Their holidays? That’s bad, maybe I don’t want to wait for a year before having another go?
Besides, if they recycle content like that then they will be blamed for being uncreative.
I understand that, and I like how you’re trying to break the mold, but I’m serious about some of the events lacking creativity in difficulty to the point of being cheap.
Btw, thank you for taking the time to respond.
I always play support and survival, and I kick zerkers kitten. I can kill them faster than they can kill me.
Also, ever had a good guardian in wvw? What about wall of reflection+shield of avenger? That’s a lot of safe zones from projectiles. Basically, and I’m sorry to say this, if you think damage numbers are the only factor then you’re just not skilled.
Abominations only raise frenzy stacks if they manage to hit something. Just kite him around, or dodge his attacks to prevent him from powering up.
Thanks, that explains a lot.
Minigames. These little games within games. I remember complaining that a lot of games completely lacks them. GW2 has introduced like 10 different mingames at least, but they’ve all been TEMPORARY.
If we can’t get to keep them all, how about at least a FEW? I really did enjoy snowball fights, winter jumping puzzle, sanctum sprint, avatar arena, and so on and so forth.
I think his would increase the games longevity, as players could break the pace with some minigames. Is anyone in favor of this?
Because it sure seems so. For example, am doing “ossuary of unquiet dead” atm, everything went well until we ran into a risen abomination champion. He wiped my team and me, and by pure luck I got him on the third try because he didn’t build up his million frenzy stacks and 2 shotted me. That says a lot, since I’m a healer Guardian.
Now the big question is: Why was he there? It’s a flipping STORY quest. If Hulk has taught us anything then it is that foes who become strongers the longer a battle drags on and are very tanky to begin with is really cheap. And that’s the keyword. CHEAP!
It doesn’t feel like ANet are going about the right way with making events hard. I’ve always accepted that GW2 is the kind of game that challenges you, but there is a BIG difference between challenging and cheap. I feel like it’s mostly cheap and frustrating in some cases, not engaging and challening.
Like, say I could solo the krait witch in Timberline Falls a few months ago. Now I can’t, because she summons minions all the time. That’s CHEAP. When you need to be cheap to be challenging you’ve kinda failed. How ironic then, isn’t it that later in Malchor’s Leap, I can solo a champion golem, labaled as a GROUP EVENT, with ease.
And what about the veteran dwayna apprentice in Straits of Devestation? Buffing all nearby risen with a chance to root you for like ten flippng seconds, denying the mobility you’d need to kite them around, while also having veterans and chain aggro upon attacking the target itself. Again, I got lucky. Or maybe lone post, again in straits in devestation, how is ONE GUY supposed to defend it vs all those numbers? The arrows carts don’t do squat, they die really fast. Is it a group event? If so, why is in not LABELED as a group event?
And another thing, sometimes bosses glitch and reset their hp, meaning your hard work is out the window. For a game that claims to break the mold, I had hoped this mechanic would have been done away with.
Despite all this, it’s an astonishing game. I just feel more focus should be placed on polishing the current world instead of pumping it with skins and minigames, which btw we don’t even get to keep (mini games) which really sucks. And as a final disclaimer, this is, of course, my opinions, no one has to agree.
Peace.
First off, I’d like to point out that every other MMORPG has this feature, a duel system of some sort. You COULD say that so does GW2, with it’s 1v1 spvp matches. You could also say that a candle works just as fine as a lightbulb for illuminating things.
But you don’t use candles, do you? And why? Because lightbulbs are more CONVENIENT.
And that’s what it’s about – convenience. There’s absolutely no excuse for not having a “request duel” function or an arena. The current way to do it is needlessly contrived and time consuming, and if this never gets fixed… Well, lazy developers.
It’s about speed, easy access, convenience. Don’t stick to the candle – Use the lightbulb.
PS: People can join in an ruin a 1v1 which makes the current system even worse.
Rift has stunbreakers as well, so that particular argument has been debunked already.
