engieneer is like the medium version of guardian, close enough to the right spot considering the other classes,
There are alot of things I wanna change about engineers but w/e
This isn’t an issue worth spending resources on right now.
Necromancer is fun in zergs. Ranged-mid ranged dps role i guess
ele is fun too. there are different variations of eles builds aswell, both supporty and dps-y
Spvp: I don’t play alot of spvp so I cant say alot about the engineer role here but I did watch ROM the other night when talked about the differences between rangers and engineers in a competitive setup and if I’m not mistaken the conclusion was that the engineer was slightly more useful than the ranger.
WvW: I guess this is more of my area of the game. I do alot of GvGs, and alot of serious guilds usually run 2 scrappers. The kit that scrappers bring works really well with most comps.
If you feel comfident in your playstyle you can also run scrapper in a pug zerg. Just gotta play a little more careful if you don’t trust your teammates.
Pve: I know close to nothing about this gamemode but I asume condis engie is wanted as a dps role in many game modes.
I would like to see some kind of bounty system based on how little you’ve died recently and how many kills you’ve gotten.
With some kind of reward, but it can’t be something too flashy or people will go hide to not die. That wouldn’t be fun. Seen it in other mmos
If im not mistaken this is how the wexp reward for player kills work right now.
Would be interesting to see what the Red Posters respond to in the respective areas. And if how players present their ideas and what their threads are about stand in relation to the amount of Red Post-respons generated in that area of the forum.
Basically if the quality of the posts and the subject the posts touch in each area affect the amount of Dev responses.
(edited by Ovalkvadratcylinder.9365)
I’m abit fed up with people complaining about the communication. If they got stuff to communicate with us about they will communicate. If not, they won’t. It’s not that hard.
Why items with new stats are account bound?
in Guild Wars 2: Heart of Thorns
Posted by: Ovalkvadratcylinder.9365
So none hot players cant get the new stat combos
Have you been to WvW before?
I have and to my knowlage core accounts cant buy the recipies from the wvw merchant
From Wiki
Heart of Thorns Recipes
Vendor tab becomes available once the Provisions Master rank has been completed.
https://wiki.guildwars2.com/wiki/Heroics_Notary
I might be wrong, but doesn’t say anything about the expac other than converting proofs to scrolls
Why items with new stats are account bound?
in Guild Wars 2: Heart of Thorns
Posted by: Ovalkvadratcylinder.9365
So none hot players cant get the new stat combos
Have you been to WvW before?
This thread and the likes of it are such waste of both your time and everyone elses.
I’m gonna say it once. If you need a break form the game, then take one. It’s play for free and you can come back whenever you feel like it.
If you’re not enjoying the game right now, you might need a break. So take a break.
You’re NOT entitled an explanation form Anet. They have been working on ALL game modes the past year WvW included. It might not be what you wanted or expected but at some point you will have to make the best of it.
The only thing that makes this game less ejnoyable is when people keep the trend of making threads like these going.
Vent all you want but, seriously, if you don’t enjoy the game, then take a break. Come back whenever you feel like the game meets your ambitions.
Power 2H hammer, power 2H rifle – so i vote for condi 2H weapon
A shortbow focused on poison and weakness maybe
Personally I’m hoping for a mace rather than daggers.
An asura to the past with his little mecha fairy by his side, always screaming at him with its squeeky mecha voice “Hey! Listen!!”
Still waiting for that one “roam” video where they don’t edit their kittenups out.
They’re the [QQ] of EU as far as I can tell. Egotistical group with most of them never roaming without company and are only slightly better than the average PUG.
Of course some of them are skilled but not nearly as much as their popularity would have you believe.
And the intro with all the ultra-meta human females… Ugh, I puked a little.
