(edited by Rfreak.6591)
@evolverzilla.2359
why would you do that particular mission instead of just goin into a fotm run? if it’s for the loot?
@EdGe.6510
It’s not a different topic, actually, if you are for the loot you go there, that is, most people want to make money, new armor sets and such, and the only effective way to do so is fotm or mindless material/event farm, provided you find the group.
The question is: would you rather go exploring around, doin some events, probably dyin all alone in a map where there’s no1 to help you, wasting silvers on rez and teleports to get in and out of the map OR just go fotm for a steady income of rares and maybe ascended gear?
Most people answered for the steady incomes. We want to change it so everything rewards accordingly to the effort you put in it plus spice it up with some new cool ideas to improve the general experience.
@evolverzilla.2359
yeah but in this game there aren’t missions/quests so It’s kinda hard to implement those here, atm the only effective ones are world-events like the karka we’ve just had, even if you give a couple tips to zaishen NPCs in order to direct people attention towards those areas… is it worth it? I never really went for zaishen missions in the past ‘coz the only reason behind’em was for elite’s sake completition (titles), I considered’em kinda grindy, especially if you got alts.
Your alternative isn’t bad, but not enough and would require too much traveling anyway->silvers->wasting time for those that have yet to reach the possibly mentioned areas->this would hurt people that join the game in the future after possible new patches/campaigns.
In this way, a weekly event as described previously might work better, but I feel it’s still not enough
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@juno.1840
60 foes is kind of overkill, sounds a bit too bothersome also the 15 types…
you should think it as this:
-why would I play a lower level area instead of a better-rewarding and often funnier dungeon?
Your idea isn’t bad as it is, I think we should have multiple daily achievements not just one, so we could focus on pvp OR wvw OR pve and such things
I’d lower numbers on your idea either make it a weekly achievement, it’d work like some events used to on GW1, this way it’d bring more people in an area every week working like a world event.
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These are my ideas for revamping content in dead-lower-level areas in order to get’em much more lively
1-hidden-chest-related-veterans AND event-veterans have a 20% rare drop rate and a higher chance on rare materials
2-event-veterans will scale their hp to higher level when there’s over 5-10-15 ppl in the area
3-event-veterans hit much harder when there’s over 5-10-15 ppl in the area
4-champions have a 70% rare drop rate and a 30% exotic drop rate
5-some champions and final dungeon bosses have new attack patterns/forms when low health or some conditions are met (like burn on wooden/ice bosses and such, either particular weapons are used, like siege weapons)
6-some of these special champions or final dungeon bosses will have increased exotic drop rate when those special conditions are met, these “conditions” are meant to make the boss “mad” by hitting their weak-spot (thus dealing more damage too), it’ll be riskier but would give greater rewards.
7-hidden chests in secret areas have a 100% rare drop, and scout NPCs are the only way to see’em on map (else people would just make guides around the net)
8-scouts are invulnerable (dunno if this is already effective, couldn’t notice)
9-world bosses, champions and hidden chests (or, especially where missing the chest, the accomplishment would give the reward), drop unique skins only droppable by them, such items would often be style-related to the champion/chest area design, a good idea to boost this would be makin a new art contest, as Anet does from time to time.
10-experience-amount and drop’s level scale on character’s level, which means you can drop cool stuff even in lower areas so people actually go there and play with lower levels, without worryin about not satisfyin rewards
11-dungeons’ chests have 100% ascended materials drop rate and 50/60% ascended gear drop rate.
12-dungeons’ story mode rewards have 70% rare and 30% exotic drop rate AND actually drop a big quantity of their dungeon-NPC-vendor-related-stuff
13-some areas will be reworked in order to prevent boss camping (mobs, environment objects and such) AND to boost world bosses’ fights fun, adding siege weapons, special platforms and such, with some work on champions’ moves too.
If somebody wants to contribute feel free to post some ideas to polish this please
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@Kontrolle.3514
Actually they still have stats, weapon attack stats, a very important one considering we lose a HUGE amount of it when switching to weapon kits, elementalists at least got some sort of special stats for their conjured weapons, I hope we’ll retain our stats either get some skill-related (scaling with level) one like they do.
