Showing Posts For Kimbald.2697:

Server Match up is terrible

in WvW

Posted by: Kimbald.2697

Kimbald.2697

Dear dev’s, all hostility aside, pure as a practical solution:

Your system should have been working as a backburner for months first.
That way the ‘new’ system could have followed and tracked the ‘real’ performances of servers.

Than, when the results of the backburning system indeed showed a better overall matching, than you could have made the switch to the places in the ‘new’ ranking.

I would assume simulations were run, and tinkered to mess up till they proved stable?

There was no reason to make this drastic restart.

Because, in the end: only 2 options can come of this:
1. your system remains as flawed as it seems to be right now, and the matching remains totally uneven.
2. your system stabilises over time, as you say it will, and the match ups will become more balanced.

Even if option 2 is the case, than you still didn’t need this transition period.
You could have done it as a second running system till it stabilises.

Bottom line, main question: how many patience do you think your WvW community has left?
It’s your gamble, I’m not even going to make a guess at that.

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

WSR vs FR vs Dzag

in Match-ups

Posted by: Kimbald.2697

Kimbald.2697

If you can’t even make a difference if we would double team on FR… you know there is something seriously wrong.

Both WSR and Dz together couldn’t even threaten FR!
Some match-up.
And that’s bad for FR as well, not like it’s their fault.
I’m sure they are just as bored as we are by now.

We still fight at WSR, where we can. And in reality that comes down to: hit and run, hope you don’t get noticed…

Wiggely, wobbely and other wombaty wabbity creatures…

Server Match up is terrible

in WvW

Posted by: Kimbald.2697

Kimbald.2697

If you look at EU, which is using the exact same system, you can see matchups with numerous surprising results. The same will likely be true by the end of the NA matchup.

Is this what you call a ‘surprising result’?
This is EU in fact, and it’s been like that for us since the changes…

Attachments:

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

Killing WVW For low Pop Servers

in WvW

Posted by: Kimbald.2697

Kimbald.2697

I cant say for certain as to what the devs could possibly thinking. But I believe that the devs are trying to get the communities to do what they should have been doing since launch. The three way was created to make it so that if three servers are evenly matched it becomes a toss up between interserver teamwork. If one server can blow out the other two, its IN THE BEST BENEFIT FOR THE TWO LOWER SERVERS to actually WORK TOGETHER to keep from getting steamrolled. However, the devs arent getting the message that nighttime coverage can turn the tide of battle in one night leaving the other side to night camp/upgrade not only their OWN towers but the ones they capture from their enimies. This is incredibly demoralizing especially if its done throughout the weekend and into the week. I get it that in certain situations, like the mag, db, sbi matchup I was in, it wasnt till mag and sbi (or at least a few of the smart commanders) started working together that we didnt get out kittens brutally handed to us. But by then, the end of the week, it was mostly a show of we shall not go so quietly into the night -.-.

if one server outmatches the others so bad, it’s not in their best intrest to gang up on the big server.
Because in the end: who of those 2 smaller servers will be the better of the two?

The most strategic thing for those two servers is actually to beat the other one down even more and hope they can grab second place and not be stomped to third.

2 small servers against one is a noble idea, it is not a strategic one.

Wiggely, wobbely and other wombaty wabbity creatures…

Server Match up is terrible

in WvW

Posted by: Kimbald.2697

Kimbald.2697

Patience, guys… patience! Go in there and do the best you can. For now, let the new system have its time in the sun to hopefully give us more accurate data. Oh, and try to enjoy it and learn from the worlds that you’re matched up against, especially when you’re the underdog.

Playing against the bigger kids can make you better! Crystal Desert is definitely making the most of this new system. Hats off to CD!! And hang tough, DB… hang tough!

Good luck to all!

Moonlight Wish – GoM

at a certain point you are outnumbered so bad, that you don’t play better, but actually play a lot worse!
There is no strategy involved in losing your keep, meeting a zerg every corner, never having the numbers to make any difference.

This whole argument of ‘becoming better ’ and ’strategy’ is worth nothing untill the number differences determine everything in WvW.

Our own little server faces incredibly bigger groups right now, and people don’t fight better… they simply can’t fight at all.

Wiggely, wobbely and other wombaty wabbity creatures…

Killing WVW For low Pop Servers

in WvW

Posted by: Kimbald.2697

Kimbald.2697

As a TC WvW’er, I have to say that what Anet has done to SoS with their solution to everything (RNG) shows how screwed up the new system is.

It really doesn’t. If anything, the new system shows how screwed up WvW itself is.

