Showing Posts For LoreChief.8391:

What was this update just now?

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Posted by: LoreChief.8391

LoreChief.8391

None of those notes pertain to the update I just downloaded a few minutes ago… I already saw the ones from the 1st on the 1st, and the 6th was yesterday :S (PST).

What was this update just now?

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Posted by: LoreChief.8391

LoreChief.8391

Notes or something please. I’m sure a lot of us (like myself) are eager to know if there were any fixes for their professions, and it doesn’t help when I download stuff only to find out that there was no reason given for the update, or any changes that I can make comparisons for!

Sincerely,
-Many players, and myself.

Golem Arms

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

My inspiration actually came from a Dreamcast game I used to love playing called Evolution.

This was the main character: Mag Launcher

Golem Arms

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

Thanks for not destroying my arting! I’m going to do another one with two of my other Engineer ideas (A drill stylized like a chainsaw and little drill minions).

Golem Arms

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Posted by: LoreChief.8391

LoreChief.8391

Only problem would be that charr, human, sylvari and norn wouldn’t go with the “golem” part of “golem arms”.

Why can’t they use golem arms? Asura use flamethrowers and… net turrets. Why can’t Engi be an all race accepting class? :<

Golem Arms

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Posted by: LoreChief.8391

LoreChief.8391

Hundreds of years of attempting to create fully mind-controllable golems have failed. The only successful Golemancer capable of advancing the Asuran understanding of how to effectively and more importantly – CONVENIENTLY apply their own brain into the manipulation of trademark Asura technology, died in a fight with with Kralkatorrik. Magic, has been discovered to be a disappearing consumable resource – which threatens to unseat the intelligent diminutive race from their spot as the most capable and superior of the greater races.

On top of all this, the term ‘Engineer’ has been twisted and perverted to suit the stereotype of giant cat-beast-people who only discovered primal technologies only a few hundred years in the past. Before this, they worshiped false fire gods and were enslaved by their own people. This “Iron Legion” has left it’s claim so deep in the heart of TRUE Engineering, that one can’t even look at their accomplishments without associating them with crude bombs, steampunk turrets and… boxes of nails.

NO MORE! This insult will not stand (at least not so tall!). I present to you, Golem Arms!

Where mind control and rigid golem technology failed, manual field testing of individual components will prevail! (see picture, be gentle about my arting skills!)

Long reach, capable of using both ranged and melee skills, repulsor blasts, and other things I haven’t though of yet! This is just one of the many ideas I’ve come up with for adding skills and even more versatility to an already innovative and imaginative class.

Let me know what you think!
-LoreChief

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Obligatory 'best name I've seen' thread...

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Posted by: LoreChief.8391

LoreChief.8391

How abouts pet names?

I like my Rich Gold Vein raven. I’ve also seen a Lawn Moa, a spider called Peter Parker, a drake named Godzilla Jr, Headcrab the devourer and a pig known as Bacon Mc Oink

I had a bear named Bearack Obearma. He kicked kitten even though I deleted my ranger at level 3.

Next gw2 Expansion Class?

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Posted by: LoreChief.8391

LoreChief.8391

Dragoon and Tengu at the same time please. Lances ftw.

Gold Buyers - Lets deal with the cause in addition to the effect.

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Posted by: LoreChief.8391

LoreChief.8391

@GaileGray: Most users, both on these forums and off – aren’t under the impression that they can be banned for illegally purchasing gold. Additionally, in the metrics ANet provides us of exploiters banned, gold sellers banned, bots banned – we don’t ever hear about the gold buyers being banned. They need to be made a public shame as much as the rest of the bottom feeders. A PSA on the forums simply isn’t enough (in addition to TOS too of course).

Rifles: A Love Story

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LoreChief.8391

I hope our legendary is as kitten as the Sunrise/Twilight/Juggarnaut stuff. That in itself makekitteno “yeah… engineer IS the best class.. BUT… we don’t have cool weapons like that :T”

Rifles: A Love Story

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Posted by: LoreChief.8391

LoreChief.8391

I love my rifle, and I use turrets at the same time. The turrets themselves are amazing for dynamic events, especially when the enemies keep coming to you (turret placement is a skill that takes practice). Because ‘Deployable Turrets’ is broke, I’ve been using the adept trait for discharges on my toolbelt skills. If you stand around your turrets when they’re about to die, you can blow them all up for damage AND shoot out 4 bouncing lightning bolts for even more. Oh and afterwards, just spam your toolbelt skills again (since they are no longer turret destructs) for more lightning spam.

Rifle skill set is wonderfully synergetic. Just wish they’d increase the range on Jump Shot.

I solved it! How to fix tool kit.

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Posted by: LoreChief.8391

LoreChief.8391

This still poses the question, what will the rest of us do who use the tool kit for its well rounded utility outside of turrets?

It really appears those who favor turrets here are suggesting an absolute revamp of the kit, and not worrying about how your changes will hose the majority of the tool kit users out there now.

