+1 above post if you like it. Who knows. Might come to ArenaNets attention maybe
Basically I can get over 2k condition damage at double the duration. Pretty sexy.
Sorry, but 2ks? those numbers don’t work, impossible without conditon runes
It is possible with aoe might stacking to 25 etc but not something you have all the time
25 stacks of might = +875 power +875 condition damage
Hopefully my -25% condition duration melandru runes work properly.
add in food for total -65% duration
And it will always be bugged until engies learn to stop shooting from the hips!~
That’s what I’ve been saying!
DISCLAIMER
sPVP oriented
This is by no way extensive or “be-all-end-all” type of thing. This is just my idea how to change some of the more pressing things for engineer.
A lot of this would need to be tweaked probably like whether 1 or 2s burn etc. A lot of things could be done for other classes but since i play engie mostly i’ll put time and effort into engie post.
Focus is to have fun and useful skills instead of useless and boring or useful and boring.
KITS
Flamethrower
- Flame Jet – channel time down to 1,75s (from 2,25s)
- Flame Blast – applies 2 seconds of Burning when it explodes
- Napalm – additionally blinds enemies passing through.
- Smoke Vent – changed back to Backdraft; Backdraft – Pull up to 3 enemies in front of you and apply 5 seconds of burning. 35s CD Range 450.
Tool Kit
- Thwack – affects up to 3 enemies now. Can do full chain on turrets for increased healing.
- Pry Bar – affects up to 3 enemies now. Cooldown 12s down from 15s. Moved to #2 spot on weapon bar
- Box of Nails – replaced with Throw Wrench
- Magnet – Channel time 0,75s down from 1,25s
- Throw Wrench toolbelt skill replaced with Box of Nails. Cooldown increased to 30seconds. Cast time 0,75s. Duration 10seconds (yes, similar to Thief’s Caltrops)
Elixir Gun
- Tranquilizer Dart – Base damage increased by ~15-20%
- Acid Bomb – additionally Burns(1s) enemies in puddle every 1 second for the duration of puddle
- Super Elixir – Combo Field changed to Water from Light. Duration reduced from 10seconds to 5 seconds. Pulse heal increased by 100%. CD increased to 25s.
OR - Super Elixir – apply 3-4 seconds of protection upon impact
Bomb Kit
- Glue Bomb – puddle duration 5 seconds up from 3 seconds
Grenade Kit
- Unchanged
WEAPONS
Rifle
- Blunderbuss – range dependancy removed. Now does same damage on all ranges up to 400 to strengthen Engineer’s middle-role
- Jump Shot – Faster animation for jumping/landing for increased accuracy. Radius increased to 180 up from 120
Pistols
- Explosive Shot – now pierces by default. Trait removed.
- Poison Dart Volley – now pierces by default. Spread reduced but still not 100% accurate.
- Glue Shot – redesigned. Now works like Blowtorch. Affects up to 3 targets in a cone. 20s CD
Range 200 – 3s Immobilize, 3s Cripple (effectively 0s cripple with full immobilize)
Range 400 – 2s Immobilize, 3s Cripple (effectively 1s cripple with full immobilize)
Range 600 – 1s Immobilize, 3s Cripple (effectively 2s cripple with full immobilize)
GADGETS
Rocket Boots – now does jump instead of self knockback. Added vertical height to animation to avoid small objects blocking this. Knockbacks enemies in radius 120 (melee range). Weak knockback serving more as an interrupt. Cooldown, damage, stun breaker remain the same
Throw Mine – Removes 3 boons up from 1, from up to 5 enemies. Damage increased by 100%. Radius increased to 240 up from 180. Cooldown increased to 40 seconds up from 18 seconds.
- Mine Field – Place 5 mines around yourself in perfect circle. Each mine applies 3 stacks of bleeding (5s) when detonated. Radius 180 up from 120. Cooldown 60s
Personal Battering Ram Cooldown reduced to 35 seconds down from 45.
- Launch Battering Ram – Cripple removed. Now dazes for 2 seconds.
Slick Shoes Cooldown changed to 45 seconds down from 60
Utility Goggles Cooldown changed to 30s down from 40s
TURRETS
- Increased armor and health for all turrets so they don’t die in 1-2 hits from random AOE.