@Ahlen.7591
Man did you even check the picture? there are 3 veterans along the way+ various mobs and you’re just halfway to the skillpoint.
Now how would you be able to kill all of’em, staying alive and manage to do it so fast they wouldn’t respawn (again, consider they spawn pretty fast in that map)? all alone??
L2P? really? I main engineer, actually that’s my only pve char and I’ve been playing since day one and got over 300hrs on it, I DOUBT you could say I’m not as experienced as you.
@Nefar.8135
yeah go solo in the picture I posted above, just try it, and no stealth allowed, Orr areas are impossible to solo, I wasted like 10s on rez and repairs last time I went there and I dun think I’ll get back there anytime soon.
I think fractals simply need a rework, I posted my idea in the suggestion section but it got completely ignored, I guess the title wasn’t exactly good-looking?
About Ascended gear, devs already mentioned those won’t be a fractals exclusive, it’ll probably be accessible through other meanings like dungeons, so it won’t be such a grind to survive agony.
@ OP
Less and less? hell yea you’re pretty right, it forces even when it doesn’t mean to due to FAST and uncontrolled spawns, say I’m runnin in Orr, ppl pop a message in MAP chat sayin: hey lyssa’ temple got like 3-4 events running, now… I’m kinda far but I can still foot it, keep in mind all those zones are contested so there’s no other way.
I’m trying to make my way through the crowded waters full of zombies and finally make it to the beach, hey look I could go this way there’s even a skill point and… w8… there’s a dead guy there… press cmd
Just how? HOW am I supposed to survive THAT? when there’s not even an event running?? and I’m an engineer? HOW??
People probably didn’t notice this but switching kits while casting a toolbelt skill will often cancel your action and put it on “interruption” cooldown, most important example: Bandage self
@NevirSayDie.6235
Man don’t just give up like that, I know we have to w8 but it’s been like this since day1, now I’m from gw1 and there didn’t take THIS much to fix important skill-related bugs, I know this isn’t the same game system and it’s bound to require much more time, but seriously? 3 MONTHS! on top of that we have seen just 1 official response up to now and it proved false.
I’ve been playing since day1, got over 300hrs on my engineer and I’m fed up not to be able to switch to other builds because: half sigils don’t work, half elixirs are decent, FT is half broken, traits are half broken (all turret traits being broken, and half elixirs too, some tools’ too,etc… seriously?!?) or just not worth it (ever read “armor mods” from tools? atm just 4 tools’ traits are worth it, speedy kits, kit refinement, the half broken static discharge and the broken “deployable turrets”, which is just 2 ’coz broken)
About balancing, just fix the bugs first! though the first I’d like to see would be RELIABLE weapon projectile finishers.
We are actually playing with HALF of what we should have had from the very beginning, I’ve been w8in every “big patch” for the so called “massive bug fix” and I have yet to see it! even just the announcement would be glad for an engineer community left clueless like this.
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Well yours is a statement not really a discussion I know the topic will just get closed but still, the worst thing is that we engineers didn’t get a SINGLE official reply, not even one and it’s been like this for 2 MONTHS, while you keep your topic lil constructive I’ll try to divert your attention to the discussion I tried to start the other day, which gives a bit more info at least.
https://forum-en.gw2archive.eu/forum/professions/engineer/About-engineer-bugs/first#post885681
Funny thing is you got more views than me. (especially comparing the time)
Every1 here must have hit the “20-mins-LFG-wall” now here’s my idea
As you all know fractals scale on difficulty and drops every 10 levels (0-9-19-29 and so on…)
So let’s make it like this: the one that enters the fractal (or the leader whatever) is the one that decides the level, even if other people don’t match the level (thus not yet unlocked) CAN access the level, provided they are in the same “tier”, by tier I mean 0-9, 10-19, 20-29 and so on, this way party-ing would be way easier.
But then you’ll wonder… how am I supposed to increase my fractal level?
I’m not exactly sure how fractals scale on difficulty, but I think we could say it’s the same every 10 levels, just like the tiers (counting agony too so yea makes sense), same goes for the drops, SO we could make it like this: I advance my “difficulty level” even on lower level fractals, as long as they are in the last tier I unlocked… we could consider it an hidden level, as you get the “experience” whenever you do the thing so it’s worth doing anyway.