Tool Kit (due to ‘1’ and tool belt skill favoring turrets – is now a turret centric weapon). A new weapon kit has been created for the Engineers that still want to melee without using the turret centric weapon: Drill Kit

Without spending too much time coming up with skills at this point, it’ll have AoE spinkicks, concussive ground faults, oil slicks for cripples/knockdowns, shoot the drill out via extension pole to pull enemies back to you with bleed damage, and probably some other nifty stuff. Its physically held like a Chain Saw, except with a long drill bit (possibly vicious looking drill bit with spikes or some kitten to match the nature of the other weapon kits like FT).

I solved it! How to fix tool kit.

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Posted by: LoreChief.8391

LoreChief.8391

1. Do you see any healing skill in the game that give you heavy damage and doesn’t actually heal you? The answer is no, and arenanet will never make such a skill, because it will encourage the devolution of the game back to the unholy trinity if every class can’t handle it’s own healing.
Furthermore, healing on all three hits to three turrets at a time will essentially make us immune to melee combat, nobody is going to stand a chance meleeing an engineer standing by his turrets. And it will hardly help us against ranged at all, which is a bigger problem than melee in the first place.

Med kit doesn’t actually heal you unless you use the bandage skill. To use your logic, “have you seen any other healing skill in the game that requires you to put the healing on the ground, and then walk into it to collect the healing? And then requires you to use a toolbelt skill to get the actual heal?” Additionally, the only changes in damage to tool kit have been making prybar and S/W/T able to hit 3 enemies at once, which is actually normal.

In regards to healing turrets, here’s the thing. Right now, the only one that heals the turret is Smack. If you hit a turret with Smack, it won’t turn into Whack or Thwack. This means every hit heals the turret as it is, BUT it also means that we lose fluidity of motion. It actually takes longer to do 3 smacks than it does to do a S/W/T. EVEN MORE SO – even with Power Wrench the healing is pretty kitten kitteny. If a player can’t outdamage the healing you’re doing to a turret, than you need to reroll. Just tested it myself to verify, and per smack hit (traited) I literally only recover about 7% of a thumper turrets HP per hit. So unless we’re already immune to melee combat as we are, this will not be what makes us immune.

My last point on this subject, is that it’s a weapon kit. If you have one on your utility bar right now in the first place, you’re kittened. It overlays your weapon, robs you of stats – provides a tool belt skill (which by the way the tool belt skill ALSO emphasizes turret use) and putting it as a healing skill (which you can do because you DO GET HEALED, with tool belt skill just like Med Kit) only makes up for the fact that having wrench and 2 turrets as your utility skills is jacked up in the first place.

2. This shouldn’t even be an ability, the turret AI should just be fixed.

This can also be argued. Turrets aren’t mesmer clones, and shouldn’t be forced to attack the same target we’re attacking. We should be telling the turrets what we want them to attack. If I want to Focus Fire at a different enemy than the one I’m currently fighting, I should be able to do that.

3. Three of the overcharge skills are hard CCs- Net turret, Thumper Turret, Flame Turret. Such CCs have a carefully calculated output to cooldown ratio to prevent excessive CC stacking, an on-command CD reduction that can be further traited to have a reduced CD itself is beyond broken.

You’ve got a point here. All of these hard CC overcharges have a 30 second cooldown currently. If you use my version of Pry Bar every time it’s up, that’s 18 seconds removed from the cooldown and that is pretty OP. I agree then that the cooldown reduction should go away from this skill.

4. Probably okay, but also the mirror copy of another engineer skill, seems like if anything this is due for replacement with a new skill.

I could create new skills all day to be honest, but since we wouldn’t be the only profession to have a duplicate skill on another modular-skill bar I didn’t think to leave it. (As an example, almost all of the skills on the elementalists Conjured Weapons come from other parts of the elementalist, some from other professions in general).

5. Possibly okay, depending on errata, but if this just works that simply, I see a whole lot of potential for abuse.

Can you explain what you mean by potential for abuse of this skill? Turrets aren’t mobile, and when you lay Thumper down, you’re merely hoping the enemy will either catch it’s aggro, or that the enemies will at least fight near it so it can do something. Being able to pull it towards you means you are pretty much guaranteed to see some use out of it.

I solved it! How to fix tool kit.

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Posted by: LoreChief.8391

LoreChief.8391

We can have more than 3 healing skills. Anyone who rolls a human already does, as do the Sylvari.

I solved it! How to fix tool kit.

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Posted by: LoreChief.8391

LoreChief.8391

Umm… these are extreme buffs to every ability across the board. This would push a tool kit+turrets build so far beyond broken OP it’s ridiculous to even consider. Both the tool kit and turrets need help, but this is not as much a solution or a fix, this is breaking it in the other direction. I would recommend toning it back… a lot.

Not that it’s functioning properly, but I’m going to use flamethrower as an example.