Didn’t know Rift has a dogding mechanic.
Debunked, lol…
It doesn’t, and if you had read the previous posts you’d understand that two measly rolls isn’t really a way to cover things. You’d need to specifically build for it, when it’s a problem that should be solved by developers.
Against a small group or an unorganized group, it can be somewhat effective. However retaliation will kill you fast and a simple water field being blasted will negate pretty much all of the damage you do. It is still much better to spend your time building an arrowcart if you have the opportunity.
BS, mate. A water field? Da heck? You think the damage is that weak? I don’t what build you’re running, but I keep at about 10 stacks of might during these situations, the damage far outdamages non-self heals. Retaliation does hurt a bit, but I find it easy enough to heal up.
Rift has stunbreakers as well, so that particular argument has been debunked already. Once they are used up, there might be fifteen more cc skills in store for you, plus, stun is just one of the many cc effects. Maybe it would be better if it also provided a short immunity upon use, but as it is right now, it’s just not enough.
Now, beforehand I want to point out that what I’m going to talk about touches on PVP as a whole, not just spvp or wvw. Thus I’m posting it here instead of posting the same thing on two boards and trust that an admin will move it to whatever forum is appropriate (sorry, but I don’t know) – With that in mind, let’s get rolling.
Now, diminishing returns means that the more cc effects you subject someone to, the more resistent he becomes to them and eventually immune for a brief period of time. The idea of this system is to prevent long cc chains that leaves players with no way to escape death, either from one of multiple players – I’m looking at you, warriors.
Personally, I think we need this. Some classes just seem to have too many control skills so that they can pretty much control you more than you can control yourself. I feel that victory should be a matter of skill, and not of having stumbled upon the skill combo that just gives you tons of free shots all the time. While it is up to the developers to balance this out, having ALMOST escaped death just to be hit by a net and then twenty more control skills is just a bit… well… what the heck do you do? It’s really a bit… cheap?
Well, I recall that ArenaNet stated that they monitor the effect of CC skills (Crowd Control) to ensure that it does not completely dominate the whole pvp system – But apart from some skill tweaks, which we never get to test pre-patch anyways, and some somewhat contrived and sometimes mystifying changes, I feel that something more than just skill changes needs to be in place. I know that Rift did this, and that’s a pretty large game.
But it’s my 2 cents, as always, no one has to agree, everyone is free to disagree should they want to, but for everyones sake, please be civilized about it.
Thanks, but I don’t really need advice in this since I use it with great success.
Maybe wrench could apply buffs?
One problem. Overcharge shot is not a self cc. The animation for falling backwards and getting up is actually equal to simply taking a hop backwards. Also nothing prevents a roll before you get up again so it can’t even be called a cc. And it happens to put more distance between you and the foe, that’s a GOOD thing.
The animation is just there to make the point that engineers are not trained fighters, but geniuses who uses their smarts and tools to fight.
Simply stand behind a keep door or a thin wall and FLAME AWAY. It goes through and hits whatever is in range outside, you can literally use it to make doors spew fire. I’ve even taken out golems this way. But I find it incredibly rare to see any engineers besides me who use it this way. Just imagine if four engineers with ramped up flamethrowers did this so a single door? Anything near that door, including rams, would have some reasons for concern.
So if you’re an engineer in wvw or for that matter any class that can use this mechanic, do it.
Two things that has failed to be mentioned thus far, which I find shocking, is infused precision (tier 1 trait in firearms) and invigorating speed (tier 1 trait in alchemy) which together means that even with a dinky 30% crit chance (which can be augumented by drop stimulants, which, as has been mentioned, is in itself crucial for speed) you will constantly have swiftness and vigor in battle, making escape and just surviving easier. Especially is you sport the flamethrower,
The second is the rocket boots. These little goodies have been tweaked to propel you forward instead of backward. Not only is the speed and distance travelled nothing to sneeze at, it also removes effects that would impair your movement and ends with a free dodge roll. And giving someone a flaming kick to the face is a lot of fun and pretty effective if you want to make people burn.
