WHAT
THE
CRAPNot cool Josh, not cool at all.
I am straight up angry right now.You have completely kitten the engineer for every mode of the game.
By temporarily disabling a bugged trait until it can be fixed. Dude, learn to play the freakin game and stop relying on overpowered abilities. First endless complaints over Mortar getting balanced, now because you can’t use a trait that’s clearly working incorrectly? This community is disappointing.
What was working incorrectly?
Old Grenadier was a GM and it gave you an extra grenade. THe new one was moved to adept and supposed to just increase velocity of the grenades (land at your target faster) and have the blast radius increased. However, what it was doing was giving you extra grenades. In my testing it wasn’t even just 1 though, just on a normal grenade toss I saw 5, now it wasn’t a very long test just enough to see if people were right saying it got extra grenades, but it was clearly working incorrectly. I’ve heard some claim they were getting double the nades they should, so it’s no surprise that people were claiming instant kills with Grenade Barrage. But, even just 1 extra grenade means we were getting an extra 33% damage, 2 nades 66%, and that’s just not what it was supposed to be.
Nades without this trait are still good, with what the trait is supposed to be it should make them more reliable in PVP or ranging in general, but it wasn’t supposed to give any sort of damage increase, just a quality of life trait. Much like Short Fuse doesn’t make bombs suddenly amazing, it just makes them more friendly to use.
It was a bit more than that.
Grenade Barrage was more grenades, in fact, it was twice as many grenades as it was suppose to be, enough that you could easily take off 90% or more of another player’s health with just a single use, if you were close enough for all the nades to hit.
1-5 however, the problem was piercing grenades: any time a grenade made contact with a target while mid-flight, it would do its AoE damage, in addition to the damage they do when they finally land. In a 1v1, this didn’t happen too often (Barrage was the bigger problem) but in PvE it was easy double damage or triple damage, especially with the stacking strat for dungeons and against bosses that are large and/or immobile, and for Wuv zerging, target the middle of an enemy zerg and you’re talking a possible 75 (SEVENTY-FIVE!) separate hits per toss (3 nades per toss, with pierce cap of 5 possible “hits” generating 5-target AoEs), which means 75 stacks of vuln, 75 applications of whatever condition that grenade had, 75 possible Shrapnel and sharpshooter procs, with most of those likely going to 3 or 4 targets or about a dozen hits apiece… It got pretty insane pretty fast.
Anyway, I’m glad this is getting fixed. I am sick and tired of the idea that I “must” use grenade kit in almost every part of this game to be considered viable.
I know I tested it on a dummy for a couple mins, I wasn’t seeing consistent double, but I was seeing consistent more. Granted I may have screwed up on my barrage and that was getting consistent double? But on the 1 skill I saw 4 or 5 (it was a pain to test with the bleeds that I forgot to disable
).
WHAT
THE
CRAPNot cool Josh, not cool at all.
I am straight up angry right now.You have completely kitten the engineer for every mode of the game.
By temporarily disabling a bugged trait until it can be fixed. Dude, learn to play the freakin game and stop relying on overpowered abilities. First endless complaints over Mortar getting balanced, now because you can’t use a trait that’s clearly working incorrectly? This community is disappointing.
What was working incorrectly?
Old Grenadier was a GM and it gave you an extra grenade. THe new one was moved to adept and supposed to just increase velocity of the grenades (land at your target faster) and have the blast radius increased. However, what it was doing was giving you extra grenades. In my testing it wasn’t even just 1 though, just on a normal grenade toss I saw 5, now it wasn’t a very long test just enough to see if people were right saying it got extra grenades, but it was clearly working incorrectly. I’ve heard some claim they were getting double the nades they should, so it’s no surprise that people were claiming instant kills with Grenade Barrage. But, even just 1 extra grenade means we were getting an extra 33% damage, 2 nades 66%, and that’s just not what it was supposed to be.
Nades without this trait are still good, with what the trait is supposed to be it should make them more reliable in PVP or ranging in general, but it wasn’t supposed to give any sort of damage increase, just a quality of life trait. Much like Short Fuse doesn’t make bombs suddenly amazing, it just makes them more friendly to use.
