Showing Posts For Manuhell.2759:

New Rune in Fractal Update

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Cause as right now, that seems to say “don’t even bother doing it if you’re an engineer, no rewards for you here”.

You’re right. Because completing Fractals 50+ is solely about getting a new rune set.

A rune set exclusive to fractals introduced as a new reward that any class can use beside us for no reason at all- they just had to make it trigger with gadgets or elixirs along with signets.
And that could even be soulbound (thus completely useless) if it is treated as any other dungeon rune, but we’ll see about that.

New Rune in Fractal Update

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

And not a single one of those rune excludes a class right from the bat.
Obviously if you haven’t got many means of getting protection a rune that increases protection won’t have much use for you.
But the rune they’re introducing works on the only thing that all the other classes have in common: signets.
So, why didn’t they make it work with either gadget of signets, so that any class had a use for one of the new rewards from the fractals?
Cause as right now, that seems to say “don’t even bother doing it if you’re an engineer, no rewards for you here”.

Rune of Resistance

in Fractured

Posted by: Manuhell.2759

Manuhell.2759

And using the 6 piece bonus of Rune of the Warrior (-1 second on weapon swap) or Rune of the Soldier (shouts remove conditions) aren’t options either. However, other professions cannot use certain Runes either so it’s not an actual problem it’s just the way the game is designed: not every profession will be able to use every Rune (or Sigil for that matter).

I’ll repeat myself, but how many runes are there that exclude a single class out?
Sure, there are some who cater especially to some classes – like the runes named after the classes, for example – but these aren’t one of those. They aren’t called Rune of No Engineer Here, after all, and neither they have a similar name.
These runes should be a reward of the new fractals – and engineers are getting left out. Without reason – cause those runes could have worked with either gadgets or elixirs, thus giving an option for every class.

Fractal levels above 30 to be reset?

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

So exploiting is fair game if you have the option to do it normally?

I didn’t say that. They just don’t have the instruments to know if you did it normally or via exploiting, thus they would also punish people who gained those in the way it was intended.
Whereas fractal level 50+ could be gained only via exploits, thus they’re certain they’re putting back to level 30 people who exploited.

Sure, they’re also involving people who got to level 50 and stopped there – as it was supposed to work – but they’re also changing the whole system in doing that, and while it would be right for them feeling a bit annoyed at the change, they’ll have to work out the new content – the instabilities – like everyone else.

Fractal levels above 30 to be reset?

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

Lots of people have exploited their Dungeon Master title. Where is the reset to that? Also I’m quite confident lots of people have gained gold from unintended sources (= something which has been nerfed). Perhaps remove their legendaries?

Except Dungeon Master can be done by playing normally. And so are legendaries.
Level 80 fractals required an exploit to get there – there was no other way.
Any people who got over level 50 done it either via exploiting, or with the help of someone who exploited or that got there due of someone else exploiting it.

Fractal levels above 30 to be reset?

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

Tell me 1 reason why we should expect a so called infinite dungeon as it was called to have a cap and not be there for progressing ? tell me what is an exploit about using Rez orbs as part of the game mechanics to advance? so I see you just have about 0 clue how FotM worked back than .. sooo don’t Keep saying we exploited.. or that we knew we shoulnd’t advance it is just NOT TRUE!

Considering they fixed it later, it surely was an exploit of the game mechanics.
Not that we needed that confirmation – in no other part of the game a gem store item is required to progress further.
Level 50 is/was fine and well – and i can understand people being annoyed for that.
But don’t expect rewards for something that wasn’t supposed to be doable anyway – that is, level 50+.

Rune of Resistance

in Fractured

Posted by: Manuhell.2759

Manuhell.2759

Shall we give Kits to all other professions so they can properly utilize Rune of the Engineer?

Frankly speaking, do you think is fun for engineers being excluded again and again from the rewards?
We still have to bear with the kit backpacks, and yet we continue getting backpacks from the living story that we can’t even properly use. Cause they’re covered everytime we use a kit.
And now we find ourselves as the only class that can’t properly use a rune set. Without any special reason – the rune could have worked with any signet or gadget, for example, and engineers would have been able to use them as any other class can do.
It makes me wonder if the engineer class was even taken into consideration when this rune was designed.

