Showing Posts For Kodama.6453:

Some Proposed Med Kit Changes.

in Engineer

Posted by: Kodama.6453

Kodama.6453

3. Bandage self cooldown is not affected by Mechanized Deployment trait (bug).

This isn’t a bug, it is intended. It counts as a healing skill now (just like the ones on 6) and get benefit from everything related to them.

Ranger bugs

in Bugs: Game, Forum, Website

Posted by: Kodama.6453

Kodama.6453

Taunt is a condition, its function is really close to fear and so the chance that this is not intended is really big. And it can’t be wrong to call it here, if this is working as intended, Anet won’t fix it, if it isn’t, they will.

About the bug fixing: Anet is trying their best for sure, but there are bugs which can be fixed really quick (like Clarion Bond) and some which can’t for example if Anet isn’t finding the failure in the code which causes the bug.

Taunt isn’t a condition. It’s a status effect like daze and stun. You cannot cleanse it with condi removal but you can stunbreak it.

It isn’t? ô.o
But wasn’t it supposed to be? I don’t know the source anymore, but I’m sure the devs said it will be a condition just like fear.

Kinetic Battery

in Engineer

Posted by: Kodama.6453

Kodama.6453

It’s also kind of really a necessity for medkit users (which is more of a pve thing, to be fair!)

Actually, I don’t think this trait is working with Bandage Self, because this skill counts as a healing skill like the ones on 6. It even get recharged by AMR, another recharge for it would be too strong maybe. Not sure about that, can someone test it?

Ranger bugs

in Bugs: Game, Forum, Website

Posted by: Kodama.6453

Kodama.6453

Beastmastery grandmaster trait with taunt bypasses invulnerability, evasion, blocking, anything, plz fix

And you’re sure this is a bug, and not working as intended?

Also, a question to the devs – why is it that you’re so quick to fix ‘bugs’ that works to our advantage, like the clarion bond one, while things that are to our disadvantage seems to have a very low priority? To name but one example, healing spring doesn’t heal the pet. Shouldn’t this be a critical bug that needs to be fixed like, you know, yesterday?

I would also love if the devs would be a bit more talkative, and provide feedback a bit more in threads like this.

Taunt is a condition, its function is really close to fear and so the chance that this is not intended is really big. And it can’t be wrong to call it here, if this is working as intended, Anet won’t fix it, if it isn’t, they will.

About the bug fixing: Anet is trying their best for sure, but there are bugs which can be fixed really quick (like Clarion Bond) and some which can’t for example if Anet isn’t finding the failure in the code which causes the bug.

(edited by Kodama.6453)

Mortar nerf

in Engineer

Posted by: Kodama.6453

Kodama.6453

Will mortar shells be explosions later and why an earth they are not in the first place? (great mysteries of tyria)

They are explosions and always were supposed to be so. They were bugged, but they fixed it.

Some Proposed Med Kit Changes.

in Engineer

Posted by: Kodama.6453

Kodama.6453

So little heal that its absolutely waste of time. (Think what all u can do during that time u do 80 heal to ally).

Just for clarification: The whole channel is ticking 3 times, so you are healing 240 with one channel instead of 80. And I really like it to raise the heal for each boon on your ally. But Med-Kit is still not worth it, it is supposed to be our group healing support, but HT is much more effective at this and MUCH easier to use. I would suggest to increase the healing of the AA (we are not able to do anything else while channeling it, it is difficult to aim and can’t use it for ourselves, that are enough arguments for a really strong healing) and bring an extra effect to each Med-Pack. The packages get an noticable healing boost if they are curing one condition they are meant for. It could be more rewarding to heal an ally with the right package.

Behold, eles, we might get WARHORN!

in Guild Wars 2: Heart of Thorns

Posted by: Kodama.6453

Kodama.6453

If it is warhorn, then Ele’s are likely to get an F5 just like Mesmers did for having just an offhand~

Well, on the other side elementalist is getting 8 new skills with an offhand weapon instead of just 2 like the mesmers.