If that is true, that is bad, but I never encountered getting extra grenades.
Faster grenades= More DPS (damage Per Second)
Your animation length is the same, so no more DPS, it’s just that they land quicker. Just like throwing at your feet or 10’ away is no DPS difference as long as they all land. The trait should have made it more consistent to land further away, so in a way they could have lead to more dps, but no more than just hitting the potential they had.
Nice job Grouch. Maybe next time you might not want to wait a week.
I’m sure it took them time to find out about it, then to investigate it, then probably hoped to have a solution quickly, then didn’t, so disabled it till they can find one.
I’d really like to believe that, and I applaud your good will, but multiple threads were made just a day after the bug was introduced. All they had to do was a little reading, reproduce it, and react accordingly. And by react accordingly, I primarily mean communicate. If an immediate fix wasn’t possible, they could have simply said so. They could have also disabled it much sooner, which I would surmise is much easier than the required fix itself.
I don’t know, it’s just intensely frustrating and borderline depressing to deal with. I love the game, especially its competitive aspect, but to see such a gross mishandling of this situation really brings down my enjoyment of the game. I’m aware, and admit that I have no idea what their internal procedures are for situations like this, but I can’t help but feel like this was handled extremely poorly.
So, 1 day get’s posted, maybe 2nd day they are aware. 3rd day on docket but unable to do anything because they are already in the middle of something. so on to 4th day, start looking for fix, then weekend, monday hits, still trying to look, can’t figure it out in the time they have devoted, 6th day they submit a plan of disabling, 7th day they get the ok.
I don’t think I’m being optimistic at all, just realistic about the work their doing. It’s easy to look back and say how it should have been done, I’m sure they’d agree they should have disabled right away, but that’s not how it happened and I’m sure there were reasons.
Nice job Grouch. Maybe next time you might not want to wait a week.
I’m sure it took them time to find out about it, then to investigate it, then probably hoped to have a solution quickly, then didn’t, so disabled it till they can find one.
WHAT
THE
CRAPNot cool Josh, not cool at all.
I am straight up angry right now.You have completely kitten the engineer for every mode of the game.
By temporarily disabling a bugged trait until it can be fixed. Dude, learn to play the freakin game and stop relying on overpowered abilities. First endless complaints over Mortar getting balanced, now because you can’t use a trait that’s clearly working incorrectly? This community is disappointing.
What was working incorrectly?
Old Grenadier was a GM and it gave you an extra grenade. THe new one was moved to adept and supposed to just increase velocity of the grenades (land at your target faster) and have the blast radius increased. However, what it was doing was giving you extra grenades. In my testing it wasn’t even just 1 though, just on a normal grenade toss I saw 5, now it wasn’t a very long test just enough to see if people were right saying it got extra grenades, but it was clearly working incorrectly. I’ve heard some claim they were getting double the nades they should, so it’s no surprise that people were claiming instant kills with Grenade Barrage. But, even just 1 extra grenade means we were getting an extra 33% damage, 2 nades 66%, and that’s just not what it was supposed to be.
Nades without this trait are still good, with what the trait is supposed to be it should make them more reliable in PVP or ranging in general, but it wasn’t supposed to give any sort of damage increase, just a quality of life trait. Much like Short Fuse doesn’t make bombs suddenly amazing, it just makes them more friendly to use.
WHAT
THE
CRAPNot cool Josh, not cool at all.
I am straight up angry right now.You have completely kitten the engineer for every mode of the game.
By temporarily disabling a bugged trait until it can be fixed. Dude, learn to play the freakin game and stop relying on overpowered abilities. First endless complaints over Mortar getting balanced, now because you can’t use a trait that’s clearly working incorrectly? This community is disappointing.
gets temptingly just to drop explosives all together. such a lacklustre traitline after the mortar nerfs.
Aye, all that damage, vuln, some blast options, and double orbital, such a mediocre line…
Good call, good decision, I’ll just go back to Glass Cannon for now
Eventually I got Minstrel
….. not gonna talk to you ever again <.<
Minstrel or dreamer in party = instakick
:( but I had to, played bard for far too long to not grab it.