Engineer has insufficient condition cleanse

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

This would be right if we weren’t forced to share those slots with our weapons as well. And if our main weapons weren’t nerfed by default because we can use said slots for weapons.

New Rune in Fractal Update

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Oh come on. There are a lot of class-specific runes out there. And there are a lot of runes in this game that obviously favor certain classes. Do you really think that other classes use on-heal runes as well as we do, with just swapping to Med Kit?

And how many runes that exclude a single class are there?
We can’t use that bonus at all, and we’re the only class that can’t do so.

They could have made it work with gadgets, for example.

Uhh … Shout runes? Might Duration runes? Any condition duration runes?

And neither of them exclude a single class – like this tune does.

New Rune in Fractal Update

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Oh come on. There are a lot of class-specific runes out there. And there are a lot of runes in this game that obviously favor certain classes. Do you really think that other classes use on-heal runes as well as we do, with just swapping to Med Kit?

And how many runes that exclude a single class are there?
We can’t use that bonus at all, and we’re the only class that can’t do so.

They could have made it work with gadgets, for example.

Fractal levels above 30 to be reset?

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

People shouldn’t have be able to go to level 80 to begin with. They were able to do so by exploiting the mechanics of the fight – namely, the agony that wasn’t applied after being revived, thus permitting the use of revive orb . And that was subsequentely fixed (putting also another hard cap in the form of excessively high agony damage).
I’m perfectly fine with people being frustrated due of losing their 49 fractal level. But being angry because they aren’t taking in consideration something that shouldn’t have been gotten to begin with doesn’t make sense at all.

New Rune in Fractal Update

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Oh, i wanted to laugh when i read that line. Guess they didn’t even think about engineers, as usual.
Bonus points if they will be soulbound.

Fractal levels above 30 to be reset?

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

The video is quite nice. And so the update.
But as an engineer, i feel quite left out seeing the rune introduced.
Not every class has got signets, you know…

The Next update Topic

in Living World

Posted by: Manuhell.2759

Manuhell.2759

Well, it is on the site as well now.
https://www.guildwars2.com/en/the-game/releases/november-26-2013/
https://www.guildwars2.com/en/news/upcoming-changes-for-the-fractals-of-the-mists/

Nice they thought about a rune that activates when signets are used.
My engineer will find that so useful.

Please change the way retaliation works

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

You could try watching the boons on your target and not mindlessly spamming AE attacks at groups of players or mobs. there are also many ways to purge or corrupt the boons on opponents.

First, i can’t watch all the enemies’ boons at the same time.
Second, it isn’t like i have many options. Should i throw a mine or an elixir (assuming i’ve got the necessary trait) anytime i want to use the flamethrower’s autoattack? How many utility slot should i spend just to do a normal autoattack without harming myself too much?
But even then, it isn’t like retaliation is such a rare sight. It is quite easy to spam it, due to light fields and blast finishers.
So, why should i even bother using the flamethrower’s autoattack?
I don’t, exactly as no one else does.

Champion bags are ruining open world PvE

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

Well, the problem with the tower is that, achievements aside, there isn’t much to do.
Sure, you may try farming for keys, but the drop rate doesn’t seem that good. And the rare drops, as always, are tied to rng.
As there are better alternatives for farming, people will just do those, and eventually buy the rare drops via gold.

yeah, one of the points I was trying to make was that Living Story needs to give better rewards than anything else currently in the game each time, so people keep the incentive to keep going to that area.

Maybe not necessarily better, but different and not tied to rng.
As we can see, until people have done their living story achievements, they still dwell in the area.
So what if they introduced a sort of Living Story Daily Achievements – alike to the single one we’ve got now in daily achievements, but separated from those – that grant “living story tokens”?
Said tokens would be used to buy items related to the living story – even one of the gem store items, but obviously with very high costs (assuming there are 5 of those achievements per day, and the event goes for 15 days, we may say 60 tokens as a fair price; eventually, with the addition of some gold).
While some people could avoid buying via gems doing so, they’re probably the same ones that buy gems via gold, if they’ve got all that time to farm.
And market-wise, while they didn’t spend money on gems, they had to spend a lot of time doing these living story daily achievement – thus not doing more profitable activities, and making this a sort of money sink as well (basically, making people do something else than farming gold, thus not introducing further gold in the economy).

