


……….
………………..
………………………….
!!!!

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

in Bugs: Game, Forum, Website

Posted by: Ederyn.3107

Ederyn.3107

As Josh Davis suggest :

https://forum-en.gw2archive.eu/forum/professions/engineer/Submit-Profession-Bugs-to-the-Game-Bugs-Forum

I do it ( AGAIN) here.

THE TURRETS BUG COMPILATION!!! enjoy :

RIFLE TURRET: 3 BUGs total
Rate of fire should be 2 seconds:
2.86
3.06
2.96
2.98
3.03 —-——————- 10 shoots in 30.03 seconds. ( 10 seconds more) [BUG]
3.01
3.01
2.84
2.81
3.00
Overcharge ability:
[BUG] Works fine if used suddenly after deploy, but then the rate of fire reamain 1s even when the overcharge is ended.
[BUG] Rate of fire Dosen’t decrease at all if used after 2 or more seconds the deploy.

Thumper Turret : 1 BUG total
Rate of fire should be 3 seconds:
5.16
4.89
4.97
5.03
5.02 —-——————- 10 shoots in 50.04 seconds. ( 20.04 seconds more) [BUG]
4.88
5.01
5.16
4.90
4.87
Overcharge ability: fine

Net Turret: 2 BUGs total
Rate of fire should be 10 seconds:
13.11
13.03
13.14
12.91
12.87 —-——————- 10 shoots in 2 minutes and 10 seconds ( 30 seconds more) [BUG]
13.02
13.13
13.00
12.87
12.93
Overcharge ability:
[BUG] Rate of fire should be 50% but it DOSEN’T WORK AT ALL. It continue shooting every 13 seconds. So you can stun only 1 time ,if you overcharge it at the right moment ( just before the normal shoot) if you dont it DOSEN’T STUNS AT ALL.

Rocket Turret: 1,5 BUG total
Rate of fire should be 4 seconds:
5.06
4.94
5.02
5.10
5.00 —-——————- 10 shoots in 49.78 seconds ( 9,78 seconds more) [BUG]
4.90
5.00
5.00
4.91
4.84
Overcharge ability:
I could say fine….but i’m not sure …!!
it says that it last 7 seconds…the rate of fire is 4 seconds…and it shoots only 1 time per overcharge. If you wanted the turret to shoots the explosive rocket just once why did you put 7 seconds duration???
…just write 4 seconds duration and 4 seconds rate of fire…

Flame Turret: 1 BUG total
Rate of fire should be 3 seconds
3.93
4.01
4.00
4.07
3.85 —-——————- 10 shoots in 40.01 seconds ( 10.01 seconds more) [BUG]
4.01
4.01
3.97
4.03
4.04
Overcharge ability : fine

PS: this is a copy/paste of an ignored (2 months ago) topic into the Engineer class forum! ….

https://forum-en.gw2archive.eu/forum/professions/engineer/BUG-PSA-Turrets-BUGS-COMPILATION-8-BUGS/first

(edited by Ederyn.3107)

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

The radius skill fact ( last patch fix) for the flame turret is not even close to be enough..

We NEED at least the NET TURRET to be fixed.
At the moment is just not viable…a skill that shoot every 13 seconds for 2 second of immobilize is just RIDICOLUS!

Up again.
To do not forget.
Devs help us!

(edited by Ederyn.3107)

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

Some pretty interesting ideas here. I was actually spit-balling some ideas on how to address this today. This has always been something that has bothered me, too.

For example:

  • Have kits respect the existing back item flag. If you have a back item and you want to show it, hide the kit. If you don’t have a back item or choose to hide it, always show the kit. Obviously this makes it a little harder than usual to tell what kit you are using, so:
    • A nameplate icon similar to Elemental Attunements would be a good addition (I may add this regardless if we can get the art )
    • Move the kit somewhere else on your body. I know, crazy right? For example, who doesn’t like a sweet fanny-pack?

Hopefully this finally gets resolved soon, and I’ll do what I can to see that happen. Keep in mind, as Colin mentioned before, that there are some pretty beefy projects going on that are consuming our engineering time. But that doesn’t exactly mean we can’t sneak stuff in here and there .