I really like and support the Idea of the the new trait system. It’s just that in some situations it’s poorly done. But, to me GM/Master/Adept doesn’t matter, point is you get sets of 3. The problem is when one of those options just completely outshines the others such that there are little to no situations where you’d pick a certain trait. Retal on Aegis is one of those, and the Scepter trait is pretty much as well as Fiery Wrath will almost always be superior. Plenty of examples but too lazy to post them, but guard has quite a few.
See ranger coming or first/second arrow and hit your Shield 4 and laugh
Zeal is about burns and symbols. Guess what smite procs a lot of? You guessed it. VoJ burns. What with the way things are currently, I understand why they can’t make smite a symbol without reworking the entire tree to balance the kitten out. If you grab that trait + strength sigil, you can actually drum up some rather decent might on a good duration too. RHS and the radiance minor traits ensure that you enjoy a solid 25% boost to crit rate, which makes cele very appetizing and rampager just over the top in terms of crit.
Fiery Wrath is 7% damage, meaning you’d need to produce roughly 7 stacks of might more consistently than you can simply keep things burning. The amount of situations that will happen is incredibly small. This is certainly one of those trios of traits that is imbalanced, something that they were supposed to be fixing with this trait change. This trait needs a little extra oomf, and the Aegis→retal one… yeah…
I though only objects had multiple hit boxes… and why you see it on some world bosses is because they are “objects”.
COE2, guy rushes in with his dreamer in hand and pet in tow (yeah shortbow ranger) and strait to the middle of the golem room. Rest of us do the normal in and left strat, kill what follows us while we watch him nearly down before we come out and finish the stuff he pulled off. “you know it’s faster if you kill the Mk XXX first” says this ranger, which I couldn’t help but poke fun and reply with “you know it’s faster if you kill with your group”… well I guess I got under his skin. The rest of the path was underhanded comments at each other including the one that made me fall on the floor laughing. “Dude, don’t act like you know anything, 6k AP and no legendary, you’re a scrub,” my buddies and I laughed about that one for months. Eventually I got Minstrel though, now I’m awesome I guess? I don’t know if you call that elitist or not, but he was certainly a know it all… while using a shortbow on a ranger
Uh you can fix values on SPP and Sharpshooter after Grenades are fixed to actually make that possible. In fact that I think that’s lot easier than brainstorming ways to put per-mob ICDs etc. on everything.
True, but same effect really
if nades did just 1 trait activation per toss. Any way they do it works. Though I’d imagine “fixing nades” would require coding work while if they alraedy have a development tool they can tack on the skills it’d just be one of those guys slapping it on a few abilities and making adjustments to values.
It’s acceptable that the bugged trait got removed. It’s not acceptable, however, to have no useful GM trait in zeal because of this.
They’d better buff the damage boost to 20% in its fixed form. And within a week, for that matter.
You’re joking right? 10% is fine, pretty great honestly, and we’ll get it when we get it, it’s not like guard is in a bad spot without it.
That’s disappointingly fair… after all, 5 Guardians breaking Fractals and WvW Gates is a bit more extreme than Engineers 1 shotting a lvl 80 minion.
I still feel their nades should be disabled in PvP as it’s definitely an unfair – unintended behavior as well. Not to mention it’s even more frustrating… just saying.
Not nades, but grenadier trait. Without that trait it’s not an issue (unless I missed something, certainly noticed the funkiness with the trait though).
But, isn’t this a kittenildish? I mean I support the idea of disabling the trait but posting it here simply comes off as “waaa you took my toy and he still has his.”
You guys are just dancing around the obvious fix which is TO JUST NERF GRENADES. That’ll fix Steel-Packed Powder and Sharpshooter too.
Mhm, and they should nerf War GS because between it and forceful greatsword it synergizes with PS better than other weapons. And nerf Hammer on guard because it synergizes with the symbol traits best.
I really can’t agree with the idea of removing our vuln application as it’s one of our few big strengths in PVE. Want to adjust a trait to make it work better with bombs while not affecting our potential, sure, but destroy that potential, well kitten off.