1. damage + burn
2. single target nuke (it’s buggy, but it’s intended to be nukish) w/ low CD
3. pushback/control skill
4. burning + damage + combo field
5. AoE blind on low CD

Our suggested changes thus far

1. Heals turrets
2. Only fixes handicapped AI so we can use turrets properly
3. Confusion, and reduces overcharge cooldown
4. 3 second block with pushback (this is par for the course with this kind of skill)
5. Turret-puller

3 of these skills (5, 3, 1) have only been modified to help us manipulate our turrets better, which is arguably a necessity right now. The only change to 3 otherwise was that it hits 3 targets instead of 1 – perhaps a damage redux is required for that, but so be it. 1 hits 3 targets, as it rightfully should anyways. 4 only got a slight buff.

How are these OP exactly?

I solved it! How to fix tool kit.

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Posted by: LoreChief.8391

LoreChief.8391

I like the idea of being able to swap freely between wrench and rifle. If that means it happens either by weapon swap or wrench kit, then so be it. But I don’t think that anyone else here, let alone ANet, would bite off on catering to turret users as a default weapon slot (swappable) on Engineers in general.

The preferable situation would be for them to just make a Wrench weapon for us to use, but then no other profession would be able to use it – and thus far we don’t have any profession-specific weapons like that. It would be the shotgun → rifle situation all over again.

I like the idea of removing the cooldown from Focus Fire at the expense of that being all it does. Maybe put the overcharge redux back on Pry Bar.

Edits to main post forthcoming.

I solved it! How to fix tool kit.

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Posted by: LoreChief.8391

LoreChief.8391

If we put it as a weapon swap, it’ll put into question the validity of the other kits remaining as kits. This one also specializes in turrets, and we definitely don’t want the message to be sent that “turrets are an inherent specialty on all engineers, which is why they can swap to the wrench in the first place”.

I don’t know what the general concensus is on turret damage overall, but it might be a bit OP to put in a damage bonus on the skill as well as an overcharge reduction. I know I personally don’t detest my turret damages – just their overall utility.

Maybe, if you guys are okay with the concept – instead of having Coolant as a tool belt skill to generate the same regen field that healing turret would – we just put that regen aura as inate on each turret (doesn’t stack in intensity, same regen ability as the current healing turret). The difference would be a smaller AoE for the regen effect so that it doesn’t cover an OP amount of space when the turrets are spread out. The toolbelt skill can go back to Throw Wrench, except it would also be the healing skill (think med kit: bandage) but with the 2-way damage from the throw it currently has.

I solved it! How to fix tool kit.

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Posted by: LoreChief.8391

LoreChief.8391

In order to make toolkit a healing skill, it would have to have absolutely NO damage or damage boosting skills. Toolkit breaks that requirement outright. If someone gets under the desk of a dev, we MIGHT be able to have them choose this set as a “2nd weapon” swap. Maybe? Please?

I have to disagree here. If any profession would be able to pull off this form of a healing skill, it would be the Engineer. We already do it with the med kit, which centers around pure healing/buffing – so we should be able to have it as a healing skill as well. Again, if anyone’s that innovative – it’s an Engineer.

I recommend the following changes of the OP’s ideas:

Keep the toolbelt skill as “Throw Wrench”

Slot 1- Smack/Whack/Thwack:
No engineer self healing skill, and only Thwack hitting up to 3 opponents. This brings in line with most other auto-attack third strikes that other classes have.

If you get rid of the healing factor on both the toolbelt skill and the ‘1’ skill that I proposed, you’re forced to put Tool Kit as a utility skill and will lose out on the turret. It’s really the only way to ensure we get our 3 turrets out AND be able to use wrench. However, I would be for removing the per-hit heal from S/W/T if the toolbelt skill stayed as Coolant, possibly with higher healing coefficient per summoned turret.

Slot 2 – Call Turrets’ Target:
This gives the engineer the ability to have all turrets aim and keep their aim at an enemy has has his focus on. This will let you control the attention of the turrets. However, you’ll have to do this for each target. The negative is you might have to refocus several times if you want your net turret to do different things.

I don’t know where my reply went here EDIT: I like this idea, but it needs something else. I would say we move the overcharge cooldown reduction from Prybar to this, and put the skill on a 15 second cooldown. How’s that sound?

Slot 5 – Magnet:
Let this also affect a targetted turret, which makes it VERY mean for setups. Pull your FT Turret or Thumper Turret and activate their overcharge.

Thinking simply of Asuran aesthetics, I wouldn’t mind if the magnet pulled US to the turret instead. However, that wouldn’t work for any of the other races, so I’m inclined to still like your idea.

I’ll update the main post with your suggestions.

I solved it! How to fix tool kit.

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Posted by: LoreChief.8391

LoreChief.8391

ummm was this broken? I wish the magnet would have a bigger range but never had much of an issue with this kit.

People (myself included) don’t like that it supports turrets, but the only way to do so is to sacrifice one of your slots for turrets. I just wanted to make it a viable alternative to someone who usually does turrets + rifle which is pretty effective.