-Bill

Ohhh really really thx bill !!

now if you have nothing to do can you please fix the 8/10 bugs that affects the Enginner’s turrets , their rate of fire and their overcharge abilities?

Take your time no worries….we are waiting for this fix since launch..

HUGE Turret Bugs!

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

100 views and no comments? don’t you guys think this is a serious problem?

Ohhh baby you’re so cute!!!

You still belive devs cares about our turrets??

eheheheh…so cute….really.

Turrtet’s rate of fire are bugged since launch.
The overchargte ability are bugged more than a month ago after the PSA patch…

They know it…
They just ignore it….there are more important things frist….

Hobo sacks….wonderful kites to show in lion’s arch….new menipets…and many other things !!
Dosen’t matter if the THING that makes the enginner class an Enginerr dosent works.

Btw if you wanna put a +1 somewhere put it here!
is at the page 7 of this sub forum now..

https://forum-en.gw2archive.eu/forum/professions/engineer/BUG-PSA-Turrets-BUGS-COMPILATION-8-BUGS/first#post2382967

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

On 9th july patch you added a damage skill fact to all detonate turrets…
WOW….VERY nice….Anet..
The problem is that nobody is using turrets anymore in your game!
Did you ever try to play with a turret that has no overcharge and that shoots once every 13 seconds ???

Ahhh wait….now makeing that turret explode cause about 300 damage…..wow for sure i’ll be back to my turrets build !!
(sarcastic)

I have no more hopes about turrets fix…you will never do it Anet.
At least have the diginty to answer here…in this forum….to the many treads made about turret’s issues!!

Come here and say " Hey stupid Engineers we don’t give a S… about your turrets and their bug so please stop writing about them"
Or at least ban me….do something…show us that once every 6 month you read this calss forum…

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

in Bugs: Game, Forum, Website

Posted by: Ederyn.3107

Ederyn.3107

RIFLE TURRET: 3 BUGs total
Rate of fire should be 2 seconds:
2.86
3.06
2.96
2.98
3.03 —10 shoots in 30.03 seconds. ( 10 seconds more) [BUG]
3.01
3.01
2.84
2.81
3.00
Overcharge ability:
[BUG] Works fine if used suddenly after deploy, but then the rate of fire reamain 1s even when the overcharge is ended.
[BUG] Rate of fire Dosen’t decrease at all if used after 2 or more seconds the deploy.

Thumper Turret : 1 BUG total
Rate of fire should be 3 seconds:
5.16
4.89
4.97
5.03
5.02 — 10 shoots in 50.04 seconds. ( 20.04 seconds more) [BUG]
4.88
5.01
5.16
4.90
4.87
Overcharge ability: fine

Net Turret: 2 BUGs total
Rate of fire should be 10 seconds:
13.11
13.03
13.14
12.91
12.87 —10 shoots in 2 minutes and 10 seconds ( 30 seconds more) [BUG]
13.02
13.13
13.00
12.87
12.93
Overcharge ability:
[BUG] Rate of fire should be 50% but it DOSEN’T WORK AT ALL. It continue shooting every 13 seconds. So you can stun only 1 time ,if you overcharge it at the right moment ( just before the normal shoot) if you dont it DOSEN’T STUNS AT ALL.

Rocket Turret: 1,5 BUG total
Rate of fire should be 4 seconds:
5.06
4.94
5.02
5.10
5.00 — 10 shoots in 49.78 seconds ( 9,78 seconds more) [BUG]
4.90
5.00
5.00
4.91
4.84
Overcharge ability:
I could say fine….but i’m not sure …!!
it says that it last 7 seconds…the rate of fire is 4 seconds…and it shoots only 1 time per overcharge. If you wanted the turret to shoots the explosive rocket just once why did you put 7 seconds duration???
…just write 4 seconds duration and 4 seconds rate of fire…

Flame Turret: 1 BUG total
Rate of fire should be 3 seconds
3.93
4.01
4.00
4.07
3.85 —10 shoots in 40.01 seconds ( 10.01 seconds more) [BUG]
4.01
4.01
3.97
4.03
4.04
Overcharge ability : fine