Mortar kit visual change please!

in Engineer

Posted by: Kodama.6453

Kodama.6453

I disagree, they didn’t use just a start zone rifle, they combined this rifle model with the old mortar model and I really like it. It is just what an engineer would do, using the parts of the old unviable stationary mortar and a rifle to tinker a new mobile mortar. This cannon wouldn’t fit for this theme.

Speculation: Don't let ele spec be warhorn!

in Guild Wars 2: Heart of Thorns

Posted by: Kodama.6453

Kodama.6453

At least it would fit the theme, wouldn’kitten I’m associating a tempest more with a warhorn than with a sword.

Pet swap exploit!

in Ranger

Posted by: Kodama.6453

Kodama.6453

I am not sure guyz. Ranger is now able to blow 4 blast finishers in combat, one after another. I find it enough. I’m not saying that it wouldn’t be nice to be as OP as eles have been for years, but I just don’t need more.

4 blast finishers? ô.o
How do you do that? I only know Hunters Call as blast finisher, which you can trigger 2 times with weapon and trait. And there is a blast finisher on drake pets, but you can’t control that.

Clarion Bond: Nerfed

in Ranger

Posted by: Kodama.6453

Kodama.6453

Meanwhile, I’m watching engineers instakill mobs in the silverwastes with a single grenade toss.

Edit: these are upscaled event mobs btw.

These engineers are using a bug, if you take the trait Grenadier, your grenade barrage goes back to 1500 range and you throw 13 grenades instead of 6. It will get fixed in close future too, you can be sure about that, because it is totally broken. But bug using engineers aren’t an argument to get the ICD removed from Clarion Bond.

Ranger issues that need fixed

in Ranger

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Kodama.6453

We’re going to keep going around and around on this, because you seem to think losing more than 50% attack power overall on skills is somehow not suppose to cause an issue. And again, 3000 is a high damage estimate based on if you manage to crit on the majority of the arrows that do hit. “Most other” classes have more than 1 burst damage skill. “Most other” classes can fall back on something else, another skill, another attack, a profession ability. Ranger doesn’t get those options. Not only is AoE damage practically non-existent, we now have sub-par single target damage at range. As stated by someone else, losing this much overall damage, and not just from Rapid Fire though you seem to want to make this all about the single skill when it is the entire weapon, removes the ability to keep pressure on the enemy. It removes a core function of the weapon and the class, which is, the ability to deal damage in a significant amount that cannot be outpaced by the healing abilities of the target. It needs adjustment. This isn’t an opinion. Power Longbow Ranger dropped from doing good damage to doing what is, essentially, nothing. It needs to be fixed. It is broken.

But the weapon has to be balanced around its range because it is an unique advantage it provides to rangers only. That’s all what I mean. And its damage can’t get outhealed, that’s simply not true and about damage: ranger wasn’t the only one losing many damage modifiers, it’s the same for most of the other professions.

But your opinion about that is different from mine and I have to accept and respect that, I just wanted to say what I think about the whole thing.

Ranger issues that need fixed

in Ranger

Posted by: Kodama.6453

Kodama.6453

You’ll notice my mention of exceptions. So, currently, on a dodged Rapid Fire, you can expect to, reasonably, do 3000. Maybe. If you are lucky. So you are doing slightly more than your Long Range Shot if that crits. Compare to the other heavily ranged damage class, Elementalist, who, while only at a 1200 range, is still putting up 4-6k AoE crits on Fireball. I choose that one because it is the most comparable skill to Long Range Shot, and it doesn’t require a specific range to go off. Again, I am not asking to be “buffed” I am asking to be “un-nerfed”

But 3000 damage on a dodged rapid fire is an advantage. What happens to other classes burst skills if they get dodged? Damage falls to 0, so 3000 is quite nice to have.

Elementaists damage is insane, you’re right, but got it’s downsides too. Elementalist is much more squishy and staffs damage against moving targets cuts down a lot because most of its skills are ground targeted aoe.

Ranger issues that need fixed

in Ranger

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Kodama.6453

Also, “you don’t aim”. Yes. That’s how the game works. Once you have targeted something, the skill tends to do the rest for you (with some obvious exceptions)

Try to use engineers mortar kit AA and say this again please. XD
For engineers 1500 you have to aim, because even its AA is ground targeted. That is what I meant, the last class which has this range has to AIM to get a hit, with a VERY slow moving projectile btw.

