Ehr…could we have that official response? Please?
The game isn’t just WvW, though.
And that’s the whole problem, actually. You can’t balance according to pvp and expect that all goes well in pve…
Mh, could we have an acknowledgement of the problem? Either it wasn’t applied or the patch note was wrong, so there is something to correct anyway (either ingame or in the patch notes).
Knowing what of the two is correct is quite important for elixir gun users (or former ones, in the second case).
Well, as the title says. Despite what the patch notes say, it hasn’t changed at all. Still heals for the same amount that it healed before the patch.
They should just delete the class. It would be better than nerfing it update after update like they’re doing since, well, forever.
It would seem to me that the flamethrower and elixir gun new effects last like 4 or 5 seconds.
Guess i can discard kit refinement now.Laying down a trail of immobilize for 5 secs is pretty awesome. (EG)
5 secs Fire aura granting might and burning is awesome. (FT)I’m actually quite excited to test the new KR out. Not thrilled about a 20sec CD but I can have fire aura up 1/4 of the time if I want. That’s pretty sweet.
If the cooldown was per kit it would be fine. But since it is global…meh. If i need more power, i’ll simply get it instead of something that requires me to be hit to get might and burn the foe.
By the way, is the super elixir buff really working? I can’t seem to see noticeable changes.
It would seem to me that the flamethrower and elixir gun new effects last like 4 or 5 seconds.
Guess i can discard kit refinement now.
Well, i just lost my condition removals with the kit refinement nerf. Oh, sure, they buffed the super elixir…but you can cast just one of them now. They buffed elixir U…and nerfed quickness. They buffed turrets damage…and they still are made of paper, that means, they won’t survive more than a couple of seconds anyway.
And the kit refinement changes don’t seem that good to me. Especially since they aren’t telling the duration on some of those. Cause probably it is very low.
Guess the only nice thing there is is that i can skip that trait entirely now.
Basically, the changes made in the last patch make the activation too unpredictable, since we have two separate cooldowns and one of those can have different durations. We have traits that pair up weapons (flamethrower and elixir guns) and then we’re penalized for using both of them with unpredictable behaviours.
I’ve been playing with an engineer for a long time. I still haven’t understood why you did change that trait. Having multiple kits is already penalizing as it is, since they aren’t too great by themself, use up utility slots and you can’t put traits for all of them anyway.
What if they changed the last skill into the old effect of juggernaut?
For a certain time you get stability, but your movement is slower (and you lose the effects if you switch the kit). Maybe something like 6 seconds of stability, 30 second cooldown (slightly better than other skills that give stability, but with the drawback of slower movement).
This would also give the engineer a reliable way of getting stability, by the way.
Beside the last skill, i think that they should raise the first skills’ attack a little bit. The others are relatively fine (ok, maybe make the napalm a bit wider, so that i don’t have to be exactly above to use the finishers).
Imho, if the problem was about people using fast multiple hit skills or aoe to easily replenish their hp, what they could have done was to cap the number of activations on a short time frame. Something like max 3 activations every 2 seconds or something like that.
As it is now, the food is as useless as the sigil.
And squisher classes like the engineer get heavily hit by a drastic change like this. We haven’t got the mobility of the other medium or light classes, but neither the resistance of the heavy classes, and yet many skills require us to go near melee range. Using those foods partially offsetted the damage we took, but we would die anyway if enemies focused on us. As things stand now, we would do better avoid using any melee skill and staying at range, cause they aren’t effective enough anyway for the risks we must take.
I feel quite a bit depressed from this patch. Every single time there is some viable build for engineers, they nerf it. We’re a medium armor, medium hp class that either goes ranged with grenades or get mauled in mid-close range (and due to the omnomberry nerf, our ability to survive in mid-close range has been reduced a lot).
And in either way we aren’t good as those as other classes. We should be versatile, but the traits themselves and the nerfs they introduce greatly impair our ability to be so.
I can’t understand their vision of the engineer. What i can see, though, is that nearly no one mains this class, mostly cause we aren’t as effective as other classes.
You’re surprised they nerfed grenade 1? It was way out of line with the rest of the 1 skills in the game. Find it hard to believe people are surprised it got nerfed.
In the way it caused carpal tunnel, you mean? Cause, you know, it was the only damaging skill of the kit, toolbelt one excluded. You HAD to spam it to do damage (and even then, it was easily avoidable). And it needed a grandmaster trait to be on par on other classes’ weapons. Now it is basically worthless.
So, beside from being uncomfortable to use ed easy to dodge, now our only long range kit got his damage nerfed (and it was useful only if you got a grandmaster trait).
I wonder if the devs are even playing this class.
Gaile, i’m sorry to bother, but could i have an info regarding eligibility?
I did the event, got disconnected in the final phases, but was able to log in again, do another event with the same char (in another overflow) and finish that, thus getting a chest. Since in the end i was able to get the chest (even if i had to redo a part of the event) that makes me not eligible, right? Cause i didn’t even mention that to the support, since i got a chest after all (even if i had to put a bit more effort).
Whereas, if i logged with another char the second time, i would probably be flagged as eligible by the script due to the disconnection (seeing as other people got a chest from support even if they looted the chest, that means that having already looted it with one char wasn’t something that made people non-eligible).
(i could have called support about this, but it would have been a waste of time for them if my assumption about eligibility was wrong; plus, this info could be useful to other people as well)
(edited by Manuhell.2759)
If i have to trust posts like this one, though
https://forum-en.gw2archive.eu/forum/game/gw2/Ancient-Karka-Box-Survey/968490
it would seems like the support is awarding chests even to people who already attended and looted the chest during the event.
I have a concern,that in my opinion is quite pertinent to some people. I do not feel it is entierly fair that people that did the event and looted the chest to get another mail with another chest. To me, that I did the event and looted the chest I was not expecting to recieve and email, however as other people in the same situation as me, got another chest I would like to point out that makes me wonder to what point this is even fair to me and other players that did not recieve a second chest as others did. I have a question to the arena net team; will this be resolved? or will people with extra chests be seen as lucky, whilst me and others as unlucky which in this situation should not have applied.
Although I have to say that it was an extremely good initiative from Arena Net to reward people that participated during the event to get a chest due to connection problems. Congratulations and keep up the good work!
I basically have the same opinion on the matter. I should add, though, that the cost of crafting an ancient karka shell and buying a 20 slot bag isn’t trivial (with the current prices on the trading post, we’re talking about an amount of more than 70 gold). While the items in the chest are variable and subject to luck , these items alone already give an unfair advantage to the people who got them without being qualified.
Imho, seeing as there are people who attended, got multiple chest and this additional chest, as well as people who weren’t present at all and got the chest, they should simply give a chest per account and let’s be done with that. Maybe something went wrong with their requirements, but anyway, it is now kinda unfair for whoever didn’t get this chest.
I’m on Whiteside Ridge (EU). Didn’t get the chest, obviously.
I would like to understand what they mean with “qualified”, since there are people who got the chest beside not even doing the event, and people who have done the event multiple times, yet they got this chest as well. It seems so random, while they should have simply given a chest per account (maybe per account created before the event).
Guess i’ll try sending a ticket.