Gyros: Have them locked to the player character to more effectively apply their benefits.
Boosting the heal on the 1 skill would be nice. I think the range is fine since we are jack of all trades, master of none. Would like to see skills 2-5 change from placed skills to non placed/thrown abilities. If ANet keeps 2-5 thrown, make them to affect up to 3 targets and you could balance it a bit by reducing the 2-5 skill heals by 30-40%.
We may only get one BWE to test the Scrapper. Do the class designers not understand how niche killable utility pets are and have been since launch? At the very least the gyros should not be affected by direct damage.
Would it be too much for the gyros to use the boon pool that the owner has rather than having to be given boons? The gyros are probably working like the Guardian spirit weapons currently as far as boon application goes so it prioritizes players over the weapons. In a group situation the gyros will rarely get boons to survive longer.
(edited by Sarmach.1547)
Like title says, what do you guys think? Personally I think it would be really cool if this didn’t have a cooldown, because it’s basically the engineer’s new class mechanic and would feel to restrictive having it on cd. I believe the ranger skill allies’ aid doesn’t have an icd either. Also would be neat if Anet could allow the function gyro to gather, whenever it gathers it would consume the appropriate tool from your inventory.
First, the Ranger Allies’ Aid ability uses the revive ally shout and thus has the same CD as the shout.
Second, lets run two scenarios:
- WvW- Your team does a good push and successfully downs ~5 players. You run by and hit your interact on each of them as you follow your team through, taking up all of 5 seconds to get an easy 5 war score (assuming you have borderland bloodlust). The feels like too little effort for a decent reward.
- SPvP – You are in a team fight of 4v4. One enemy goes down and you start the function gyro. Toss poison and blind nades for good measure and if the enemy has a stealth on the down, reveal with the elite gryo. All the while the fight went from 4v4 to 4v2/4v1 or your team is just melting the enemy while they all attempt to rub the down. Say they manage to get the down up but due to the melting, one of the revivers is low and they now go down. You are free to drop yet another gyro on them and the melt process begins again. Imagine being on the receiving end of that.
I think no cooldown stomp/revive would be absurd. I would be fine with no cooldown in PvE if they made the function gyro replace your interact when you interact with a harvest node at range and maybe allow you to do conversations at range. It would be silly though to allow you to vender/repair at range since your inventory is on you and not the gyro.
Would you still feel this way if the Rezbot originates at the Engineer and goes to its target rather than just appears on them instantly?
Yes, in the WvW situation the fields that would stop the gyro won’t matter once the frontline passes the downs. In the SPvP situation the objectives are small enough that the distance will most often be negligible especially considering the speed the blast gyro flew in the livestream.
Like title says, what do you guys think? Personally I think it would be really cool if this didn’t have a cooldown, because it’s basically the engineer’s new class mechanic and would feel to restrictive having it on cd. I believe the ranger skill allies’ aid doesn’t have an icd either. Also would be neat if Anet could allow the function gyro to gather, whenever it gathers it would consume the appropriate tool from your inventory.
First, the Ranger Allies’ Aid ability uses the revive ally shout and thus has the same CD as the shout.
Second, lets run two scenarios:
- WvW- Your team does a good push and successfully downs ~5 players. You run by and hit your interact on each of them as you follow your team through, taking up all of 5 seconds to get an easy 5 war score (assuming you have borderland bloodlust). The feels like too little effort for a decent reward.
- SPvP – You are in a team fight of 4v4. One enemy goes down and you start the function gyro. Toss poison and blind nades for good measure and if the enemy has a stealth on the down, reveal with the elite gryo. All the while the fight went from 4v4 to 4v2/4v1 or your team is just melting the enemy while they all attempt to rub the down. Say they manage to get the down up but due to the melting, one of the revivers is low and they now go down. You are free to drop yet another gyro on them and the melt process begins again. Imagine being on the receiving end of that.
I think no cooldown stomp/revive would be absurd. I would be fine with no cooldown in PvE if they made the function gyro replace your interact when you interact with a harvest node at range and maybe allow you to do conversations at range. It would be silly though to allow you to vender/repair at range since your inventory is on you and not the gyro.
Give the Scrapper a battery pack that is electrically charged up from attacks or builds an electric charge over time. Gyros no longer take damage and use the battery charge to stay active. Similar/same as the Revenant’s facets (We already had useless stationary A.I. Who’s bright idea was it to add more useless A.I. to a class that already had it?).
Rework first minor to allow interacting with targets up to range 1200. Increase cooldown for reviving/stomping to 60+ seconds but allow the gyro to still be used for interacting while that stomp/rez is on cooldown.