They need to look at the fact that being at a significant disadvantage in numbers and coverage basically makes WvW completely and utterly rubbish. Higher numbers have no exploitable downside in this game. You don’t need to feed them, nor transport them, nor house them or equip them; they’re a mob rather than an army, and they take care of all their own needs. Logistics is only relevant in ways that actually benefit greater numbers, be it repairing, building siege, defending camps/yaks, or even gathering donations to upgrade; 50 people can travel every bit as fast as ‘five’ (lol Gestapo filter). There’s just nothing left for the weaker force to do, because the stronger can do all of it better.

As long as the game design makes uneven scenarios so pointless, the problem will only compound itself. Playing ceases to be fun, fewer people show up, and like a leaky ship with nobody to fix it the server sinks. The previous ranking system only looked fairer because most of us had long since abandoned the leaky ships and settled somewhere stable.

‘Logistics’ influencing numbers would be great.

Can be ‘environmental’ like:
- if more than X number cross a bridge, everybody near gets immobilized for 30 seconds because the bridge collapsed.
- if more than X number cross a field, the npc’s all hit harder, mass cc and drop no loot at all when killed
- if more than X number are near a tower wall or door, the ground collpases and all take some ‘trembling’ damage and siege build gets damaged
- guards hit like champions if over Z number of people near

But it can also be more like real logistics:
- if more than X number of players are near each other, they slowly lose supplies
- the more people near you, the more a certain debuff will weaken you.
- cc lasts longer if more people near you (because you stumble over each other and such)

whatever they do, they should adress the numbers advantage first, before putting servers against much bigger servers and saying it’s for ‘strategy’.

Wiggely, wobbely and other wombaty wabbity creatures…

Killing WVW For low Pop Servers

in WvW

Posted by: Kimbald.2697

Kimbald.2697

The new match up puts our low wvw server against even bigger enemies.
Now I’m not going to say that it’s not going to give some fun fights, of course it will.

But I do notice that a lot of people get bored of facing such uneven odds that you can’t stop any enemy attack, that you are zerged every corner and that you lose everything you take by a simple roaming train…

Of course the fights are fun and we’re not giving up.
But I do understand the frutstration just got bigger with the new match ups.

As I said elsewhere: the new match-up system should have brought a change in WvW mechanics first, where numbers and zerging and coverage aren’t the winning factors by such a large margin.

We don’t learn new strategies that much, we mostly learn to care less about what we’re bound to lose in a minute anyhow.

Wiggely, wobbely and other wombaty wabbity creatures…

Server Match up is terrible

in WvW

Posted by: Kimbald.2697

Kimbald.2697

I would love to get a official answer about what they think of these terrible match ups. Of they are going to do something about it or even if they are aware this is a issue.

Please let us know.

Um. They have given an official answer. Here on the forums, and in the news blog.
https://www.guildwars2.com/en/news/big-changes-coming-to-wvw-matchups/

“World vs. World is a lot about tactics, and when you fight the same worlds with the same tactics you never really get to learn anything new and adapt your strategy. This is your chance for your world to rally together, recruit more people, and try to overthrow a server above you. Like most of you, we love a good underdog story and now you’ll be able to write your own in WvW. At the end of the day, this is going to create new fresh matchups, let you see the tactics from different teams, bring some variety to the Eternal Battlegrounds, and help us to establish a more accurate new World vs. World order.”

With that said, I LOVE what they’re doing, and I hope the complainers don’t make them abandon this experiment so soon. I DO NOT want to go back to the way it was before. It was just awful!!

The moment strategy becomes more important in WvW than numbers, than they can try this new match up for me.
But as long as numbers and zergs, and coverage are the determining factors for succes, I think their goals for the new system can never be met.

Strategy only helps if the numbers differences are moderate. Once a server severely outmans you, no ammount of strategy is going to give you a chance to win.

The new match up system required a new look at WvW mechanics.
They implemented the one while ignoring the other.

That’s the underlying core of the complaints.

Wiggely, wobbely and other wombaty wabbity creatures…

Tool kit what if ...

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

I agree on the repair siege bit, it would be cool for engineers.

But saying that tool kit is only good for repairing turrets and pulling of walls, I do not agree with at all.
Cripple fields, very hard hitting attacks on power builds, confusion, and best of all: 3 sec block on 20 or 16 seconds.
Those are pretty fun as well in my book.

But yes on the repairing siege

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Flame Turret

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Wasn’t aware of it till you posted it, but indeed: it does nothing without an enemy.

Turret AI needs some serious improvements, this is getting silly.

A smoke field on demand for stealth is part of the usefullness. It should not require a targetable enemy.

Wiggely, wobbely and other wombaty wabbity creatures…

Fix Scope or remove it

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

They can’t break scope.
It never worked…

Nothing they come up with, can be worse than having zero effect at all.