You can look at it that way …Or like they are a bunch of good friends enjoying some quality game time together and they just happen to be good at what they do
way to apply unblockable
Bye Josh! Good luck
I remember the introduction of the new mortar kit for engineer. Best intro ever. Hehe
If this is your biggest issue with the class…
Before any resources get spent on a new skin for an elite skill i’d rather see them into balancing and new content.
different teams
As if being outnumbered wasn’t enough. I Feel like there is a serious abuse on mesmer portal bombs.
I think the list of correction i have brought out would help it getting balanced.
1. Portals not allowed in wvw = only pve skill
or
2. Cool downs faster to cast the second portal in wvw limiting the range
or
3. Portals not working when this isn’t your keep
or
4. When the other side is outnumbered portals aren’t workingSimple but effective way to balance the entire bombing situation that is beyond trolling at this point.
Personally i disagree with the statement you make. I think the portal is one of the more balanced skills out there.
1 the mesmer who usually is wanted with a veil has to make an important choice,
2. when it comes to porting into keeps or whatnot theressomething all servers have had sicne the beginning. It’s called a “mesmer sweep”. ez pz. everyone knows about this, it is as standard as login into the game itself.
3. Why would outnumber have anything to do with this? World buffs should not affect a players utility skills in such a radical way.
Just because there’s no queue on dbl doesn’t mean people dont like it. People tend to follow their commanders and the commanders usually go to places where thereare fights.
That aside I’ve seen queues on dbl plöenty of times.
+1
/15 asuras
Fixed a bug that prevented frostbitten suet from dropping when replaying the quest.
This might have been the problem!
Only black quaggans in Bitterfrost
in Guild Wars 2: Heart of Thorns
Posted by: Ovalkvadratcylinder.9365
Quaggans aren’t mammals, i saved way to many quaggan eggs to believe they are mammals!
Platipuses lay eggs :O
Why did I read this as WvW scare tactics o.o
Hm…
Do you have the correct story step active? That might be required to get the drops. also you might have excess ones left from your first playtrhough, so you might not notice them because they stack.
I have the crack in the ice chapter active, I only have 6 clumps in ym inventory and ive had those 6 for the past 100 mobs vie killed
I’ve now killed like 200 enemies in bitterfrost frontier without getting one of these. The people in teh chat tells me you have to kill any enemies to get them.
Whats going on?
Trying to replay the story so I need the elixir…
(edited by Ovalkvadratcylinder.9365)
Guys it’s only been one day so far. Give it a few weeks to get something to base your feedback on. Make it constructive, not a rant.
Things that I’ve found usefull so far are:
- much easier to decide the size of larger groups
- easier to see where groups of players are formed (where players group up) during a fight
- easier to keep track of the commander tag when zergs clashes together
The only things in wvw that are affected by magic find- that I’m aware of- are the lootbags that drop to the ground (unless you got auto loot on).
2 Question of transmute
How transmute really works ? Every 15 seconds ,the first condition that arrived to me is converted in to a boons ? or all the conditions arriving within a seconds are converted into boons ? ( i think the first one ) .
Are you sure that a build with alchemy without elixirs is better as condition removal of a build with inventions ? It is just a question becouse when i play alchemy tools firearms i feel myself really weak to condition damage .
The first condition (single) is converted into a boon. Also, if I’m not mistaken, only 1 stack is converted. So if you get 10 stacks of bleed, you’ll end up with 9 stacks of bleed and whatever it is converted to.
I have to double check the last part tho..
Nah my point is that elixir S compared to ie warrior invuln, obsidian flesh and other invuln skills that allow you to cast skills as free as the previous forum users suggest that elixir S should do provides cc immunity instead
So if you wanted elixir S to work like that then you’d ofcourse have to sacrifice that perk.And I repeat… Mist form, obsidian flesh, distortion, etc work the same as elixir S, they grant invuln, which bit of that do you not grasp?
There is no “perk”, all skills that I specified get the full invuln state are immune to CC, not just elxir S, except that those three skills can also use some or all skills whilst being immune, only things like endure pain are subject to CC.
