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Thieves need more than just constant nerfing

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

OP this is a game-wide problem that ANet seems inept at understanding. All eight professions are riddled with bugged or useless skills/traits yet ANet completely ignores them and instead just tweaks numbers every patch. The result is that the number of viable build options for most professions is getting smaller and smaller and the bugs are funneling everyone into the same builds.

What I honestly cannot understand though is how ANet can hope to balance professions when half their skills/traits are not functioning as intended. Any number changes they make now will be pointless if/when they actually start fixing things.

Their apparent priorities just make no sense to me.

Exactly. The rational approach from the very start would have been to fix bugs and useless abilities before attempting balance tweaks, since new options will completely change the overall power of each class.
At the very least they could have tried both.

Thieves need more than just constant nerfing

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

That is a long post out there but I stopped reading after:

Admittedly Thieves did start out with some attacks that were significantly stronger than they should be, and they were brought in line.

No, they were not brought in line yet.

Way to misinterpret something and seriously overreact.
I wasn’t saying everything is perfectly balanced and nothing ever needs to be toned down ever again. I was saying that things did need to be nerfed and they were, but Thieves had other non-nerfy problems that needed attention as well.
In the context of my mention of the next patch which you say you skipped anyway, my sentiment was that by this point any overpowered stuff is so mildly overpowered that other areas of the class deserve some attention far more so, and it seems they’ll continue to ignore them even despite these present circumstances.

(edited by Grimwolf.7163)

Thieves need more than just constant nerfing

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

dam, big big big block of literature u got there.

It’s long because Thieves do have a lot wrong with them and I attempted to list a fair number of those issues.
Despite all that, we continue to see “20% less damage from X ability LOLOL” each patch and little else.

Thieves need more than just constant nerfing

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

Now let’s look at the Utilities.
First of all there’s the fact that, inexplicably, MOST of them do not work underwater. As one prime example, Thieves have only a single Elite that can be used in water, and it is a spectacularly situational one that is only good with specific builds, and never in the water due to what the underwater weapons do.
Thieves have plenty of Combo Finisher abilities, but are absolutely starved for Combo Fields.
Four separate utilities are Venoms, which are all not only dull in their function, but are also heavily focused upon having Deadly Arts specifically if you want to use them effectively.
The traps are an interesting and fun mechanic, but incredibly weak in practice due simply to them not having as strong of effects as they should.
Shadowstep has an excessive recharge, due likely to the bizarrely placed powerful condition removal, as well as a laughably short window in which to teleport back. It tries to do too much and is just a mess because of it.
Scorpion Wire is fairly situational, but still maintains what seems like an excessive recharge even before considering how situational the effect is.
And finally, despite relying very heavily upon stealth, the Thief has only 3 utilities that grant it (not counting the combo effect of Smoke Wall that dagger main-hand specifically can trigger), 2 of which have very long recharges (Smoke Bomb in particular seems to have a pretty excessive recharge), and one which relies upon your enemy to trigger it and is therefore not real reliable.

Like many classes at this point, the Thief has a lot more to it that needs work than just some excessive damage on a couple abilities, and it annoys me to see all of this ignored.
I’m not saying the Thief is weak by any means, but they lack options, and many aspects are simply less fun than they should be.
I would like to discuss here what improvements the Thief needs other than simple nerfs, and hopefully bring them to the attention of ANet in the process.

Thieves need more than just constant nerfing

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

Let’s compare that with other options.
A Sword main-hand has the auto attack, and a utility type ability. It relies on the off-hand for any real offense. So with a dagger for example, the only real offense you have comes from the auto and the bugged out dual skill. Even assuming it were not bugged, this would still lead to you constantly spinning round and round your target with that one attack. The cripple is somewhat redundant when you already have the teleport sharing the same resource. Cloak and Dagger has solid utility, but no great interactivity between abilities because of the high cost and weak effect of the sword stealth ability.
Pistol off-hand has a similar situation with relying too heavily on Pistol Whip, though the two off-hand abilities are fairly solid and help round out the weapon. Without interactivity between the abilities though, it still is not interesting to use and has entirely too much Pistol Whip (which itself is a rather dull and straight forward ability).