Wiggely, wobbely and other wombaty wabbity creatures…

Bomb/Turret bunker

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

That base build you added is a defensive beast
I don’t suppose you kill much with it, at least not very fast. But in terms of point defending I can imagine it works very well.

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Bomb/Turret bunker

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

If anything, I am seriously thinking of dropping the metal turret plating, honestly it hardly seems to do anything. The turrets still if focused on drop instantly, the best defense for them is strategically placing them where the player would have to go out of their way to get them, unless of course, they have range, in which I notice them going for the turret and proceed to ping pong them around with my shield, big ole bomb, and if needed, heal turret explosion.

metal plating is like one hit of 2 – 3 k.
If they crit with aoe on your turrets, they are already gone before it even takes another hit.

Been testing turret traits in the Mists for several days now (in between rl things so it’s more some time passing).
The results are pretty discomforting, as far as their survivability goes.
Nothing we didn’t know yet, but seeing the actual numbers of the aoe aimed at ME that destroyed turrets is harsh.
The engineer npc for example, to take the most fitting one: jump shot, overcharge… turret gone.

Wiggely, wobbely and other wombaty wabbity creatures…

Ultimate HIGH DMG Engie Build!

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

I play defensive builds as well, but I play bunkers very aggressively. I attack the opponent forcing them into defense which the majority of the time if they are attacking me, is not their strong suit, since my build’s defense is for the large majority, built into the build and I don’t really have to activate it, I can focus on applying pressure with my bombs, and poison/confusion shots, and controlling the point with knockbacks etc., Right now I am testing a new build, it seems to work okay, not sure if it is better than my previous build though.

‘defensive’ for me can be summed up by the shield we have:

it’s very good against all sort of attacks, but if you want you can use it incredibly offensive as well. But however much it can control, it will never do burst damage by itself.

I try to create builds like the engineer shield…

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Bomb/Turret bunker

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

copy-paste days are over by the way: they fixed that whole linking issue. Just clicking it worked fine for me.

That build is right up my ally.
My two favourite turrets, nice usage of the bomb kit.
Runes of the forge that I should finally get in WvW-pve as well…

Overcharging those 2 turrets is a cc hell for your enemy, give or take some stability messing your fun up. At least he isn’t moving

Do you have enough condition removal just from the healing turret?
I’m still unsure about that part.

And have you taken this build to WvW?
It seems like a very fun point defending build, not sure on mobile fighting of course.

Wiggely, wobbely and other wombaty wabbity creatures…

Ultimate HIGH DMG Engie Build!

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

galandor: i guess i can when your on your bakc dead

Kimbald: I guess youre right, didnt think of that.
buy the other stuff, i have tested this build and found it the best i have ever hd till now.
for me its better then: Cond build or Tanky build.
its very offensive and you do have some def,,, tested it on Warriors, Guardians and Ranged classes, my weakness right now is thief,,, but iam working on it

if it works for you… than it works for you.

It wouldn’t work for me in a million years. But I’m sure my defensive builds would bore you to death as well

Wiggely, wobbely and other wombaty wabbity creatures…

Turret vs npc's in the Mists

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

You’re completely ignoring my point; MOST attacks in this game deal “AoE”. At least with traits.
Even the Thief’s Dagger, which may be one of the most single-target focused sets in the game, has “AoE” on two out of five attacks.
Most melee attacks cleave, and most ranged attacks, if they are not naturally some form of AoE, have access to traits that add either ricochet or piercing to all their attacks.
The rest are just one or two attacks randomly interspersed among a mass of “AoE” attacks.

I realise most attacks actually do aoe (my tool kit does 2 out of 3 even on auto-attack).
I also realise that most atttacks don’t even need to be targeted in melee range: just swing and they hit in their area.

These 2 mechanics put up the problem of exactly what damage turrets should avoid.
I’m aware of what you are pointing at.

But also try to understand what I am pointing at: that is not our problem in the end.

Let’s say that the dev’s agree on giving turrets more ‘avoidance’ than it is up to them how they figure this could be done best.
Of course they can’t just say ‘immune to aoe’ because that would mean turrets are immune to almost everything.
But it’s up to the devs to come up with a mechanic of avoidance that gets the job done. If they want to, as I said. They might think it’s not needed.

That’s why I said you were arguing over words: we are not trying to explain to other players how attacks in this game work. In that case the words are important.
We are asking the devs to give the turrets avoidance. For them the words don’t matter, they make up words for it if they want, and they code it as they see fit or doable.

Wiggely, wobbely and other wombaty wabbity creatures…

Ultimate HIGH DMG Engie Build!

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

My first impression: a bit weak on the defensive side.