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

Dear A.Net i would like to play again my turrets build in WWW !!
Please i miss it ! ATM with the net turret that doesn’t shoot AT ALL…and others turret’s rate of fire bugged i really cant!!
I made a specific equip for that build…and now it is into the bank…

Show us some love …come on turret’s rate of fire are bugged since the first beta week end…

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

in Engineer

Posted by: Ederyn.3107

Ederyn.3107

Ok i contiuned testing the turrets…
I confirm the 2nd BUG on the rocket turrets:

If you do not overcharge the turret at the right time the turret do not shoot ANY Explosive Rocket at ALL!!!

Same story is for the net turret…..

Let me explaine:

Net turret has got 13 seconds rate of fire ( because of the BUG) the overcharge duration is 10 seconds….if you deploy the turret and the turret shoot the frist Net…than you overcharge it you will not see ANY ELECRTIFIED NET !! Because the Overcharge duration ends before the NEXT SHOOT !!

SO DEV please ….we need a fix to ALL THE TURRETS ASAP!! Their rate of fire has been bugged since beta….but now with new net turret’s BUG we lost too much…..Too much …Really!
Thx for reading.

Elixir X- suprise in water

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Posted by: Ederyn.3107

Ederyn.3107

I was in underwater fractal, used elixir x and changed in… necro elite.
Done some testing in LA and again. Screen below.

Omg really?

I cant belive it!!!

jesus !!!

Are you there, God? It's me, Klaus.

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Posted by: Ederyn.3107

Ederyn.3107

We post when we’re able. We read pretty much ALL the threads on here, but we have time to respond to very few of them.

It’s not that we favor any profession over the other, even though that seems to be the belief for some players – it’s not true.

But do you have time to answer to this stupid tread and not for thoose :

https://forum-en.gw2archive.eu/forum/professions/engineer/BUG-PSA-Turrets-BUGS-COMPILATION-8-BUGS/first#post2291866

https://forum-en.gw2archive.eu/forum/professions/engineer/BUG-Elixir-C-does-not-cleanse-Torment/first#post2291385

https://forum-en.gw2archive.eu/forum/professions/engineer/Net-Turret-Nerf-Fix/first#post2293270

https://forum-en.gw2archive.eu/forum/professions/engineer/Elixir-C-bug-1/first#post2293304

????

Wow….grats…

Elixir C bug?

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Posted by: Ederyn.3107

Ederyn.3107

Net Turret Nerf/Fix

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Posted by: Ederyn.3107

Ederyn.3107

Honestly it was just a bug fix not a nerf, When i run net turret in tPvP im using it mostly for the tool belt skill and the occasional overcharge but i rarely drop that turret. Good players can stunbreak and kill your turret too fast.

is it was a bug fix…the net turret was shooting 3 times dureing the overcharge….and it was OP…
But after the patch they bugged it…the net turret now is supposed to shoot 2 times dureing the overcharge, but it does only one shoot every 13 seconds dosent matter if you overcharge or not….
so please if you wanna do something usefuyll to change it put +1 here.

https://forum-en.gw2archive.eu/forum/professions/engineer/BUG-PSA-Turrets-BUGS-COMPILATION-8-BUGS/first#post2291866

Dont let the post goes into 2nd page…we all need turrets…and they are so much bugged…

[BUG] Elixir C does not cleanse Torment

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Posted by: Ederyn.3107

Ederyn.3107

It removes it if you are away from it`s source, as far as I know.

That is assuming its a Necro kitten-applies it. Still you should notice Torment dropping for a split second and then being re-applied.

exactly ….and i never noticed that the tormets goes away for just a split secoond…

I tried many times…A necro put on me a lot of conditions….i use Elixir C…all conditions gone exept for Torment. No reapply it just stay there immune to my elixir.