Pistol Main-hand has a solid auto attack, but Body Shot is borderline useless for anything at all and makes the weapon significantly more shallow due to fewer options. The dual attack with a Dagger has decent utility, but it leaves the combination with no main non-auto attack. It’s also shallow due to only being useful specifically when trying to gain distance from a melee character and nothing else, which again becomes somewhat redundant when paired with the cripple from the dagger off-hand (which is overall superior and more versatile). Cloak and Dagger is the only saving grace for the offense of this combination due to the pistol having an effective stealth attack, but has large restrictions on how frequently it can be used, especially since its a melee ability on a ranged weapon.

Then let’s look at the Dagger main-hand. It has a solid auto-attack, and a decent resource attack with Leap Finisher status. So far so good. Except that Heart Seeker is meant as a finisher for dying opponents, while simultaneously operating with a low cost that encourages spamming. So if the opponent has high health, this isn’t much of an option. And when they’re low, you have to use a lot of it. Aside from the finisher status, its also a very straight-forward ability without much in the way of interesting mechanics.
With a Dagger as the off-hand, you end up with three separate attacks competing with each other with absolutely no interactivity between them. What this means is that, based upon your build, you pretty much just spam one of these attacks to the exclusion of the others, leaving your options extremely limited and making the whole thing incredibly boring and simple. Have a condition build? Spam Death Blossom. Have a stealth build or Hidden Killer? Spam Cloak and Dagger. Have anything else? Spam Heart Seeker. There is at least some mild variation in that you’ll rarely start out spamming Heart Seeker regardless of build, and with the first two you may still use Heart Seeker to finish someone off who’s nearly dead or to use a Combo Field.
The number of Combo Finishers available to this set up are fantastic, but you’ll have a hell of a time actually producing a Combo Field yourself to utilize this aspect. You absolutely have to rely on Utility slots for this, and even then there are only a couple capable of this; one of which has a long recharge and encourages NOT using the finisher attacks in it (since you should either be using Backstab or not attacking at all).
With a pistol in the off-hand you rely purely on your auto attack and Heart Seeker for damage. Heart Seeker also being terrible when the opponent’s health is high. So you have an attack meant to be used only to finish people who are low on health, and only your auto attack to get them low! That is likely the worst oversight of any combination the Thief has. You have solid utility, but complete garbage for damage. You can, at the very least, leap through the shadow field you can produce then Backstab someone to get them low, but this isn’t something you can easily quickly repeat or rely so heavily upon, and the initiative cost is massive for mediocre results.
You also lack any way to really stick to your target, since you have neither a cripple nor a reliable gap closer.
The one high point of this combination is that the abilities interact together well, between Gunpowder>Seeker giving stealth, and having an effective stealth attack.

<Continued>

(edited by Grimwolf.7163)

Thieves need more than just constant nerfing

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

Admittedly Thieves did start out with some attacks that were significantly stronger than they should be, and they were brought in line. I find it annoying though that Thieves seem to get nothing but nerf after nerf, despite having many issues other than just a few attacks or builds being too strong.
This feeling was reinforced by the paired announcements that, in the next update, Thieves would be getting a nerf yet again while Rangers get their much needed and proper tweaking to improve options and overall effectiveness.
Thieves have many abilities that are incredibly sub-par in various ways which force them into a rather narrow set of options and generally ruin the potential fun of playing one in certain circumstances, but these problems get no attention whatsoever.
Mostly, the problem is with how the weapon skills were designed.
The shortbow is practically mandatory for a Thief in many circumstances, not because it is overpowered, but because it is one of the more flawlessly designed and useful weapons for the Thief.
It has a decent auto attack.
It has a main attack that is perfectly effective for direct damage as well as being fun and interesting to use due to it being aimed and being able to detonate it mid-air, and also has good utility through the Blast Finisher status. Despite effectively getting spammed on many occasions, this doesn’t feel terrible because the ability has a lot of depth.
It has an effective defensive ability.
It has a tactical type attack that makes the weapon much more interesting to use overall due to it comboing well with the main attack, and to a lesser degree with the auto attack.
And it has a utility type ability that greatly increases mobility as well as having great tactical potential.
Overall, it is just an extremely well rounded and smoothly designed weapon.

<Continued>

(edited by Grimwolf.7163)

November 1st Update

in Guild Wars 2 Discussion

Posted by: Grimwolf.7163

Grimwolf.7163

I could swear I’ve recently read a developer post saying directly, in simple terms, that there would indeed be a large update November 1st.
It’s now 5:00pm EST though, with absolutely no word on an update. Anyone know what’s going on?
I had thought that they were at the very least ending the Halloween event today.