You can’t prevent the whole damage of rapid fire by one dodge roll and the skill has a low cd. If you start fighting, you will be at max range most of the time. Nobody wants a profession that is able to oneshot enemies outside of their range.

Thief backstab is strong too, that’s right, and should be nerfed but that’s not an argument for rangers getting more damage.

Speculation: Don't let ele spec be warhorn!

in Guild Wars 2: Heart of Thorns

Posted by: Kodama.6453

Kodama.6453

Yep, that and the specialization Bg picure (Some ppl assume its a warhorn on mid of flames).

Can someone tell me wht he is referring to, please? There wasn’t a teaser picture for elementalist, so I don’t get which picture he meant.

Ranger issues that need fixed

in Ranger

Posted by: Kodama.6453

Kodama.6453

2) Long Range shot damage pre patch 1600-2000 non-crit damage at max range, 1200-1500 getting closer, 1000-1200 at closest. Now Damage is down to 1000-1300 at max range. This is with a full power build. Rapid Fire dealt around 4000 damage if you somehow didn’t crit on most of the shots, and now with most of them critting you are lucky to hit 6000-8000. Barrage hit for around the same as mid-range long-range shot, which is still comparable, but has still dropped beyond use. I’ve managed to get to these numbers using kitten like Remorseless and Steady Focus. This was not an improvement. Do not act like gaining gimick-y traits that function sometimes improved the damage. Compare this to other classes post patch whose numbers generally improved (see Thief Daggers, Elementalist staff getting even more powerful, Necromancer and Engineer in general) and it comes down to being a kick in the teeth. Yes, other weapons are available. That is not the point.

Complaining about 6-8k damage using one skill at 1500 range (something no one else can do, there is only 1 more 1500 range in this game, it is engineers mortar kit and that is ridiculous compared to long bow), you don’t have to aim, just using the skill and arrows are tracking themselfes. You have a skill to push back near enemies even. Ranger is the best ranged damage dealer in game, it is okay because it fits their theme, but don’t buff it into heaven pls. It already is an extremely strong weapon, buffing it would make it totally broken.

Please sync Clarion Bond to petswap

in Ranger

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Kodama.6453

I agree.

Suggestion: If you think this is OP, slightly increase the CD on pet-swap to balance the class and leave it in sync w/ Clarion Bond.

The trait was interesting and worked well w/ some of the new ranger mechanics and traits; the change seems like a knee jerk reaction and takes away our ability to use it as part of group and combo strategy. During a fight these two can get very out of sync.

I don’t think your fellow rangers want to get the pet swap cd increased to 24s just to sync it with this trait. ^^

But still, it’s logical that they did implement the 30s cd. To get a 15s cd you have to give up something the original skill Hunters Call is providing, like this trait isn’t giving fury anymore.

This or you have to fix ALL other traits, which trigger an existing skill. It’s easier to get the rangers trait in line with the others than getting all other traits in line with ranger ones.

Clarion Bond: Nerfed

in Ranger

Posted by: Kodama.6453

Kodama.6453

They should have made the CD similar to petswap CD, which is about 15-16 seconds. I understand they wanted to deal with the bug, but now i barely even want to take it as it makes it awkard to use.

I don’t think the bug is the main reason for this. Look at traits from other professions. Every single trait, which triggers an existing skill, shares the same cd like the triggered skill but get effected by traits tied to this skill too. The bug fix is a side effect but I guess they wanted to get this trait in line with all the others.

The trait originally had no cooldown. It stands to reason that anet could adjust the cooldown of the trait without doing anything to the skill.

The current implementation of stacking different length cooldowns together is clunky as hell and makes me not even want to play my ranger.

As I read in here, there was a tooltip saying it has a 30s ICD, so it seems like not triggering the ICD was a bug which got fixed now.