A guard group can get perma fury with new inner fire. There really is no reason to nerf fury on the elite. It wont effect the guard group at all. On the other hand it will make the skill quite weak for regular groups that dont have a lot of fury. I think the fury should stay.
And yes would have loved a trait which gave 10% damage while standing in necro wells. Also make sure its broken. Necro would have a brief time to shine instead of the guardian. :P
Can we get a not broken version of that? Like anyone player in your well gets 15-20% increased damage, may sound like a lot but it’s not constant where as something like spotter/EA/new datamined revenant fero one are.
They should have given a skill like that to Necromancers. I don’t see why one of the best professions should get one of the best elites.
This I can agree with.
That said I don’t think there should even be weak elites, which IMO 5s quickness with 10s of fury on a 90s cooldown would be. Probably still use it, but in the same sense I’d often use the old Tome because if I’m not going to utilize focused renewal why not get something. That’s not how elites should be IMO, where I wish I could slot a normal utility in there instead of my “elite.”
(edited by Jerus.4350)
Don’t forget Thad that Slow is the reason people got the 11s lupi kill. Sure specific case but still, it can be offensive when you consider the implications. Allowing you to continue damaging longer without having to evade/block as often. Just a note though, don’t slow in phase 3 of Lupi, extended lifedrain is a pain
I think 45-60s is good. If you go to 90s I think the duration should increase a few seconds. I know we’re not a PVP thread, but if they want this to be used there that kind of nerf would surely make me drop it and go back to focused renewal where I get all my virtues back as well as invuln. Right now I have increased burst potential vs defensive potential with a hint of offense through virtues.
IMO they should decrease timewarp though, just so long.
FMW is only really powerful in the right setting, as a lone guardian it’s nice, but not OP at all. It’s only when you stack them up. Yes this means there will be an easymode meta of 5 guards, but didn’t that already trivialize Fractals? And isn’t the War/Thief/Guard/Ele/Ele combo just as stupidly good with it’s constant blinds, more than enough projectile defense, perma fury/might, and amazing damage such that each encounter/phase is blown up in seconds. I don’t really see a problem.
It’s not just mace though it’s also 2X Zealot’s Flame which hits pretty kitten hard, combined with 2X Symbol of Faith, along with better symbol upkeep so once that trait is fixed up you gain more from that as well.
Just want to say I am on the verge of quitting the game, because it is so broken with dps and bugs. I understand that you want to get HoT out, but you should have made these changes a year ago. Its naive to think you can make so many large changes this close to an xpack release and it go smooth.
Right now dps is sky high, even with a full healing build trying to keep team mates up, its useless. Engi shares 1k to group big deal the entire group is getting hit for 4k per tick burning and thats just one condi.
Its time to fix things, or start losing customers, just letting you know how I feel about the game. I’m not freaking out because the game is not my life, but I would think you would want to hear from customers, so here it is.
This game is supported by casuals imo and when you break it this bad you only have a short time before people walk. Casuals dont hang around forever like hard cores, thats why they are called casuals.
Good luck I hate to see this game die off, but right now, its just not fun.
You misunderstand the game completely. The game is based on avoidance. You actively defend yourself in an attempt to completely nullify damage. Any and all healing is meant to help you mitigate mistakes, not make them disappear.
I understand your confusion though. It’s contrary to basically any other MMO. As a long time Tank/Healer it was a bit of a change coming here. It took a lot of getting used to. But shed from your mind the constraints of other games. Learn to embrace GW2 combat for what it is. Or, not, but you’re not ringing the death chimes of the game, but simply missing out on a combat system that’s pretty amazing and innovative.
As for your claim that casuals support the game, I completely disagree. It’s the people who spend money that support the game. Be they people who aren’t very devoted to supplement their lack of play time with gem->gold purchases or just people who are more open to throwing their cash at the screen for whatever purpose. Those are the people who support the game, not people who are unwilling to embrace the game for what it is. Someone who supports the game is someone who’s spent 100(s) of dollars on the gemstore. To me the second you fall into that category you’re hardcore, whether you play a lot or a little you’re willing to invest yourself into the game and that makes you hardcore regardless.