(edited by Grimwolf.7163)

The complaints have to stop

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

These forums are linked to our game accounts. I think they should just prevent anyone from posting in a particular class’ forum unless they have a character of that class with a certain minimum level and time played.

Backstab, time to nerf.

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

I’m a bit amazed they’re actually going to nerf Backstab. Thankfully he claimed they’ll be buffing other stuff in return, but still.
Backstab is so freaking easy to counter; way easier than Hundred Blades. You don’t even need to see the Thief coming. Just dodge AFTER you get hit by CnD and they’re still not gonna get the Backstab itself in. Worst case scenario they used a poison to hold you, and you’ll have to pop a skill to break it first, which is no worse than having to break out of the Stun used by a Warrior for Hundred Blades. The damage itself sure as hell is not greater, and requires specific traits as well as at least two utilities dedicated to it.

How can you possibly compare Hundred Blades to backstab. 3.5s channel where you cannot move vs instant damage.

Do you honestly not know what Frenzy is? Who in God’s name runs a Hundred Blades build without it.
And the damage of the Backstab combo is not instant.

(edited by Grimwolf.7163)

Backstab, time to nerf.

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

I honestly don’t see the issue. First and foremost thieves do not automagically appear behind you when stealthed or teleporting (a big no no imo) second that isn’t very much health. My engineer has more health then that in his green explorer stuff. I always thought one of the goals of PVP was to put on something that gave extra health to improve survivability.

By default you have 5k more hp then gaurdians. Health
Guardians make up for this in “armor” and damage reduction, supposedly. But toughness does not affect conditions atm, and honestly I feel like some abilities.

Its not hard to get behind someone when they can pop stealth, teleport to you or behind you, then start

You might want to look at your link again. Thieves, Guardians and Elementalist all get the same base health pools. Everyone gains 10 health per vitality. You get heavy armor and we get medium armor.

And it’s not hard to realize that when you see a Thief disappear he’s probably going for your back, throw down an AoE or roll and be done with it.

Yes I am aware, but thieves also get better endurance regeneration, better dodge skills…

the problem is you never see them coming to do the first attack, they could be 900 range away, then they use stealth, warp, steal cnd backstab, then finish you off assuming you are alive still.

As traits, they do. You realize that as a Guardian you also get a crap load of Blocking?
Are you actually trying to complain that your Guardian is not as tough as a Thief? How is anyone even taking that seriously!

Backstab, time to nerf.

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

I’m a bit amazed they’re actually going to nerf Backstab. Thankfully he claimed they’ll be buffing other stuff in return, but still.
Backstab is so freaking easy to counter; way easier than Hundred Blades. You don’t even need to see the Thief coming. Just dodge AFTER you get hit by CnD and they’re still not gonna get the Backstab itself in. Worst case scenario they used a poison to hold you, and you’ll have to pop a skill to break it first, which is no worse than having to break out of the Stun used by a Warrior for Hundred Blades. The damage itself sure as hell is not greater, and requires specific traits as well as at least two utilities dedicated to it.

Engineers with Bows

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

Chainsaw. It is our destiny.

It’s funny you mention that. I made another thread discussing the possibility of Chainsaws as a new Kit skill, but it got moved to the Suggestions forum by a moderator and subsequently disappeared beneath the endless sea of new threads moments later.
https://forum-en.gw2archive.eu/forum/game/suggestions/Chainsaw-Kit/first#post540966
Anyway, I’m just pessimistic enough to assume that if they really ever did give a Chainsaw to Engineers, that they’d make it look like the Chain Sword rather than the Greatsaw <_<

(edited by Grimwolf.7163)

Will the WHOLE event end the 1th November?

in Halloween Event

Posted by: Grimwolf.7163

Grimwolf.7163

If I remember right, GW1 only had three holidays; Halloween, Christmas, and I think the GW Anniversary.
And that’s with them having managed to completely automate the holidays themselves so no great deal of maintenance was required of them.
It seems unlikely that they’ll make a huge number of holidays for this one.

Backstab, time to nerf.

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

First: http://d.pr/i/KnZf
Second: http://d.pr/i/QWjY

Please tell me why someone should be able to do half of my health in one hit as a full toughness defense spec’d profession? all the while being stealthed.

Here’s a question; who won that fight?
And what exactly did the thief manage to do AFTER that backstab?

