This thread serves no purpose if there is not method of recording the information and even then, still useless.
I love the grenade kit but I find my self rarely using it since it’s so tedious, requiring heavy extra spamming. There needs to be an option besides the current style to make the kit more available for wider engineer audience.
I think the skill #1 autoattack suggestion works well and does not even need a nerf for damage as long as the grenades will not be homing grenades. That way I dont think they’d be OP at all in PvP since you wont hit a moving target unless it’s close. If it needs to be nerfed, it could be made so that the AoE radius is smaller when toggling the autoattack on (still no homing grenades).
I’d love to use the grenade kit more, but dont want to buy a new mouse that is made of deldrimor steel just for the grenade spam
HEY NOW! … I would rather the grenades hit with minimal damage than not hit with a lot of damage. I think we can all agree with that. Maybe increasing the projectile speed and lowering the damage…?
I would like to know when to use the mystic forge. For now the rule is; crap items that you can’t sell. Which -for now- is dungeon rewards…
“Overflow is actually a good idea”
- Guild Wars 2 player, 2012How are you managing to get a pug that isn’t made up of special cases? Even people in my guild aren’t able to play properly. The mobs target me because I do the most damage, and no one manages to dodge the boss mechanics. Having a graveyard next to a boss encounter for running back (because the game is meant to make you die) is forced difficulty.
I read this four times and I still don’t get it…
- Random players are special.
- Your guild doesn’t get it.
- Mobs don’t like you.
- You don’t know how to dodge.
- Graveyards are fun(?)
- Your favorite color is orange…
EDIT: I forgot one;
- You’d rather stare at numbers in the login screen than play the game.
(edited by Hammerguard.9834)
Rewards and drops are scaled to your level.
Wait, that makes no sense. It would incentivise players to finish zones only when they reach level 80. Wouldn’t it…?
I’d much rather see the Tengu first. Norn can turn into bears so that should satisfy you for now. If the Tengu turn out anything like this, I’m happy for life.
Amazing style and variety, kitten would be epic.
Well regarding the underwater combat I’d like to point out the hilarity of it for engineers. Now obviously all manners of play style should be possible underwater, however, the engineer speargun is so hilariously useless I don’t bother with it.
So as a result I share with you the easiest way to murder everything underwater. In fact ignore your weapons. As of now our kits are pretty meaningless seeing as they do not carry weapon stats over. But, underwater the sheer damage from the Grenade kit is unbelievable. I have 30 points in the Explosives tree, making sure to pick up burns, increased explosion radius and increased distance with + 1 Bonus grenade on toss. Everything is auto target with grenades under water, not to mention that you can throw grenades as fast as you can hit the 1 button (well not really but its on no cooldown). Literally every other grenade skill is meaningless.
Now the damage output is enormous, noone in my guild can fight underwater like a grenadier + turrets. But the fact that this is the only feasible way to fight underwater as an engineer is a problem.
I haven’t tried it yet but you definitely aren’t the first person to mention this.
I also wish some of the kits had auto-use on them by default, and even when you put them on manually they are removed when the kit its removed. Kits like the Flamethrower, Elixir gun and even the Grenade kit (skill 1 should be auto-targeted in my opinion).
I really want to like the Engineer. Their concept is quite good but the execution is where I’m having issues. There are some skills they have that just don’t make sense or overly complicate things for example, Toss Elixir U. This skill has 3 random effects which is fine but the problem is the effects are too varied from each other. You have one that blinds the enemy, one that reflects enemy projectiles and an AOE invis for allys. Positioning the skill becomes an issue as well as discerning when to use it.
Now for overly complicated we have the Med Kit . This tool kit allows the player to drop heals, “antidotes” and “stimulants” but to actually use them the player has to walk over them and they MUST walk forwards. It makes trying to use the skill in the middle of combat… hard. Now, I’m assuming it allows for the player to share his heals and kitten with other players but if that really was the intent, this is a horrible way of going about it. Trying to use the skill effectively would need some serious MLG communication skills between players.
Things like this are what makes the Engineer -in my opinion- the hardest profession in the game to play, especially in PvP where players are forced to think and react much faster. I could only assume players are making “easier” builds because of this.
Now take all these issues and multiply them by 10 and that’s what’s wrong with the Engineer underwater combat. It’s a nightmare.
P.S. Some of the Engineer tool tips are really off and Med Kit isn’t replaced with a “stow away” ability after it’s used (bug).
(edited by Hammerguard.9834)