Example:
I’m lv15, I can team up with lv10-19 guys and still “level” my difficulty tier, if I complete a run I access lv16.
So this is what I thought about making parties for fractals easier to find, what do you guys think?
I’d like to polish it a bit so discuss.
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Did we get any official response? I know they are being worked but the thing is I’ve been w8in (so not really playing) for those fixes since Halloween (actually I’m playing since day1 but it’s really starting to make me feel sad playing with half my class mechanics…).
I’ve been searching a while on this
http://www.reddit.com/r/Guildwars2/comments/13tuac/im_the_studio_design_director_on_guild_wars_2_ama/
But since there’s over 1k posts it’s hard to track an answer to the infamous question PR1 (an official one at least, it looked like people simply forgot those questions).
Yea I tried with the cmd+F
SO, if any1 has any info about it already, could copy-paste it here? PLEASE, if the answer is no (not answered yet) and you know it, then say no so I can just stay away for a while (hoping it’s just a “while”)
I’m starting to lose hopes…
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It sounds constructive too because people could share their opinions about the armors, weapons, looks/styles and stuff like that.
I agree with leviathan.2148 BUT you’ll have to agree with me the way the chest and the legs look (I mean the lowered “cool parts” compared to the usual armors) are kinda hard to combo with other armor pieces, so won’t let much customization.
They are pretty cool though.. hmm.. a bit too expensive btw, even just those gloves+helm
@Nox Aeterna.2965
I spent quite some time looking for a way to get said set and in incredible sadness, not only I discovered it was only available as a personal story reward (on top of this, you get to choose 2 paths, one should get you stalwart set and the other one commando), STILL it seems the helmet can’t drop, in any way, it also looks like the supposed helmet that drops from the personal story is not the commando/stalwart one, but a simple pirate hat…
feels very sad
(medium armor version, don’t know if heavy or light ones got the same issue, if those are missing too please tell me)
We know there’s the commando and the stalwart set, we know they are available through personal story (too bad I did mine without knowing I wouldn’t get’em later on, as I capped in the first weeks after release so not much info around), STILL what most people don’t know is that, even so, there’s no way you can get the helmet in pve so…
EDIT: as stated by Nox (sry didn’t really remember that) I’d like to change this to a simple suggestion, instead of a poll, so discuss how you guys feel about not being able to get in any way a piece of armor (which still hasn’t been confirmed as a bug, just like Soldier suffix on drops)
I’m sure most people are nuts ’coz the look of that armor is just too cool to miss it!
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I noticed that while running the fractal of the mists that dusguises your team into charrs (having to rush an ascalonian fortress), if you happen to be using the flamethrower and you try to use a skill like grenade barrage (toolbelt), you’ll unequip your kit to switch to your base weapon, I didn’t check closely if it’s random or not (either if you need a toolbelt skill or which skill actually) ’coz the mobs were just spawning non-stop, but it did happen multiple times.
I’m guessing the issue might be animation-related but not sure.
Been searching a while on other forums, yes they are accessible through personal story (for those people that have yet to do’em and didn’t actually destroyed the items thinking there would have been on market too), but it seems you are unable to get the helm, in fact the helm that is gotten via personal-story reward lists as the helm, but its skin is actually pirate hat so… there’s no commando/stalwart helm in pve, not to mention that I, been playing from day1 so didn’t rly know which things were permanent and which not, am kinda screwed anyway, for the personal story rewards AND character creation items and I freaking HATE it, also ’coz (again, day1) I choose the noble-monocle skin which is actually available later on.
Been searching a while on other forums but it seems you are unable to get the helm, in fact the helm that is gotten via personal-story reward lists as the helm, but its skin is actually pirate hat so… there’s no commando/stalwart helm in pve, not to mention that I, been playing from day1 so didn’t rly know which things were permanent and which not, am kinda screwed anyway, for the personal story rewards AND character creation items and I freaking HATE it, also ’coz (again, day1) I choose the noble-monocle skin which is actually available later on.