Stealth while stomping

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

If we took your BS stealth stomp away and gave you stability you would whine like the little girls 99% of thief’s are.

YOU CANT TARGET A STEALTHED THIEF you kitten morons that is the problem and it needs to be fixed. Since most of you are exploiting the stealth bug anyway it really dosen’t matter.

Because Thieves have garbage health, and without stealth-stomps they would never kill anyone because no matter how fast they spike someone down they’d get torn to ribbons the moment they were forced to stay perfectly still and open for the stomp.
Hell, before I figured out the stealth-stomp on my thief it was common for the person I just DOWNED to kill me, then finish me while we were both downed because thieves have no damage in their downed state either.

Ranger update

in Ranger

Posted by: Grimwolf.7163

Grimwolf.7163

Seems likely. Jon said straight-out that the Ranger fixes would be in the next update.

Lets Fix Venom skills together and make them fun!

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

Random chance is bad. It is always bad, and I would really rather not have even more of it.

Mad King Dungeon Griefing

in Halloween Event

Posted by: Grimwolf.7163

Grimwolf.7163

Thankfully I’ve personally only had this happen once so far, but apparently there’s a pretty horrible way to grief people in this dungeon, and I’m honestly surprised more jerks aren’t doing this.
Obviously I won’t give details on how it’s done. I don’t actually know the details myself anyway. But this really needs to be looked into and fixed.

Basically, there’s a way for a party member (likely the leader, I assume) to kick everyone from the dungeon and reset it. During a run yesterday, one person did this immediately after getting their loot from the chest after downing the Mad King, and kicked everyone else so they couldn’t get their loot. The whole run turned into a waste of time and effort because of one jerk.

Why no initiative gain on swap?

in Thief

Posted by: Grimwolf.7163

Grimwolf.7163

He’s not suggesting that Thieves instantly gain all their initiative back every time they swap weapons, that’d be insane.
I think that having separate pools for each set would create nearly the same issue, but gaining only 3-4 initiative on swap for one extra attack would be perfectly reasonable.
When I play my thief, I rarely even swap weapons because there’s so little reason to, whereas on my ranger I’m swapping practically on cooldown every time for the extra attacks.

Personally, I’d probably prefer it if they instead drastically dropped the recharge on swap for thieves to only a second or two, so you can swap back and forth as needed purely for the utility of it. Without separate recharges like other classes have, it just doesn’t make sense for the weapon swap to have a recharge and it greatly hinders your ability to use a particular set for particular circumstances, since you become locked into that weapon for a while.

Post here if you have BEAT the Tower!

in Halloween Event

Posted by: Grimwolf.7163

Grimwolf.7163

I beat it on a human ranger, after two hours of trying…
First time I made it to the top, I jumped at the clock face too soon without knowing you had to wait ’till the last second for it to break, and fell to my death.
AT
THE
VERY
TOP!

Mad King's Memories Model

in Halloween Event

Posted by: Grimwolf.7163

Grimwolf.7163

I’m pretty sure you still keep the original one when you get the complete version. I did at least.
Two separate items.

Skirmish Traits for Ranger don't make sense

in Ranger

Posted by: Grimwolf.7163

Grimwolf.7163

That would be a horrible nerf to trap specs as they can’t get the solid survivability of the wilderness survival tree along with the trap traits (trap specs are condition dmg specs, condition dmg specs are made for the longer haul so need some good survivability or don’t work)
Trap specs are one of our few viable specs atm.

How so? I’m looking at the major Wilderness Survival traits and the only ones I see that increases your survivability are Shared Anguish, Vigorous Renewal, Hide in Plain Sight, Empathic Bond and Bark Skin, and none of them look overly impressive to me.

They just don’t want to have to change up their current build, so they’re throwing out ham-fisted logic.

Ranger update

in Ranger

Posted by: Grimwolf.7163

Grimwolf.7163

I am sure that they will not remodel functional of apabilities.

You clearly never played GW1.

Skirmish Traits for Ranger don't make sense

in Ranger

Posted by: Grimwolf.7163

Grimwolf.7163

Yeah, the Ranger has many aspects with the traits that leave me questioning the rationality behind them. I think they were in a rush and just kind of threw them together last minute with no great deal of thought.

Pets you'd like in the future...

in Ranger

Posted by: Grimwolf.7163

Grimwolf.7163

Mistfire Wolf!
MIST – FIRE – WOLF!