I might be forgetting something, but from my testing Hammer/GS has clearly more DPS than Hammer/Mace-Torch?
That said, I probably get why you didn’t include it, with Mace-Torch offering more support. I guess it’s the lazymans build to dungeons with a little less support and a little more dps, than Hammer/Mace-Torch. :/
I think you have it all wrong. As Obal said you need all the WW attacks to do good damage, and with the radiant fire rotation it’s anything but lazy. You have to factor in practicality into your builds, being a spreadsheet fighter doesn’t help you any. And if you want to be lazy go Mace/Focus like me!
It’s like 5-8 stacks spamming grenades… not terrible, but the ramp up time is insane. I much rather have a shorter duration but more consistent.
If they could use ICD or anything to balance it out between nades and other explosions I’d be in full support of that as well.
What spoj said, though story modes should remain the way they are imo.
kitten the idea of having blocks/dodges mitigate rather than avoid. That’s not this game.
Also, you can only gain up to your personal level. So if your personal level is 15 you can do a 50 but you’ll just get the 11-20 chest, then you can do a 1-10 and get that chest.
So you have to do each level range for it’s respective chest but you cap out at your level even if you do one higher than that.
Did i say anything about speedrunning? Nope.
Not explicitly, no, but the tone and focus are pretty blindingly clear.
Pretty sure everyone here would be happy if the put a fun boss in an isolated room where no speedrunning tactics could take place just a fun fight.
I agree with you about the stacking bug though, It’s Overpowered. But seeing as it’s an elite, it should still keep it’s fury. Not like Fury’s a problem w/ most group’s anyway.
Maybe I’m just misreading but it sounds like you’re talking about the “Feel My Wrath” as being the stacking bug that’s overpowered. The symbol buff stacking is the real issue. Feel My Wrath just may be a bit too good, but really not worth talking about until this Symbolic Avenger stuff gets settled.
Because it’s funny?
Besides, why should it matter to you when other people post 5 Guard teams? I agree, seeing Guard-only posted by newbs who just recently decided to put hammer’s on their guardians is.. /meh.. but hey, it doesn’t affect you, nor me.
It doesn’t affect us if some people like to run suboptimal 5 guards group just because they like it or find it super easy.
But it’s a problem when 4 Guards/1 Warrior have :
- Perma Quickness
- Perma Fury
- 25 Might
- Decent Vulnerability
- High Damage because of the stacking modifier
- High defensive abilityA 4 Guards/1 Warrior just sacrifice too little to gain too much. I think that just removing the fury from the shout and fixing the stacking bug should be good enough.
Why have a warrior? With Empowering might you’ll get your might if all 5 have it.
If they ban someone for using a trait… god, that’d be shameful. “well we could fix it, but that’s a lot of work, instead we’re just going to get rid of anyone in the game that wanted to have some fun”
OP, untwist those panties and calm down, everyone knows any records set using this are a joke.
Agreed w/ Thorwyn, I’ve been playing hammer guard for a long time, Hammer Guards are awesome.
Besides, why should it matter to you when other people post 5 Guard teams? I agree, seeing Guard-only posted by newbs who just recently decided to put hammer’s on their guardians is.. /meh.. but hey, it doesn’t affect you, nor me.
We’re welcome to post for w/e team comp we want, zerk/META/Ranger only/Open-to-all, whatever. So why complain about other people’s preferences? Yeah it’s broken, but not much difference with taking ele/icebow spike party and still killing stuff in seconds with big AOE + Blinds + vuln + w/e.
Because people are silly. We sit here and tell the anti-zerk people to post for their own groups but then we complain when things like this happen. That said I still want this bug fixed because I want to be able to group with multiple guardians and not have… this without having to drop a trait that I should be able to take.
Makes sense, just struck me as odd is all
Leave my Incendiary Ammo alone! I likes it.
Approved.
isn’t this prior to the big update we just had? Watching Sesshi trait Blasting staff >.<
Totally agree Miku, as with most issues with individual skills, it’s not so much that they’re a terrible idea, it’s that the content we have combined with these skills is just a bit silly.