Siege Engine-er

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Posted by: LoreChief.8391

LoreChief.8391

I have yet to do turrets or mortar for WvW – BUT I have done grenades and Flamethrower. FT was almost worthless, had to get too close and the thing missed enemies 99% of the time when they were moving. Grenades on the other hand, were good for lobbing to the top of towers to scare the defenders, or lobbing to the ground to zone them. I was able to be pretty successful without traiting them.

I solved it! How to fix tool kit.

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Posted by: LoreChief.8391

LoreChief.8391

Why would you claim Box of Nails needs replaced. That is a AoE control and bleed stack for those who ise condition builds or want control.

Box of nails is the last thing that needs to be removed from the tool kit.

If you are using Tool Kit to support turrets, which is primarily what it’s for – you probably aren’t stacking condition damage, as it doesn’t effect the turrets or any wrench skills OTHER than Box of Nails. Additionally, with all of the Tool Kit skills being melee, there’s no point in applying a cripple. It doesn’t fit with the set, builds or related utility skills – hence it’s removal.

EDIT: Also, no one should be hammering in nails with a wrench. Wrong tool for the job.

I solved it! How to fix tool kit.

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Posted by: LoreChief.8391

LoreChief.8391

I do not like how Tool Kit is now a healing ability. Med Kit serves it’s purpose and no healing skill (When you press your number 6 skill) in the game does any damage whatsoever, so it wouldn’t fit. If you agree and would just like to see the changes put in to the already present Utility Tool Kit, read below.

I wasn’t suggesting getting rid of med kit, they have completely different purposes. However, med kits 1-5 are dedicated to assisting other people, and the tool belt skill is dedicated to healing the engineer. In my incarnation of tool kit, the tool kit skill is what’s dedicated to healing others (replacement for healing turret) and the 1-2 skills are dedicated to healing the turret and the engineer. It’s just two sides of a similar coin.

Are you sure you want to put in Coolant? We already have a Regeneration Tool Belt skill via Elixir Gun. I also very much enjoy Throw Wrench for some select Burst builds, that doesn’t require swapping kits. Coolant doesn’t fit with the theme of the way Tool Belt skills are setup either. All Tool Belt skills, no matter what Utility slot we throw in, can be used on it’s own. With Coolant, it has zero effect with a non-turret build.

Turret users don’t usually use Elixir Gun, so we wouldn’t both have access to the tool belt regen anyways. But since we’re on the topic, Throw Wrench as a tool belt skill already accomplishes things handled better by other tool belt skills such as rocket, rifle bullet, etc.

I do agree that Box of Nails needs to be replaced with something, but nothing that -requires- you to take certain Utility skills. As you’re making it, you have made Tool Kit an almost exclusive Turret-only kit.

I’m not 100% sure on this, because ANet has never officially stated it – but Tool Kit was intentionally designed to be specifically for use on turrets, hence the current Smack mechanic. They just formed a defunct skill set around the idea that Engi needed a way to manually heal their turrets TF2 style.

The 30% reduction to Turret recast would be far too much, as every Utility reducing skill in the game has been streamlined to 20%. How about a 20% recast reduction with a 10% overcharge reduction?

If 30% is too drastic, then I could see your idea working as well. My take on the subject was that just because everyone else uses 20% doesn’t mean you have to keep it at 20%, some traits only have a 15% reduction as an example.

Tool Kit does need a little bit of a change, like it’s overall utility increased. I would like to see auto-attack hit three enemies, Box of Nails taken out, and Gear Shield knock down melee attackers.

I’m glad we can agree here!

EDIT: I’ve updated the original post with your suggestions.

(edited by LoreChief.8391)

I solved it! How to fix tool kit.

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Posted by: LoreChief.8391

LoreChief.8391

Cooldown increases. Skills usually ascend in cooldown from 1 to 5. Since Prybar (in my version) now has the longest cooldown of all the toolbelt skills, I put it to 5.

Confusion when used against a player whose not paying attention = powerful.
Confusion when used against a player who knows they are confused = annoying to wait it out.

Increased duration means increased inconvenience. However, if everyone agrees with you (I don’t mind either way) that the skill was fine where it was damage wise I guess I could revert the changes. It just didn’t feel like it was a ‘3’ skill, since it has a lot more uses than something like Magnet.

EDIT: I’ve updated the original post with your suggestions.

(edited by LoreChief.8391)

I solved it! How to fix tool kit.

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Posted by: LoreChief.8391

LoreChief.8391

Okay so we have a few different issues going on with this skill (some of them reach out of the skill as well). I think I have come up with a very viable solution.

Turrets now generate a regenerative field (weaker and smaller AoE than the current healing turret). This encourages the Engi to stick near their turrets and to place them spaced out for more utility and effect.

Tool Kit is now a healing skill (no longer utility slot)
-Toolbelt Skill: Coolant Engineer instantly heals. The more turrets out, the higher the healing coefficient.