Champion bags are ruining open world PvE

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

Well, the problem with the tower is that, achievements aside, there isn’t much to do.
Sure, you may try farming for keys, but the drop rate doesn’t seem that good. And the rare drops, as always, are tied to rng.
As there are better alternatives for farming, people will just do those, and eventually buy the rare drops via gold.

Please change the way retaliation works

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

Retaliation really trivialized Flame thrower Engineers thats for sure, to the point of them ceasing to exist.. that to me is a bad mechanic when it destroys classes..

Yep. Flame Jet can easily deal more damage to the user than to the enemy, due to retaliation.
And multiple enemies with retaliation can easily make you kill yourself in something like 6 seconds, just standing still.
And yet some people are fine with this.

Engineer has insufficient condition cleanse

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Transmute will be about as good as the other “remove a condition every ten seconds” sigils/traits. The boon gain is something, and always getting the condition removed immediately is something. As well as always being immune to the first condition tossed on you in a fight.

I’m still not sure if it’s better than the current version, but it should be about as strong as the other passive condi removal traits, even with a 50% longer cooldown. Plus, it’s a minor trait, which is really nice.

I realize the post i’m quoting is a bit old, but i’ll reply anyway.
Transmute is much worse than those “remove a condition every ten seconds”.
As it works only with incoming conditions, thus doing nothing about the ones already applied – even if they are of the same type of the one just transmuted.
So the cleansing effect is actually quite minor, and we have no control upon its activation anyway.
And due of that, what we get is basically a random boon – nothing we can rely on.
We had no control even with the previous version, but at least it acted as a sort of passive condition resistance. Now the lack of control will even work against us, making it quite worthless.

In the end, for being the only passive removal we can get, it is actually quite bad.

Future Healing Bomb Support

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Did you even read the post?

Sure I did. Why does everyone ask this dense question whenever someone offers a different opinion or disagrees?

Because you asked for examples about how the trait should work after the change, but those examples were in the same post you quoted.
So, yeah, guess you hadn’t read it at all.

I was looking for specific example that made sense. Because I felt yours didnt’ For example, you mention cone healing with the FT. This example makes no sense to me in two ways. For example it appears your referring to flame jet that hits 5 times. 5 heals doesn’t make sense to me. As well, how would kills such as smoke vent or air blast?

Then you mention tool kit. How would this heal work with magnet or gear block? doesn’t make sense.

Then you should have written so – you just wanted more clarity on the examples.
I supposed it would work just on autoattacks, on different forms, and with different formulas involved. It would be terrible to balance otherwise.
And yes, with flame jet i intended 5 pulses of heal – but since it uses a different formula, they wouldn’t be 5 times the heal of a bomb. and they wouldn’t work on yourself, rather, you would be hitting enemies and allies alike, damaging enemies and healing allies while doing so.
In the tool kit case, it would be a self-healing on hit with the autoattack. Again, another formula involved here.
Grenades would work alike to bombs. But since there are multiple explosions, the effect should be lower than bombs for them to be balanced.
Med kit could have the healing from bandages increased (and this would also permit to scrap Packaged Stimulants, since no one uses that trait anyway).
The only tricky one is the elixir gun, cause the autoattack is a plain projectile. Maybe it could heal those who are in the line of fire.
Or, again, a self heal on hit – but i would rather avoid it. Maybe something like “every 10th autoattack heals a condition”, then.

Future Healing Bomb Support

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Did you even read the post?

Sure I did. Why does everyone ask this dense question whenever someone offers a different opinion or disagrees?

Because you asked for examples about how the trait should work after the change, but those examples were in the same post you quoted.
So, yeah, guess you hadn’t read it at all.

Future Healing Bomb Support

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

]
Indeed. Or they should move it at master level.
Any other class has grandmaster traits comprehending whole types of utilities, while we get just buffs for single kits.

It should just work with any kit. Give it a cone based-heal with flamethrower, a self-heal with the toolkit, a minor heal with the grenades (since it is more spread over) and it could heal allies in the line of fire with the elixir gun.

We are not guardians, and this is not AH.
What skill would you propose as grand master?
How would this work on other kits? How would it work with 3 grenades or kittens from FT’s flame jet skill?

Just tossing out poorly thought out suggest becomes very counter productive very fast.

Did you even read the post? I had even made some examples.
And sure, we aren’t guardians. We’re engineers, you know, the jack of all trades, the ones that pay prices for their supposed versatility and so on.

