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They’re not well designed. Simple as that.
Power, precision, and vitality equipment would be more broken than Berserker is now.
Looks like my only choice for making reasonable amounts of money now is going back to CoF Path 1 farming. How fun.
Does anybody else want this to happen? The only things that turns me off of showing the Backpacks, Quivers, and the Fractal Capacitors is the lack of ability to influence their color. Having a Beta Capacitor that has the blue and black cloth hanging off of it doesn’t match anybody using armor that clashes with those colors. The same goes for the mostly dull and brown colors all the quivers, books and the backpack tend to have.
So as a warning don’t transmute Legendaries. Same as before. Good to know.
This isn’t a major profession change update. We knew that going in if you kept an eye on the devs. Battle Presence becoming fixed and compatible with Absolute Resolution is a good plus in my opinion. The Spirit Weapons thing remains to be seen as no information is given as to their health values or if they’re immortal but just susceptible to things like stuns and immobilize. Empower being fixed again is appreciated.
I’m just glad my Engineer has a fighting change again.
Yeah keep boycotting Ascended gear. You sure are showing me how justified you are by holding your party back with inferior stats.
I don’t support removing the cap but I really think your group should be prioritized over closeness of any ally when it comes to buffs.
As a pessimist, I anticipate nerfs to everything I care about and more reasons to stop me from playing rather than actual balancing the professions, fixing the bugs and design failures, and anything to make me optimistic about the direction of the game.
Start fixing the Guardian to make more than 1-2 tank/support builds viable and allow different playstyles to be competitive.
It’s not ANet’s fault you can’t let go of Altruistic Healing (well maybe a bit but it’s mostly you). The Zeal line could use a helping hand though.
Considering Ectos cost 35 silver right now and bottleneck almost everything that uses them short of Legendary weapons, I think introducing a way to add in more to the system (read add in, not flood like many players think. Probably only 2% of players have more than 20) will help drive down the price.
How about instead of them giving ectos they gives vials/shards/globs? It would be better than letting them sit in our banks doing nothing. If you don’t vendor them of course.
As they are now, those are only useful for upgrading Ascended gear into Infused Ascended gear. Once you hit level 25~ in Fractals, 5 silver is worth more than them. Similarly, the only players who would heavily benefit from salvaging Ascended rings are the ones who made it to 30 and can do 28 and 30 for a good chance of a ring each day.
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I haven’t felt this sense of being the inventive, master of machinery the Engineer is billed as in quite a while. I remember the first time I felt it was using the Rifle Turret for the first time. Then along came the other turrets and the Flamethrower. The Tool Kit and Elixir Gun came later and I really felt like I might have been inventing this equipment as I went along.
But these days, I don’t feel like an Engineer. I feel more like a Commando. My profession isn’t about being inventive and adaptive, it’s about standing at a range as much as possible and providing pressure damage while the Warriors have all the fun with the big, spammable numbers, the Guardians have all the fun actually buffing, the Elementalists have all the fun taking out big groups, the Thieves have all the fun going in and out of spike damage cycles, the Necromancers have all the fun of doing big condition damage, and the Mesmers having all the fun doing what Mesmers do. But not me. I feel like the artillery support in a war against a one-man army.
So when was the last time you felt like you were an Engineer?
Knockdown tends to cause a bit of movement and can’t be broken as quickly as a Stun. Any player who uses stun breakers will tell you that stuns are preferable to knockdowns because triggering a stun breaker on a knockdown too quickly can keep the stun breaker from breaking the knockdown.
It’s also better in a design perspective so that you have the same effect with two ways to express it based on what caused the effect. It wouldn’t make sense for the Elementalist’s Earthquake to cause Stun or Pistol Whip to cause knockdown.
Why nerf when you can buff?
Buffs make people happy. So why not
Because buffing can potentially lead to even worse balance problems than nerfing.
It doesn’t matter if the gold sellers or a small group of “legitimate” market manipulators are the ones driving up the price. All that matters it that the price needs to go down or the supply needs to go up. At the moment the Precursor is the last step in getting a Legendary weapon. Except that unlike the rest of the steps which is a steady climb up a long ladder, the Precursor as it is now is a 10 mile upward leap between the penultimate and ultimate steps. That’s, for lack of a better term, pants-on-head stupid.