As for the damage: you mention a lot of conditions, and even though they will proc from crit etc… they won’t do much damage I’m afraid.
Vulnerability is in line with the rest of your build of course. Less convinced of the bleeds and burns you mention.

By the way: those 2 sigils can’t work together. If one procs, the other can not prokittenill the cooldown of the first is finished as well.
So you only get one proc per cycle of 10 seconds, never both.

Have you tested this build already, or is it mostly a theoretical experiment at this point?

I’m not good at glass canon, so I’m curious to how this build works out for you.

Wiggely, wobbely and other wombaty wabbity creatures…

Role of the engi in WvWvW ?

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Come to think of it: permanent swiftness, be it by kit swapping, elixir B or what not… that might be the most usefull WvW thing we have as engineer

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Quip/Fractal pistol or The Predator?

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

I find it a bit odd that the problem is presented as a cosmetic one: which look do we prefer?

One is for rifle builds, the other is for p/p builds. These two types of builds tend to be at the other extremes of the engineer build spectrum.

So my first question is: don’t you have any preference to what build to use?
The answer could be that you don’t mind either way, but my experience is that most engineers do have a preference in weapon.
I’m a shield-pistol addict for example.

I wouldn’t take predator regardless of how good it looks to some. Simply because I don’t like using rifles all that much.

If you really don’t care, than it’s also very striking that you have no cosmetic preference between the serious rifle look of predator, and the completely opposite funny look of Quip.

I can’t help you there, it would depend on the race, the gear and the vision you have of your engineer. Given that you don’t have a preferred weapon build to start with of course.

Wiggely, wobbely and other wombaty wabbity creatures…

Role of the engi in WvWvW ?

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

I’m still looking for my preferred build. Since I do mostly WvW in this game, that is where it has to be good indeed.

My own style is always that of being supportive and more on the defensive side.
In terms of fighting that means I try to outlast my opponents.

I’ll start by my most effective build:
that’s a 30/0/30/0/10 build.
It lacks all sorts of things, but what it has is really usefull in WvW:
it has max range grenades, and it has healing bombs. And what’s more: both can benefit from the same traits and gear.
My grenades aren’t optimal since it’s a bit more power based than condition, but still they do fine.

Last slot is either a stunbreaker or an Elixir Gun if in a group (or a dungeon for that matter).
The Elixir gun just adds soooo much. Condition removal for the group, extra healing, escape, great against champions if you stumble upon the Grub…

Playstyle: bombarde with grenades if it’s far (on walls, incoming zerg, camp npc’s waiting, etc), and if it gets close: heal with bombs and still do great aoe damage.

My biggest issue with this build: it’s boring as hell since all 5 skills of either bomb or grenades just do the same.
No different animation, no different mechanic… Simply throw bombs, or drop bombs that have different effects on landing.

It can be fun, but it also can get stale.

What build am I working on?
Something more different in playstyle.
Phineas Phoe and me aren’t getting along today, but I do want to say I like his build above here very much (don’t reply, I’m being deliberately silly here)
It’s one of the true versatile builds we have I think: Flamethrower and Elixir Gun. He goes the powerfull route of Alchemy traits with it. Something I try to avoid since I don’t see my engineer as a character using energy drinks all day. Elixirs aren’t my cup of thea, but of course they are the best we have.

As boring as grenades can get for me, so much I like coated bullets for some reason.
Maybe it’s because I have my shield on me at that moment, who knows. I absolutely love my shield

So instead of going FT-EG as well, I am trying to create a build with healing turret (accelerated if possible, but 20 points is a high cost if not going explosives), Tool Kit for sheer fun factor, and coated bullets.
Haven’t decided on the rest yet.
I keep trying out stuff, and I used Flamethrower-Elixir Gun for a very long time in fact.

Long post, irrelevant rant… bottom line is:
you can go ‘effective’ or you can go ‘what is fun for me but still works somewhat’.
I often do the first, but I strongly recommend the second.

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

Minefield Broken.

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Not saying engineers are broken or anything, just missing a clear feeling of what the profession is envisioned to be.

Healing turret was of course an improvement. But they specifically mentioned it was done so we would stop picking up our turrets immediately.
They didn’t even say ‘detonate’ they said ‘pick up’.
And after the change, picking up or detonating is still what we do.
That’s the sort of thing I’m referring to: they make a change with a purpose or a goal in mind… and it fails at putting us in that direction.

The other turret buffs fall under the same: turrets will only be usable for anything else than point defending, if a few very important changes are made. The patch that buffed turrets, didn’t solve any of those issues at all.
Turrets aren’t useless, but the main issues remain untouched still. And that hinders opening up the profession of course.