-Skill 1: Smack, Whack and Thwack all heal turrets (not just smack). Hits 3 targets now instead of 1.
-Skill 2: is now Focus Fire Turrets will focus on whatever target you’re attacking. No cooldown.
-Skill 3: is now Pry Bar. Now hits 3 targets instead of 1. Reduces cooldown of overcharge abilities by 3 seconds per target hit.
-Skill 4: is still Gear Shield. Lasts 3 seconds instead of 2. Also repels enemies that strike you.
-Skill 5: is still Magnet. Cooldown reduced to 20 seconds. Can pull a turret towards your current location.

Trait: Autotool Installation: Turrets are self-repairing (now with slightly faster repair). Additionally, turrets at full health when picked up have their cooldown refreshed.

Trait: Deployable Turrets: Turrets are now ground targeted, cooldowns on Overcharge abilities are reduced by 20%.

For those of you going “WAT?” here’s an explanation of benefits!
1. Turrets are more reasonable in PvP and WvW environments as they can be picked up and moved a lot quicker.
2. Tool Kit now no longer uses up a utility slot (which it shouldn’t because it’s meant to support turrets). It’s also a valid healing skill that fills the slot that most professions have as a “signet heal”.
3. kitteny Tool Kit skills are gone/fixed.
4. You can now heal your turret with Smack without having to wait for it to reset to Smack.

Leave your feedback!

EDIT 1: I’ve implemented the changes suggested by Coglin and Achmed.
EDIT 2: I’ve implemented the changes suggested by Sporadicus.
EDIT 3: More changes after collaborating with Sporadicus.

(edited by LoreChief.8391)

PSA: Stop hounding Anet about bots

in Guild Wars 2 Discussion

Posted by: LoreChief.8391

LoreChief.8391

I think most of you are underestimating what a tricky problem this is to deal with and the amount of time and resources it would take. A single employee combing through the hundreds of reports a day and personally verifying that each one is a legitimate bot report? Yeah, right.

All reports go into a database. Sort column by report type: Botting. Hide all other report type entries. Sort the now exclusively bot reports column by reported players name. Apply a count of those entries to find the person most reported for botting. This can all be automated in less than an inth of a second with the push of a button. Just push button and whoever the Punisher will be just has to look at the name that pops up, find them in game and watch them work. Apply banhammer as necessary.

This is how it could easily be done. However, I’m still of the mind to feed the botters enough rope to “sufficiently hang themselves” as another user put beautifully. We’re way past the point in time where we need babysitting GM’s invisibly guarding our game from evil doers.

PSA: Stop hounding Anet about bots

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Posted by: LoreChief.8391

LoreChief.8391

You want some credits? Blizzard is a MULTI BILLION DOLLAR company and they cant get rid of the bots. Assuming Anet is going to wipe them out with a program is foolish.

The same reason blizzard is a multi billion dollar company is the same reason they can’t get rid of the bots. They’ve refused to take any action on the matter /ever/ for the entire duration I played it. You see trial account orcs come right out of character creation, marching up to Orgrimmar so they can start glitching themselves into positions that advertise gold farming websites. Did they put controls on trial accounts? No. Did they prohibit trial accounts from spamming chat channels? No.

We’re lucky. We don’t have trial accounts, and thus the only time you see someone spamming is quite literally a hacked account. We’ve forced the illegal gold farmers to go into the even more illegal route of identity theft. If they came from anywhere but China, they’d probably be fined or incarcerated for credit card theft, operating 3rd party hacking programs, or worse. Instead they come from China where even their prisons encourage gold farming as a form of punishment. I don’t feel sorry for them, not a single one, even the ones forced to gold farm in prison.

You tell me, when they have such limited options on how they can operate – without spending $60, that ANet doesn’t have a surefire way to smother that flame. Secondary account security is already on its way using 2-step authentication like Google, they’ve already stated that. Once they get that figured out, the only people you’ll see spamming in game are legitimate players who choose to spam gold or bot, and they’ll be put out like a light.

Until then, the purpose of this thread stands – get over the fact that bots aren’t instantly banned the second you report them. Get over the fact that a week later they are still there, farming their little worthless lives away while the ban hammer floats steadily above their heads, waiting for the moment to squash. Get over the fact that ANet doesn’t just come right out and tell you their plans like a cartoony super villain.

The beginning is near.

WvW server/guild pride...

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

Cut it out with the “…” – I’m not sure if you’re hesitating to tell your message, or trying to denote that you’re having trouble staying awake at the keyboard. It’s annoying, so stop it.

However, to your actual message of guild/server pride; I would love to see more of it. There are guild banners out in front of the keeps, which doesn’t mean too much since no one knows who they belong to. I think a good idea would start with building guild pride across the server though. Perhaps when you cap a keep, or overtake an enemies point lead, or capture an orb, a message is broadcast to your server letting you know that “X guild has captured an orb!”. It’s dual purpose since it not only generates some glory for your guildies, but it also encourages those outside of the mists to participate.