And as have been said, don’t underestimate engineer. I think the big advantage is that the way they fight is almost impossible to predict – The style is unlike any other, and it’s hard for non engineers to keep track of your constant change of weapons.
People farm for legendaries. I blame legendaries for everything that is bad.
if you consider yourself too busy with farming for that, really, useless legendary skin to even say HELLO, then you are doing it WRONG. Really, I don’t care how busy you are – It takes you like, 2 seconds to type “hi
” if someone says hello – You ALWAYS have enough time for that, it works for me, and it can work for YOU too.
I’ll try to remember that next time I’m swamped with Risen, Minotaurs, Centaurs, Flame Legion, or Karka.
Hmmm kill this mob or say hi then die… :p
It seems like every time I get someone from my friends list messaging me it is right in the middle of the fight. At least most of them tend 5 minutes or so to wait before asking if anything is wrong.
Guess I just have some rare talent that let’s me find the time then, even in your situation.
Is it me, or is socialising in guilds all but dead? Everyone always says they are “busy”, I mean c’mon, am I the only one here who can bend my mind more than one way?
The entire POINT of guilds is to bring people closer together and form bonds so that you don’t have to play games alone, but let me tell you, if you consider yourself too busy with farming for that, really, useless legendary skin to even say HELLO, then you are doing it WRONG. Really, I don’t care how busy you are – It takes you like, 2 seconds to type “hi
” if someone says hello – You ALWAYS have enough time for that, it works for me, and it can work for YOU too.
And don’t tell me I just have to find guilds using vent or mumble, some of us are not too comfortable using voices with people we’ve never seen and hardly know. I always show a bit of humanity towards my fellow guildes, and not only that, towards ANYONE who makes my game fun – Don’t forget the MULTIPLAYER part in “MMO”
All I ask for is to see some actual care, like I try to show others. Because at the end of the day, MMO’s is about having fun with others, if all you want is the best shinies then you might as well play single player games instead.
Sincercly, a person who cares.
(edited by Oxstar.7643)
Well, it sounds like something to think about then.
Thanks.
I agree, I have been wanting to see this in a game for a long time now.
And no one says it’s a tank, more like a class with less focus on damage and more on defensive buffs and blocks.
Well, the description says all symbols apply a heal – But “Symbol of Faith” does this already, so does it gain an extra healing effect?
Idk, I usually used nail boxes to slow them down until their stealth ran out, and I found that the more dodge you have the better off you are. It helps if you have a lot of knockbacks, try to predict and time it. Since I had gear shield it helped a lot – Thieves will heartseeker spam if they open with a backstab 100% of the time, same if your health is going down – I just soaked them up with my shield. And once their initiative was spent, hell and iron.
Let’s not forget thieves can actually go builds with no stealth. I admit, it’s unorthodox, but it can be done, and can probably be made viable.
Think for example a gundagger thief. If you keep your range they will have to come to you, at which point you can stab-stealth-shoot them outside their fields or just teleport away. What this field is meant to do, I think, is to counter stealth backstabs, and it’s always been one of my biggest bugbearers, so I’m fine with it.
I can do much more damage when attuned to fire.
Jumpshot, blunderbuss, prybar, throw wrench, static discharges. What’cha got? Oh and mega stacks of confusion.
When I attune to earth, I give my group protection, weaken, roots, bleeds, reflection. When I attune to air, I can give group swiftness (twice), and a lightning combo field (who else can do that?)
I could give my team and me those buffs and more with elixirs actually… As for the combo field, can you deploy a field that heals removes 3 conditions aoe and acts as a condition remove and retaliation combo field in one?
…and get this. Instead of a measly super elixir when switching to elixir gun, when I switch to water, I heal myself, give myself regeneration, give myself regenerate health (it’s like a second regeneration) and I cure a condition!!! All from pressing one button!