I agree we got better over time, there are more viable builds than HGH or SD.

We’re not more versatile than others, no. That’s not determined by looking at seperate skills, that is determined by looking at versatile builds.
Engineers do not have more, or better, versatile builds than other professions.
We can sacrifice some damage for versatility, but so can others.

Others can stop reading here, if they got this far at all
And lastly: about that escalating between us two: read your post again. You lashed out at me, no excuses there. I didn’t start the personal attack, I just replied to your post.

It’s not because I don’t care if a stranger on a forum likes me or not, that I don’t usually go for the more friendly way of getting along just fine.
‘Learn to disagree in style’ is my motto. So next time you disagree, leave the judgemental and angry part.

If you couldn’t detect I wasn’t really insulting the devs, but mostly poking them to provoke them a bit, than so be it.
You apparantly read my other posts today, so if you put all those together, you should have noticed it wasn’t all that serious or aggressive.
You chose to read them as you did. You seemed bound on seeing them in the worst possible meaning.

It’s all good for me. I don’t mind one way or the other. Just as long as you know: my own way is that of friendly poking, and critical healthy discussion.

Wiggely, wobbely and other wombaty wabbity creatures…

Minefield Broken.

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Posted by: Kimbald.2697

Kimbald.2697

Riffled Turret barrels doesn’t increase the range of Rocket turret by the way. How many times did that one appear in a patch note already as ‘fixed’?

This trait actually works with Rocket turret, however, I just discovered that the rocket it fires while traited is invisible. I checked in a fix which should hopefully appear in about 2 weeks on live.

Thanks for the detailed report,

Jon

testing it in the Mists right now.

I notice the turret doesn’t do anything at all for a while, no numbers on the dummy or anything.
So it’s certainly missing some shots, or even the overcharge.

Than after a while, it hits the dummy indeed with an invisable rocket.

Any idea why it misses several before shooting an invisable one?

Wiggely, wobbely and other wombaty wabbity creatures…

Minefield Broken.

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Posted by: Kimbald.2697

Kimbald.2697

Just on that bit about the direction of engineers, about getting a grip on the profession:

are we really still a ‘versatile’ profession? As a profession defining feature I mean?
More than others?

And ‘mid-range’?
Still a very vague concept. There is ‘mostly melee’ and ‘far away’ and than there is ‘getting from one to the other while shooting’.
Mid range should be halfway between melee range and long range… we have nothing there that others don’t have.

I don’t see a line in what is being buffed and nerfed, they mostly seem seperate idea’s thrown together.

So while the formulating was indeed not that respectfull, the question for the devs was actually real and relevant to me (even if it’s not relevant to you).

Wiggely, wobbely and other wombaty wabbity creatures…

Minefield Broken.

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

You’re writing posts claiming the developers are losing direction and need to “get a grip.” But apparently you don’t take this as seriously as I do.

Not sure why I much have to do anything. I’m just telling you that all classes are a work in progress, and they’re not going to get to everything in a month given how few people they probably have working on bug-fixes for all classes.

Writing combative questions like “Any hotfixes for Scope, or are you guys still figuring out if it is broken or not?” really is no help to anybody and is probably half the reason they don’t post here as often as people want. Would you want to listen to that crap all day?

You guys define what kind of tone this community is going to have, but if you want to continue to be a “sour kitten” as you aptly entitled yourself in the other thread, that’s a choice as well.

Just my two cents.

lighten up, seriously.

and for the record: they more than deserved that sneer about Scope, they messed that one up big time by saying after months that it wasn’t broken.
And here as well: it was in jest… I wouldn’t insult someone for real over something so trivial.

Bottom line of your post: you don’t like me, and that’s making you take my posts way too serious. You referred to several posts I made in different topics, so yes: you don’t like me
Now take a guess at how much I care about you liking me or not, and about being taken too serious or not…

I mostly try to be helpfull here to other players, as you do too.
And I’m also being very critical on these forums, if you don’t like that part: too bad.
I never needed anyone else’s approval to formulate my own opinion.

And between us: Jon Peters, nor any other dev, needs you to defend them. They can handle my mild sneers just fine I’m sure.

Wiggely, wobbely and other wombaty wabbity creatures…

Minefield Broken.

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Yes, I’m a bit upset.
And you can probably do without the sarcasm. But it’s getting a bit silly for engineers.
Please get a grip on the profession. Every patch you seem to lose direction a bit more. Seriously, no sarcasm this time: what on earth are you trying to do with engineers?

You think Engineers are the only class with problems? The PvE Poster Child, the Guardian, has had several broken skills/mechanics since day one.