- Fixed AI for targetting (this is the toughest one for AN :P)
Turret Traits
- Rifled Turret Barrels – now adds 1 second to Flame Turrets Burning duration (since it does not really benefit from +15% damage). Turrets take 30% damage less from attacks.
- Metal Plating – combined with Rifled Turret Barrels. Trait Removed.
- NEW Trait Tier 1 in place of Metal Plating; “Version 2.0 – Turrets now cause additional effect when detonated/destroyed” Flame Turret – 2s aoe burn, Net Turret 2s daze to whoever destroyed it or whoever is closest when detonated, Thumper Turret 200 Knockback AoE, Rifle Turret AoE 3 stacks of 3s Bleed
ELITES
Elixir X – removed from game. That has got to be the most unoriginal elite in the game for an Engineer class.
Mortar – Range increased to 2500. Minimum range set to 500. Engineer is now the owner of mortar and can force remove other players from operating the mortar. Damage increased by 50%. Rest unchanged.
NEW Elite – some kind of new elite kit maybe or elite turret. Go wild with this one guys ^^
ENDING WORDS
This is more less something I envision or the way we could go with Engineer. I didn’t touch traits in general because that is a topic of itself really. Many of them could use changing or combining together.
We also need bug fixes but that is universal for all professions.
(edited by Killyox.3950)
im just here to third the UO was great comment.
havent seen more complex pvp then 2 7x anatomy mages fighitng. until Tom Chilton “kalgan” ruined it with age of shadows(then moved on to ruin wow pvp).
tom chilton is still ruining wow today pvp nerf bat gets swung daily. the guy single handedly ruined ultima online. he was the 1 person responsable. then he got hired by wow to do the same thing for all these years.
heres my point .. dont think because someoen has done something for a long time or because someone throws a bunch of money at them that they are good at thier job.
im not saying that it makes them bad either. ..
AoS was indeed crap. UO ended then for me for the most part. Pre-AoS was the best.
Mortar could be pretty awesome;p
Make it capable of critting
Make it 2500 range
Make it scale with stats like condi dmg and power etc
:>
In WvW there is a lot of condi Engineers. PvP that’s a tough one.
Yeaaahh. Been running with my friends guild yesterday in an organized “zerg”. besides me there were maybe 2 engies out of 50 ppl.
Man if there is something engineer doesn’t need, is a condition buff.
Right now, we are one of the best condition class in the game. And it’s best build in tPvP.
Someone hasn’t played tournaments competitvely it seems. Condi engie has no real place in current meta. It used to be good when combined with pre nerf bombs but nowadays most ppl learned to avoid bombs either way.
Everything engie does, Ranger does better in this department.
Engie condition got double dipped by cleanse buffs and nerfs to sigil of earth + ICD + #1 pistol skill nerf + lots of other things.
I haven’t seen condi engie in a long time.
Lol unfortunately for the “Rangers” that do it better, I can kill them due to my ability to reapply conditions just as fast as they remove them. If I lose to a Ranger, it’s because he popped his elite and I had no counter off-cooldown.
And how can you say you haven’t seen a condi engie in a long time? Have you been playing SPvP at all? There’s NOTHING BUT condi Engies with P/P. To the point where it just kitten es me off.
Where? In hot joins or tournaments? Also i dont talk about VS ranger i talk about ranger being better at applying those conditions.
Getting 4s bleed back on #1 pistol would go long way already instead of current 2s
Now we have “buffed” turrets, but you notice that no one in their right mind is talking about making builds with turrets. Still. ANet clearly recognized that no one was using them, and is trying to fix that. They really, really want us to like the stupid things, but we just don’t. We never did, we still don’t, and unless turrets get completely re-tooled, we never will. Sorry, guys.
Actually, I am seeing a lot of turrets lately. I guess that people will stop using them once the fad fades and they realize that the buffs are irrelevant since the turret is going to be oneshot.
You see people use them because they are trying them out. But since they are crap still you will stop seeing them.
Anything remotely useful is Net + Flame turret but problem is you can’t aim net, well ai in general sucks and both die in 1-2 shots from random aoe
Well, it does work by not working.