Equality for turrets

in Engineer

Posted by: Kodama.6453

Kodama.6453

Your suggestion is great Arioso. It would change everything, giving the engineer a complete unique feeling for his ai. He isn’t fighting himself anymore, instead he takes care of his turrets to keep them working. That’s completely different to builds like minion master necromancer, because they summon their minions and forget about them putting their own damage on the enemy. Turrets having hard impact, but staying useless if you disturb the engineer to restock the ammunition would be really awesome.

Ranger issues that need fixed

in Ranger

Posted by: Kodama.6453

Kodama.6453

1) It doesn’t change much, you can let it down to proc it later, but only if you cast it while running, cause the arming time of 0,5s isn’t really long. Most of the time it will proc immediatly, so don’t know why complaining about it.

2) Are you serious? Rangers are doing tons of damage with long bow, especially with the skill rapid fire. Combined with the largest range of all professions (there is not a single one which can compete that) the damage output is just ridiculous. Nerfing it would make much more sense than buffing.

The great synergy of remorseless with other traits boosted rangers damage a lot. I could understand if rangers complain about support, but damage is the last thing the profession lacks of.

Clarion Bond: Nerfed

in Ranger

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Kodama.6453

They should have made the CD similar to petswap CD, which is about 15-16 seconds. I understand they wanted to deal with the bug, but now i barely even want to take it as it makes it awkard to use.

I don’t think the bug is the main reason for this. Look at traits from other professions. Every single trait, which triggers an existing skill, shares the same cd like the triggered skill but get effected by traits tied to this skill too. The bug fix is a side effect but I guess they wanted to get this trait in line with all the others.

Please sync Clarion Bond to petswap

in Ranger

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Kodama.6453

At least you will be able to reduce the ICD of the trait to 24s using the trait Windborne Notes. Clarion Bond functions like every other skill triggering trait in this game, sharing the same cd like the triggered skill, but also effected by cd reduction traits. To get the trait with lower cd, the trait has to be reworked like this: You will no longer trigger Hunters Call, instead you get just the blast finisher at pet swap without other effects.

Clarion Bond: Nerfed

in Ranger

Posted by: Kodama.6453

Kodama.6453

I don’t agree with the change, because rangers really don’t have sources for blast finishers and this now is on 30s cd too, but it is some kind of logical. Each other trait in this game, that triggers an existing skill, has the same ICD like the skill that is triggered.

Chem rounds.

in Engineer

Posted by: Kodama.6453

Kodama.6453

new chem rounds question.

Does it multiply into cond duration? is this intended?
It seems to.

That’s intended for sure. It’s a 50% multiplier just like any other multiplier in this game and all are working this way. Percentage modifiers will be multiplied, they are not additiv-

If you have bleed duration multipliers like this: 40% by food, 33% by minor trait and 50% by pistol trait then the whole bleeding duration is the following:

1,4*1,33*1,5 = 2,793 so the total bleeding duration is 279,3% of the base duration.

(edited by Kodama.6453)

I feel... sooo.... slow..... need speed...

in Engineer

Posted by: Kodama.6453

Kodama.6453

Running Explosives, Alchemy, Inventions … Tools just don’t qualify.

Why don`t you use mecha legs then? ô.o

Mortar nerf is no big deal

in Engineer

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Kodama.6453

I have to wonder if it wasn’t a deliberate move to nerf our offensive capabilities at higher ranges…

Just like I said, look at our new trait system. Every trait that benefits from range is gone or replaced by one now benefitting from close combat. Elite spec seems like some heavy melee tank (I guess that because many defensive traits are gone too).

Gadgeteer [Feedback]

in Engineer

Posted by: Kodama.6453

Kodama.6453

I like the original idea more, it’s a dynamo using the kinetic energy of your opponents hits to charge.

Equality for turrets

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Posted by: Kodama.6453

Kodama.6453

Hello,

in the past, anet decided to make turrets vulnerable for crit and condition damage. The argument for that was, that they wanted to make turrets more like other minion types in the game. But they forgot something. They gave turrets all weaknesses (stationary, crit, condi), but not a single advantage other minions have.

Turrets don’t benefit from boons, nor from healing and they don’t have the ability to generate critical hits. Other minions have this advantages, so why not turrets if you want them to be more like the others?