This is only for pve:
I’m guessing this one went off-radar, since last patch I can’t use shield n.5 skill “Static Shield” or “Throw Shield” can’t be used, both of’em aren’t “white-circled” as other activation skills, thus preventing players from being able to activate it, I guess most people don’t even touch the shield in pve, it has 2 skills and one’s not even working now… feels sad especially considering I just changed build and now it can’t work-.-’.
EDIT: fixed, it seems today’s patch fixed it
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about choosing the med kit over the turret I’d suggest to delve 10 more points in tools to get the minor trait which would recharge med kit’s toolbelt heal at low health, if you’re using kits (which is likely counting grenades) you may pick “kit refinement” trait, as it factors an extra attack while switching kits, which should happen often anyway.
@RaynStargaze.6510
your enemy is terribad if he manages to get hit by grenades, ‘coz hitting with’em means hitting sitting ducks, the faster projectile patch was indeed needed, I have to agree about the damage nerf tough, as kits still have to retain stats from the weapon, no point nerfing if there’s still TONS of important things not working.
My opinion just turned into a “Why… just… why?…”
After being so hyped about hearing engi would have gotten those so waited fixes, I visit the forum page, check for updates… OMG the 15th nov. update! I read it… slowly and I notice I didn’t read anything about flamethrower or jump-shot, so I read it again, ‘coz it couldn’t be… I stay silent… for about 5 mins then go back to study, with a sad feeling though…
We’r left with nothing new, I mean, ok they made turrets available… just in pvp ok but that’s a start I guess… too bad most people won’t use’em anyway ‘coz of the LONG CD they take (seriously why? why would they keep the shared CD on turret death) not to mention accelerant-packed turret trait, I’m wasting a whole utility, I deserve to get the blowout knockback without a CD, especially if I use multiple turrets and they retain the shared CD, what if I wanna blow’em up all together? just 1 explosion? seriously? I can’t even check which one caused the actual explosion and I’m left clueless about their actual trait-CD, USELESS.
I mean I’ve been waiting for these dam bug fixes since day1 and they are still to be addressed, I don’t care about people crying saying we’ve been nerfed ‘coz that ain’t true, we simply traded some damage in order to make granades “sufficient” for pvp (though I’m still not rly confident with that, at least a continous grenade barrage, not the skill, can scare some people either seige a crowded place but the nerfed damage kinda hurts, I actually don’t see the reason of it…).
Why just why the flamethrower AND jump shot have yet to be addressed? WHY??
Flamethrower means a WHOLE weapon set in my opinion, trust I’m one of those that uses its utility the most, but having those kittenarget bugs simply make it useless on slightly mobile targets in pvp (which ultimately means useless in general ’coz any1 with half a brain kites when possible), not to mention the STILL completely broken skill-2.
If you didn’t know yet there’s a flamethrower pve-bundle that even other classes can use, to try it check around the claw of jormag event, you’ll notice it has a JUMP SHOT, WORKING! on top of it, why would we deserve a broken one?
Last but not least: we are simply left clueless as to when would those fixes ever happen
^This is my opinion
What about rune of the engineer? Gives decent toughness+vit without sacrificing damage from the dmg bonus while holding a kit.
I agree @Pyrial.2917
I wish other classes had some more enemy control as necros/guardians/engi already do (maybe the necro needs a 0.3s-0.5s fear duration buff though), exept for mesmers which are already… well, mesmers.
Warrior got a couple skills but they are kinda never as effective as AoE-blowout skills (warriors got just 1 with kinda long CD, stuck in the utility slot), so yea.
I guess blowback skills are kinda weird on their “recover” times, most seem too fast to me, and considering they don’t have cone range (most blowback skills at least) are kinda hard to hit in crowded situations too.
I’m guessing the first poster doesn’t pvp much, it’s actually VERY rare to find a situation where you could just stand there and shoot from the distance without the fear of getting:
-pulled/bashed off the cliff
-getting immobilized/crippled to be engaged in melee pretty fast (or at least a 600 range which isn’t optimal for ranged damage, you want to stay safe)
-getting interrupted (here I’m mostly saying the rifle burst skill, which is bugged anyway, as it stacks the bonus damage when hitting multiple targets with the piercing effect)
Not to mention the fact that there aren’t exactly many areas where you can get advantage of the terrain to attack from 1k500 range, and still the previously mentioned problems could happen (exept wvw, but in those situations you might want to use a siege weapon anyway).