There aren’t just 4 invuln skills in the game, those were just examples. Don’t know if you realised that.
I also wrote in an earlier post that you cannot compare just the skills alone, you have to take into account, just as Piero did, the full class. When you defend buffing elixir S into something completely unnecessary I ’m starting to doubt you actually understand what engineers need buffed.
There might be flaws with the skill, but not to the extent that the engineer or scrapper class need an invuln skill that allows skills cast.Nor do we actually need mroe stealth.
This bring forht another good point about elixir S compared to the invuln skills that allow skills.
Those skills don’t make you immune to ccs.Erm, mist form, obsidian flesh, distortion, etc work the same as elixir S, they grant invuln, they also let you use skills to various extents, and they are all superior as invurns because of that.
Nah my point is that elixir S compared to ie warrior invuln, obsidian flesh and other invuln skills that allow you to cast skills as free as the previous forum users suggest that elixir S should do provides cc immunity instead
So if you wanted elixir S to work like that then you’d ofcourse have to sacrifice that perk.
Btw I don’t think mistform is a good example of an invuln skills that allow you to cast skills, as much as I’m aware of it only allows you to keep channeling your overloads and thats about it.
(edited by Ovalkvadratcylinder.9365)
perhaps i am not good but i find elixir S real strong . With time reduction of alchemy and proc from alchemy you have it twice in a minute . It is a secure stomp and this is a great thing . With tools you have 6 secs stealth every 32 secs ( if i don’t get wrong ) , which is quite strong. The problem imho is that you have to use it smarty , for example , when health go down stealth before proc elixir S . Real problem is when you pop elixr S and you are full of conditions. .. you die in any case , but if it was different i think it would be too unbalanced .
This bring forht another good point about elixir S compared to the invuln skills that allow skills.
Those skills don’t make you immune to ccs.
I would much rather have elixir S as it is now with cc immunity than the other way around.
Nah it was probably just for the special effects. Same with the underwater bomb skill in the video.
Would you want to see any changes to Courtyard before it came back? A new mechanic, perhaps?
Capture the flag
^
If you’re talking about utility skills then naaa. Eles mistform can’t use skills while in it.
Besides we got tons of blocks.As a matter of fact I’d like to see other invuln skills work as our elixir s rather than the other way around.
https://wiki.guildwars2.com/wiki/Obsidian_Flesh
Eles have two invuln skills available to them. Obsidian flesh lets them keep doing their thing, and it’s not even a utility either.
nd how many blocks do eles have or even have that fits builds that are efficient nowadays? Stealth?
This is a problem when people are comparing skills, they never take into consideration the classes as a whole.
Another question you should ask yourself is: Would elixir S when allowing skills to be cast be fun to play against?
My answer would without hestitation be no.
If you’re talking about utility skills then naaa. Eles mistform can’t use skills while in it.
Besides we got tons of blocks.
As a matter of fact I’d like to see other invuln skills work as our elixir s rather than the other way around.
There really needs to be a key binding to switch to the squad marked target. Not just for organised guild groups, but for normal zergs too
Not sure the oil system have any real meaning. In reality, it would just pigeonholed the spec into taking the elite skills and the utilities.
So, my main critic is that your E-spec focus to much on utilities that should be optionnal. And to be honest, Samug is totally wrong. You do not create another CA or DS but another lich form or regular transform that almost all profession can already have.
I won’t support an E-Spec with a transform skill because I think these kind of skills are lackluster and hinder the player gameplay and I’d tend to milite for Anet to remove those skills of the game. However, It’s my opinion which I won’t force into anyone. (Thought, I’m ok with special mechanism that allow you to transform like a DS as long as make sense)
Now, maybe make the tank into a ranged “pet” which use your “belt” skills. Make utilities into commands over this “pet”. Use the elite to fuse yourself with it (or mount it if you want) and gain access to new skills like a kit. Maybe then we would have something that begin to abide the gw2 rules (well the fact that it become a pet will inevitably gutt the whole spec but there is nothing without sacrifice)
Thanks for your opinion!