Measly eh? I think we’ve established already that EG works great to remove coniditons. And with backpack regenerator it’s the same regen effect.
…and check this out, if I dodge roll I heal myself again, and cure another condition!!!
Yeah, and I can drop three healing units one condition remove unit and one fury+swiftness unit from one skill without any traits.
And when I cast my #1 water skill, I heal the melee guys for like 3-4 times more than I could do with those healing bombs.. gawd. how lame was that? I can do this from range!
Yes but your damage will suck pretty dang hardcore until the 25 or so seconds that you need to attune back are up.
…and I have these things called signets. Every time I cast a spell, one of them heals me! And I don’t even have to deploy it, or worry about range, this thing just goes with me where ever I go. …and I have another one, and every ten seconds, it cures a condition!
Pretty small healing I have to say, with ONE kit I can set up a fire combo field, knockback a horde of foes, blind the same horde, do some great aoe damage, and set more people on fire faster than you can.
Ha-hahah… things are just so much better now. I’m like a new man!!!
Yes, a new man who couldn’t do it. Congratulations on trying, congratulations on not being a successful engineer, it’s a hard class to master indeed, and those of us who do kick a lot of butt.
pre-patch I was keeping up with elementalists and also kicking them around in wvwvwv as en engineer, like I always said, all you people just didn’t want to put the extra effort into becoming GOOD. Shame on you.
After the nerf to elixir gun though I’m not much of a healer anymore. I’d like to point out though that backpack regenerator gives the same effect as being attuned to water, constant regeneration, and yes, 100% scaling with healing power.
Nice inputs, I like all of this
It’s funny how people always claim that elementalists are better than engineers in every way.
I beg to disagree, given the past experiences I’ve had. But I don’t know what the world is like now since the patch.
Well, I think it’s safe to say that the Engineer of today has already broken away from the original design. That said, ideas for improvements are of course welcome.
Hello, I’d like to suggest two new traits that I think would make Engineer a bit more appealing.
The first I call “Burned Out Sights” which is a trait that places a stealth veil on the big ol’ bomb if used inside a smoke screen. It makes sense that the smoke hides it and most people usually dive out of the smokescreen anyways.
The second is “Escape Plan” which adds a function to the rocket boots so that when used they drop a net turret on the starting location – To balance this out the cooldown and net duration has to make sense.
As for which lines these traits should be in and where, it’s something I’d like some player input on. What are your thoughts?
Well in that case I guess my EG days are over. It’s a shame, but at least I still have my trusty medkit. The other changes seem positive though.
HB buff is a start.
Yes but it’s an additional pull which makes it a bit easier to set people up – Pull and concussion bomb, 5 extra confuses, I like.
Still better than having to be in someones face, isn’t it? And the duration can be extended with boon gear. I hope.
As for the loss in condition removal, guess we will actually have to specc our weapons around it now. For me that’s fine, I was tired of having to switch to medkit for might all the time.
(edited by Oxstar.7643)
Really? I just looked through the patch notes and it seems like it adressed a lot of things that were flat out underpowered. The new kit refinement has a lot of positive upsides which potentially can outweight the change to EG.
I want someone to make an epic mechanical beat theme for Engineers and name it “Kit Junkie”… Nvm, it needs to have kit sound effects.
I have yet to try the new version but as someone who ran double super elixir build I can say that it was very annoying to have no control over where the first one landed and since it shared CD with other KR effects I’d often find it on CD when I needed it most. The buff to SE to make up for this seems rather massive and if they can even make the new heal numbers even close to the old one then this is a nice solution imo. Let’s also look at the positive aspect. SE, even the double version, could easily be out damaged by a decent melee build. The new immobilize effect seems to give a nice little remedy to that.
Also, having a flameshield with the flamethrower is WAY better than the old effect, and this magnetic mine sounds interesting. Also remember that this frees engineers from the burden of having to spend 10 points only to maximixe the healing effect of SE. so if you’re fine with not having an extra glue then this means 10 points you can spend elsewhere.
