Here is the problem with the way things currently are. Take 5 people, geared in only rares, with shotgun traits (IE they grabbed what looked good, not researched a build) and grabbed what utility skills they find workf or them. Now go do a dungeoun. If that runt akes over an hour, time to tweak the dungeoun and make it easier.
Without defined roles, a group of monkeys should be able to play through the content and just institute a hard mode for the whinners that give no benefit other than an increase in difficulty (after all everyone claims they want it harder purely for the challenge right? if so prove it by asking for no farther reward).
Also, get the ascended items out of FOTM and into every other aspect of the game already. It’s been far too long with 70% of the population sitting in LA or only farming FOTM. The world used to look full of life, now it is a wasteland all because of this one dungeoun.
The elite is perfect for ambushes in WvW or sPvP. Removing it would take a large number of strategies away.
This would be amazing, to finally have some control over these animations.
Several idle animations are horrible depending on the armor. The dragonbone heavy plate has bone covoring the fists, the human male animation where the guy cracks their knuckles looks incredibly stupid with this idle, the norn male punching the hand animation is equally as stupid with this armor.
Multiple armor sets run into problems with every idle, having some way to change it would be nice if you enjoy these armors.
Defending should always net badges. There should be more emphasis put on holdign what you got rather than just constantly retaking things.
The best way to get people out of fractals is to make every single reward available from fractals available from any large chest spawn from events (dragons, temples, amung other events). I would farther suggest that anyone re-doing Arah story mode when someone in the group is on the “kill zhaiten” mission have a guarenteed fractal drop at some point in the chests. This lil reward would farther stop the complaints you see of people late tot he game being unable to find runs for a mission that SHOULD have been solo-able due to the nature of it being a story mission requirement.
Actually, in most honest competative online gaming circles those with nasty reputations get thrown to the sidelines no matter what skill (if any) they have.
Besides, those that rely on such things regularly are those that prove to suck hard. The best PvPers remain calm at all times and keep the focus on their own performance and in supporting the team. No one wins a game themselves, the ones shouting noob and claiming lag is causing their problems are also the type of individuals that believe they can single handedly win a game. They are typically always the ones that cause their side to lose. While no single individual can cause a side to win, it only takes one hotheaded fool to lose a game for their team.
I’ve said this same thing repeatedly in various map chats, without a single dissenter.
These skins need to be UNIQUE though…as in freshly made brand new skins.
I’ve also said that the skins for the dungeouns in the game should be obtainable without setting foot in the dungeouns (plenty of people hate them). Have these skins drop from champions in the lands the dungeouns can be found. These skins should have a higher percentage drop than the totally unique ones…and however, I reiterate that the skins should be only skins, not the actual items.
It’s true, the more access a casual gamer has to EVERYTHING, the healthier the game becomes.
MMO does not mean you force people tog roup up. massively multiplayer online game…this simply means that many people are playing the same game in the same world.
Yes, they should simply scale the dungeouns.
Ofcourse the dungeouns currently are done wrong to begin with. Take a look a TSW dungeoun, THEY did it right…1 or 2 packs of critters and then a boss. Sludging through packs of mobs that drop crap for loot (seriously dungeouns should drop loot on par for the challenge, aka get rid of the bosses not dropping boss worthy loot) is not fun and only makes the grind even more obvious. If running one was a half hour thing, forcing the group would be easy to take. As it stands….it is by no means fun or enjoyable because the grind is obvious and the loot is VASTLY sub-par for a dungeoun.
Thieves don’t need stealth. Honestly…take every stealth off your bar, ALL of them. Now go fight. I destroy people just as easily without stealth as with it. It truly and honestly is not needed. Even pve…it is not needed.
The GW1 assassin also proved they can balance things without stealth.
If stealth is so loved that people cannot concieve of a game without stealth, fine. You get hit in stealth and you become an outline/blur that is now targetable. Get rid of condition removal from stealth (the heal and the trait) to remove the griefer skills from the class. The thief should be wholly dependant upon others for their condition removal, all classes need a few crutches and this should be the thief’s lacking point, that once they get a bunch of condition stacks they have to kill the person and hope, or run.
I’m not even raging about it…as an engineer I find the flamethrower is perfectly suited to turning thieves into piles of charred flesh.
So the thief loses stealth, condition removal, regen healing, and still has the lowest health pool? What’s with the want to nerf thieves to the point no one will play one?
People would still play them.