Why? Because engies never aim :P We shoot rifle from hip not from shoulder.
Makes sense scope has no effect because our animations don’t look as we use scope haha
The irony of having scoped rifles and trait “scope” when never aiming ;p
lol. whatever. you guys are kittened.
this entire community is kittened, and it is this community that is destroying the class, not the devs.
i can count the intelligent people that post on this forum on my hands.
peace, tkittens.
If you don’t like it don’t come here. No one is forcing you. And insulting people just because they pointed your flawed argument is childish. Look at your post again and then talk about this community. Oh the irony.
You talked besides the topic and now complain about it.
And now you are all "they disagree with me so they are not intelligent and they are all kitten "
(edited by Killyox.3950)
Well i feel sorry for all of you flaming at the FT, its and awesome kit, all kits are, you just l2p with them
as for ppl flaming the engineer you need to shut slry u need to
I have never been flamed for being engi aside from Arah Path 4 when simin was a dps tester, and at that time i made a different spec fully concentrated in damage.
Now if you ask me,
Hell 20 seconds on KR is a joke, we rely on changing kits. Kinda like eles and changing attunements…
KR = Joke 20s cod and shared by all kits its just a kitten joke if u ask me.. the FT fire aura is a good idea better then the low damage flame aoe it used to have.. other than engineers that used to rely on KR i don’t see why do you wine about FT
Cool story bro but what has Arah to do with PvP ?
Op specifically talked about FT in PvP.
it means that using the ft for an hour i had fun, enjoyed myself, and earned points.
that is what playing this game is about, no?
gfy.
No. You see some of us play to have fun AND win team fights. With underpowered skills we can’t use something we would like to because we will be handicapping ourselves.
Some of us have fun BECAUSE having extremely intense and satisfying Team vs Team fights with both teams being organized.
gfy
As the other guy told you. It’s not whether it’s fun or not. It’s whether it is competitive or not in organized play like tournaments.
just spent the last hour in hotjoin, 6 games, 1k glory, 4 wins, 2 losses, two matches with over 230 points.
had fun, don’t see why you all mew about the ft. it is awesome.
And how does any of what you said has anything to do with flamethrower?
So if i win 4 games out of 6 games by standing with NO WEAPON used it means Engineer is good even if he doesn’t do anything? That playing without weapon/kits is viable ?
sorry Bub but that’s not an argument. Doesn’t prove a thing.
Power Creeping is bad but doesn’t mean skills should be boring.
Banner giving +170 healing. WOOOOW I am sure it might provide SOME tiny bit of increase overall but….is there anything at all interesting about it? No.
@Killyox.3950
yeah because those stacks of confusion will surely go unnoticed by experienced players (which just love to get close to you) and you’ll surely land static shot, prybar AND concussion bomb, plus it won’t last much, oh and you’d have to switch kits a lot to achieve this.
Static and bomb is enough..
As engie you can get Confusion to last 7,5s in sPvP.
What is hard about switching kits a lot?
Does not matter if they notice confusion or not. They either DMG themselves or they don’t do anything for 5-7 seconds. Both are just as good. kitten if you do kitten if you don’t. True to design of confusion.
Do people seriously think that developers don’t play Engineer at all? ArenaNet is a multi-million dollar company and you SERIOUSLY don’t think their developers know a lot more about class balance than their players? It’s their job to do this, we all do it for fun. Of course they have people who play each class, it would be insane to think they don’t. A lot of these changes are made in mind with ALL other changes made to other classes, everyone likes to look at their one class and scream “STOP NERFING US!” but never take it into the big picture.
It’s not like these changes are permanent, they do a lot of things to “test the waters” and see if it works or not. These forums are a mess, crying every patch I swear.
1) No, just because they are devs does not mean they know more about balance. For example I’ve been playing MMORPGs since 1997. PRetty sure even among devs there are many who can’t sport that much time. Also PvPed since then (Ultima Online etc)
2) There are 2 guys working on balance, maybe 3 now which was said by ANet themselves. Yes, i doubt they play ALL classes or play them at decent level.