Perfect Inscriptions has been broken in PvE as long as I can remember. It was just fixed Tuesday. It is a Tier 3, Grandmaster trait and it took them 6+ months to fix it. Imagine if Juggernaut or Elixir-Infused Bombs didn’t work right for 6+ months and not Scope.

Symbol of Swiftness still doesn’t stack efficiently with other Swiftness buffs. Judge’s Intervention still is flaky as hell. Guard Staff’s Orb of Light is fired at a crooked angle and gets stuck in the ground more often than Flame Blast does. Protector’s Strike still has wonky block mechanics and won’t block effectively.

There are just a lot of bugs to fix. Across all classes. They’re not going to get to everything every month given how stretched thin the staff is right now. And don’t act like the Engineer is being snubbed because even the most popular class in the game has a lot of problems.

Chill out.

1. I am chilled
2. I never said engineers are the only ones with problems
3. the part you quote isn’t even about bug fixes
4. read on, the next posts actually show I’m not taking it as serious as you do
5. maybe chill yourself?

Wiggely, wobbely and other wombaty wabbity creatures…

Fix Scope or remove it

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

To she’d some light, once a change requires text, the minimum turnaround is 4 weeks on translation alone. As for mine vs bomb one was brought to our attention first and it was tight to even get the bomb fix in that quick. Mine is fixed locally now and hoping to arrive in the next hotfix if it passes testing.

Jon

it’s a fresh breeze being updated like this. It might even shut some of the sour kittens up a bit, including myself.

You do what you have to do. At least we’re getting some updates and that’s always nice.

Wiggely, wobbely and other wombaty wabbity creatures…

Fix Scope or remove it

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

I vote fix. We have a proposed change that should be coming in about 4 weeks. Wish it could be sooner but we need translation time and testing time.

A “proposed” change in 4 weeks? (Possibly longer if the proposed does not work.) I’m probably expecting too much, but it certainly seems other professions get faster updates/fixes then us engineers. =\
I’ll still take the fix defiantly! However, I’m just more curious how developers split their times between profession balancing for each time of play (PvE, PvP, WvW).

stop complaining, we just got a fix that only took them one single day!

Wiggely, wobbely and other wombaty wabbity creatures…

Choose a month for mortar change!

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Mortar counts as a turret, and guess what: it’s suffering from the same flaws as turrets…

They won’t fix the mobility, which is fine.
But just like turrets it needs better damage avoidance.

And my suggestions to make it a lot better:

1. The heal must have zero range so it can be used on ourselves
2. knockback must have zero range so it can be used to keep enemies at bay longer
3. the other skills need that global cooldown reduced, so it can hit faster

Fix these, and you might have a force to reckon with.

Wiggely, wobbely and other wombaty wabbity creatures…

Minefield Broken.

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Hey guys, give Jon Peters a break. He’s acknowledged the problem and committed to sorting it out. It’s not as though this bug is as game breaking (for PvP anyway) as the Glue Bomb one.

What’s more, by posting here Jon’s showing that he’s listening to our feedback, which is the first constructive dialogue I’ve seen between the ANet Devs and the Eng community – and that’s something that’s been missing for too long.

Lets just

  1. thank Jon for taking this one on – Thanks, Jon!
  2. accept that there is still a lot of work to be done which will take far longer than we’d like but hopefully less than we fear; and
  3. encourage Anet’s constructive participation with this community.

I actually agree with all you wrote.
It’s just that it’s a bit hard to simply forget the way things been handled before.

For people using mine this actually is gamebreaking by the way.
But this aside.

Mostly it’s a bit unlucky for PR that Glue Bomb gets fixed overnight, and that the bugs which are not in our favour all take longer, till forever and a day.
Unlucky, I didn’t say ‘intended’ or ‘evil plan’!

But you’re right: it’s great Jon is coming here to reply.
It’s the most important thing in the end: knowing what’s going on.

And frankly: I think he can stand the heat, why else would he come in this kitchen

Wiggely, wobbely and other wombaty wabbity creatures…

Fix Scope or remove it

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

I vote fix. We have a proposed change that should be coming in about 4 weeks. Wish it could be sooner but we need translation time and testing time.

ok, whatever it takes I guess.

I was getting a bit overly sarcastic in my reply on the mine field bug, but I realise you’re working on it.

It’s still a bit unlucky to see that glue bomb gets fixed overnight, while other bugs are being worked on or are even still being tested when they been around this long.
But as I said: I don’t doubt you do what you can.

Thanks for replying, that at least is a big issue for most of us.
And despite the sneers you keep getting, we do appreciate that much at least.