[BUG] PSA Turrets BUGS COMPILATION (8 BUGS)

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Posted by: Ederyn.3107

Ederyn.3107

RIFLE TURRET: 3 BUGs total

Rate of fire should be 2 seconds:

2.86
3.06
2.96
2.98
3.03 —-——————- 10 shoots in 30.03 seconds. ( 10 seconds more) [BUG]
3.01
3.01
2.84
2.81
3.00

Overcharge ability:
[BUG] Works fine if used suddenly after deploy, but then the rate of fire reamain 1s even when the overcharge is ended.
[BUG] Rate of fire Dosen’t decrease at all if used after 2 or more seconds the deploy.

Thumper Turret : 1 BUG total

Rate of fire should be 3 seconds:

5.16
4.89
4.97
5.03
5.02 —-——————- 10 shoots in 50.04 seconds. ( 20.04 seconds more) [BUG]
4.88
5.01
5.16
4.90
4.87

Overcharge ability: fine

Net Turret: 2 BUGs total

Rate of fire should be 10 seconds:

13.11
13.03
13.14
12.91
12.87 —-——————- 10 shoots in 2 minutes and 10 seconds ( 30 seconds more) [BUG]
13.02
13.13
13.00
12.87
12.93

Overcharge ability:
[BUG] Rate of fire should be 50% but it DOSEN’T WORK AT ALL. It continue shooting every 13 seconds. So you can stun only 1 time ,if you overcharge it at the right moment ( just before the normal shoot) if you dont it DOSEN’T STUNS AT ALL.

Rocket Turret: 1,5 BUG total

Rate of fire should be 4 seconds:

5.06
4.94
5.02
5.10
5.00 —-——————- 10 shoots in 49.78 seconds ( 9,78 seconds more) [BUG]
4.90
5.00
5.00
4.91
4.84

Overcharge ability:
I could say fine….but i’m not sure …!!
it says that it last 7 seconds…the rate of fire is 4 seconds…and it shoots only 1 time per overcharge. If you wanted the turret to shoots the explosive rocket just once why did you put 7 seconds duration???
…just write 4 seconds duration and 4 seconds rate of fire…

Flame Turret: 1 BUG total

Rate of fire should be 3 seconds

3.93
4.01
4.00
4.07
3.85 —-——————- 10 shoots in 40.01 seconds ( 10.01 seconds more) [BUG]
4.01
4.01
3.97
4.03
4.04

Overcharge ability : fine

(edited by Ederyn.3107)

[BUG] Elixir C does not cleanse Torment

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Posted by: Ederyn.3107

Ederyn.3107

AS i said Elixir C dosen’t cleanse Torment.
Tested many times in WWW with friends.
It removes all canditions but not Torment.
Please fix it.

PSA-Rifled barrels Bugs rifle!

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Posted by: Ederyn.3107

Ederyn.3107

Thanks for a quick reply, Jon Peters.

The damage seems to be much weaker than before the patch (I am using rifled barrels trait). Is this intended?

Yes confirmed on many dummmies tests.
Also the damage is bugged with rifled barrels.
Expecially the landing one : With the trait on it is between 35% and 40% less!
(both : white damage and critical damage)

Bug: Rifle turret RoF.

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Posted by: Ederyn.3107

Ederyn.3107

I posted the bug also here https://forum-en.gw2archive.eu/forum/support/bugs/BIG-BUG-Automatic-Fire-and-Rifle-Turret hopeing something will change.
Give some +1 to that post….maybe it will help…

BIG BUGS - Automatic Fire and Rifle Turret

in Bugs: Game, Forum, Website

Posted by: Ederyn.3107

Ederyn.3107

Good moring i would like to put attenction on this big rifle turret’s bug.
I tryed to do the same here https://forum-en.gw2archive.eu/forum/professions/engineer/Bug-Rifle-turret-RoF/first#post2212826
without success.

Devs please we need to fix this bug…rifle turret is the most used turret in every turrets build…
I made a lot of testing and the BUG does EXIST !

THE BUG:

1)The rifle turret’s rate of fire is betwen 2,4/2,7 seconds, INSTEAD of 2.
2)The overcharge skill does work ONLY if you quickly overcharge the turret after you deploy it!
If you deploy the turret and wait just a couple of seconds to overcharge it the rate of fire DOSEN"T CHANGE AT ALL!!!!
It does bleeding but it continue shooting at 2.4/2,7 seconds!!!