3) We as players play more than they. They spent time putting things together, theorycrafting, doing notes etc. We focus on playing mos of the time.
TL;DR
No, they don’t have ppl playing each class. They got 2 guys working on balance. Reason why it’s slow.
Man Ultima Online, that game was so great
It sure was
Dude they literally admitted before that they only have 2 guys on class balance.
No, they didn’t. It was misunderstood. They later said it wasn’t true and they had a full team working on balance.
Actually yes they did say they only got 2 people working on balance.
But of course, when something sounds bad and they shoot themselves in the head with that comment they spin it.
Do people seriously think that developers don’t play Engineer at all? ArenaNet is a multi-million dollar company and you SERIOUSLY don’t think their developers know a lot more about class balance than their players? It’s their job to do this, we all do it for fun. Of course they have people who play each class, it would be insane to think they don’t. A lot of these changes are made in mind with ALL other changes made to other classes, everyone likes to look at their one class and scream “STOP NERFING US!” but never take it into the big picture.
It’s not like these changes are permanent, they do a lot of things to “test the waters” and see if it works or not. These forums are a mess, crying every patch I swear.
1) No, just because they are devs does not mean they know more about balance. For example I’ve been playing MMORPGs since 1997. PRetty sure even among devs there are many who can’t sport that much time. Also PvPed since then (Ultima Online etc)
2) There are 2 guys working on balance, maybe 3 now which was said by ANet themselves. Yes, i doubt they play ALL classes or play them at decent level.
3) We as players play more than they. They spent time putting things together, theorycrafting, doing notes etc. We focus on playing mos of the time.
TL;DR
No, they don’t have ppl playing each class. They got 2 guys working on balance. Reason why it’s slow.
global CD makes multiple kits pretty much kitten Kit swapping in and out makes this trait useless as we don’t really have much control to use these effects.
HGH condi nade variants are quite viable imo.
That is one viable thing indeed. That is elixirs + nades.
Still don’t see why pistols should suck on their own. No other class needs 2 weapon sets to do 1 thing good
Right now grenades are better tan everything due to aoe + condis + high power based dmg besides condis, unlike pistols
@Thorson.9218
You’re wrong, even if they did separate PvP from PvE they’d break WvW even more than it is now, just gotta lol at confusion until it gets nerfed (confusion deals MUCH less damage in pvp for a good reason).
Confusion still does buttloads of dmg. 10 stacks with lots of condi dmg you you almost kill yourself by using skills. ~2000 dmg per skill use is very possible.
I am not.
Turrets main problem is
1) they die in 1-2 hits to a fart
2) their AI for targetting is really stupid, no control to what they hit = no real impact (except flame turret due to cone)
Bad kits are still cra
For rifle build it’s either go Static Discharge or go home. No middle ground. Our dmg without it sucks, and with it it’s pretty decent. Problem is when we have it we need to spam our entire toolbelt to do decent dmg and last i remember it was not supposed to be about mashing buttons.
Man if there is something engineer doesn’t need, is a condition buff.
Right now, we are one of the best condition class in the game. And it’s best build in tPvP.
Someone hasn’t played tournaments competitvely it seems. Condi engie has no real place in current meta. It used to be good when combined with pre nerf bombs but nowadays most ppl learned to avoid bombs either way.
Everything engie does, Ranger does better in this department.
Engie condition got double dipped by cleanse buffs and nerfs to sigil of earth + ICD + #1 pistol skill nerf + lots of other things.
I haven’t seen condi engie in a long time.
I’m losing faith in ANet on daily basis as far as making skills useful/interesting/balanced goes.
FT was already bad even with double pop FT. Now it’s just very bad. At least we could skill shot with that bug.
Oh well. Shows how little they know about their own game.
My bet is on a nerf for +condition-duration food
Why? There’s absolutely no reason to. There is -duartion food and -duration runes. Both give better gain than whatever their “+” counterparts.
2seconds + 100% = 4seconds
4 seconds -50% = 2seconds
easier to get 50% shorter conditions than +100% conditions too.
And we all know that this means nerfs to this build are incomming.