Future Healing Bomb Support

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

In my opinion its just a bad trait for grand master.

Indeed. Or they should move it at master level.
Any other class has grandmaster traits comprehending whole types of utilities, while we get just buffs for single kits.

It should just work with any kit. Give it a cone based-heal with flamethrower, a self-heal with the toolkit, a minor heal with the grenades (since it is more spread over) and it could heal allies in the line of fire with the elixir gun.

Whats up with Heroic Edition

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

You knew exactly what was in the Digital Deluxe upgrade when you bought it. If you didn’t think it was worth the money you shouldn’t have got it.

But neither i could think it would have worth it later on.

You can’t seriously tell us that you bought it because you guessed other items would be added in the future, assumed they would justify the price and also assumed that if you bought it at launch you’d get them when they came out?

As i said, i bought it for completeness, more than for the actual value.
Obviously, if i knew that i would get additional items at the same price, i would have waited to buy it.

Still, try to apply the same reasoning you people are using to defend the heroic edition deluxe upgrade to other items.
What would have happened if they added infinite account bound gathering items and told the people who already got the soulbound ones those same things you’re saying and just to buy them again?
People would have raged. And rightly so.

I’m still a bit surprised that this bothers anyone. All these items have been in the game since launch. I would have thought it’d be pointless to give them to pre-purchase players because anyone who wanted them would have already gotten them a long time ago.

As if they can’t be useful to people with more characters. Especially considering we just got level 20 experience scrolls for birthdays.

Whats up with Heroic Edition

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

It does. In the last year, I easily made the money about a thousand times over to buy an 18 slot bag, ten boosters and an outfit from the gem store. That’s what your’e getting.

And you could have got them indipendently from having gotten the digital deluxe upgrade or not.

It’s like anything that goes on sale. I opened a bank account. A couple of weeks later they were giving away something for those that opened an account. All businesses do it. You get lucky or you don’t get lucky. It’s that simple.
And if you buy it now, it says it includes all items from the Heroic addition, so people buying it now aren’t screwed at all. Those that bought it like a week before the heroic addition was introduced…they probably have some small reason to feel bad….everyone else…not so sure about that.

And i’m fine with that if we talk about the actual item on sale – the game itself. I have nothing against the heroic edition, actually.
What i find annoying is to screw up the people that bought even the upgrade. Since it was quite overpriced for what it gave, and yet people like me bought it for completeness.

Whats up with Heroic Edition

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

Tell you what? How about you give up all the progress you’ve made in the game in the last year, and Anet will give you that stuff?

Because it’s hard for people just starting out in an MMO to catch up and what they’re giving is really very little.

Except this applies to the people who bought the digital deluxe upgrade as well.
So the whole argument of “giving up the progress made in the last year” doesn’t matter at all.

Any plans to revisit teqautl, again?

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

Unacceptable. They don’t scale to how I want to do them. I don’t care if you want to do them with 20 people or more. I want to duo them. The requirements are wrong and your justifications are blind to my needs……………
………………That’s exactly how it feels trying to explain this Tequatl event to people who won’t even try it.

I did it, for over a month, with the desolation reset squad.
Because trying to do it in my home server was useless – cause no one even tried.

The reasoning is flawed, since maps go into overflow all the time for champ trains. Nevermind how many people you find afk waiting for some low-end world boss that takes 3mins. You take those people and throw into Sparkfly Fen and boom, you have yourself a completed Tequatl.

The flawed reasoning is yours.
Those people you’re talking about are doing those activities because they don’t need a whole lot of players to begin with – they just scale with, and eventually are made easier.
They won’t just go in a desolate waypoint in a corner of kitten -65 level map and wait there hoping for other 79 people to come, and waste time if they don’t do. Because the event is unfeasible otherwise.

The numbers here are severely exagerrated as well. You do not need a full overflow or 100 people. I have been involved in it more than once on maps that are not full. So, stop making it sound like its impossible and alot worse than it actually is. I have heard it can be done with 50 people (I have yet to know this for sure, though I would like to try). Theres more than that at Behemoth after reset.
The only difference is, you can have half the zerg at Behemoth do nothing and it still succeeds in 5mins. People get lazy at Tequatl and it fails. Thats what it comes down to. Actual fear of failure.