We need to be able to change Kit's Weapons skins

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

I’m all for a variety of weapon kit skins. I’m not sure how to implement them though… But I wouldn’t mind a more magic/fantasy oriented skin for my asuran engineer’s kit skills though.

The Rifle: Engi vs. Warrior

in Warrior

Posted by: LoreChief.8391

LoreChief.8391

Both engi and warrior have similar skill kits, as such there are direct connections to be made between some of the skills.

Single target wise:
1. Bleeding shot does 66% more damage than hip shot.
2. Aimed shot actually does damage, net shot does not.
3. Volley does higher base damage than blunderbuss
4. Rifle butt and overcharged shot do the same damage.
5. Brutal shot and Jump shot don’t match, but jump shot is substantially stronger.

Remove the Leveling Scale from Guild Wars 2

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

I want to feel powerful, not a weakling always. Traits and Skills are not enough.

If you are worried about bots/farming create a timer to force players to move or get nothing.

If you are worried about higher levels preventing newbies from tagging mobs and events disable events for high level players unless they are level synched (sp?)to a lower level party.

Though i understand that the game is fun during the 1-80 it is not rewarding at 80+. And though you might be getting your investment back just by purchasing the game you should also remember how microtransactions are lucrative with so many compulsive buyers on the internet.

So the key is to keep these players that are at 80+ entertained. Giving them their power back to lower level areas to mind their own business is a good way to do so. At least while you prepare more content.

So wait, you’re saying you want 80+ players to be able to run around on level 10 maps killing everything by blinking at it, whether its a dynamic event mob or world mob? You want to take away the reality that no matter how much you swing a sword, or how shiny your armor is – that the ultimate reality is that a thug with a knife can still shiv your butt deader than a doorknob in 2 seconds? You think that just because the game quantifies your experience at level 80, you’re invincible and everything from vicious wargs to bandits to enemy armies fall at your whim, just because you’re level 80?

Wake up buddy, just because you’re number is bigger than other peoples doesn’t mean you’re playing god mode. It may work that way in other games, but this aint other games.

The Rifle: Engi vs. Warrior

in Warrior

Posted by: LoreChief.8391

LoreChief.8391

I want to get more peoples perspective on it, from those who have played warrior with rifles, engineers with rifles, and people who just /see/ other people using rifles. I’m posting this in both the warrior and engi forums.

https://forum-en.gw2archive.eu/forum/professions/engineer/The-Rifle-Warrior-vs-Engi

Warrior Pros:
-Longer range (1200 vs. 1000)
-Higher single target damage
-Universal shot piercing (with trait)
-2 control abilities (1 cripple, 1 knockback)

Warrior Cons:
-No AoE

Engi Pros:
-AoE (blunderbuss, jump shot, hip shot)
-More versatile traits (good and bad)
-2 Control skills (1 immobilize, 1 knockback)

Engi Cons:
-Shorter range (1000 for 2 skills, 1200 only if traited)
-3 short range skills (overcharged shot, jump shot and blunderbuss)
-Mutual knockback (engi gets knocked back as well with overcharged)

Both versions of the rifle have cooldown reductions, vulnerability, bleeding, knockback and piercing shots (‘1’ for engi, and all for warrior if traited). I won’t go into the adrenaline skill for warriors as that’s their special class mechanic and it should be left out.

Engi’s big complaint has more to do with class concept than implementation. We want gun skills to match with our turrets range, which is 1200+ for rifle and rocket when traited. We also want skills that have the image of matching the sniper archetype, as opposed to the Halo 1 shotgun combat we currently have. A lot of the complaint though, is that jump shot, overcharged shot and blunderbuss all require the player to be in sub-melee range (closer than normal melee) in order to do the most damage or reach the peak effect.

What are the flintlocks thinking about their rifle skills? Thus far I’ve only heard “not enough warriors are using rifles and they should be!”

PSA: Stop hounding Anet about bots

in Guild Wars 2 Discussion

Posted by: LoreChief.8391

LoreChief.8391

@FanZeroEx: Enforcing game rules is one thing. What we’re doing now is reporting and waiting for bans. To be honest, the bots have actually been slightly useful in helping determine ways the game can be exploited, such as Dolyak escort farming/botting, grub-drop botting, etc.

However, using RO as an example of militaristic anti-bot procedures, you would see the ultimate dystopia of a wonderful game turned on it’s head when the developers began to concentrate too much of their forces on bot eradication instead of content development. It really isn’t as bad as I’ve seen it just yet.