This build is months old with might stacking
So what happened to promised condition buffs to pistols for engineer and thief? You guys at ANet even admitted engis got short end of the stick after all the nerfs yet nothing.
You were “reading” notes in that interview with supposed changes yet nothing like that in this patch.
Meh.
Because they are not as worth as other utilities both in duration and toolbelt-related skill (except for rifle turret’s… which is so just because of its short CD and the fact it’s a workaround for the bugged targeting of static discharge), they’ll only be truly useful during their Overcharge.
Their AI is like the worst, they target invincible/dead objects now… that’s not very cool.
They are almost useless in 2+v1 fights for many, MANY reasons, which you probably realized by yourself already.
Also… they have REALLY long cooldowns and considering they are immobile they aren’t much of use in any PvE fight except if you find a good spot with “deployable turrets”.
Have you played competitevely at high level team vs team? Because quite frankly, turrets suck in competitive play.
Rocket Turret could imo be on 60s CD 10sec duration and shoot rockets every 2sec. Would make a diff when made.
Same with Thumper. Overcharge should be instantaneous regardless of rate of fire and it could last 10-15s and apply 2s cripple every 3sec instead of 3 every 5
might get buffed. Don’t call it before it actually makes live.
5-10% dmg increase to rifle turret won’t change a thing. 50% on the other hand might make it useful for certain builds.
true, i’m eager to see in what way they will increase the rifles damage, and how much. It may be a small amount on the turret itself, but a large amount on its overcharge. Or visa/versa…or just one…..its hard to say. Guess we’ll know soon.
I keep repeating this often. But i rather have Rifle Turret okitten60s CD and with good damage than 20s CD that barely makes diff.
Still, the biggest shortcoming for turrets is their kitten AI.
They also have crap HP. Even in PvE standard Orr mob can throw dancing dagger skill and wipe 3 of my turrets 1 shotting hem all.
Rocket Shoes are actually OK , just need to fix bug with not going backwards but getting blocked by a tiny rock and self ccing. Or jump like you say
Slick Shoes is 95% perfect the way it is. Just needs lower CD. Nothing else. Like 45s instead of 60.
Proposed change by you will not help mine. It could be good if it did something more beyond what it does.
Rocket kick is fine really. Low CD, long burn, aoe. No need to change.
Super Speed is very powerful the way it already is. No need to change. 100% faster movement in combat is mighty good.
Launch Battering Ram. Imo it should just do a Launch or Knockdown.
I would add Stealth Seeing to Utility Goggles and change the name to Infrared Utility Goggles
What good is a Ladder for ppl that look towards e-Sport? This is a feature for Solo-queuers and grinders and they either keep playing anyways, or they’ve quit and won’t come back for a feature like that.
Actualy i will come back and many of my guys i played with probably as well.
Don’t hold your breath.
Tanks in wow don’t survive on their own ? Oh in PvP they do for very long ;p
Just a 1 thing to OP, “improve balance” is not a feature. New maps, spectator mode, ladder, matchmaking, those are features, ongoing balance is not.
answered
/15charslol
The idea that we are expected to use kits or we are kitten seems to suggest that we should in fact have a kit in the spot of a weapon swap. This way ever engineer gets to use kits without losing utility.
As for the argument that this is the design they choose so that’s just how it is. This is just plain stupid. They change designs constantly. If something doesn’t work or is unbalanced you change it. Screwing us out of 5 skills and giving us nothing for it isn’t balanced.
Really, i would of been fine if kit swapping is instantaneous but its not. It takes too long before the engineer is able to swap kits and use them. Thus, kit swapping is a huge con. Elementalist are design not to swap as often which do not have the same problems as engineers. Engineeers should be given weapon swap for a larger access of skills.
would’ve (would have, not “would of” <- this is often mistake because “would’ve” is spelled exactly like “would of”)
Anyways more on topic; I don’t find kit swapping long when you compare it to other professions weapon swap. See that we can dance them pretty much as we want. We can also benefit greatly from swap sigils/runes with little cost or drawback.