No, it is sure failure unless there is a zerg – because the base scaling is too high. Thereis lies the problem.
And that’s why you find people doing behemoth and not tequatl unless there is some organization beforehand.
If a couple of people find themselves alone 10 minutes before the behemoth starts (even without considering that the event must be triggered), they can just rely on some few other people to come. Same for other events with a low enough base scaling. But we’re still talking about some tens of people.
If one tries to go to the Tequatl area ten minutes before it starts and there are 20 people, he probably won’t even wait there – the event have no chance at all to succeed with such low numbers – and he’ll just do something else. Because people don’t spend time of an event if they know beforehand they have no chance to start with. And since we’re talking about unorganized people, they are probably unrelated people that will act like the one i described before – because they just won’t waste time hoping for a zerg to come there.

Suspicious Bush Minis.

in Suggestions

Posted by: Manuhell.2759

Manuhell.2759

I’m already seeing in my mind an unsuspicious rabbit mini that acts innocent while the owner is facing him, and tries to eat him (with a mouth double its normal height and overgrown fangs) while the owner isn’t paying attention.

Any plans to revisit teqautl, again?

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

People show in other events simply because they know they don’t depend on at least 80 other people to be able to complete them.
And you have no way to know beforehand if they are there, anyway.
Unless it was organized.

Cool. I’ll guest over and watch you do Balthazar (or any temple without pre-planning of people to show up for it) without a zerg. Then you can show me how you champ train in Frostgorge without one. And how you take enemy keeps in WvW without one.
Since you don’t expect t rely on any significant amount of other people, you should be able to show up and not expect to have to depend on any amount of other people to succeed.
Why stop at Tequatl? I say we reduce Balthazar and all temples to being able to be duo’d. I also want to be able to solo or duo Stonemist castle. And I want to do a Champ train with 5 people as efficiently as a zerg.
This stuff should all scale to fit my specific needs.

There is quite a difference from “any significant amount of people” and “at least half of the players that can be in a full map”.
And you don’t need the latter for the temple events. And neither for a champ train, anyway.
But more than anything, they don’t need such numbers to even have a chance of succeeding. Unlike Tequatl.
You can kill champions with 5 people, albeit more slowly than a zerg. Some temple event can be done with 10 or 20 people, or even less. And them being level 80 maps, often with other events related, makes it even easier to find people interested already on map.
But expecting to find more than half of a mid-high level map full (possibly of lvl 80 characters) of players that have no reason to be there other than attempt a boss that can’t even be tried unless you’ve got that many people?
Impossible, because many of them will make this same reasoning.
Unless you’re organized beforehand – thus you already know there will be enough people.

So what happens is that the event isn’t even tried on most of the servers, and done only,if and where people know beforehand they can find enough people.

December 10th Balance update

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Please no. I like the CD on my shield as it is. I think the TK should be used as a Utility instead of using it offensively.

Then it wouldn’t change anything for you. As i said, it would work akin to the guardian’s orb of light – using it normally has a 3s cooldown, unless you use the second skill, that brings it to 12s.
Also, TK is our only real melee kit – i would say it deserves some more offense. And an addition like the one i proposed could give it in a versatile way, as the player can choose to trade some additional offense for a reduced defense on the fly.

Any plans to revisit teqautl, again?

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

People show in other events simply because they know they don’t depend on at least 80 other people to be able to complete them.
And you have no way to know beforehand if they are there, anyway.
Unless it was organized.

Any plans to revisit teqautl, again?

in Guild Wars 2 Discussion

Posted by: Manuhell.2759

Manuhell.2759

This is the part where people come in here saiyng “but guilds dedicated to killing him kill him daily” blah blah blah.

Then someone would reply with “It’s too hard, I want the rewards without challenge” blah blah blah.

As if this Tequatl even poses a challenge. All it changed is that a bigger zerg is mandatory, and it has to split on 4 groups every now and then.

Basically, the only problem is having a zerg big enough in the area to fight him. And that’s also the reason why many servers can’t do it without organizing it beforehand.
Having such a base scaling is what kills the encounter.
Just lower it and make it doable with 30 people. Then people will do it even without organizing beforehand – because they can expect to find other ones, since they don’t need an army to even try doing it.
And “scaling” doesn’t mean making it easier, anyway. As long as it scales well.