And I totally agree Taku, I just know most have always been annoyed by even a second being added on to a kill time, but that’s probably because things are quite boring. If we had a Lupi that used all of his attacks throughout the fight, couldn’t be blown up, and enough health such that even solid damage groups were taking 1.5-2.5 mins… I don’t think we’d be complaining.
(edited by Jerus.4350)
Much of standard leveling is moving around. So, yes, 33% movmeent speed is key. That said with medkit4 you have 2/3 upkeep time, which personally I find “enough”, it’s nice to be able to have the 100% but, when you find yourself taking out half a dozen enemies at once, well, that extra damage from the explosion line is quite nice.
Power is the way to go, personally my 3rd engi is going to be a condi guy, maybe not strictly but I’m having fun playing with it. But, you’ll do better sticking to Power based damage (power/prec/ferocity). With grenadier trait your grenade barrage will destroy most enemies, maybe follow up with shrapnel grenade and freeze grenade, won’t likly need more, but if you do toss a flame blast, maybe drop napalm before it, and if you go with Elixir Gun you can drop an acid bomb then “weapon swap” to cancel the jump back, good practice for later as it’s part of the optimal rotation.
Bombs are good, you can drop the 4 for blinds which is very nice, especially against multiple enemies. Be careful about using the toolbelt Big Ol Bomb as it throws them all away which is detrimental if you’re laying down AE damage.
For now you can likely do a grenade barrage upon coming up against them, then either Napalm → Flame Blast → Freeze grenade → Shrapnel greande or just drop the whole FT part. That seems to be destroying most things I come across aside from veterans which I swap it up and get acid bomb in there and Jump Shot/ Blunderbuss would be recommended.
PS. Murica F yeah, come to save the mother f’in day’eah.
Guard Wall trait manipulation is a thing of the past with the standardization of “consecrated Grounds” Can mesmer still manipulate it? Regardless seems like the rule should still apply just the examples may not hold true any longer.
Fiery Rush — two years.
Deep Freeze / Ice Storm — going on three years, no fix in sight.
Guardsway….
2017 at the earliest.
#GW2PvELyfe
Ice storm deals too much damage, I get it, but what’s wrong with deep freeze? Just that it lasts 5 seconds?
Yes, basically, though I think the fact that you can A) Open with it,
blow many things up in about that time, and C) chain it with some coordination just makes it worse. The idea that we should go into most encounters with the same plan of attack nullifying enemy attacks while we blow it up, well it just makes things boring.
I can’t help but feel that you at least somewhat agree after seeing all your solos. Do you think it’s a well made game when you can blow up one of the hardest bosses in 11s(not deep freeze here but seriously, 11s on lupi…)? Should we not have to react a bit more, play a bit more actively and be a bit more dynamic in our play styles? It’s just a bit sad that they haven’t added new content to make us play at a higher level. One can only hope that the new “challenging content” builds upon the past to make us have to at least fight BOSSES for 30s constantly defending and attacking to overcome them… well that, or we can give up hope…
…I don’t have an engie: was thinking of making one though, and was just wondering what kind of fun could be had.
The best fun you can have is not wallsploiting him
Yeah, normally I feel the same, but lately, Anet’s complete lack okittennowledgement of the Lupi autoattack issue puts me a kind of eye-for-an-eye mood.
On one hand I like the auto attack, I like the increased level of required defense. On the other hand though, I can’t help but feel that should have been part of new content, that we should be seeing new stuff with that increased level of activity, not as a change to roadblock old content. And, yes thanks to their lack of care for their more challenging PVE content we can just wallsploit or even Guardsploit it with ease, or heck even just do it normal and coordinate a blow up without any exploits. It’s just poorly maintained mediocre design that was never iterated on in a better way.
Lupi without reflects is fun. Lupi low man without reflects is even more fun, solo, well a little frustrating
, but the idea that they just make adjustments to old content without addressing major flaws in the design… just kittening pathetic.