Where do you start the Act 2 Memoir?

in Halloween Event

Posted by: Grimwolf.7163

Grimwolf.7163

As the title says, I can’t figure out how to start the Act 2 memoir hunt. I’ve searched all over online, and can’t find anything. Perhaps because it hasn’t been going on long enough yet. The mail message, despite being made solely to help you find out what to do and where, is completely useless in this regard. It simply says you ‘can’ do more with the memoir, but gives no information as to where you would go to start that, unlike the mail sent for Act 1.

Dear ArenaNet: I know you probably won't read this, but...ETA on Deployable Turrets?

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

What exactly do people mean about Deployable Turrets being broken? I’ve had it work perfectly on every turret except the healing turret, and I’ve simply never actually tried it on that one.
This is the trait that lets you place them at a distance, right?
I’ve even placed them on top of walls where they couldn’t be reached except by ranged attacks.

Let's speculate on the changes

in Ranger

Posted by: Grimwolf.7163

Grimwolf.7163

1) Ranger weapon damage increased across the board, and Ranger pet damage reduced proportionately.

2) Greatsword #2 (Maul) no longer applies 3 stacks of Bleed, and instead applies 3 stacks of Might to yourself for 10 seconds.
3) When Greatsword #4 (Counterattack) is activated a second time to throw the weapon, the recharge is also reduced to 8 seconds.
4) Greatsword #5 (Hilt Bash) recharge reduced from 30 to 20 seconds, but it no longer grants your pet an “Attack of Opportunity”.

5) Sword #1 (Pounce) no longer leaps/roots your character, and now grants might to yourself as well as your pet.

6) The trait Martial Mastery no longer affects spears/greatswords, but now also affects daggers and grants 5% additional damage to swords and daggers.
7) The trait Two-handed Training now also causes greatsword/spear skills to recharge 20% faster.
8) The trait Quick Draw now reduces the recharge of Axe and Shortbow skills by 20%, as well as increasing their critical chance by 5%.
9) The trait Honed Axes has been renamed and changed to instead reduce the recharge on weapon swapping.
10) The trait Off-hand Training inside Wilderness Survival has been replaced by Trapper’s Expertise from Skirmishing. The position of Trapper’s Expertise within Skirmishing has been replaced by a new trait.
11) The trait Empathic Bond from Wilderness Survival has been moved to Beast Mastery, and the position of Empathic Bond within Wilderness Survival has been replaced by Trap Potency from Skirmishing. The position of Trap Potency within Skirmishing has been replaced by a new trait.
12) The trait Peak Strength now provides 10% bonus damage.
13) The trait Opening Strike now provides 10 stacks of Vulnerability.
14) The trait Alpha Training has been renamed and changed to instead turn the Opening Strike into an Attack of Opportunity (50% bonus damage).
15) The trait Eagle Eye no longer increases damage, but instead reduces the recharge of Long Bow and Harpoon Gun skills by 20%.
16) The traits Companion’s Might has been fixed to provide Might for 5 seconds.
17) The trait Sharpened Edges has been fixed to provide 3 seconds of Bleeding, and now has a 100% chance to occur on a critical hit.
18) The trait Evasive Purity has been changed to remove any one condition from you.
19) Healer’s Celerity has been renamed and changed to instead place a Spike Trap at your initial location when you dodge (no knockdown and not affected by trap traits).

20) Nature Magic has been changed to increase Healing instead of Vitality, and Beast Mastery provides Vitality instead of Healing.

21) Spike Trap now provides 5 seconds of Crippled, and now also causes a brief knockdown.
22) Signet of the Hunt now provides 25% increased movement speed.
23) Lightning Reflexes now also removes Immobilization and Cripple.

24) Pets can now attack while moving.
25) Pets will now interrupt their current attack in order to perform the F2 command.
26) The activation time of various Pet F2 attacks are now considerably faster.
27) Pets will now attempt to avoid and flee from hostile area effects while commanded to follow.
28) Pets will no longer grab aggro from NPCs when they get too close.

That’s all I can think of for now.