All in all, I’m not sure why people complain.
(edited by Oxstar.7643)
Pretty sure physical strength isn’t an issue for any profession (character appearance and environmental weapons say hello). I don’t see why I can’t make a warrior that spends their off-time studying the equivalent of quantum physics, either.
I do like to imagine that my engi was born without access to magic, somehow; makes justifying not practicing it easier.Speaking of emulating Batman, engis could use a melee weapon.
We got that in the toolkit.
Shocking suggestion!
It’s true they aren’t that hard, but they’re still harder than most professions.
Oh yeah? Try Engineer.
just wait 4 more days. Turrents get a big change next update.
Can I see your sources please?
Lame? Wow, we got an elite here everyone, fact remains, he’s too easy.
What he means is that the boss wouldn’t even be spawning if someone hadn’t taken the the time and initiative to complete the pre-requisite events. Maybe you’re not aware, but these large area bosses all require events to be completed before they will trigger. So, by jumping in at the last minute you are benefitting from the time and hard work of others.
Of course I am aware, duh. Yeah, but what if I had no conceiveble way of knowing about it, such as, say, if I just got on or if I was busy doing an exp with guildes? Everyone who fights the world boss has a right to benefit as far as I’m concerned and world bosses are supposed to be the big baddies that kick so much kitten so that they need a shoe polish made to specifically deal with butt smell. Seems to me like you just want an easy conduit for a chance at exotics.
They said they’re gonna remove culling.
Lame? Wow, we got an elite here everyone, fact remains, he’s too easy.
He just dies too fast. In the time, from when he spawns to when he dies there’s barely enough time to teleport over and if your loading screen feels like taking it’s sweet time he’s probably gonna die before you can even properly load. People who get to know about it from guildes, like “Shatterer is up” should get at least a few minutes to get there. And correct me if I’m wrong, but doesn’t the term “boss” imply a foe that puts everything you’ve learned up to that point to the test? So please, buff him up. The Jormag counterpart is a dangerous foe that will kill you if you’re not careful and takes a while to beat. Why can’t shatterer be the same?
I might as well point out the neccessity of a PTR server here… Again. Test builds etc…
It was silly, you need 30 points in Explosives to get the 100nade build, so 40 points, and really Grenadier is the problem.
Except they specifically stated nade n EG KitRef are both too powerful, so I expect them to be shortening the Super elixer duration and removing its impact heal for the refinement, nades will launch something like blind nades, or even better, rng on which nade gets launched. And if they really cared, they would just make nade refinement detonate around you, not launch from inside your model….
I do hope they don’t… It’s only thanks to EG that I can compete with other classes, well, not ONLY but take it away and it’s a giant nerf.
@Zenguy:
You’re definitely onto what I was looking at. Typed this last night so late I was half asleep and rambling.
I feel like there would be two different type of kits: weapon kits and utility kits.
Weapon kits work like they do now, where you can pop up a new weapon and boom there you go, new attacks. I would have turret kit work like that.
Gadget and Elixir I would make utility kits. You go in, pop an ability, and it ends the kit, putting the kit on cooldown depending on ability used. I would like to try to keep that toolbelt as diverse as possible…honestly, I wish we could just select what 4 abilities we want on toolbelt kind of like utility slots regardless of what utilities are currently being used. Or with all kits have turret kit and both gadget and elixir kits let you choose which toolbelt skill to put on those slots (ex: for elixir, you can choose any toss, and it would let you switch it out out of combat like it does with utility skills now).
It would make the traits a bit more interesting to me, and a bit more “powerful” if you would. Especially since were forced into taking 1 weapon kit essentially with the current design. So you can go full elixir spec, be able to use any elixir by switching to the kit at any time (sure can’t rotate them in a row, but maybe make a 30 point trait that lets you use 2 before kit goes on cooldown, same with gadget).
I think this would make for some very interesting and awesome combos.