To get those 3 stacks of might for 20+ sec from SoBattle i just need to switch to kit and instantly use “~” to swap back
PRO TIP: Use ~ to swap out from kits. This allows you to instantly get out of kit and you do not suffer confusion damage when you swap out this way. If you swap out using kit you will take damage. Tried this like 2,5 month ago with friend. Been like that ever since
might get buffed. Don’t call it before it actually makes live.
5-10% dmg increase to rifle turret won’t change a thing. 50% on the other hand might make it useful for certain builds.
This has been discussed before, but I could not find a dedicated post for it. We need access to hammers.
The hammer would give us engineers much more utility/build versatility. I very much enjoy my engineer, but we are far too reliant on out kits for unique abilities. We don’t need weapon swap, but access to new weapons can only do good. In this post I’ve put together a general idea of what the move-set could be. The move-set is inspired by Jayce from LoL(an inventor with a hammer of some interest.)
Engineer’s Hammer Basic Abilities:
#1) 3 phase basic attack, similar to the combo of an elementalist’s lightning hammer
1] Bash, basic swing, medium damage, 3/4 cast
2] Bang, basic but faster swing, medium damage, 1/2 cast
3] Boom, smash the ground for a powerful electrical discharge damaging in a nova, 1/2 cast#2)Rocket Pound (because a rocket-guided hammer blow sounds awesome,) engages a small rocket within the hammer to guide the hammer into foes with great force for moderate damage(knockdown 2 seconds), 1/2 cast 15 CD (combo blast)
#3)Magnetic Vault, lunge at target area(like the rifle’s Jump Shot) dealing damage upon landing, 1/2 cast, 20 CD (combo leap)
#4)Vent Energy, vent electricity and steam in a nova, blowing back enemies and curing 1 condition, 3/4 cast 30 CD (combo field smoke [3 seconds])
#5)Overcharge(weapon defining ability,) overcharges the hammer, temporarily replacing abilities 1-5, kits cannot be used during this time due to the volatile power being channeled, 1 1/2 cast 45 CD, lasts 15 seconds or until canceled
Overcharge: The hammer begins to be held like the Mesmer’s Greatsword as all 5 abilities are changed temporarily. Counts as an environmental weapon but cannot be dropped and kits cannot be used until the effect is over. All 2-4 abilities can be used once per Overchange. Each 2-4 ability knocks 1 second from Overcharge.
#1] Charged Beam, channels on target enemy, damage increased over the duration(like elementalist’s Arc Lightning,) 600 range 3 Duration
#2]Infused Beam, Burn(2 seconds) and Cripple(1 second) for your next 5 attacks (a full Charged Beam will deplete all 5 charges)
#3]Grounding Round, fires an electrically charges slug dealing medium damage, detonate mid-air to immobilize enemies hit, 1/2 cast 600 range (fires like Flamethrower #2)
#4]Vent Power, same effect as previous #4 and same effect (smoke combo field,) but on separate CD and knocks 5 seconds off of Overcharge
#5]Discharge, ends Overcharge prematurely, inflicting damage to enemies in a nova as well as to yourself, launching you 600 range backwards, instant cast (stun-breaker)Pros
-high control
-can self combo for a few seconds of stealth or blindness
-access knockdown
-condition removal
-aimed leap
-melee/ranged hybrid
-stun-breaker
-being completely awesomeCons
-primarily melee
-predictable rotation (mainly PvP)
-stun-breaker costs healthConclusion
The hammer would be a great addition to our arsenal, the moveset could obviously be different but regardless we deserve more of a ‘technical’ moveset than a thick skulled hammer warrior for example.
No. We do not need hammer. It wouldn’t hurt to have it but need? No.
I rather have them fix what is already there before adding anything new.
We are also not necros and any health cost to skills has no place here imo. Engineers are meant to build reliable things.
You say that because Flame Jet isn’t very strong right now. If you could get more burns from it you would like to keep your enemy within range of your flames.
Problem is that Flame Jet and Flame Blast don’t get along too well
Confusion is perfectly fine. It actually does what they wanted it to do. Punishes players for spamming skills while under the effect of it but gives a choice to not use them and suffer no damage.
Confusion in general lasts very short unless someone has base 5s one + lots of +condi duration. Then it can get to 7,5s but that is still less than other ones.
Imo confusion is fine.