I would still play mine.They are thieves, they should be totaly reliant on others for condition removal, there is no reasonf or them to be able to do it. They are thieves, stealing what they can. You NEED condition removal? Make a trait so you remove a single condition when you successfully steal from something then.
Go to GW1 and play assassins ometime…it’s a thief without stealth. You don’t need it to be successful, already in GW2 the thief class is fine without stealth (yes you can build to not have stealth).
I played GW1 and I have a Sin. I found the class to be over powered and boring since an Assassin should strike without warning. Instead I’m just running around in plain view. If you want to talk naming semantics then lets ask ANet to switch the names between the two games. My thief will be known as an assassin and the question of it’s ability to use stealth will be over.
My thief is not built for multiple stealths, I only have my main and SR as a group stealth. If you want to complain about a thief being able to move in and out of stealth then look at the extra options that allow it rather then the core mechanics the class is built on. Change trait abilities or weapon skills, not something that’s constant across our class like our main stealth.
Stealth is not the CORE mechanic of the thief.
Initiative and the ability to steal a skill from an enemy are the CORE of the class. Stealth is just a tak-on. It is easily removed or replaced without altering the core of the class.
Thieves don’t need stealth. Honestly…take every stealth off your bar, ALL of them. Now go fight. I destroy people just as easily without stealth as with it. It truly and honestly is not needed. Even pve…it is not needed.
The GW1 assassin also proved they can balance things without stealth.
If stealth is so loved that people cannot concieve of a game without stealth, fine. You get hit in stealth and you become an outline/blur that is now targetable. Get rid of condition removal from stealth (the heal and the trait) to remove the griefer skills from the class. The thief should be wholly dependant upon others for their condition removal, all classes need a few crutches and this should be the thief’s lacking point, that once they get a bunch of condition stacks they have to kill the person and hope, or run.
I’m not even raging about it…as an engineer I find the flamethrower is perfectly suited to turning thieves into piles of charred flesh.
So the thief loses stealth, condition removal, regen healing, and still has the lowest health pool? What’s with the want to nerf thieves to the point no one will play one?
People would still play them.
I would still play mine.
They are thieves, they should be totaly reliant on others for condition removal, there is no reasonf or them to be able to do it. They are thieves, stealing what they can. You NEED condition removal? Make a trait so you remove a single condition when you successfully steal from something then.
Go to GW1 and play assassins ometime…it’s a thief without stealth. You don’t need it to be successful, already in GW2 the thief class is fine without stealth (yes you can build to not have stealth).
Thieves don’t need stealth. Honestly…take every stealth off your bar, ALL of them. Now go fight. I destroy people just as easily without stealth as with it. It truly and honestly is not needed. Even pve…it is not needed.
The GW1 assassin also proved they can balance things without stealth.
If stealth is so loved that people cannot concieve of a game without stealth, fine. You get hit in stealth and you become an outline/blur that is now targetable. Get rid of condition removal from stealth (the heal and the trait) to remove the griefer skills from the class. The thief should be wholly dependant upon others for their condition removal, all classes need a few crutches and this should be the thief’s lacking point, that once they get a bunch of condition stacks they have to kill the person and hope, or run.
I’m not even raging about it…as an engineer I find the flamethrower is perfectly suited to turning thieves into piles of charred flesh.
The tomes are horribly thought out. They should be removed and replaced with something actually useful.
An elite spirit weapon comes to mind. Have it use the same CD/up time as human hounds and mistfire wolf (30 sec active, 240 cd).
I also think guardians should get Logan Thackery’s healing shield from the tutorial for humans. Root in place, cuts all damage recieved in half and heals everyone in the bubble every second. Lasts 10 seconds and 120 sec cooldown.
Personally I find elite skills that are class based that aren’t helped by traits in any way show that the class was poorly thought out and in need of an overhaul.
I find the 120g cost of tier 3 to be rediculous in and of itself.
I agree, having a pet its cool, but sometimes you just wish to be by your own.
I think the option of having or not a pet is the best way to go, apart from that the pet system is great.Yeap l have to agree fully with this, please put my pet out of it’s misery.
If it’s dead (Which is most of the time), it should fall over dead, not agro and drag mobs to me as it limps back.
If it does manage to recover to even 80%, it just stands there doing nothing, or at other times it’s way back attacking mobs I passed 5 minutes ago.
I always play a Ranger, I only play a Ranger, I don’t want to play a beastmaster, l don’t want to micro manage my “pet” thing.