I would like to just select skills for my own kits.
“since you’re giving those burst classes a different toolset to hurt bunkers that isn’t just reliant on overall damage and stuns, and is less effective against non-bunkers”
To me that translates to taking away from the latter to give to the other or vice versa, and I’m not sure what the pupose of that is.
Kits are superior to conjured weapons in every way. Engineer uses machines, and yes, they are not trained warriors, that’s the whole point. It’s flexibility vs training, the same scenario you’d get in a thief vs assassin scenario. It takes skill to have such a great seamless flexibility over so many different things, and that’s a very valuble skill in itself. A wrench can cave a skull in as well as any mace, for example.
As for you feeling Engineer fighting is awkward and subpar, I have three words for you: Learn to play. It’s jack of all trade vs specialist and the former will win if skilled since he has no real weaknesses to exploit.
I did not mean as in actual gameplay, I’m talking about the concept. Yes the engineer has skill on why he/she does, but that doesn’t change my point.
It is an awkward combat because he fight in unconventional ways. It is for that reason we are dangerous. We use things in ways not intended
And our weekness is stability.
Well after having about 15 duels vs the best d@m thief I have ever seen I can say that every class have a degree of flexibility. I am pleased to say I did better by just changing one utlity though, which reinforces my point that engy got something to tackle everything.
But I disagree that unconventional means awkward, how would new fighting styles have evolved over the ages if that were true?
I WOULD CR@P MY PANTS!!!
I think the only thing it was suppose to change was the condition removal on the elixir gun and the flamethrower not sharing any cooldown. They should really explain the patch notes more clearly.
Instead I think they could of just removed condition removal from the elixir gun and it would still have condition removal from #3 skill and still be a good build for wvw with the buff to super elixir. It’s a build I would like to look into but if I am choosing fire aoe or healing aoe it just seems like a waste of time and a staff Elementalist could do a better job.
It’s funny how people keep saying staff elese are better healers than kit refined engies. I don’t say you’re wrong but I have yet to be outshined by one.
If there were classes that could just debunk bunkers (hah!) what would be the point of having bunkers at all? So you’re telling me that thieves should do full damage even if I hold my gear shield up?
THERE IS NO MIDDLE FINGER BIG ENOUGH!
Nope. The post specifically said “some % of damage, assigned on an ability by ability basis not just some blanket number for all abilities, probably very low for most abilitites”
The point wasn’t to completely neutralize bunkers – it was about forcing bunkers to fight a thief different than they would fight a warrior – force them to choose strengths and weaknesses, adopt a different playstyle, etc…
That’s already what I have to do as an engineer… I can’t just stand and tank a glass thief, no bunkers can do that, I can however block, evade, and push away, and heal up rapidly. Does that make me a Healgineer and a Rollgineer rather than a bunker? Well, YOLO!
My suggestion encompassed changes that made it different for warriors and thieves.
Against a warrior, boons would become a liability (boon hate), and you could rely on blocking. Against a thief, you’d have to be careful with what boons you used and when (boon stripping), and couldn’t totally rely on block to save you. This was coupled with an overall burst damage reduction – the idea being, reduce the overall burst damage in the game while allowing thief and warrior (and other classes too, but my suggestion was about thieves with warriors thrown in for comparison) the tools to still threaten bunkers. This way fights between “burst” classes could be more a bit slower and more varied (think 15-25 seconds instead of 5), and there wouldn’t be any need to tune bunkers down along with burst (since you’re giving those burst classes a different toolset to hurt bunkers that isn’t just reliant on overall damage and stuns, and is less effective against non-bunkers)I suggested block penetration because it seemed the have the smallest “non-bunker” impact (yes, I know non-bunkers block, but every bunker in the game relies on blocking). Someone else suggested armor penetration (which again hurts everyone, but is much more devastating for bunkers than non-bunkers)
Still, what’s the point on overthrowing the class system like this? Things are functional now, even if they still require a lot of work.