@CaveSalamander: Do you remember the first two weeks when ANet banned all the karma exploiters? Everyone, players who abused, players who knew someone who abused, players who didn’t have anything to do with it – were up in arms with pitchforks and torches, prepared to “shut down the evil greedy Anet that wanted to take peoples $60 and then ban them for almost nothing at all!” You too should then be able to understand why they don’t ham-handedly twitch-ban every single person reported of botting. The bots being banned are not even a question to be honest – it’s not NOT going to happen. Players just need to be more patient when they see someone botting for days after being reported. Players need to make sure other players also report (who knows, maybe you were the only one to see it and they won’t just go off one report?). Mostly though, players just need to give it time, and realize that a bot won’t do exponentially more damage just because it’s doofin around for an extra week or so.

Engineer Hip Shot

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

I love my rifle skills. The kit with the exception of the kitten poor range on Jump Shot is amazing. If you want a long range sniper class, we have Rangers for a reason. If you want a sniper, maybe it should be a kit skill. Ask Anet for it~

Elixir R. Intented or exploit?

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

Correct me again if I’m wrong, but the wiki states that it’s 20% per pulse, 1 pulse per second for 6 seconds.

PSA: Stop hounding Anet about bots

in Guild Wars 2 Discussion

Posted by: LoreChief.8391

LoreChief.8391

Let me tell you why we need to stop thinking patches are centered around botters, using historical evidence of games long passed.

Ragnarok Online launched in August of 2002, an amazing game with an amazing history, wonderfully charming graphics, the most outstanding example of gaming community ever, and a severe case of bot-fix-itus. You see, with all of the glory of this game, it always had bots, and in a bad way.

Bots would fill up maps, flood the market with botted goods, and were an overall nuiscance to have to co-map with. As expected, the players sent complaints, the players wanted answers. There was a reckoning to be had about bots, and the players were certain it would be fixed if they just kept complaining. But it did no good, for every bot banned, 3 more came in its stead. For every fix found to put a stop to bots, the bots got smarter.

After several years of attempting to fix bots, we were left with a far inferior game than many would have liked to admit.

They attempted to remove all of the good, farmable monsters that most people would use to level – onto entirely random maps. This only stopped the bots from being effective, long enough for their pilots to move them to a new map and begin the cycle again.

They attempted to place dangerously vicious mobs on the same maps as the farmable mobs, thinking that the players would be able to handle them better than the bots. It wasn’t so, and so the players suffered with inconvenient deaths at the hand of the mobs, while the bots teleported around out of harms way.

The developers called for the aid of their playerbase. To join the witch hunt and report all suspected of being bots. If you saw a player in a map for too long, you would question them. They would often reply in snarky comments for being accused, even those who were innocent – before long, everyone was reporting each other, suspecting themselves to be bots.

The GM’s themselves began to play invisibly in the heavily botted areas, banning people who had bot-like-behavior. Over time, the bots adapted to questions, began holding conversations like normal players (more like an AIM sexchat bot in spirit though – nothing in depth). Their movements began to look more natural, and before long they were hard to distinguish from the players themselves.

This is a cautionary tale. When players demand increased attention to botting, just so they can see anti-bot measures more visible than what the developers would want, they are hurting the game. If ANet has a plan to get rid of bots, which I’m sure they do – then we will find out about it when we stop seeing the bots. We won’t know how they’re doing it, but it will happen and that should be good enough.

The bots we see in game are in larval form still – easy to detect, obvious in their attempts to circumvent ToS. They run around naked, in patterns, doing the same thing repeatedly – and they don’t defend themselves. We should be thankful that right now they are so easy to spot. What should happen ideally is that the very root of their ability to freely bot should be discovered, thwarting all future attempts at botting.

However, by negatively responding to every patch, every change, every control placed on the game – with things like “this only helps the bots and hurts the players”, or “this isn’t doing enough to stop bots” – you’re asking for a police-state mentality to enforce the rules of the game. Let them do their work, let them figure it out – you just keep reporting the gold sellers and bots and don’t worry about if they are still there the next day or not.

PSA on turret Engineers

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

I dunno ‘bout you, but I don’t read forums at all when traiting my character. \ o /

Now I’m wishing I did so more… I accepted the risk of losing my healing turret toolbelt skill – only to find out that in PvE (as reported on the FORUMS!) the trait simply doesn’t function properly at all. Only two of my turrets can be ground targeted, the others don’t work.

Elixir R. Intented or exploit?

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

In all seriousness here – who has an AoE that goes away when they’re downed? All Toss Elixir R is, is a ground targetted AoE that pulses 20% revive every second for 6 seconds. If you throw it on the ground and and then get downed on top of it – why shouldn’t it bring you back up the same way it would everyone else?

Also, don’t compare other classes revive abilities, or any abilities for that matter. Other classes have different revives for a reason. Signet of Mercy and Signet of Undeath both have passive bonuses, and instant revive mechanics. Ours has to pulse, and you have to target it, cast it – AND it provides no passive bonuses. Apples to oranges.

Not an exploit, just a skilled player using a strategy-based skill.

Elixir U after the latest patch

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

You mean to say that only when the random buff trigger grants frenzy you get 5s, but zephyr and haste still only give 4s?