(edited by Grimwolf.7163)

Chainsaw Kit

in Suggestions

Posted by: Grimwolf.7163

Grimwolf.7163

Considering how crazy popular that Greatsaw Greatsword has turned out to be, I think that bodes well for something like this. People love chainsaws apparently :P

Assuming something like this were ever done though, which I desperately hope for, I just hope it would look more like the Greatsaw and not the Chain Sword… The one-hander is bland

(edited by Grimwolf.7163)

Med Kit pve problem

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

Wait… So then if you have Kit Refinement, could you just keep rapidly producing the blast over and over by spamming Med Kit?

More Halloween Goodies

in Halloween Event

Posted by: Grimwolf.7163

Grimwolf.7163

All this crying is hilarious. If you think ANet will lose out from using a gacha model, which tons of other MMOs use successfully, you’re horribly mistaken.

exactly, and I hope ANet doesn’t give in a second time to this vocal minority…

Um, do you want GW2 to become associated with those low quality MMOs? I for one expected more from it especially since the game is head and shoulders better.

I agree. It may be a prevalent model in a lot of MMOs, but those MMOs are not exactly what I would describe as successful. Most of those money-gouging F2P MMOs are hanging by a thread, barely scraping by.
On top of that, the player base sure as hell does not enjoy being treated that way; they just accept it because they enjoy the game in spite of such things.

Chainsaw Kit

in Suggestions

Posted by: Grimwolf.7163

Grimwolf.7163

I feel like it really would fill an effective niche. Right now Engineers have no actual melee. There’s the toolkit, but it’s focused more on turret support with melee as just a side-point for a means to actually defend yourself.
And this is particularly strange, because I recall it being stated directly by a developer at some point that all classes were intended to be able to choose either melee or range, with no class being relegated to one specifically, without choice. But they did exactly that with the Engineer.
And the only thing that could possibly be more “Engineer” in regards to a melee weapon than a chainsaw would indeed be a wrench, but that is not and should not be focused heavily on attacking people directly.

(edited by Grimwolf.7163)

More Halloween Goodies

in Halloween Event

Posted by: Grimwolf.7163

Grimwolf.7163

1. Will you or will you not be buying black lion trading company or random number generation materials again?

No

2. Did you buy them in the past?

Yes

3. If you would not buy trading post material/gamble, would you support direct to buy weapon skins and what general price do you find acceptable from a business standpoint both as a customer and realizing that they must make money as a business?

Yes, ~500 Gems

4. Do you believe that future events will also be handled with random number generation to make profit based on limited time item acquisition?

Yes

5. If you believe that the future events will be handled in the same manner, does this realization negatively effect your trust of Arena Net in regard to handling micro transactions for permanent content?

Yes

6. Did you obtain a skin or whatever it is you were looking to get from the black lion trading chests? From the Mad King Chests?

No and no

7. Have you bought any of the direct purchase, set priced halloween items. If so, will you be buying more?

No and no

More Halloween Goodies

in Halloween Event

Posted by: Grimwolf.7163

Grimwolf.7163

“During our Halloween celebration, you can purchase tickets for $1.50 each, guaranteed to reward you with buttons and paper clips. But every one-in-one-thousand tickets has a chance to reward a lucky individual with this AMAZING T-SHIRT! "

“…..Can I just buy the T-shirt?”

“No "

“……..”

This whole thing just seems really lame to me…

22 Chests opened, nothing unique

in Halloween Event

Posted by: Grimwolf.7163

Grimwolf.7163

I’ve got to ask all you saying AN ripped you off , wasn’t fair , kicked your dog , whaever.

In those chests you opened , was there something ? I don’t think you are opening blank/empty chests , they still contain everything they could have before.

You are just choosing to buy/spend $$ for the Halloween items.

How in the world is this anything AN is doing “wrong” as the chests are EXACTLY the same as before , now just with more possible loot.

It’s your own personal decision if the chance is worth it or not for the item that you hope to get , and whining after the fact is just amusing.

Everyone here got something in their chests , just not what they wanted , thus again

/stomp foot
/stomp foot
/cry
/stomp foot.

Don’t even try to justify this with something like that. First of all, everyone knows the chests have complete garbage for loot. Second, they made an official statement basically saying “Hey, buy chests now and you might get this awesome weapon skin!” But they made no mention whatsoever of what kind of a chance you might really have. Because if they had, most people would have just continued to ignore them.
They did this to deliberately encourage people to buy the chests for the sole desire to acquire one of these items. Do you honestly believe that all these people would’ve bought 20 or 50+ keys today if the chests were -not- said to contain those items? Neither would they have purchased so many if they’d gotten the skin they wanted within the first several keys.
And the reality is, that the odds are so low that almost no one will actually acquire one without either ludicrous blind luck or buying an absolutely disgusting number of keys.
They consciously decided to manipulate people into throwing money at something with almost no hope of actual return.