Please give us the choice, as it looks like you will never get the pet to perform properly, and we should’nt be forced into using the thing.
Rangers have pets…they have ALWAYS had pets. Ranger in old lore for the real world is an advance scout that used birds or dogs to help them do their job. They have eventually become the modern day bounty hunter (of which most use dogs for traking purposes still).
Face it, you just want to be an archer. Thus I point you to the thief or warrior proffs.
In this game, each class gets special treatment with a very specific type of resource or specific thing only they get. Rangers have perminant pets, this is never going to change as it is this proff’s special thing it has over the others. If you don’t want a pet, pick one of the other two bow using classes that have no pet. Thief even allows you to use ranger armor. Warrior has the typical arrow skills you would expect from a military archer (fire shots, lob shots, bomb shots).
If you actually do the math, how conditions work now is fine. ANY condition build can lay on conditions fast. If you are unable to lay conditions on quickly than you are trying a build with a weapon that isn’t ment for pure condition damage. Look at necromancer scepter/dagger build, it is possible to stack up a target with bleeds insanely fast.
If you cannot stack conditions that quickly than pure condition build simply isn’t efficient for what you are doing.
I for one would like to see some decent hammer skins.
Seriously, we need hammer skins that scream “this thing weighs as much as a grown man and will crush your body to a fine powder with a single hit.” Most hammers right now are these small things that int he hands of a norn or charr, you would swear they would break! The hammer heads on most hammer skins currently in game need to be made about 150% larger, with some of them 200-250% larger.
You know, I always hear "ascended items are needed as a gap closer between exotics and legendaries. However, there is a fundamental flaw int his thinking. Legendaries only had the same stats as exotics, now they have the exact same stats as ascended. No gap between was EVER needed.
Everything is a grind if you want treat it as one.
The grind we are usually used to in MMO is something we HAVE TO do to stay competitive, or to fit in, to participate in content.
You don’t need legendaries, you don’t need sexy skins…no one is going to exclude u from parties cuz u don’t have a specific weapon skin or a legendary, unless they are kitten You get level 80 in 3 days, or 2 hrs if you craft, and by then you are almost guaranteed a set of viable armor (yes, Rare is viable, lvl 78 exotics are viable) to participate in every content without feeling gimped.
Dark Souls is a grind if you’re going for all the weapons and armors, Call of Duty is a grind if i want prestige 10000x, Starcraft is a grind if i want to get to/stay in Grand Master league…Everything’s a grind. Life is a grind.
Games have to feed the achievement/goal oriented players that don’t mind and actually love this kind of “grind”, those are the most dedicated players. GW2 does it in a way that is more subtle and optional than most, take satisfaction in that.
Not saying GW2 is perfect at this stage, an overhaul is needed to cure the empty map syndrome, bugs still running rampant, inconsistencies with certain loot tables…knowing Anet, they will fix them.
Had to quote this as, actually, I have seen for the past month more than a few people get kicked out of dungeounr uns for not having atleast 2 peices of armor or their weapons using a skin that can only be gotten from dungeoun tokens. It’s only been a few months really and we are already seeing this. The mindset behind this rediculousness? If you don’t have any dungeoun gear, than you are a complete newbie and training you for even the barest of runs (despite how easy explo modes tend to be) is just far too much trouble for these people so they just kick them.
IMO, put every dungeoun skin in the maps SOMEWHERE. Have mobs that are part of specific events in the area, they cn randomly appear in any event on the map outside of the dungeoun and will drop one skin of whatever armor/weapon they have equiped. If you do enough damage to the mob that warrents loot, you are getting a skin (no stats, just a skin). make these skins tradable.
Take the GRIND out of this and allow people to runt he dungeouns for what they should be ran for…fun, and no other reason. No other carrot should be needed to get people into a dungeoun.
The idea that everyone needs condition removal beyond skill 6 is what is wrong. the thief should be incapable of it. With every other tool the thief currently has, condition removal should not be in their natural bag of tricks.Conditions should be their absolute bane, a guarenteed way to keep them locked down if they don’t make proper use of their sole removal (and fail to slot the utility that gets them out of snares if they choose to get into risky pvp fights).
Yes, I have a thief, yes our stealth IS that powerful when in the right hands that our ability to remove conditions needs to be gotten rid of across the board. EVERY PvP build has the trait to get rid of conditions within stealth, it is far too usefull to get freebie removals doing what you would anyway.
Blindness should not create a total miss.