I don’t recommend going for it, but I think the Fractal Shield is easily the biggest shield in the game, almost annoyingly so. The biggest back piece is the Engineer backpack that you can get at character creation.
Only encourages more zerging.
Hell to the no.
The browser already makes you confirm your purchase. It’s hardly ANet’s fault that you’re impatient and make mistakes.
I know ArenaNet has a million things on its mind right now and I probably won’t get very far in even mentioning this but does anybody else graced by the RNG gods feel like the Fractal Shield is very… large? I recently picked it up by chance and I immediately tried it on only to notice that when resting on your back, it hugs into the character model pretty deeply and clips badly with elbows when running forward. It also noticeable when drawn as the shield expands resulting in it becoming rather obstructive in the entirety of the model. It’s rather disappointing because the shield alone is beautiful and it would be a must-have if it wasn’t so badly fitted to characters.
Here are the images of the shield on my standard Human Guardian:
http://i.imgur.com/adoCjTA.jpg
http://i.imgur.com/6kTP6ac.jpg
http://i.imgur.com/nR59Xdl.jpg
Thieves can stealth better than my Mesmer and Engineer. Nerf plz.
Mesmers can distract better than my Necromancer and Guardian. Nerf plz.
Engineers can do things I don’t expect more than my Warrior and Guardian. Nerf plz.
Warriors can deal damage more than my Engineer and Hunter. Nerf plz.
Necromancers can inflict conditions more than my Warrior and Elementalist. Nerf plz.
Hunter can maul me with a pet while ranging me from a distance more than my Necromancer and Mesmer. Nerf plz.
Guardian can deal with projectiles more than my Thief or Engineer. Nerf plz.
Because trash mobs are just that: trash. They drop trash loot that isn’t worth the trash money. My time, however, is not trash.
except that I’ve gotten yellows and lodestones from those “trash” mobs.
I personally never skip and even state while looking for group that I won’t skip. Skipping is just losing out on loot.
Except that’s once in a blue moon. I skip in regular dungeons but never in Fractals which I do much more of. I think in my entire time doing Fractals (500+ Fractals complete, Lv.30 on 2 characters) I’ve gotten 1 exotic drop and maybe 3 Lodestones from mobs that I didn’t have to kill.
Because trash mobs are just that: trash. They drop trash loot that isn’t worth the trash money. My time, however, is not trash.
As a Guardian, Elementalist who pack Fiery Greatsword in dungeon groups are my best friends. Between the 1 skill piercing which mows down groups, the 3 and 4 skills being fast transportation while damaging at the same time, and the 5 skill being a strong AoE that I don’t even have to stand and channel. I’m sure the Glyph of Elemental has its use but when you have people around you who will grab that Fiery Greatsword up and use the hell out of it, why not use it?
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Report them. The only way to deal with griefers is to turn their behavior to the attention of authority.
And yes, everybody wants to change the minority vote kick. I’m pretty sure ANet knows this by now.
I would appreciate Rings being salvageable for Ectoplasm and Vials/Globs/Shards of Condensed Mist Essence.
This is so easily solved by just making them buy/sellable on the Trading Post.
“But we don’t want power being bought and sold”, you say? I would point out the devs have already confirmed that Legendaries are supposed to be sellable on the Trading Post, so it’s pretty clear they don’t care if power is bought and sold in this game. So why not just allow Ascended gear to be bought and sold, too?
While I don’t agree with Legendaries being available on the TP, your point is moot because Legendaries aren’t power. You can buy the exact same power as the Juggernaut for 2 or 3 gold. Aside from being convertible to a higher tier when they become available, you don’t gain power by owning a Legendary. You gain a sign of respect for your hard work/wealth but not for your power.
Toughness and vitality are your friends. When you have armor and such for your level, it basically means you have the baseline for making a build for that level. If you forgo toughness or vitality, you’re going to suffer heavy damage regardless if you’re level 10 or level 80.