No, i don’t play mesmer
In wvw i guss it can last a long longer with food etc but then again enemies have a choice of using -condition duration food and runes too to make it last like 1-2 seconds tops.
(edited by Killyox.3950)
Hey all,
So Anet is trying to make turrets better and the forums are trending with turret suggestions. I enjoy creating interesting builds, and I recently decided to try some WvW rather than just tournaments. I wanted to make the net turret a central part of the build. Here’s a list of simple observations:
1. Immobilize is very strong—I used 30 points in explosives and pizza, meaning even in a power build, every net hit for a 5 second immobilize. That is powerful, even at the expense of so much additional damage or condition removal I could have had. Sure, the turret died easily, but it was worth the risk for the reward of landing a potentially fight-ending immobilize.
There is also food with -40% condition duration and runes with -%condi duration as well.
So, i don’t see a problem at all. If someone sacs food buff slot for longer condi, you can do the same to make it shorter. If not then it’s your decision.
PS
“you” as in player in general, not you precisely.
This change is almost certainly a "oh crap people don’t like overflow, we’ll make up some imaginary problem and “fix” it and hope people stop complaining"
I mean come on. There are 51 servers in this game and >3,000,000 accounts. That means there is a very rough average of 58,800 accounts per server. An area goes to overflow when there are 300 people in it. And they are saying Alts are the problem? yeah ok….
Even if they have only 10% concurrency during prime time, that is almost 6000 people and at any given time 1 event is going on. Even if only 5% of the online players try to go to the event it will get sent to overflow. This is almost assuming every server has the same number of accounts on it. The top 3 NA servers probably have 10x the number of accounts as the 3 smallest servers, making the issue 10x worse for them.
If you are exaggerating at least do it properly. Why not say AN has 1099000000000 accounts?
I agree with a few others here, i see nothing in what Anet said that will fix guesting and overflows (unless the world boss chests are nerfed back to before) people will still hammer these things the same way…just get less rares..
This in my opinion only fixes the TP again to suit the flippers and high prices..
who knows maybe at the same time they will increase chance for precursors
This is not a solution. It is Anet telling me its pointless to have more than one chars. This actually hurts a part of the player base imo. Anyway its not the first time they do it and it will probably will not be the last:)
Actually this IS a solution. Because they achieved exactly what was intended. You don’t like it because you won’t be able to farm on couple characters and THAT is exactly why they made it this way in the first place.
The point of having more characters is to have fun with different classes not to more efficiently abuse the system to get rich.
@ Sky.7610
I added this after you posted i think its better if i post it here.
I for the life of me cant think of the name of the rule but its where there is something to be hard and any one can take it so every will take it there by destroying the thing in the first places and no one will have any more. That is a real life rule of the effect of ppl getting something and how it could effect others but this is a game. In the gaming world that something NEVER runs out so every one can take as much as they wish from it with out destroying the thing in the first places.
Now beyond that point its very odd that the community has falling into “do not add new things for me to do because i do not want to do them” mind set. This is a very bad mind set because it will destroy the progress of the game (not progression). This will stop all new story lines all new events all new fixes it will stop an mmorpg at its core of constant changes and add on.
See your talking more about inflation that just going to happen with out any add on. The only way to stop this would be to add in more gold sinks to the game (WP cost are not enofe alone to do this). The daily are nothing in comparison to other events when it comes to inflation problems. Worst one atm is CoF to what speed you can run it and the gold drop from the mobs (no DR) adds a lot into the system.
I believe your looking for the word scarcity?
Anyway, i think the solution is to offer a wide range of things to do that is as equal in reward as possible so people can do what they want to do and actually be rewarded fairly for it. This way, it would also negate the negative effect of rewarding players who do X and punishing people who dont do X.
No. The solution is to do daily yourself if as you claim it’s “free” or don’t do it.
You see problems where there are none.
You are not punished. You are simply not rewarded. This is a major difference. In case o business giving someone bonus and cutting someones pay is very easy to tell apart. It also results in very different image of you in eyes of your employees.
Same here.
Dailies are optional. You don’t have to do them. Use that time for something else. Play TP maybe and make 10x more than you get from daily?