What blindness should do is to make critical hits impossible for the duration.
I would also very carefully look over the classes and tweak blindness duration so no one could keep it up on someone for any serious length of time (15 seconds max for any class assuming they blow every blindness ability they got one after the other).
I would like to request that in the interest of balancing all professions every profession be given the ability to 1 shot enemies with a cooldown similar to the cooldowns given to the Warrior and Thief professions.
I would also like to request that all condition damage abilities (that are not burning) (only poison and bleeding) that do direct condition damage as a main ability (like the engineer’s fumigate, or the ranger short bow poison bolts, or the condition abilities of mesmers that do bleeding or poison) This would balance out the damage output of all classes because right now, the only viable condition damage is burning (on any other class poison and bleeding seems to do hardly any damage and the damage it does, and often has different damage ratios per class, weird since i thought bleeding was bleeding was bleeding and the same for poison surely all of the professions know by now which poisons work the best against enemies). (I Just find it odd that the only profession that can use bleeding or poison well is necromancers)
just some thoughts on this cold winters day.
The game isnt a proper MMO anyway with the shallow skill system and redundancy in grouping as well as poorly fleshed out content that doesn’t promote social, engaging, skill-focused team play. Might as well give all classes a 1HKO move and make this more like the Action / Adventure Single-Player Console game it’s trying to be.
This comes across as if someone is hurt that they don’t force grouping enough.
I have to agree, and have spokena bout this regularly.
Every single part of the game that is changed in any way even slightly meanignful to the playerbase must be mentioned in a patch notes. This is what is expected from a top MMO today. Hide nothing, be as transparent as possible, publish patch notes before they go live, have a public test server to see how these changes are even recieved.
Believe it or not, sometimes things you consider needed for balance…are considered pointless by EVERYONE. Usually because no one considers it major enough to warent a look at. They point to the obvious flaws (thief scorpion line being one of the newest glaring flaws as it is pulling people through solid objects) and ignore minor ones that can be gotten around easily.
Heck yeah!
Add two slots on the UI (one for food one for potions) after the elite skill so we can simply click without opening our inventory.
While I hate the inclusion of WvW in world completion and the daily…(seriously the last thing WvW enthusiasts want are those who don’t want to be there taking up space from those who will contribute)…this is great to speed the process up.
Mystic, thank you as well for actually showign both the algorithm and what it would accomplish.
How about get rid of the moa and have the replacement ability be that you create a phantasm that mimics the targetted enemy?
Phantasm mimics.
Warriors become melee aoe phantasms.
Guardians become melee heals/shielding phantasms.
Rangers become archer phantasms.
Thieves spawn the down skill assassin phantasm.
Engineers become flamethrower wielding phantasms.
Necromancers create necro phantasms that create phantom pets (there are illusions in game that do this already in story quests, kill the master the pet dies) the pet is unshatterable.
Mesmers create phantasms that use chaos storm and chaos bolt.
Elementals use rain of fire and fireball.
NPCs are built using base classes and that information should be easily grabable for purposes of this skill.
These phantasms could even be unshatterable themselves, not take up one of the 3 illusion slots, and last 30 seconds like any other summon skill.
Thoughts?
The plushie is great! I really wish Arenanet makes a rl version out of it, I’m a little jealous of my character having one!
I’m planning to make one for my daughter. I’ll probably need to make several, in fact. Hopefully my RL tailoring skill is up to snuff.
You are so incredibly awsome for trying to do this.
No, you are wrong Runiir. Single guild chat destroys it. There are people who want to RP and PvP and PvE. Finding a single guild that does all of that well is nigh impossible. Finding a single guild that does a single thing well is easy.
This message was brought to you by a Kitten with a Keyboard
If you cannot find it, you make it.
You would be the wrong one in this instance. Just look at every other MMO out there for that answer.
Or you do what people tend to do. You join a PvE/P guild and then RP with friends. RPers don’t need a guild tag. We’ve been getting along fine with RPing across guilds for years.
Finding a PvE guild that sPvPs like champs is easy. WvW you ask? Just go in with your sPvP crew and wreck shop, it is not that hard to tear apart people that outnumber you if you know how to prevent rezzing.
Even the incredibly “healthy” guilds in GW2 are not healthy by any standard of the MMO genre. If you log in and see a single person not repping your guild, you are seeing the problem of a multi guild system. I’ve seen guilds with a hundreds and you only see 40-50 repping and half that online and not repping.