This will be mitigated by the planned reinvigoration of the PvE dynamic areas. You’ll have many players doing whatever to complete events in areas all over the map so that they’ll get their points for whatever the rewards are going to be.
I love the Hammer. With a bit of practice, aiming Zealot’s Embrace to be effective becomes a lot less of an issue. I do disagree about Ring of Warding not being useful in PvE though. It works much like Line of Warding does but with 2 lines instead of one. It helps when fighting Subject Alpha and containing the Alpha Globs that try to heal him, it helps when you want to smack up some more Grawl at the end of the first event in the Volcanic Fractal, and combined with Wall of Reflection it pretty much makes anything ranged or melee unable to hit you (with some exceptions). I just wish that the Ward type would be put away and just make them Consecrations like they pretty much act like.
I think the Scepter alone is fine (though it does need work in how it functions, either more homing to the balls or faster travel time) but I wouldn’t mind one of the bows just as a means to mix it up. Once a Guardian is at range, there’s not much to be surprised at when it comes to what they might pull. We can close the distance with a Sword, Greatsword or Hammer or pull out a Scepter and that is just a bit quicker than so slow you can outrun it. Having one other option to that would help.
I hope the Devs have noticed we can’t even have a discussion about a build until that build has AH…
It’s a bit like Warrior’s Hundred Blades, Mesmer’s Shatter, and the Engineer’s Grenade Kit (pre-nerf). They’re just go useful that builds tend to gravitate around them because they offer so much. It’s not bad per say, because unlike HB, Shatter and Grenade Kit, AH just opens up more options for Guardian rather than limiting them. And Grazingcattle said, the +300 toughness and +30% critical damage is a big help.
Thanks for the suggestions, I’ll give both builds a try. Losing 300 Vitality makes me a little tentative, since the build only has me around 20k hps as it is, but maybe the extra toughness AH will compensate.
Man I have 16,000 health, 3000 armor and AH gets me along just fine without Omnomberry. I have a feeling you’d be well on your way to unkillable if you combine this Omnomberry build with AH.
Just my opinion, I think you should move 10 from Zeal into Valor. Fiery Wrath sounds nice but with your critical rate you’re going to benefit more from having +10% more Critical Damage at all times instead of a flat +10% if something was simply Burning. You’ll probably see this most during Boss fights where your ability to recharge Virture of Justice is limited. In addition is Retributive Armor combined with your equipment would grant about 66 more precision which means 3% higher critical chance. When you’re relying on Critical Damage so much, 100 more or less Power is negligible but higher Toughness, Precision, and Critical Damage is much less so.
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Build right (usually high toughness, mediocre vitality, and damage through high crit chance and crit damage), survivability is very high if you’re safe and never overextend yourself by charging into a group of foes alone. Of course, as a Guardian you are more than capable of leading a group. Even much of the time I’m capable of going in behind some Leeroy to save his or her butt because of Crowd Control (plenty of it) and Consecrations (think about being able to block all projectiles for your entire party for 15 seconds). Many people think that unless you’re speed running, Guardian is the best class to bring along in a dungeon exploration dungeons followed by a Mesmer.
You don’t need a shield. In fact, it’s not recommended on your damage weapon. Many Guardians choose to go with a Greatsword or Hammer and pair it with a Scepter/off-hand (close range damage with a Torch, blocking and condition cleaning with Focus, or CC and Protection with Shield)
I did not imply that other legendaries did not need work as well, I merely posited an idea for one of them. The current Legendary dagger, while having many effects, has no thematic resonance with any of the current dagger users, except maybe an Elementalist in Fire stance. The fact that the GS legendaries are as impressive as they are means the art team is capable of it, to settle for mediocre on other legendaries just because a few are worse off is ridiculous.
But instead of asking them to make another dagger, shouldn’t you be more concerned about the nonavailability of Precursors, that a number of the Legendaries made do nothing outstanding (Minstrel and Meteorologist do nothing at all, the Moot is shiny, Flameseeker Prophecies just lights up, and nobody goes after the underwater weapons), and that at the moment the grinding for a Legendary weapon is completely unfun compared to the rest of the game.