1. Yes one of the problems I faced when theorycrafting this was that it doesn’t allow for alot of variety when it comes to other weapon sets and utilities.
By adding oil gain on the weapon skills however I tried to open up for more utility choices.
2. I understand that when it comes to transforms and the likes, there are different opinions and it’s rather subjective. Personally I love the idea of a transform with a low cooldown and active game play and that’s what I tried to recreeat with this e-spec
I feel like what most other transforms lack is the sense of meaning. Usually they have such high CDs that theyll mostly be used as panic button skills rather than anything else
3. The idea of having another pet is something I tried to move away from. Personally I don’t feel like the pet or control-a-pet theme fits the playstyle I wanna see in a engineer e.-spec
4. The mount idea actually seems like a fun thing to base an e-spec around. But then there would be a few questions that would need to be cleared.
i.e: Will it be like a conjured item?
Can any1 use it if you don’t?
Will it be taking damage?
Those are similar questions I tried to ask myself when making this e-spec, too keep it within the realm of the current game.
(edited by Ovalkvadratcylinder.9365)
Please please please, no more transforming elite specs suggestions. Can we please start seeing something actually unique? Not just more copies of Celestial Avatar, or Death Shroud?
You are more than welcome to make your own thread with a suggestion of an elite spec
In this thread however I want ideas and suggestions about mine
I think this is some quality thought process, but it would get shut down because everyone hate the idea of engineer having anything mildly good.
I think that the idea behind the tank is cool, the skills seem to fit in just fine.
I think engi just needs some sort of ride-able mount, tank/mecha/D.VA suit, to further progress the class and give it a unique elite spec that stands out. I just fear that Anet will make the ride-able not worth and butcher it like they always do to most engi things.
Hey! Thanks
A mount like thing would be pretty cool indeed
This is just a rough idea of what I imagine would be a fun e-spec for engineers. I’d love to get you guys’ feedback on what’s good/bad. Would work well/bad or wouldn’t work at all in the current state of the game
New class mechanic: Charr tank transform
There will be a new bar above either your f-skills or the adrenaline bar called an Oilmeter. This will be filled by using the new utility skills and mace skills that, on use, will give a small amount of oil.
When the oilmeter is full you can activate your new elite skill the Charr Tank.
The amount of oil required and gained by skills is still “in progress” but i believe 100 is a nice number so let’s go with that.
When activating the charr tank the first time you will probably go BALLONKAZ without reading the manual and therfore not realise that the tank drains 1 oil / sec
other than that you’ll soon find out that the shiny new skill bar replacing the weapon skills also drain oil when using them.
The idea is that you will be using your own health bar ( I know, I know I cried too at first) but with increased stats to make up for it.
New weapon: Main hand mace
The idea here is to have a weapon that fits the shield and for that I thought a power based main hand seem like a good choice.
Mace skills:
1auto chain | deals dmg (scales with power) | gain 2 oil first & second hit, gain 4 oil third hit
2 Magnetic blast: Pull enemies around you to yourself | deals damage | gain 10 oil | 25 sec cd
3 Skill 3Hit your mace into the ground dealing damage and knocking enemies down | gain 6 oil| 30sec cd
I think a control-based set of skills match the theme of this e-spec very well.
————————————————————————————————————————————————————
Utilities/elite:
1 Heal: Applies a buff on allies around you absorbing a percentage of incoming damage to them as heal to you | lasts 5 sec| percentage 10% | base heal 4k| cd 30sec| gain 10 oil
2 Oil coat: coat yourself in oil making projectiles bounce off of you| duration 6 seconds | gain 5 oil
3 Drill deep into the ground gaining a high amount of oil and spread sticky tar around you crippling foes | gain 25 oil
4 Orichalum drill edge: Applies a buff to you and nearby allies which makes your attacks unblockable | duration 4 sec | 5 targets | gain 15 oil
5 elite: Tank: When oilmeter is full, activate to jump into a mobile tank that gives you a new skill bar | lasts until oilmeter is depleted.