SO I’m guessing, the guy plays just the dungeons or wvw yet complains about unbalance where the balance doesn’t actually exist, either is as meaningful as pvp.
yea, you’re right about wvw if you say we don’t have many options, but you’re still meant to stand out WAY more in pve than warriors imo, just the combo fields make your support as effective (if not more) as a warrior’s DPS, we engineers have way more control on our opponent movements than warriors, and whenever we end up at boss we could just stay away and throw a neverending avalanche of grenades which cripple (not the status but the general result from the various conditions, complimented by the 30% increased duration from traits) AND damage the boss.
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While I partially agree with the lack of main weapon builds, you have to also consider we also got an extra 4 skills on our toolbelt.
@Aegael.6938
About AoE stability, why should we limit it that much? guardians got a couple too, big range, average cooldown, gives another boon (forgot which but 1 extra boon’s always useful) and, when traited, target-AoE, also lasts quite some time.
The thing is I wouldn’t rly see a stability synergy with the engineer, just w8 for turrets and more stuff to be reworked/fixed (as they announced), hopefully just 3-4 days to go, then we can discuss about it.
@Entaurrus Silver.3820
You see the cool thing about kits, is that there’s many kits, and you can equip many of’em at a time, it takes time to truly master them “situationally” (understanding the surroundings and enemies to learn when to switch kits, either comboing, enemy-control skills), I’d suggest as previous people said: try’em in the mists, especially if you still have to spend the points, though you won’t regret grenades, ever.
It’s not that the colours “look” different on the armors, the light reflects differently depending on which material the armor is emulating, you see, this is basics in videogames they are used like everywhere and it’d take a MASSIVE tweak to turn off the materials like you want, but then shades and reflections would look crappy, heavily damaging this game’s looks.
The colour you applied is what you wanted, but the light reflects differently depending where you may be and the material, just try out blue ice dye, sunny=white, shadow=ice blue.
@Entaurrus Silver.3820
I suggest you check this old topic, specifically my own post https://forum-en.gw2archive.eu/forum/professions/engineer/My-opinion-about-Engineer/first#post540687
@Greyfeld.7104
I think that dyes are meant to be collected, while you want to use one dye, you’re bound to be disappointed, I mean, you HAVE to experiment with those, best method is buying a few dyes from a colour range and then try’em out, also they are pretty cheap, you sound like you just wasted a lot of money on one of the expensive dyes… that sounds more like gambling, try the others first, maybe you’ll think you made a bad choice on the colour anyway, also it’s not that expensive dyes like abyss are “better” ‘coz of the money you spent on’em, they are simply rare, they won’t look better than other dyes.
Materials on armor have to stay, it’s not that the light reflects the same way on a leather hat as an obsidian heavy helmet, materials are better than just “colours”, also they make the looks feel more…realistic.
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yes I know-.-’ I’m rank 22 but I’ve been playing mostly my engi and kits are just way more responsive on clik to easily switch weapons, so… why not normal weapons too?
Is it just me or weapon switches aren’t exactly “responsive” during the action? I mean, inside a fight, this happens me mostly when iz pretty crowded in pvp (but I’m not getting latency issues) perhaps my moves won’t cancel if I’m performing smtg?
I suggest you try out the PvP locker in the mists, right-clik on an armor piece to preview it, it’ll be very helpful when deciding which armors you might want to craft/buy, racial too.
I called you a troll because you sounded way too… agreeing? with the thing about fixing bugs first and then nerfing, when the only bug that I see noticable in the thieves is the rendering issue, which I don’t think happens for every1.
And not only that, you tried to compare mass invisibility to stealth, and the VERY conditional burst damage a mesmer can dish to any thieves’ skill, to me, is plenty clear you are trolling, because that’s what a troll usually does, if not then try to prove your experience with the game with a number of wins most ppl wouldn’t achieve solely by “trying out” other classes.
Also I get the feeling you might have forgotten some of my posts in other topics which should justify my arguments to a level way above the things you tried to mask as “not so overwhelming” or “nerf that and we are left with nothing” or more useless calculations that prove nothing, cause that’s just numbers on paper, reality’s different.