There is no BRUST AT ALL!!
Please we were so happy that you fixed the turrets traits, but without the rifle turret overcharge we loose A LOT OF DAMAGE!!!
Playing with turrets is already an hard work…with this bug it become frustrating …

All the interested players help me to make this post usefull please.
We waited too much the get the turrets traits fixed i dont want to have the rifle turrets bugged for another 6 months..

Thx for attenction and sorry for my English

Bug: Rifle turret RoF.

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Posted by: Ederyn.3107

Ederyn.3107

Let’s bring this up again.

Bug: Rifle turret RoF.

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Posted by: Ederyn.3107

Ederyn.3107

the bug it is still there. Please at least let us know that YOU know…

Bug: Rifle turret RoF.

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Posted by: Ederyn.3107

Ederyn.3107

First of all i wanna say that i didn’t checked after this last update but i didn’t read anything about this bug fixing into the patch notes.

So :

Devs please we need to fix this bug…rifle turret is the most used turret in every turrets build…
I made a lot of testing (before 11 june patch) and the BUG does EXIST !

1)The rifle turret’s rate of fire is betwen 2,4/2,7 seconds, instead of 2.
2)The overcharge skill does work ONLY if you quickly overcharge the turret after you deploy it!
If you deploy the turret and wait just a couple of seconds to overcharge it the rate of fire DOSEN"T CHANGE AT ALL!!!!
It does bleeding but it continue shooting at 2.4/2,7 seconds!!!
There is no BRUST AT ALL!!

Please we were so happy that you fixed the turrets traits, but without the rifle turret overcharge we loose A LOT OF DAMAGE!!!
Playing with turrets is already an hard work…with this bug it become frustrating …
Thx for attenction and sorry for my English.
I will update this tread every day.

Engineer turrets build video (duels)

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Posted by: Ederyn.3107

Ederyn.3107

Nice video’s and duel. Only advice I’d give to improve is with the second or third fight vrs theif, get out your wrench and shield and start swinging when you know he just disappeared in front of you. sometimes he was cc’d but went invis. and you just waited. Other than that, good stuff. Also you can use your throw wrench skill as well if you see him invis just in front of you cc’d or not, it has a chance of hitting him.

yep. agree.
I always forget to spam n1 skill and trow wrench when they stealth!

BTW…the real problem are the good mesmers…i really dont know how to kill them…at least with this buid.
( i’m talking about the really experienced and good ones )

(edited by Ederyn.3107)

Engineer turrets build video (duels)

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Posted by: Ederyn.3107

Ederyn.3107

Dont focus the turrets and they wear you down , focus the turrets and you get wore down… i approve…

Weren’t you the guy who hates turrets ?!

;)

Engineer turrets build video (duels)

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Posted by: Ederyn.3107

Ederyn.3107

Hi all that’s a video of my new turrets build…the resolution is not the best but is acptable.

(if dosen’t change the resolution after switch to 720dpi just bring manually the video to the start useing the cursor on the bar)

Thx for watching and for any suggestion.
Ederyn.

Why Explosive Rockets is not performing

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Posted by: Ederyn.3107

Ederyn.3107

I would like to put attenction on explosive rockets…the overcharge abilty of the rocket turrets.

Frist of all i want to apologize for my english… unortunately i’m italian.

It’s simple….useing the overcharge on the rocket turrets it’s just a waste of time !!
Rocket turrets is much more performing just as it is….
It has a very long cooldwon….and ok we can accept this because of its high dircet damage and burning, but what is unacceptable is the overcharge abiltiy…
It should make the turrets powerfoul for a short period of time but it dosent!!
When you use the overcharge the animation of the rocket change….it makes a very long and slowloy arc before hitting the target!! and most of the times it misses!!
The rocket goes out from the turrets…and after a couple of months hit the ground where the target WAS !!! And many times it misses!!!

So please remove the stupid arc animation and make this very long cooldwon turrets useful!!
You finally did a good job fixing the turrets traits…now is the time to make some turrets more useful and not ridicolous!
Thx for attenction i hope you understood something!!