Don’t even start. The Incinerator is one of the better Legendary weapons. It leaves footprints, fires up your arm, and has a draw animation. Try using the Meteorologist or the Minstrel. Neither of them have special effects aside from interesting models. If you really need a Legendary to be so look at me that every single one needs to be as big and important as the Eternity set, then all Legendaries will become uninteresting in the repetition.
I wish I could remove Stealth but that’s not going to happen.
POWER POINTS:
-The change makes saving people a priority again
-Saving people isn’t hard at all if the whole team pitches in
-People hate other people that don’t care about team-friendly builds and don’t like carrying dead weight
-Fix that kitten rolling/auto attack chain bug
-Better loot with focus on CM/SE/TA
-Don’t listen to people overreacting ANet!
-The change makes saving people a priority again — it’s never been a priority not because of Waypoints but because it’s a very slow and risky process. Not only does reviving tend to be “sticky” (can’t immediately dodge out of the way if a risk presents itself) but it also takes much longer while in combat because being in combat apparently makes stopping in your tracks to heal somebody slower
-Saving people isn’t hard at all if the whole team pitches in — but it’s hard to stop and discuss the best strategy for dynamic situations like saving the dead without voice support. Please don’t mention third party programs because those are not viable solutions. It’s a death sentence to stop for a moment when fighting Subject Alpha or Lupi yet the only thing many players can do to communicate is exactly that so that they can type out their messages.
-People hate other people that don’t care about team-friendly builds and don’t like carrying dead weight — And this change improves that how? It just anchors the dead weight instead of letting it flow in and out as they fail.
-Fix that kitten rolling/auto attack chain bug — there a few auto attack bugs, which one are you talking about?
-Better loot with focus on CM/SE/TA — Well yes. Aside from the short length of CoF Path 1, dungeons aren’t rewarding enough to justify the time spent especially when bogged down by the RNG gods.
-Don’t listen to people overreacting ANet — Yes because MMO developers are infallible with their updates. See: NGE.
As a note, I object to this because I fear it will estrange people trying to get into dungeons. Every person I see here mocking people for not being pro enough to handle it are people who already know the dungeons in and out and have dedicated teams to kick dungeon butt with. For everybody else though it’ll just make dungeons more inaccessible to the casual player and make pugging even more troublesome. At the moment, this works in Fractals of the Mist due to the level-based climb that it involves people becoming more and more skilled as the difficulty rises. With explorable dungeons, the difficulty is upfront and hits you immediately without giving you space to learn how to do the dungeons.
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I’d really like to see gameplay videos and data that ANet bases their standards on.
My Engineer is so bad that Overcharged Shot fires backwards and stuns me twice.
My Engineer is so bad that he can’t land on his own feet despite being able to invent rocket boots oh wait. . .
AoE nerf is basically nerfing Ele. There are no other class that is as reliant on AoE as Ele. Why don’t give us a greatsword instead, remove staff from game. Problem solved. Nerfing is never the way to go. Thief does insane amount of single target burst damage and ANet still wants to nerf AoE. Joke. Clearly they aren’t monitoring and studying their game close enough.
Engi–oh wait Engineer lost the worthwhile damage of Grenades and now they’re going to be nerfed again.
I mourn for our Elementalist brethren.
Because everybody is complaining about how super OP the Elementalist is in WvW amirite?
Ranger, Engineer, and Necromancer will be your typical answers. Rangers pets are bad and Rangers themselves don’t do anything outstanding especially after losing their Greatsword damage and Shortbow speed. Engineers are buggy as hell (but it’s okay because Engineers are supposed to be glitchy by design see Rocket Boots harr harr) and are constantly getting nerfed without being equally buffed. Necromancers rely on either pretty weak power attacks or strong conditions which are too limited in their function to consider them viable compared to pure damage. I also think Thieves need a good, hard look.
Honestly I’m not expecting new areas quite so soon. Making them probably takes more time and resources than almost any other aspect of the game. Southsun Cove is the only new “full” area that has been released and most people really dislike it.
Yea, whenever I open the world map. I am always thinking when will we be able to explore the unopened parts of the map. Also when will we face the other elder dragons other than Jormag in Frostgorge and Zhaitan in story quest.