The last patch took conditions to a new level, it is able to stack them over 25. It isn’t very hard to generate more than 25 stacks of bleeding on a not moving object. So please give turrets just the same treatment like all the other minion types. Give them boons, crits and healing from allies.

And beside that: it would be very nice, if the tool kit aa would clean 1 condition from turrets with each hit.

Mortar nerf

in Engineer

Posted by: Kodama.6453

Kodama.6453

The terrible thing is that every time they see an engineer using the mortar kit, they are going to use it as justification for this nerf; “See, plenty of engineers are using it and they are doing just fine!”

No, we are using it because it’s literaly our only long range option now!

And there is a much simpler reason for this too: The patch was out 2 days, everyone just wanted to TRY our new toy. XD

Engineer Bugs (Updated & Consolidated)

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Kodama.6453

Tool tip and behaviour are the same, so I guess this is intended.

Gadgeteer [Feedback]

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Kodama.6453

I’m fine about the term that you have to get struck for charging it. The benefit from the trait just don’t worth it. My suggestion would be to change the effect of overcharging for each skill. A.E.D. could do aoe damage pulsing while it is in use, so as longer as you take time to trigger it (not in last moment, but still getting lethal damage) as more is the damage benefit. The damage should be bigger as retalation (maybe like 1k per tick), which was the effect of gadgeteer for A.E.D. in the past. It would be balanced in a nice way too, it creates more damage against melee professions to set them under pressure, but it also warns them to stop attacking because of A.E.D., ranged fighters instead wouldn`t get effected by the damage, but wouldn’t get warned this way too.
PBR could get an aoe spell, launching up to 5 enemies in front of you. Rocket Boots could travel a larger line and sets it on fire, creating a fire combo field (like some of the elementalist spells).

Gadgeteer should be a trait which changes the whole feeling of using a gadget.

(edited by Kodama.6453)

Engineer Bugs (Updated & Consolidated)

in Engineer

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Kodama.6453

Tool tip of the Med-Kits Med Blaster doesn’t show that it’s ticking 3 times in 1 channel.

Mortar nerf

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Kodama.6453

The other skills aren’t meant to do any damage, they are just there for the combo fields and I’m totally fine with it. Just want an even viable AA so there is just a little damage in this kit. It is just too weak, especially for an elite kit and kits aa always were stronger to compensate our weak weapons….

(edited by Kodama.6453)

Chem rounds.

in Engineer

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Kodama.6453

Mortar kit the second highest dps weapon? ô.o
After the 28% damage nerf to its AA? Are you sure about that? Would love to see the math here.

Engineer Bugs (Updated & Consolidated)

in Engineer

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Kodama.6453

Also not sure if the “Throw Bandages” skill is seriously meant to remove a single stack of bleed / poison / burn.

This isn’t intended, because the devs said condi clean will work as it ever did, removing with one condi clean ALL stacks of the condition.

Elixir gun not triggering condi clean from Alchemical Tinctures seems to work as intended, because it sais “tossing or drinking an elixir”….

BUT: Toss Elixir X isn’t removing a condition with Alchemical Tinctures. Drinking Elixir X doesn’t show the condition remove on tool tip, but is still removing.

(edited by Kodama.6453)

Mortar nerf

in Engineer

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Kodama.6453

As I see it, it doesn’t act like a weapon anymore. We have to deal with it. The way it is balanced we got a single hard hitting skill with 40s cd called orbital strike, we just use the actual kit to modify this hard hitting skill by triggering a combo field, so we get a hard hitting attack which can:
a heal for some amount
b give retalation to allies
c give weakness to foes
d give frost aura to allies

Mortar nerf

in Engineer

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Kodama.6453

Really seems like Anet is trying to push engineers in close combat. Maybe they want to prepare things for the new melee oriented elite spec? We got several traits with very small radius or some triggering when standing really close to the enemy.

Med kit nerfed or buffed?

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Kodama.6453

Well, as I read “false skill diversity” and “adds another annoying thing we must keep track of”, how would you like if the specific package would give a significant heal buff if you are curing one of the said conditions? This way we would get some reward for the “annoying thing to keep track of”.