The utility skills are also based on crowd control but also buffing yourself and allies.
————————————————————————————————————————————————————-
Tank skills
1 Shrapnel blast: fire a heavy hitting blast in a cone infront of you | range 450 | 1 sec cd| high dmg| 1/2 sec cast time
2
3 Rush (needs better name): Ignites the fueltank leaping/rushing forward leaving behind a burning and crippling trail | 25 sec cd | deals dmg | cost 35 oil
4 Oil erruption: Roots the tank in place erruptiong oil around you knocking down foes who walk in it | Cost all remaining oil| covers larger area the more oil spent
5 seismic blast: pulses 3 times criplling enemies and deals dmg each pulse hit | deals increased damage the closer the center of the skill| 15 sec cd| channel 3 sec| cost 15 oil
By now you probably would have realized it’s a melee/bruiser styled e-spec and to be honest there is no other way to go full out ape brains other than melee!!!
——————————————————————————————————————————————————————-
Some possible trait suggestion
+ while in charr tank increased movement speed 75%
+ Using a tank skill applies 2 stacks of stability (not the auto?) alt. pulsing stab?
+ While in tank you now only lose oil while moving
+ If you take a lethal hit while in the tank create en explosion that deals damage and leave a trail of oil around you that knocks enemies down.
+ when in tank take 20% less damage from enemies farther than 600 unites away.
+ reduced cd of mace skills, increase oil gain of mace skills 50%
——————————————————————————————————————————————————————-
This isn’t a finished idea and I will keep adding things as I come up with ideas. This is also just for fun nothing else.
I would love to hear some comments and ideas of what people think.
Lastly I got a couple of questions that I’d like you guys to think about and see if you can give me some tips!
How would you play this with other weapon sets? would it be any good? would the tank/oilmeter be any usefull for other weapon sets?
If no, how would you improve it? Make it work?
Also if you got any ideas for reworked skills and names or any ideas for the skills that I haven’t filled out just write them down!
thx
(edited by Ovalkvadratcylinder.9365)
Feared? none
Respected? that’s subjective, I’d go for Red Guard.. but they disbanded a long time ago.
It’s not the balance team that sets the meta, it’s the players. Doesn’t matter how much you balance, eventually the community is going to find out what’s the most efficient way to run the raid.
Really appreciate that you guys invite us for advice and opinions!
1. I like the Alliance one, seems really appealing
2. -
3-
(edited by Ovalkvadratcylinder.9365)
We wouldn’t force players to move worlds but stacked worlds would have a high chance of never opening for transfers again since we would be lowering the population player cap on all worlds. So for example in NA worlds like Blackgate and Jade Quarry would stay “Full” and wouldn’t be open for transfers unless player started to transfer off.
And if the players on these servers dont move off, we would be facing smaller worlds? Basically we could all stay put and roflstomp anyone forever with this new system.
Yeah that could defo be a problem…
1. I like it: Lowring the pop cap couldn’t just make it easier to match worlds against eachother, but would theoretically do something about the blob-fights and lag fiestas that the current primetime action consists of.
2. Not sure yet.
3. depending on my guild
As a GvGer, other than sneak gyro the only thing that’s valuable with the other gyros is the lightning field when they die and stability.
Besides that, it would be a rather boring and static playstyle to have permanent gyros. Also as they are now they die too fast anyways.
They should make it so it can harvest a node for you :P
I wanna see either a single-handed mainhand like mace. Or a bow.
Next Elite Specializations - Introductions
in Guild Wars 2: Heart of Thorns
Posted by: Ovalkvadratcylinder.9365
Yeah I would love something like this.