If you want to go on then do it, I’ll stop since you think I’m offending you or smtg, I kept it as constructive as I could, I guess I’m sorry if you think I’m your enemy, me or you alone won’t change a thing, but still topics 500 posts long will surely be noticable by mods and devs.
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Now you are directly attacking me, and I’d like to remind you, that you tried to compare mesmer’s mass invisibility to thieves’ stealth, now which makes more sense? me giving plenty reasons to nerf something about the thief (while buffing other mechanincs for this class too) or you trying to accuse people for being right, because no matter what people told you in this and other multiple topics, you keep ignoring their posts and basically making fun of us, also, it’s easy to track your posts and I suggest a mod to investigate, maybe even close a topic or 2 before the flame goes on.
I didn’t stop I simply refuse to feed the troll any longer, why should I bother even copy-pasting stuff in this very page?
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@Dacromir
So you support the troll? it’s obvious that in my statement I was pointing out what I mentioned in my first post on this topic, yes, you are supposed to read the whole thing be4 starting an argument on others.
bwillb you see? you are a troll for what you’ve just said
Wow you fanboys are good a flaming, too bad you didn’t point out a single thing that would cripple the fact that thieves have a GREAT advantage at stealthing, and when I’m saying stealth I don’t mean just a single spec, but the stealth alone is often enough to do almost everything
and before Dacromir tries to flame me: “counters” usually need a target, fine with AoE you still have to hit’em, they are fast, can you land those AoEs before they have the time to run away? and how many times in % would you succeed at that?
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then how comes ppl with more health and armor still get blasted in seconds while not doing as much damage? like, not even half?
How comes they can effectively come in and out of combat through stealth?
It’s not what you see from the camera angle, it’s what skills you can activate to hit behind you! only engineers can do that placing bombs effectively, by the time you turn your camera and start doing your thing the thief already has a great advantage of 10k on you if flame/air sigils activated (and they usually do).
Would you mind sharing with us the amount of matches you won on other classes bwillb? and what rank are you?
@Dacromir
I’ll keep it constructive ok but consider also this:
Elementalist
•Static Field-you need the right weapon
•Earthquake-again, the right weapon
Soft
•Shockwave
•Magnetic Grasp
•Gale
•Signet of Earth
For the above I’d like to remind how hard it is to target guys that usually try to backstab you, consider the camera angle, and also count the fact that invisible opponents aren’t targetable, while most elementalist’ skills need one, so now you’ll say: hey what about AoEs? they take time to cast, and the thief won’t let you, a good one at least wouldn’t.
If you ever happen to fight a thief that traited immobilize and you’r not ready to switch to water (either it’s in cooldown) to cure the conditions with your water spells trait then… you’r doomed.
Engineer
Hard
•Glue Shot-are you trying to fight him or runnig away only to get backstabbed later because he’ll chase you down stealthed?
Soft
•Net Shot-very hard to hit, maybe unaware thieves, but you’ll still need a target
•Net Turret-same
•Net Attack-same
•Glue Bomb-like glue shot
While I don’t agree that those things you mentioned should counter a thief by themselves I’d agree to the fact that bombs in general are a good counter, and they are usually the must, with smoke bomb on top of the cake.
Guardian-no guardian can be killed by thieves, not an average one at least
Mesmer
Hard:
•Temporal Curtain → Into the Void-hard to place, won’t have the time
Soft:
•Signet of Domination-this works I’ll give you that, this gives you enough time to counter unless you get dazed/stunned
•Magic Bullet-a bit harder to place, you’ll need a target and it works better at distance
•Illusionary Leap → Swap-VERY hard to do, especially when getting focused and you should at least create a non-blastable-clone and maybe burn it for distortion.
Necromancer
Soft:
•Dark Pact-too slow to place effectively and you’ll need the guy in front of you
•Doom-works, but lasts WAY too short, the guy will be back in no time
•Reaper’s Mark-works, greatly at that, because you can place it effectively without the need of the target, it just takes a bit of prediction but if you run in a direction, the thief is bound to follow you, another way is to duck at one place and w8 for him to try and shadow-step at you
Necromancers in general have a way vs thieves in 1v1, because of the fears and death shroud, but I’d also point out flesh golem, which can help you after you apply fear knocking down the thief (again, mostly 1v1) for a few seconds, giving you enough time to counter him.