Get rid of multi-guild system and allow player created chat channels and it solves everything.
RPers will connect through RP chat channels.
WvW and PvErs will congregate into their respective guilds and sPvP will go on as it always has…more or less ignoring the entire problem as teams constantly ignore guild issues and team up anyway.
Multi-guild destroys guild loyalty. You see people bouncing between tags the moment things don’t go their way.
Most of the current guild problems will go away if they stop allowing multi-guilds, and allow us to mak our own chat channels. It really is THAT simple.
So does simply leaving a guild. There is no reason to have multi-guild systems.
If a large guild won’t allow your family in it…why would you want to be there?Leaving a guild gives little room to change your mind.
Many players have friends in different guilds, and there being a multi-guild system lets them keep in touch without having to resort whisper chat.
That goes double for large guilds who your family don’t want to join.Your logic deals with black-and-white absolutes, which only serves to hurt and alienate thousands of casual players who don’t have the time to spend making decisive choices for a game like you do.
If the multi-guild system weren’t in place, the average guild would be significantly smaller because everyone’s stretched out in smaller guilds.
I am a casual player. If a guild doesn’t do everything I have an interest in…I move on.
Whispering is not a huge hardship.
Why join a hardcore guild focused on only a single aspect if you prefer to do all things?
Why join a clique guild when you can find guilds that are laid back and relaxed, opened for all?
Multi-guild destroys guild loyalty.
I was more sadened that I couldn’t use names like MacLeod or McDaniel.
Make a warrior.
You are now a ranger that is not using a pet.
Irony here is strong as you cause more damage as a warrior with a longbow than a ranger can ever hope to achieve as well. =/
This game’s ranger is pet focused, if you don’t want a pet, pick a class that isn’t.
The only thing that gets me…is the total lack of heavy armor LOOKING HEAVY!
There is an incredible shortage of heavy armor that looks good that doesn’t require a dungeoun token. Honestly most of those skins look terrible as well.
Heavy armor needs to look heavy, look menacing, and have total helmet coverage! Why does 90% (read nigh all of them) have full open face helms?
It’s time to add the dungeoun sets to non-dungeoun related activities. Or make dungeouns scalable to number of people in them. Add more skins to the game that are far more varied in looks that don’t require dungeoun runs… seriously every holiday we get a tonne of weapon skins with most being silly…and no full set armor skins?!
Fractals has been the biggest blunder of GW2.
99% of guilds are poorly managed, which is why they turn inactive.
The multi-guild system allows us to try out other guilds and find that guild of the 1% that really fits our needs.
So does simply leaving a guild. There is no reason to have multi-guild systems.
If a large guild won’t allow your family in it…why would you want to be there?
Games with solo-able dungeouns attract larger audiences, and thus attract more money. Really…I’m not seeign a downside here for Anet by allowign the older dungeouns to be scalable.
Putting in my 2 cents to get preview back. Yet another nail in the coffin.
Nothing like alienating your customers.
First ascension gear (which they STILL haven’t given us a non-fractals method of obtaining it) and now this.
Anet is quickly going to drive this game into the ground the way rift did. (Rift may have a lot of classes but most of them are totally worthless for any real content).
Got to keep your players happy, first way to do this is to release patch notes before patches go live so you can get feedback fromt hose playing the gorram game!
Or, change up your utility and weapon choices. Not every challenge should be easy for every weapon.
Change your tactics, plenty of others have gotten past it so it cannot be that hard.
I just went over them twice, where is it located?
http://wiki.guildwars2.com/wiki/Game_updates/2012-12-14#Guild_Wars_2_Wiki_Notes
It’s the last one.I was referring to the actual patch notes posted here, so they snuck it in on the wiki page? how cute anet. Way to stay classy.
This is another problem with how Anet does things. Patch notes should be up and viewable a WEEK before they go live, this allows a developer to see how those changes will be recieved so that the option to not take them live is there.
Patch notes should also be on the MAIN WEBSITE!
Repeat after me everyone in Anet: facebook is not a place to give first news of anything, twitter reaches such a small degree of customers it should be seen as the last method of giving information, everything done to the game should be posted in tripplicate on the main website before anyone even thinks of any other method of telling the player population.
The wiki is expected to be wrong, it is a wiki, the real information for patch notes needs to be on this website!!!