Med kit nerfed or buffed?

in Engineer

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Kodama.6453

Ît just removes 1 stack of the condition? If that really is the case, it is obviously a bug and should be reported. Devs said removing conditions will work as they did ever, removing all stacks of the condition.

Mortar nerf

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Kodama.6453

Btw, I’m not sure if skilled marksman is effecting mortar. I know this wouldn’t be intended, but I’m really curious about that. Feels like it is shooting little bit faster, but maybe it is just me. Is there a way to find out about this?

Mortar nerf

in Engineer

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Kodama.6453

On heavy armor golems prenerf: 2,3k
on heavy armor golems postnerf: 1,9k

0 might, zerker pvp stats
traits:
tools: 222
firearms: 212
explosives: 321

(edited by Kodama.6453)

Mortar nerf

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Kodama.6453

Seems like Explosive Powder is working now as intended. But still huge damage nerf.

Mortar nerf

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Kodama.6453

Mortar nerf

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Kodama.6453

Elixir X is funner anyway. Get rekt Lich Form

But it is kinda sad that Toss Elixir X isn’t useful in PvE, because most of the enemies are getting STRONGER while transmuted to moas. XD

Mortar was really fun for PvE and WvW. =(

HGH-EG Invalidates Elixir Builds

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Kodama.6453

Elixir gun is no longer just a kit, think of it as an elixir with special functionally, because that’s what it is now. ^^

You’re maybe right about the need of balancing elixir gun, but I don’t think we should get rid of the elixir tag to do so. Like I said, think of it as an elixir with special mechanic. If one elixir would be much more powerful than the others and would be the only one taken, would you get rid of it’s elixir tag to balance it? No, you would balance it’s function by a new way.

That’s the direction we should think, I guess.

(edited by Kodama.6453)

spectral walk

in Necromancer

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Kodama.6453

Falling damage should be a thing affecting each profession the same. That’s just fair, spectral walk still has nice utility for some situations.

Mortar nerf

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Kodama.6453

Yes, seems like I had false information here, sry for that. But the nerf is still really hurting, just a little bit less would be really nice.

HGH-EG Invalidates Elixir Builds

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Kodama.6453

So in your build example, why not take elixir gun instead of elixir S, which would let you build more might, have a source of secondary healing, condi clearing, and still keep a stun breaker? Obviously you would lose the stealth and invulnerability, so it’s not like you wouldn’t be trading anything away if you slotted elixir gun instead, but the build would be more effective at what it’s supposed to do. That is, deal even higher damage.

Actually, the player himself is defining what his build is supposed to do, not you. ^^
If he is getting a hard time avoiding damage in PvP, Elixir S is a life safer on it’s own because of invuln and stealth.

And that’s the point, Elixirs should be taken because of their effect in first place and not because they got the elixir tag. That’s buffing them but the elixir itself should give you the reason to take it. So instead of nerfing elixir gun, buffing the effect of elixirs could maybe be the right way?

Med kit enoying in use now plz read devs!

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Kodama.6453

I did do a cool thing earlier where I threw the swiftness pack back to a mesmer falling behind the zerg. But then they ran right by it, despite the fact it was glowing and humming… -_-

“No, I don’t want you’re drugs, Mr!”

Mortar nerf

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Kodama.6453

Range shouldn’t be an argument here, rangers got long bow range 1500 too and it is outdamaging mortar kit a lot, and it has a high burst skill like rapid fire on it.
Don’t get me wrong, I don’t want the same damage for mortar kit like the rangers with their long bows. I just want 1 viable long range AA, is that really too much to ask for?

I felt that mortar slighly did more damage than rangers LB (was hitting 3.6k AA LB vs 4k AA mortar autoattack crits against low armor targets).

Really? Didn’t test it directly, just got numbers told by a friend using long bow. Did you stand at max range for max long bow damage? I’m maybe terribly wrong at this term. But still 28% less damage mking it as effective as rifle aa is just too much…. nerf it a little bit less pls. >__<