Turret build on 10th Dec balance

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

well just test it next month

Well, it is just a matter of numbers. It always worked on incoming conditions, but whereas before we had an 8% chance and no cooldown, now it converts a single incoming one every 15s – but we still have no control upon it.
So it is far easier for it to activate on a spare bleeding, rather than one that could really matter. And since there is a cooldown, it won’t work again for other 15s.
Whereas before it was still unpredictable, but at least offered some kind of passive defense against conditions.

Turret build on 10th Dec balance

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

transmute after the balance is needed (100% chance to convert a condition to boon every 15 sec)

It doesn’t work like that.
It converts an incoming condition, not one already applied.

Basically, it is even worse than before.

The Next update Topic

in Living World

Posted by: Manuhell.2759

Manuhell.2759

Seems like it could be the fractal update to me.

Engineers' turrets overhaul

in Suggestions

Posted by: Manuhell.2759

Manuhell.2759

I agree with the exception off the detonate button. Detonate is actually pretty powerfull in damage, and has saved me several times (out of health, protection and just slightly alive, but so was the enemy, detonating my turrets pushed him to dead and I survived).

What bout…If overcharges needs an amount off energy to function and will leave the turret out of energy…change the skillbutton to detonate when there is insufficient energy. It would not only be a good way to teach people to watch the turrets energylvel, but also to not just spam the button.

The icon change should be very visable. Energy levels should be visable in the skillicon as well. (maybe a circle round the turret that fills).

I am against the detonation for two reasons: one is that it hinders the pre-existant toolbelt abilities. You shouldn’t have to choose between using a turret or his toolbelt, especially when we’ve got a stun break in there (Rumble).
The second is that i think that being able to detonate them goes directly against the right use of them – that would be, making them stay alive.
Unless it is removed, even if such an overhaul gets implemented, we would probably find ourselves with people spamming all the overcharges as much as possible and detonating them for mass damage, as long as it is more convenient than the intended use (and, probably, it could be so).

And that is a risk with the “overcharge to detonate when there isn’t enough energy” proposal. It could be detrimental if such a way to use them is more convenient than an intelligent micromanagement – they wouldn’t be used as turrets at all, basically.

Regarding the visibility of the energy, i proposed above that any turret would have its amount of energy in the UI above its skill, and also when targeted (so that the enemies can see it as well, at least in the ones they’re focusing). Should be clear enough for an informed use.

Engineer : lack of pve endgame?

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Albeit, we’re surely the least affected by such equips. A condition build sees almost no change from legendaries or ascended weapons. A power one…well, only if it uses the rifle frequently, since the major upgrade is in the weapon strength, rather than the stats themselves. And kits aren’t affected much for the aesthetical part, anyway. Only grenades with predator and grenadier are, but i may be wrong about that.

December 10th Balance update

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

https://forum-en.gw2archive.eu/forum/game/suggestions/Engineers-turrets-overhaul/first#post3185340

A suggestion about an overhaul of turrets, if people are interested.

Engineers' turrets overhaul

in Suggestions

Posted by: Manuhell.2759

Manuhell.2759

I assume everyone who will read this thread already knows about the problems with turrets.
But i’ll also add that i find nonsensical that the toolbelt skill is replaced with a detonate option that basically makes them more convenient to put and blast than to have them on the field.
So, for starters, i’ll say that in this overhaul the detonate isn’t there anymore – instead, the usual turret toolbelt skill is available all the time.
To avoid people forgetting turrets somewhere and having to come back all the way, turrets are automatically detonated if the engineer is far enough (let’s say, 3000 units). This destruction comes with the same cooldown reduction of picking them up (as it is supposed you aren’t actually in combat and you just forgot them there).