I’m a bit confused, because I always thought it would last 5s regardless, you’d just get a random debuff from the other various quickness skills in other professions.

Auto attacks fixed... but kits are still inferior.

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

I agree, kits are still inferior due to poor scaling and lack of sigils. However, at Venoma’s post – ANet isn’t just going to implement fixes that make it easier to bot. Having bombs (which don’t even have a target in the first place, let alone a reason to have auto attack) have a non-target-requiring AoE just so you can spam a bomb in one place, isn’t something that an active player needs – only something someone who wants to abuse it would want.

Secondly, anyone thinking that a GTAoE skill needs to be auto-attackable for any reason other than target-snapping is in the same boat as the above player-types I just mentioned. It’s not about automating your gameplay.

Skinny female in Guild Wars 2

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

because fat girls don’t exist according to the art director. same reason with the overwhelming majority of heavy and light armor being revealing. only skimpy women allowed in this game.

This is just ignorant. First and foremost, there are far fewer “skimpy” looking ANY armor-types in this game than there are non-skimpy. Even the ones that are “skimpy” usually aren’t really – they’re sexy at most. There are of course the few exceptions like the human underboob cultural tanktop (which is medium armor btw), but it’s really not that bad.

Additionally, ANet has repeatedly stated that the reason you can’t have obese characters, or grandpa characters, is because your character themselves is supposed to represent the ‘ideal’. Sorry, not being able to run 10 seconds without getting winded, or passing out at the top of a flight of stairs – is not ideal.

Engineer bugs compilation

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

Deployable Turrets:

1. Does not work in PvE with Rifle and Healing turrets. For me right now it’s only working with rocket and healing turrets.

2. The healing turret toolbelt skill vanishes with the deployable turret trait. Additionally it changes the text of healing turret to read that it does NOT have a primary heal – only the residual.

Rifle or Shotgun?!

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

Our kit with rifle includes the following:

1. A long range skill with piercing
2. A long range immobilize on a short cooldown
3. A short range nuke with bleeding/AoE
4. A short range gap-creator with knockdown
5. A gap closer with nuke-like AoE

The only suggestion I would make for this already near-perfect skill kit, is putting the range of ‘5’ back to where it was in the promo video. 700 (800 traited) is absolutely nothing. It doesn’t really close gaps (it’s animation is too slow anyways) and 90% of the time I have to use it while on top of enemies because the launch damage is worthless when you aren’t near an enemy. It should all be rolled into the landing damage.

TL;DR: ‘5’ needs to have 1500 range, and do all it’s damage at the end, no launch damage- just landing damage.

PSA on turret Engineers

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

Mainly because no one reads the bug forums while traiting their character. Additionally, this is probably already in there (idk to be honest though).

Spectacular Lack of Information

in Guild Wars 2 Discussion

Posted by: LoreChief.8391

LoreChief.8391

Half the fun of an MMO to me is mathing out which stats I want compared to what other stats to get my perfect min max build.

Numbercrunching, mathcrafting and min/maxing? I believe the game you’re looking for is called World of Pokepanda. This game here is meant for fun, exploring, teamwork and cooperation – not some elitist gearscore bullskitten.

This game seems like it was made for 5 year olds.

I’m just going to put this quote up here, so everyone kittenads your post can be reminded of what level of social responsibility that OP has.

PSA on turret Engineers

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

If you use healing turret, be careful before you choose the Deployable Turrets trait. It’s bugged right now so that the toolbelt skill for healing turret goes away when it’s traited. It turns into an identical skill as button 6 (no you can’t have 2 healing turrets, sorry!).

In short:
Deployable Turret trait = no healing turret toolbelt skill.

downed state and turrets

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

I’ll have to die some and test this out, but I think the turrets don’t die at least.

Additionally, Aristio – no class should have pets that go away when downed. Mesmer illusions (whether pet or not) don’t, neither do ranger pets or necro pets.

Face it, the naga razer is the only thing that makes this class bareable

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

I am an Engineer that does not have one of these fancy-type mice. I am having no problems playing the class, strafing, kiting, and swapping kits around. It’s possible, it’s fun, it doesn’t degrade the class or the playstyle. L2P.

Dyes - Please make them account bound.

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

Dyes should go back to being account bound. No one should have to re-collect dyes just because they decide not to play a character anymore. Delete the char, the dyes are gone! NONSENSE! I don’t want to grind dye-finding on all my characters, I want to have fun and be like “yes! another one unlocked!” when I find a new dye.

Engineer Turrets

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

Ground targeted turrets need to be a default part of the turret skills. Also, the explosives turret trait needs to be moved to adept level instead of major.

Back gears - a request and a suggestion.

in Suggestions

Posted by: LoreChief.8391

LoreChief.8391

I think back armors should be incorporated into their current related professions, and each should have a special design system. Capes, cloaks, scarves, and wings can be the light armor stuff, as an example. I don’t think its necessary to make a new crafting profession for them.