Wiggely, wobbely and other wombaty wabbity creatures…

Turret vs npc's in the Mists

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

I’m all for a turret buff, but you guys play too much Warcraft; AoE attacks are not a clearly defined and distinct thing in this game. We have cleaving melee attacks and piercing ranged attacks.
Assuming they even have the means to add a defense against AoE attacks specifically, you still have other issues.
Don’t include the piercing/cleaving attacks, and the change does very little.
Include them, and it will take effect with such regularity that you may as well just increase their defense against everything.

All of this is very true, but does it really make any difference?

It’s mostly semantics, isn’t it? You’re debating the use of the words when you say it’s not just aoe, but also cleave and pierce etc. That’s correct, but not really relevant since we don’t do the coding. We simply list the problems we face with turrets.
I’m sure the devs can figure out what we mean.

Bottom line: turrets need a lot of damage avoidance.
The people who created this game should be able to come up with something that does this, under whatever name the damage itself is listed.

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

Minefield Broken.

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

We are aware. Working on a fix.

you fixed Glue Bomb fast enough…

By the way: the tooltip of Glue Bomb actually suggests it should work as it did since the patch: it applies immobilize and cripple, duration 3 seconds.
Nowhere does it say it applies immobilize on triggering and cripple on ticks. Both are mentioned as the same mechanic.

Glue Bomb was the fastest fix in engineer history, while the tooltip even suggests it should work that way.
And it wasn’t Glue Bomb that was broken by the way, it was the combination with Sitting Duck Trait. You could have let that trait only apply once and leave the bomb.

Any hotfixes for Scope, or are you guys still figuring out if it is broken or not?

Riffled Turret barrels doesn’t increase the range of Rocket turret by the way. How many times did that one appear in a patch note already as ‘fixed’?

Yes, I’m a bit upset.
And you can probably do without the sarcasm. But it’s getting a bit silly for engineers.
Please get a grip on the profession. Every patch you seem to lose direction a bit more. Seriously, no sarcasm this time: what on earth are you trying to do with engineers?

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

Ultima Glue Bomb

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Fastest bugfix in the history of engineers I think.
So the real question is: was mine field fixed as well?

If not, than that would be so insulting no ammounts of ‘kitten’ words can describe it…

Wiggely, wobbely and other wombaty wabbity creatures…

Turret vs npc's in the Mists

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

These npc’s aren’t even all that smart. And their aoe is almost always meant for me.
Still the turrets just blow up… just like that.

Aoe reduction indeed.
Direct targeting is acceptable, but even than 2 or 3 hits is a bit too squishy. But at least it’s 2 or 3 hits not coming to me and I have time to respond.

Wiggely, wobbely and other wombaty wabbity creatures…

Turret vs npc's in the Mists

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

This is an open invitation to the devs, and anyone else, to go and use turrets against the profession npc’s in Heart of the Mists.
And yes devs: it is a REAL challenge I’m asking you to do: post your findings if you dare…

Create any build you like with any turret you prefer.

Use tool kit for repair, or not, trait every turret trait you think is usefull.

Now go and fight all of the npc’s.
You will notice that they all destroy your turrets in a few seconds.
Each time a npc gets in the neighboorhood of your turrets, the turret WILL die in 2 or 3 hits.

Even putting them at range won’t help in most cases. Npc’s will move to them at one point or another. Or their pets, copycats and spirit weapons will…

Some fights you get lucky and the npc doesn’t move to your turrets.

A little bit more health is NOT going to cut it!
They die in 2 or 3 hits, not exagerating, not in a manner of speaking. For real!
3k, 2k, next hit dead. This took less than 2 seconds.

Toughness and avoidance is what they need

Wiggely, wobbely and other wombaty wabbity creatures…

Riffled Turret barrels still not fixed.

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

forget about the range increase or not… this thing is a beast now.
Don’t touch it :}

Wiggely, wobbely and other wombaty wabbity creatures…

Riffled Turret barrels still not fixed.

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

ok, the overcharge is still single target but the ormal attack is aoe

it’s normal we don’t get an aoe knockdown on 20 sec cd of course, single target overchage is fine.

Now only if that thing would survive some aoe itself.

Wiggely, wobbely and other wombaty wabbity creatures…

Riffled Turret barrels still not fixed.

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Have you seen Rocket turret main attack acts like an AoE O.o!

been testing it on single target dummie…

IT DOES????

brb, little dance and all that

Wiggely, wobbely and other wombaty wabbity creatures…

Toolkit looks like Bomb Kit

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Even the 3 closest ones, the ones people ‘could’ get confused on, are still rather different on animations:
Med kit, bomb kit and grenade kit look the most simular in appearance when you’re not doing anything.
But the visual difference between dropping bandages, bombs and certainly thrown grenades even at close range… is just huge.