The people in charge of giving us information do so int he most kitten way possible. They rely on facebook (which is shrinking in active userbase, watch the numbers done by independant places not from facebook), twitter (seriously, I have never seen anyone reputable use this in a meaningful way…game companies just kitten off the mass playerbase by using it to distribute any information), and the wiki is for giving us recipe’s and tellign us hints/secrets…that is what wikis are for…there should not be information on it that belongs on the main website!
Glad to see mor einterest than when I first checked in here.
Keep this up on the top, this change is just about the dumbest thing a game that is focused on horizontal growth can do! How can we be interested in what things look like if we can’t bloody see what things are!?
This is bloody rediculous, keep this post ont he top. Shameless bump by a supporter.
Have a holly jolly Wintersday!
It’s the best time of the year!
I’ve got tons of swords and guns,
To make monsters quake with fear.Have a holly jolly Wintersday,
And when you walk down the street.
PvP with errant glee,
Kill everyone you meet!Ho, ho, the killing blow,
From behind where you can’t see.
Somebody stealth-ganked you.
Kill ’em once for me.Have a holly jolly Wintersday,
And in case you didn’t hear.
Maim and murder to survive and see Wintersday,
Next year!
That was absolutely victorific! (I had to)
So…Fractals comes out and the entire world seems vacant outside of WvW and LA.
Here’s my suggested solution to solve this.
Give the temple chests a chance to drop ascended items, specifically Balthazaar seeing as it is the temple that routinely holds individuals back from legendary weapons.
Give the pre event champions chances at dropping the required items for back item crafting of ascended items as well (MANY people cannot stand the dungeouns, they have every right to the ascended items, saying they do not infers a gear treadmill system is in place). Give dragon chests a chance at dropping these same back item materials. Thus giving us many paths to the ascended items.
Normalize all events to give level based rewards of exp/kharma/money instead of making it based entirely about the level of the map. I personally find it insulting that completing the last stage Temple of Balthazaar gives less of a reward than any lead up event for Grenth and Melandru. It is time to ensure complete level based rewards.
The goal of the game should be to allow people to play where they want and have fun. Due to the leveling process, this means that events must normalize (in favor of HIGHER rewards, not lesser) to allow this. Level apropriate items should be guarenteed from events at all times, wih an increased drop rate in Orr (salvagable items in this point ala trophy items).
At any time an individual feels “forced” to grind in any specific zone…then the design of this game has failed. Given that it is being designed as a level playing field and to get rid of grind in casual play. It is time to un-tether us and allow the population to branch out.
I found this an oddly jarring transition myself, only because it was forced upon the player.
They banked on people wanting to redo the story but completely forgot the striving point of the target audience, there is no reward for redoing the story. The story should give LARGE amounts of money (like say 5 gold) if you are doing a story mission with someone in the party that has not done it before. That would ensure that people would actually help those that did not finish it in the first push.
1) vulnerability OR weakness, not both.
5) 1 second of evasion, that is all.
However axes serve no purpose a thief would want, they are not precise weapons. Axes are squarely in the “hack’n’slash” style of combat. No precision, just general ideas of targets as precision with such a weapon is nigh impossible, the way they are balanced prevents it.
If anything the thief’s speed boost needs reduced to put it in-line with everyone else’s, or remove it entirely and tell everyone to rely on stealth more.
Mesmer is fine without it. Learn to use your focus wall to drag back those trying to run away. If you are one of those individuals not using a focus in your offset weapons, well then that’s you’re choice for not havign a way to drag people back to you. BTW…that wall also makes YOU faster if you run over it before blowing it up to drag them back. A great 1-2 whammy, especially if it throws them right where your clones are for a nice shatter kill.
Thick skin needs to be reveresed…to increase armor if the HP level is UNDER 90%.
It seems a rather pointless thing to buff it only above that level.
Spread the turrets out and they can also support each other. You would be surprised what a pure turret build is capable of in sPvP. Allow a pure turret engineer to pick his place and set down his turrets without interuption (seriously not that hard) and you can build a web of damage people have issues dealing with. Just spread them out so you can’t aoe them down.
The thief is based around close fighting, event he pistols and shortbow keep you closer to the fighting than longbows/rifles. That is entirely the point of the proffession!
Also…if you want the rifle to be sniper ideologically, then get rid of all aoe/multi-target capability. Otherwise you aren’t a sniper. “One shot, one kill”
You can, if you are lucky and get the glitch to happen, to be able to get a soulbound look to be placed onto a non soulind itemw ithout the item autobinding to you.
Sorry about that Eden, so used to races being refered to as factions on the boards.