Ranger
Hard:
•Entangle-you’ll need the target
Soft:
•Muddy Terrain-helps, but considering you are a ranger you deserve better stuff to counter melee
•Stone Spirit → Quicksand-too random
•Any Traps-plenty agree to this
While rangers may sound a bit gimmick and their traps may not sound enough, I want to point out another weakness: pets are quite annoying for the thieves, not just them hurting you, but also how the target-system works (well, at least some option settings in the menu), thieves may usually end up killing your pet rather than you (LOL)
Thief
Soft:
•Surprise Shot-it’s a stealth skill, you have to stealth before, also, you need this weapon to access immobilize
•Needle Trap-almost never used, but it is effective, though stealth might be more useful
•Tripwire-never used, doesn’t give you enough “edge”, kinda wastes a slot for an useful stealth skill
•Devourer Venom-utility wasted, especially on melee
•Basilisk Venom-it’ll last a bit short, but if you are another glass-cannon then he deserves this, even thought you should stealth instead (this usually works)
Warrior
Hard:
•Earthshaker-it’s a burst skill, kinda hard to pull off, a li slow, but works if used correctly
•Tremor-works but it’ll usually lead to the thief stealth-running away
Soft:
•Backbreaker-slow, melee, hard to land
•Pin Down-works but hard to aim on invisible thieves
•Skull Crack-burst skill, melee, too hard to use
•Bull’s Charge-works if the thief dares to run unstealthed
•Bolas-works
•“Fear Me!”-works
•Any cripple skill with the Leg Specialist trait.
You didn’t list Stomp, it works wonders and iz AoE.
@Wilhelmryan.9203
You are obviously lyin, simply because if you played those classes enough you wouldn’t be saying this, now I want proof, a screen with your amount of matches won as a mesmer/warrior and your pvp rank, else I won’t believe you.
@GlockworK.2954
When I play a thief I do a number of actions that, tactically speaking, other classes would never EVER do:
-being able to kill in 5-6 hits most non-tank built players with no risk, as I get free hits while engaging stealthed
-rushing into unaware groups of players fighting just to score an F-finish stealthed
-travelling half the map stealthed timing my utilities skills (yes I use the heal too, c’mon you telling me you don’t burn it for the stealth when you feel the need? seriously?)
-trick my opponents in following me while I stealth and get past their backs to capture the point
Now these actions, would be crazy to consider while playing any other class, as it has no real cost on a thief and you can keep running all the way as you wish, while playing on any other class would mean pretty sure death.
This pretty much sums what the first poster wanted to discuss.
(edited by Rfreak.6591)
There would also be special tokens which are used to unlock certain things, these special tokens would be the dungeon reward tokens, which would obviously unlock their dungeon skins. After this we could also buff the drop rate of the various materials, as items won’t drop like they used to.
A good alternative to the tokens would be merging karma and pvp points for that purpose, OR giving a new icon next to the karma/glory one in the inventory to avoid full bags, but that’d mean tokens=not tradable.
3-both the above together
What about jewelry? weaponsmithing? armorsmithing and such?
About first: we won’t be able to unlock (again, this doesn’t count in pvp as we need everything unlocked) jewel stats unless we “consume” the crafted items created through jewelry.
About second and third: crafting weapons and armors creates “skins” that are otherwise unattainable, sellable of course (I don’t want to see “soulbound” or “account bound” anymore), and, again, consumable for unlocking, just like dyes.
Another thing: what about items created in pvp when I go into pve? as all stats are available in pvp and they are free?
No, they aren’t free, but instead we’ll add an option to the item creation menu in the locker, a button called “mist bound”, which can only be used in the mists and, once hit, it’ll lower the item cost to 0, but making the item “mist bound”, so only equippable in pvp (the mists).
Keep in mind that this way if you go pvp with your pve unlocked stuff you can keep it on, just I’d suggest you to use lv80 stuff, for this purpose I’d run a private room tutorial when entering for first time the mists because of lvl80 AI-mobs to be defeated, perhaps they’d scale with our level?