Keep the boons on second minor but give the gyro 3-5 seconds of superspeed when summoned.
Please don’t focus on one aspect of the game for an entire specalization. The first two minors offer little benefit to PvE players. The health mechanic of the gyros make the new utility class useless in WvW. When you make a new specalization or balance an old one, do so with PvE, SPvP AND WvW in mind.
As a side note: The Perfectly Weighted GM is already underwhelming imo. I propose increasing the stability duration to 5 or 8 seconds and reducing cooldown on hammer skills by 20%.
I think it is still a secondary TERM class. The leap, granted we didn’t see it used without a target, wastes time juking side to side before getting to target. Purging gyro would have been a good boon to frontline but the gyros will die on the first bomb either from your bad positioning or kittenty GW2 A.I. coding. The only thing the Engineer brings to the table for frontline is the group superspeed. I don’t think it will be enough for it to join the GWEN meta.
Shouldn’t the turrets be tankier than gryos since they are stationary? We all know what happens with tanky turrets so I don’t think these gyros with stay tanky and eventually be cast aside like the turrets in the current overall meta.
On inclined surfaces the ability does no damage, even when the animation clearly hits the targets.
On ramps the ability doesn’t always do damage. Rough terrain, as seen in attachments, also blocks the effect sometimes.
There was zero reason for this nerf, and all they have done is make mortar kit useless again. The only reason to even take mortar kit now is for orbital strike, unless I absolutely have to hit a stationary target from 1500 range…..
I primarily play WvW and use mortar kit quite often when not in the middle of a zerg mosh pit. It is good long range pressure, arcs over walls to clear siege/suppress and provides party support. Before the mortar kit the end-all-be-all elite for engi was supply crate so it is refreshing to have some change. Also, hitting moving targets with slow projectiles should not be something new for PvP engis because we had to lead targets before with the old grenades.
Yes, it was nice having a high rate of fire, long range Life Blast (necro death shroud 1) aoe. The mortar has no cooldown to use so having such a long range, high damage, high rate of fire ability was too strong. The mortar still has a faster rate of fire than the grenades and you only have to hit the target with one projectile to get full damage. Some have said mortar arc and projectile speed make it easy to be dodged. How many classes can sustain dps while having to dodge every 1/2 second due to the mortar’s rate of fire? Everyone should have seen nerfs coming for everyone including our precious engis. We should be used to this by now and will survive.
Grinding practice and unranked for the reward tracks I only see a game like that maybe 1/15 games. The vast majority are heavily one sided. Being on the receiving end of 100-500 10 times in a row pretty much kills SPvP for the next few days for me. I feel like I’m getting punished for not rage quitting like most of my team.
I don’t know if this is possible on the southern team spawn but in my match today an engineer was able to get on top of the ruins above the northern team’s spawn. He bunkered down and none of my team were built to pull him down. We had to deal with him nuking us or jump down to some of his team waiting to spawn kill. Can we get some form of spawn immunity inside spawn on all the maps? If not that then put some invisible no jump walls around the spawns. This was a practice arena and I can’t see get much of any practice while being spawn camped for 2/3 of the match.
Kite him away from Grast when possible. Don’t bother interrupting howl; save CC for getting him away from Grast instead.
But what do we do when we are using the bubble for shelter and the boss is tearing us appart inside of it?
I would also like to see this added. Nothing more annoying then grinding the same frac lvls on multiple toons. Please give the altoholics some love Anet.
The only experience with ingame VoIP I’ve had was in World of Warcraft. It was seldom used and was very poor quality. IF ANet is somehow able to make a ventrilo or teamspeak quality VoIP I can see it greatly helping with coordination in fights where it is needed like Rumblus in AC EM P3.
Going to be That Guy. Can’t help but notice you have a Guardian. That itself makes this attempt much more bearable. Even at level 35 you have access to all of the guardian weapon skills to get protection stacks, on top of the shouts you can unlock by 35 for more regen and protection. Most groups I run, both all 80 or all lowbie rarely have guardians and that makes a hell of a difference.
I would like to see bug fixes rolled out on a much faster schedule than every month. There seems to be a constant flow of dungeon bugs, event bugs, profession bugs and UI bugs that never seem to get fixed. Not to mention the bugs still around since launch (Im looking at you minion and pet AI). I REALLY want to love this game but the bugs just kill the experience for me, especially when the bug is so minor that I could fix it if I knew programming.