You don’t fight Jormag in Frostgorge Sound. You fight one of his lieutenants or champions or whatever.
I know you’re joking but you have a point. The only enemies more annoying than Orrian Risen are Dredge. If the Underground Facility Fractal was full of anything but Dredge it wouldn’t be hated the way it is now.
I’ve always felt that a minority vote for a kick was ridiculous. I support at least bumping the requirement for kicking someone from a group of five to requiring three people to vote the target off.
When they test dungeon revamp, I like to see them try with a handful of rangers and engineers.
I’d very much like to see the ANet testers do a dungeon eight times with five copies of each different class. I think it would really shed light on how balanced the classes are right now.
This is killin’ me. I gatta know. Very simply, can we expect bug fixes for the engineer on January 28th?
I really hope we get a response.
I wouldn’t be surprised if an ANet class developer saw this and thought “What’s an Engineer…?”
So no. I wouldn’t get my hopes up.
Remember guys, they also said that they were going to redesign boss encounters both in and outside of dungeons.
Yes, which 99.9% of us are going to have a HUGE expectation on dungeon revamp.
Most of us on the disagree side are stating the worst possible nightmares.
It would help if ANet didn’t once again trip up at going more than one or two sentences in detail on a topic. Even if this is just a basic rundown of changes coming in early 2013, it’s still a pretty big failure on their part–not the first mind you–for not going into details on things that will make their players more trustful of upcoming updates. It’s the nature of the MMO player to be fearful and skeptical of change. Here ANet has basically said “Oh we’re changing a massive part of dungeon running and we’re probably going to change a few things with the already controversial dungeons to make them less ganky at certain parts because of this and don’t worry we’re gonna do it right because we’ve never failed you before.” It’s a recipe for disaster and we’re seeing it with these 100+ post in a handful of hours.
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I have an extremely hard time believing that Subject Alpha wasn’t balanced with respawning in mind.
I can tell you that when the only dungeon we had seen was a preview of AC, waypoint zerging was an issue that came up and was inquired about as well, with a dev(I think it even was Colin) answering that while it wasn’t a tactic they expected, they would monitor how much it would affect the difficulty of boss encounters and taking action if needed. I specifically remember a dev quote about them keeping an eye on this, which strongly implies that they had not anticipated players resorting to this kind of play to complete the content.
Any boss that can kill you in three to four giant as hell AoE hits that are spammed over an increasingly small map with an absurd health pool was a. designed with respawning at waypoints in mind (most of the Subject Alpha fights take place directly after a waypoint) or b. designed by somebody who did not understand that not every class has perma-swiftness and vigor, teleports or flashes, and huge range. I do not believe for a second that respawning was “unintended gameplay” just because of how irrational it is when taking Subject Alpha into account.
People aren’t taking into consideration everything they’re working on alongside this
A lot of the arguments are “well, x boss in y dungeon does z, which makes it harder.”
However, remember the devs will be balancing fights around the fact that you can’t waypoint zerg anymore.
I know they’ve said that but based on what Colin said waypoint zerging wasn’t intended in the first place therefore the encounters as they are were not balanced with that in mind.
I have an extremely hard time believing that Subject Alpha wasn’t balanced with respawning in mind.
It’s okay. I already stopped playing Engineer for the vastly superior Guardian. I just feel bad for our Elementalist friends.
I stopped playing my Guardian for the Engineer. At least on the Engineer you have a lot of choice and crazy things to do, the Guardian is linear and you’re limited in build choice. Granted, the two base builds you can choice from are effective, but it doesn’t make them fun or (IMO) make up for the lost personal choice.
I feel the other way around. I find Guardian much more fun than an Engineer because as an Engineer I felt constantly pigeonholed due to a plethora of worthless utility skills, useless traits, weak synergy, and a pretty big design failure when it came to kits, turrets and the toolbelt. As a Guardian, I do more damage, I can be pretty much any role with a bit of retraiting and slightly different equipment, I’m more worthwhile to my group, my crowd control is better, the majority of my traits are worth considering, and very few of my utility skills are waved off because they fail more than one test of utility.