The major thing of this overhaul, though, is the introduction of some components of micromanaging to turrets.
Basically, a new “resource” called Energy, but it appears on the turret alike to a boon (so that even enemies can see it) (here is a tentative icon, just for example).
Energy stacks and regenerates over time – any turret gains X new energy stacks every Y seconds (for the sake of an example, we could say one every two seconds).
Energy is both used for the defense and active offense of turrets – as is, every overcharge skill has both a cooldown (albeit reduced from now) and a cost in energy.
At the same time, energy works as a shield: every hit to the turret removes energy stacks, albeit capped on an interval (again, for the sake of an example, we may say that only 3 stacks can be removed on 2 seconds). This is to avoid multi-hit/aoe attacks being able to annihilate them, but still giving a way for someone to take down a turret with focused and repeated attacks.
Every turret has a different cap on Energy stacks and different costs for overcharge skills. Tankier turrets (like the thumper one) could have up to 20 stacks of Energy, and lower costs on its overcharge.
At the same time, having a low cooldown and an energy cost on overcharges permits an aggressive use of said skills, but doing so puts the turret in danger (as energy stacks wouldn’t replenish fast enough).
Obviously, the individual energy of every turret needs a visual cue on screen. This could be put on the UI above the related turret, and the cost in energy should be clearly indicated on the overcharge skill as well.
Obviously, with such a change, some turrets’ traits would change as well.

Accelerant-packed turrets: this trait could see a power-up as turrets can’t be detonated at command anymore; thus the damage and area of effect could be increased, and along with pushing back it could also knockdown the enemy.
Metal Plating: this could its name changed to “Enhanced shields” and it would raise the Energy cap of every turret by 5 (so that the tankier turret would have up to 25 stacks). By doing so, it would effectively make them more resistant, thus having the same use of the trait it replaces.
Autotool Installation: This could increase the rate at which Energy is regenerated, along with a regeneration of the turret’s actual health (albeit a slow one). For example, one energy every 1.5s and 2% health every 3s.

Rifled Turrets Barrels would see no change, and so Deployable Turrets (even if this one could be removed, now that turrets would be supposedly usable and possibly causing problems in balancing if people can still put turrets on zones that can’t be normally reached)

There would be also some changes in the tool kit.
With the introduction of Energy, its skills could enhance Energy regeneration or directly add stacks of Energy, thus also increasing both offensive and defensive capabilities if the engineer actively tends on his turrets (since you can use overcharges more often, if you’re also replenishing those Energy stacks you’re consuming).

In regard to the differences between PvP and PvE, the balancing can be adjusted by changing the Energy caps on turrets and the Energy regeneration rate between the modes.

December 10th Balance update

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Imho, the problem with the balance of the class is the paradox of kits being at the same time considered a baseline of our balancing, and still something optional (as our class mechanic is the toolbelt).
Either they’re baseline – thus we’ve always got some of them available with no further costs – or they’re optional – and then the whole class isn’t balanced upon their use.
But they can’t be both at the same time.

December 10th Balance update

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Regarding our defense, we should consider the baseline. And the baseline is extremely low: at most, a blind every 15s and a 1.5s block every 40s. No evades at all. No second weapon slot with such abilities. And control skills in pve are severely neutered by defiant stacks.

We have some skills that can help, sure. But we must already share those slots with kits (even if some of those have a defensive ability). If those spots must be taken by defensive skills just to make up for a terrible baseline survivability, then they aren’t optional anymore.

Same for traits – we already have to spend a lot of points on kits since they’re for the most part subpar weapons at their baseline (aside from bombs). And yet we must share some of those traits with extremely situational defensive traits to make up for our terrible baseline.

How can you expect people to do something like a full turret build (ok, they’re unfeasible as now because of how bad they are, but bear with it) or a full gadget build if we must already make up for a terrible baseline survivability (and offense, too, cause our main weapons alone can’t do much by design) using those same utility slots?
You don’t, and we’re for the most part shoehorned into kits since they offer what our baseline lacks. Whereas any other class can take their weapons and are free to choose whatever utility they want.
And before someone mention SD builds – they don’t rely on gadgets or rifle turrets per se: they just happen to rely on them because of the lower cooldowns of their toolbelt skills;

And the new transmute is a joke, anyway. 15s cooldown on a single incoming condition converted – not the ones already applied. We still have no control upon it, and its effectiveness is even worse from before. What will reasonabily happen is that we’ll see some spare bleeding converted here and there and nothing else. Whereas before it gave at least a bit of passive defense against conditions.

December 10th Balance update

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

The first is a thing that people constantly ask for. The second a change no one asked for (and that many asked to revert after it happened).

You can dress it up anyway you want to, but they did this change just to nerf that specific way of getting full vigor uptime, and not to adjust a QoL issue – since that could have been solved in other ways that wouldn’t have nerfed the combination.