As I said: it’s not the backpack that is the visual clue, not even on these 3.
It’s the animation more than anything.

Wiggely, wobbely and other wombaty wabbity creatures…

Riffled Turret barrels still not fixed.

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

How did you test it to know it is working?
I’m not seeing the range increase in either the tooltip OR the tests.
I only see the 15% damage increase.

1) I use my Rifle to get at 1000 unit range, put a Healing Turret and Rifle Turret centered on me, and try out the range without traits.
2) I destroy the riffle turret take 1/5 (96 unit+-) of the healing circle radius and put a new turret in my back, straigth in the visual line with my target, with the trait on to test out if it does icnrease the range.

hmm, think I’ll have to test som more it seems.

So far the clearest result for me was that rocket turret got no increase in range at all.
Will try the others and guess we’ll have to use whatever skill we have as comparison for each range.

Maybe it’s just the rocket turret.

Wiggely, wobbely and other wombaty wabbity creatures…

Riffled Turret barrels still not fixed.

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Hum, it seems to work fine with me.

But if I remember well it increase the range by 100 units for all turrets and not a base %, so the bonus is less effective on lets say a Rocket Turret or Rifle Turret, but you get better results on your Flame Turret and Net Turret sinds they have shorter attack range.

My Elixir Gun, or rifle for that matter, can have a range of 1200.

Rocket turret has an untraited range of 1200, traited should be longer.

Put Rocket turret just outside of max range for EG or Rifle, and I mean ‘just’ outside, and it no longer reaches its target.

How did you test it to know it is working?
I’m not seeing the range increase in either the tooltip OR the tests.
I only see the 15% damage increase.

Wiggely, wobbely and other wombaty wabbity creatures…

Toolkit looks like Bomb Kit

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

If tool kit looks like Bomb kit… what was the reason we couldn’t get an option to hide backpacks again?

Even before tool kit, bomb kit, grenade kit all looked very simular.
Opponents guessed what we were using by what we did, not the backpack.

Silly reasoning, and this silly bug makes it just a bit more silly.

Wiggely, wobbely and other wombaty wabbity creatures…

Ultima Glue Bomb

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

make sure to use Sitting Duck trait to take everything out of this. It’s very fast 25 stack vurn on 5 targets. Also the bomb CD reduce and condition duration food.

stacking up vulnerability this fast with a single bomb is what will get this ‘fixed’ at a speed unheard of for engineer skills…

Wiggely, wobbely and other wombaty wabbity creatures…

Engineer Patch Notes 5/28/2013

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

…did they break Rifled Turret Barrels again?

they simply never fixed the range.

The damage increase of 15% was indeed fixed.
The extra range is still not there.

Wiggely, wobbely and other wombaty wabbity creatures…

Engineer Patch Notes 5/28/2013

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Concerning glue bomb, I posted this in another thread:

You know, when you read the tooltip it does not say it should NOT work like this.
Maybe we all got so used to the way it worked before, we accepted it’s weak effect.

But yes, I do expect a hotfix… unlike the mass ammount of bugs they could have hotfixed in our favour.

IF they hotfix it, it better come with a fix to mine field, riffled turret barrels, scope… etc!

Wiggely, wobbely and other wombaty wabbity creatures…

Ultima Glue Bomb

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

You know, when you read the tooltip it does not say it should NOT work like this.
Maybe we all got so used to the way it worked before, we accepted it’s weak effect.

But yes, I do expect a hotfix… unlike the mass ammount of bugs they could have hotfixed in our favour.

Wiggely, wobbely and other wombaty wabbity creatures…

Riffled Turret barrels still not fixed.

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Riffled Turret Barrels did not increase the range on Turrets since… well forever actually.

Last minor patch claimed it was fixed, but it wasn’t.

This bug patch lists the same fix again… but again it’s not fixed at all.

Seriously dev’s?
Is that the best you can do? Copy previous patch notes when engineers yelled it was still broken?

Wiggely, wobbely and other wombaty wabbity creatures…

Engineer Patch Notes 5/28/2013

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Riffled turret barrels is still not increasing my turret range. Anyone else notice it’s still not fixed?

Wiggely, wobbely and other wombaty wabbity creatures…

Patchnotes regarding WvW, May 28th

in WvW

Posted by: Kimbald.2697

Kimbald.2697

A few laurels less, a few more WvW ways to complete the daily for those laurels, and a few badges to be added to the daily laurels.

This took how many months indeed?

You lot have been busting your kittens of for WvW, in between events and stories have you?

I know it sounds harsh, but I have to be honest here: all the drama aside, this is all extremely underwhelming in terms of WvW innovations.

Wiggely, wobbely and other wombaty wabbity creatures…