Chainsaw Kit

in Suggestions

Posted by: Grimwolf.7163

Grimwolf.7163

After seeing the new weapon skins for Halloween, I’ve had an absolutely beautiful idea for a new weapon option for Engineers; a Chainsaw Kit.
I’ve been able to find only a single video of one of the chainsaw skins so far, but it is freaking amazing: http://www.youtube.com/watch?v=luDBZf_T9Xg

The idea of having one of those with it’s own unique skills is just… awesome.
Also, well… the idea that I can’t use that weapon skin on an Engineer drives me absolutely insane.

(edited by Grimwolf.7163)

Please can we have hammers? Please!?

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

Not bad… when I think of an Engineer with a hammer, the first thing that comes to mind is throwing a rocket-powered hammer like a flaming iron whirlwind of destruction :P
Could also have something similar where you spin toward the target like that Warrior greatsword attack, and one where you detonate an explosive charge inside the hammer when you hit someone, launching them back.

Stop Using Cutscenes for NPC Combat Deaths!

in Personal Story

Posted by: Grimwolf.7163

Grimwolf.7163


For human characters, Beirne is the very first NPC they meet. So, granted, he doesn’t mean anything to other species, but we didn’t pull him out of thin air just to kill him for this step. : )

I’ve played one human character up to 77, another up to 52, and 3 others up to around 10.
I have no idea who the hell “Beirne” is.

Are engineers "agro-grabers"?

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

I haven’t played my Engineer long enough to really notice whether or not enemies are more likely to target myself than others. But I have noticed, immediately, that enemies will make a beeline past anything and everything to smash a turret into the ground the very second you place it.

Engineers with Bows

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

I don’t play CoX. Actually, I just happened to see the Avengers movie recently <_<

Engineers with Bows

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

The only thing is, we already have a option for P/P or P/S that offer condition damage.

Feh, screw condition damage; I want explosions!

What do you *love* about your Engineer?

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

I love the gritty machinery, oil and explosions style they have. Lots and lots of explosions.
I’m actually quite disappointed that they made the cheesy gadgets so prevalent, like the glue shot, taser pistol and crotch-rocket.

Engineers with Bows

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

I’m not talking about ordinary bow and arrows; I mean “trick arrows” as XelNigma called them. Like a mine arrow that sticks in the ground and blows when someone gets close, an oil arrow that causes an area knockdown + cripple pulses, or a remote-bomb arrow that strikes your target, and when you activate it a second time the target detonates for area damage (so you can lure them over to allies or something before triggering). Maybe even something like a rope arrow that could be used at long range to knock someone part of the distance toward you, so you can do stuff like pull someone into a trap or off a ledge, or even just interrupt them.

(edited by Grimwolf.7163)

Engineers with Bows

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

I’m incredibly confused on why Engineers were not released with the option to use bows from the start. Including both the main and off-hand Engineers have only 3 weapons available, the least of any class. Though it could be argued that kits basically being extra weapons counteract that, the need to give up a utility slot for them sort of ruins things.
The archetype of a person using a compound bow with special arrows with a wide range of effects is fairly old and prevalent as well, and fits the Engineer perfectly. The Thief series of games and the Green Arrow/Hawkeye come to mind as obvious examples.
Anyone else agree?

Sigil of Leeching Question

in Ranger

Posted by: Grimwolf.7163

Grimwolf.7163

More than that, my personal testing has shown that only the sigil in the off-hand takes effect with a weapon in each hand. Even with two completely different sigils.
One simple way to test this is to place an on-switch sigil in the main-hand and an on-crit sigil in the off-hand. When you switch to it, nothing will happen, but you will get the on-crit effect. Switch the slots each weapon is in, and you’ll get the on-switch effect but not the on-crit effect.

(edited by Grimwolf.7163)

just realised rangers are the only class without a way to negate dmg effectively

in Ranger

Posted by: Grimwolf.7163

Grimwolf.7163

um are you joking? Rangers of all classes have the most ways to avoid/ negate damage in the game. We have far more varied dodges, and dodges with much shorter cooldowns than most of the other classes, as well as the 50% cooldown reduction on our standard dodge. If there is anything to complain about on ranger it isn’t a lack of damage negation.