By 20ish you can get one line up to master level, so you can either go Explosions and get grenadier (which currently just blows everything up right quick), or go Tools and grab speedy kit. Until 45 you only get one trait line, but limited to master level or there about after you train into your kits. (nades is the third kit).
So yeah it’s a choice 2/3 swiftness up time but can blow things up right quick, or slightly slower kill times but 100% swiftness. Either seems a good option (i’ve trained through both and overall I don’t really see one as better than the other right now, I kinda liked the extra damage for when I’m attacking a bunch of stuff).
more of this.
You guys have got to get over this persecution complex. They care about PvE to a degree that is totally independent of how much they care about dungeon speedrunners.
You guys have it better than the GvG’ers do, by a long shot.
It isn’t just speedrunners or even just dungeons. It’s simply a lack of challenging content. Their systems can do so much more.
And, as far as GvG, well I don’t think I’d be here if they simply never put in content that was aimed at being more than a pushover zergfest, so I don’t know. Completely ignored such that I would have never bought the game doesn’t sound all that bad :b
And Veckna I was honestly curious on that question, as personally it wasn’t all that long after I started playing that FGS got the nerf, i mean still months but yeah… was curious how long FGS rush meta was a thing after reading about all the 4war+mesmer stuff that was the rage originally, it was all before my time.
To be fair how long of those 2+ years was it a prominent tactic? It was fixed pretty soon after that tournament where people went hog wild with it.
And don’t get me wrong Dusk, not saying it should be allowed, just can’t help but agree with the OP when he points out the contradictions we make on these types of things. And if I felt like being a kitten I’m pretty sure I could play devil’s advocate and point out that there were other changes from the twitch streams/notes to what came out live, or misinterpret/twist the wording of tooltips, but yeah, that’s stupid
For leveling traits work different now.
Get yourself the Med Kit for swiftness on 4, get yourself nades for… nades. And grenadier trait. With that you can just destroy, and you can get it at lvl 22 (I’m leveling my 3rd engi right now
)
and, yeah GS+sword/focus is generally best for leveling/open world roaming.
And, yeah I’m not him, but felt like I’d chime in since I’m working on a new engi right now (lvl 26?) and things have changed a LOT since most people leveled up.
…I don’t have an engie: was thinking of making one though, and was just wondering what kind of fun could be had.
The best fun you can have is not wallsploiting him
Aye, just 5 guardiansploit him, or coordinate a good burn during a p2 frenzied blast…
FGS acted exactly as it was described to act in-game. Symbolic Avenger literally is functioning at about 10x what the description of the trait claims it should be doing in a five-man group and Grenadier based on its description should not be doing what it is doing to Grenade Barrage. The difference is clear in that FGS was working as intended and Symbolic Avenger and Grenade Barrage aren’t. Using these clearly bugged traits and skills in record runs is like trying to do record runs abusing this when it was a thing.
You really think stacking up multiple puddles of damage was intended? I mean you’re right in that those traits are obviously working differently than described (though to be fair how often have tooltips been wrong?
) but, isn’t it pretty silly to still defend FGS after they spent the time to remove that type of effect from the game in all it’s forms? And the tooltip there says “Charge at your foe, leaving a line of fire behind you” unless that’s just the updated version and the old one said “continuously drops puddles of fire as you charge forward” but I don’t remember it saying that.
I don’t know, I honestly agree with the OP in that a lot of people are quite fickle when it comes to labeling things exploits. People like what they like, and if they don’t they want it nerfed so they don’t feel forced into using it. And, when they do have the self control not to if it ruins their fun, they often will start badmouthing anyone who does (i’ve done it myself with wallsploit) as if they’ve never been guilty of the same type of abuse with whatever other tool.
I agree in the sense that fractals have the right idea. You can do a level 1 or a level 50, choose the difficulty you want. Now, that’s impossible with Open World stuff (chalk up one more reason for instances). But, for dungeons I think that’d be the way to go, having hard modes or gambits whatever to make them fun and interesting for the more challenge driven players, but still playable as an interactive movie more or less for those that don’t want any resistance. Scale it to your play style.
But, ANet doesn’t like that idea, so they have people mad on either side, where many find the content too easy, and many find it too hard.