I can be fine with them nerfing a full vigor uptime that had no real cost apart from two traits. But let’s not fool ourselves – they didn’t do this change to do a favour to the community: they just needed a way to nerf it without pulling off a straight nerf that would have enraged all the remaining engineer population.

December 10th Balance update

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Should i go dig all the threads posted about KR after the change (a change that no one requested, by the way)?
Or this thread
https://forum-en.gw2archive.eu/forum/professions/engineer/Hobo-Sacks-A-Terrible-Fashion-Statement/page/7#post3082237
about the hobosacks?
Just the most widely used, but surely not the only one.
Come on, we’re not stupid. They changed it this way just to nerf a specific way of getting vigor (the one that didn’t require to spend point on precision or boon duration). Just let’s not pretend they did it “cause the people asked for it”: even if that was true, there were other ways that wouldn’t have nerfed the combination with the vigor trait.

Please tell me that the engineer is THIS fun.

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Warrior’s Endure Pain is nothing like Elixir S. It doesn’t make you invunerable, it just makes that all direct power attacks do 0 damage so it’s worthless for eg. Stomping

And stomping is basically the only thing you can do with elixir S, since the change.
Cause those are basically some seconds where you can’t do anything else than move and interact (but being a transformation you can’t even bring objects, you would drop them at the end).
So much for being the versatile class, uh.

December 10th Balance update

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

All of this unfounded complaints trying to feign ignorance and anger while crying nerf to Anet are becoming quit the funny joke. The community is getting exactly what they asked for and demanded. If you do not like that, direct it at those who demanded it with fever, not the ones who granted the wish.

Oh, so that’s why the reverted the changes on Kit Refinement and made the hobosacks optional. Except they didn’t.
And if they just wanted to avoid people switching every 5 seconds they could have just made the trait work akin to how juggernaut works – and they didn’t. Because the clear goal was nerfing vigor uptime. And while there are other methods, they require additional stats to work, thus there is still an additional price to pay compared to before.
Saying they did what the community wanted is just ridiculous.

Please scale kits with ascendend weapons

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Would make sense and i can’t understand why it wasn’t done before, since it was supposed to work that way.

Possible engineer bug?

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

I have the same problem of the OP sometimes. It would seems like the second skill doesn’t actually trigger aside from the graphical effect, since neither the blast or the knockback works.

December 10th Balance update

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Regarding the tool kit lack of offense, what if we had a second skill on the gear shield of purely offensive nature?
They should just modify the model a bit and add a cannon in the middle. Then we can have it shoot a small/mid range cannonball for a sort of burst damage…in exchange for a prolonged cooldown on the gear shield skill (akin to the guardian’s orb of light, basically).
And the nice thing is that, well, the gun shield really exists – i didn’t invent it on the fly. It didn’t work that well, ok, but we’re engineers…we could make it work better, somehow.

http://commons.wikimedia.org/wiki/File:English_-_Gun_Shield_-_Walters_511414.jpg

Quip Suggestion

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Well, having legendaries (main-hand ones, at least) affecting our kits would be nice, indeed.

(also, a multi-colored fire would be nice; what if we had a sort of rainbow-coloured flame for flamethrower, fireworks for explosions (coloured according to the effect of the skill), some funny skin instead of wrench & gear shield, and i have no idea at all for the elixir gun?)

December 10th Balance update

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

Something is weird in your logic, I disagree strongly. Your not making a lot of sense to sit here and say buffing MH pistol would not be a buff to bomb build.

“Barkeep, I will have what he is drinking please.”

How would having a ranged weapon like main hand pistol improved, not buff my bomb build? Pistol is my ranged weapon, bomb is my melee. You will have a tough time justifying an argument against fixing up the MH Pistol. Especially when you take the illogical approach of stating that it will not positively effect builds.

For such a build, it would be a minor buff. A little bit of bonus damage until you get in melee range.
And for builds that already use ranged weapon, there would be basically no change.

But the matter is that, unless our main weapons are self-sufficent, we will always be “forced” to use kits to make up for them.
I understand if they are reluctant to buff #2 and #3 skills due of people being able to rotate between the various skills of the main weapons and kits.
But the autoattacks are for the most part mutually exclusive (basically, excluded the “melee kit” case from above); i can’t use more than one at the same time, and if i’ve already got grenades or such, i just won’t use the MH one.
Whereas for a kitless build, the autoattack would be the one used most of the time.