Well, technically it works out to more like a 25% reduction in the time between dodges, but it does stack with the loads of Vigor available to us as far as I know.

Change Class Mechanic - Permanent Pet Class Unbalanceable

in Ranger

Posted by: Grimwolf.7163

Grimwolf.7163

I personally enjoy neither doing crappy damage myself because it was all pushed onto the pet, nor beating on some moron sitting still with its back turned to me because it just wants to focus on my pet.
I feel the best solution is to make the pets much less significant. Greatly reduce their damage and return it to the actual Ranger, and reduce how frequently they tank for you. Make them more of a utility as they should be rather than the AI-controlled other half of your character.
I’m not sure how it could possibly be corrected to have them do less tanking. If that aspect were left as is, then DPS pets would be even less useful. If they were made invincible and unable to be targetted at all, though that may have been the better way to do it from the start, that would now create issues with the tanking type pets being useless on top of the Ranger being far too vulnerable since they were built around the pets being a decent portion of their mitigation similar to Thief stealth or Mesmer clones.
They already die far too easily for them to be made even less durable.

So much state that spirits are bad.Are they?

in Ranger

Posted by: Grimwolf.7163

Grimwolf.7163

i watch it again.At 0:54 i can see clearly warrior been affected by the spirits buff.No,it doesnt proc any buff and we cant see it if it does but they can reach him defently.Hes at 500 range at least.I dont want to rename the banners to spirits and put the same philosofy of support to rangers.Actually we can carry our spirits with us and they have some active skills.Sure they die pretty easy.Ill work it cause im feeling that you are trolling me guys

I didn’t mean that the little “you are in range of the spirit” icon was not appearing; I meant that the actual boon provided by the spirit was not triggering, like the Protection from the earth spirit he had.

So much state that spirits are bad.Are they?

in Ranger

Posted by: Grimwolf.7163

Grimwolf.7163

This video shows a warrior and a support ranger.I dont see any lack of support from the ranger
http://www.youtube.com/watch?v=Wv_weU8nbrk&feature=relmfu.

You need to watch that video again.
The spirits were dying constantly, the Warrior kept stepping out of the tiny range of the spirits, and even when the Warrior was in range the effects almost never activated.
There was very little actual “support” going on in that video.
To top it all off, most of those fights were 2v1 or even 3v1. The Ranger wasn’t even needed.

(edited by Grimwolf.7163)

Ranger suggestions thread! (everyone invited)

in Ranger

Posted by: Grimwolf.7163

Grimwolf.7163

I made a post in the Suggestions forum suggesting that we get daggers for the main-hand used for throwing, like axes; https://forum-en.gw2archive.eu/forum/game/suggestions/Rangers-Dagger-Main-hand/first#post431473

I’d also like to suggest how the Greatsword could be improved.
Increasing the damage across the board is an obvious one, but it could use more work than that. First of all, its traits are split between Wilderness Survival and Nature Magic. Considering it has jack for condition damage and is more utility/defense, it does fit best with Nature Magic. I recommend Removing the greatsword/spear component from Martial Training and folding that into Two-handed training so it grants both the cooldown reduction and 5% damage (that 5% damage is horrid on its own, and many classes have an equivalent trait that gives the cooldown reduction as well as a tiny bonus like that). Martial Training could have some small similar bonus to one-handed swords added as compensation. Or better yet, if they did give us main-hand daggers then a cooldown reduction for that could be added in.
Now on to the skills themselves. The cooldown on the interrupt is longer than it should be, based both upon the value of the effect itself and other similar skills. I think it should be dropped to 20 seconds.
Finally, Maul; It’s terrible. Its damage is split with a weak bleed, but it’s the only condition damage the weapon has. This really screws with gearing, since the sole non-auto attack possessed by the weapon will be weaker without condition damage, but at the same time the weapon as a whole gains hardly anything from condition damage. This skill needs both to be buffed up -and- altered to have something other than the bleed.
The bleed should be replaced with a self-boon, which would work very well with its connection to Nature Magic due to the +Boon duration. Something like either several stacks of Might lasting ~10 seconds, or Fury lasting a few seconds. This would also be pretty cool because of the impression it would give that you have the power of spirits coursing through you, due both to the connection to Nature Magic and the spirit bear graphic that triggers during the attack.

(edited by Grimwolf.7163)