One last thing: what about rarity stats? like legendaries being slightly stronger than exotics?
I feel this was the worst mistake they made when thinking rarity and stats, I’d thus adjust stats to a single “rarity” level in order to be able to adjust all already existing items into a single stat-level range.
Oh I almost forgot: what about magic find?
Well the system after these changes would definitely work differently, which is why we wouldn’t need magic find any longer, thus making space for a more useful stat available for both pvp and pve, but I’m not discussing this here, just don’t factor that in this equation ok? we don’t even know how does it exactly work.
DISCUSS!
(edited by Rfreak.6591)
This is the first time I post smtg THIS big lol, I know this is a walltext but please, bear with me and my crazy ideas.
Please tell me what are your thoughts on this, I know it would take a TON of tweaking, yet I feel this would both adjust the feeling towards gear that most mmos infected us with, AND will be able to actually connect pve with pvp.
I’m studying to specialize into game designing I’d like to hear your thoughts about this so please discuss and when possible tell me how I could polish these ideas.
It’d be very cool if armors were simply “unlockable” and by unlockable I mean that you still have to spend things such as dungeon rewards in order to unlock each piece, still these armor skins would be unlimitedly available once unlocked and as such we could use this to make a better use out of the pvp lockers (actually it’d be cool to have’em in town too if we apply these changes), example: I enter the pvp locker, I choose the unlocked armor piece skin, I press “create” button, making the item appear in my inventory (not the appliable skin, like the gem store ones, but the effective item).
On top of it I’d also like the pvp skins to also “unlock” and be unlimitedly available AND work in conjunction with the pve unlocks, which means pve and pvp skins get effectively merged so that one could effectively look better in pve through pvp rewards.
This locker thing would solve our inventory problems and the lack of an armory storage.
Now you may be wondering: what about stats?
I actually feel we don’t get THAT much costumization in pvp from amulets also we don’t get every possible option in stats so here it is:
We could be able to “apply” stats just like we used to in gw1 pvp, selecting the desired “suffix” (like Soldier and the runes) meaning we get to be able to apply’em how many times we need from the new “locker” we will get (this way we will still have to go to the main town in order to respec), provided we unlocked’em (though pvp=everything stat-related unlocked by default).
We will still have to unlock’em, (everything unlocked for stats in pvp though) we could unlock stats through levels, say every 10 levels we get a range of stats (which is sorta like how often we buy new sets of armors in pve).
Now the big question is: what about money?
Every time you “create” an item, after selecting the stats you want and the skin you want, you spend a certain amount of money which scales on level, just like teleporting works right now, just a bit more expensive, especially when reaching lv80, we are supposed to stick with one set for a while after all.
If you are broke, there will still be your “character creation” set available for free, with the stats scaling to your level range (stats aren’t meant to actually be bought in this game now is it?)
What about the actual economy? the items dropped or crafted?
I have 3 ideas:
1-We could use a number of actually “droppable” rare skins, which once double clicked would unlock the skin in our locker, just like dyes, also sellable. Dropping rare skins would also mean the mystic forge would still be available, and considering we “consume” the items used, unused skins would work just the same as items used for the mystic forge did.
2-We could drop a new kind of item called “skin token”, this token would drop pretty often and is required to unlock skins in our locker, each skin would have its “token” price obviously, and the tokens are sellable.
(edited by Rfreak.6591)
Well now that you pointed out those problems @Zinwrath I want to change what I posted above.
I agree on kits hiding out weapons, I agree on the lack of builds that don’t use kits, about turrets they just need to rework’em quite a lot.
It’s just that it would need a lot of work to fix it design-wise, I’d say try and suggest some ideas just keep in mind, viable ideas.
I actually wish kits would change looks depending on weapons, but I don’t see that happening simply because of the amount of work it’d take, just the textures and the models would be a lot, and even so only usable by engineers.
I feel kind of sad to see such a great design (‘coz I can understand they actually wanted a lot of things on the engineer) just that half the stuff wasn’t exactly done… well?
That aside pvp’s fine atm, if you don’t consider/use/like turrets AND flamethrower’s 1-2 skills