I know some will whine and complain but I wouldn’t mind a set day of the week for a scheduled maintenance to implement bug fixes and keep the game running at maximum efficiency. Yes that is a practice of the game that should not be named but it seems to work, and you can’t argue with something that works.
It has been 14 days since the patch. Rumblus needs a balance change. Grast is not reliable enough to be a fall back plan if groups aren’t able to coordinate the interrupts. Might I add that the coordination is hard for pugs to do over ingame chat.
The problems I have noticed are:
- Grast is knockeddown and killed when the rocklanche begins.
- Grast gets the bubble off but the boss’ auto attack knocks the majority of the party out of the bubble into the rocklanche and dies.
- Pugs not able to coordinate the interrupts correctly and rage quits ensue
- Grast dies from splash damage before the rocklanche phase begins.
Possible solutions:
- Make Rumblus stand in place and continue the scream animation during the rocklanche.
- Give Grast and Tzark invulnerability.
- Remove the knockback effect from Rumblus’ auto attack.
- All solutions are under the assumption that Grast is fixed to where he activates bubble at the same time Rumblus begins the rocklanche cast/channel.
I will admit this is a fun fight when coordinating over skype with above average skill level friends. This fight is a chore when trying to pug it no matter how hard I try to pick up other people’s slack.
Final suggestion – I suggest adding a knew dungeon difficulty with guaranteed 1 rare/exotic drop per boss fight. The new dungeon difficulty would be limited to only level 80s and would have more complex mechanics than the EM versions. With that in place the EMs can be balanced to accommodate the level the dungeon becomes available. Level 80 EMs, except for Arah, could be balanced toward lower skilled 80s while the “Hardmode” versions would be for the higher skilled. Arah is pretty fine as is for a “Hardmode” dungeon, just add the guaranteed rare/exotic per boss and fix the exploits that allow players to ignore the fight mechanics.
(edited by Sarmach.1547)
This only happens every now and then after zoning in to a new area. The mouse click to target is non responsive but I can click to cast my abilities. The only way it fixes it by restarting the game or entering a new battle in SPvP. I tried going to a different zone in PvE but it did not fix.
I used to enjoy taking level 35~40 players new to dungeons through AC path 2 to teach them the basic mechanics of a dungeon. I was never against having so-called ‘sub-80s’ in my party and I don’t harbour all this ‘anti-carrying’ sentiment that most ‘80s heavy armor onli’ parties do.
Unfortunately by increasing the difficulty of the very first dungeon that new players are exposed to by so much, I do feel less inclined to take new people on board and show them the ropes.
If you’d like to make AC a level 80 only dungeon, you should change the level requirement. As it is, I’d love to know if the developers did test out fighting the Spider Queen with 5 level 35s (this dungeon is meant to be doable with 5 level 35s, or so the recommended level suggests) in whites, blues and greens, or if Robert meant they’d tested it with mixed levels as in one level 35 in rares and four level 80s in exotics – all of whom already know the boss mechanics off the bat and don’t have to type to each other to explain red circles and cones.
I wouldn’t mind also seeing the group composition of the test group. From what I understand you should be able to run any dungeon with any class combo may it be diverse or all the same class. I’m think the test group had more than 1 guardian. That alone could make everything much easier than it actually is. The spider queen would be a cake walk using their reflection walls on the babies and the near continuous protection buff. I already leveled my guardian to 80 and don’t plan on swapping mid dungeon in a lowbie group because the dungeon trash wasn’t balanced well enough. The boss fights are fine as is but the trash needs to get a toughness/health nerf. Leave the damage as is.
I do love the new boss mechanics but the trash is a bit too much for lower level groups. Namely the baby spiders on the spider queen. Unless you have a group with 2-3 people that have aoe reflection it takes too long to kill them before they wipe you. I was in a group that sadly had no one who could aoe reflect so we had to try and aoe hard and hope for the best. It took us 12+ attempts to get 2/3 down but the group was demoralized and gave up.
I agree, currently im with a group ranging from 35-63. We are on the spider boss atm and the adds are slaughtering us. We lack the damage to kill them all in one attempt so we are essentially throwing bodies till they are all dead.
No, there is a trait bonus for that purpose (Arcane).
Replace Signet of Restoration’s heal on spell cast with passive regeneration (Same as the warrior), change also affects thief counterpart.
It because of this heal that elementalists have the overwhelming survivability that is allowing us to beat every other class.
Or they could let people play what they want to play instead of forcing them into the game size that you want. If people actually wanted 5v5 instead of 8v8, the 8v8 servers wouldn’t be the only ones consistently full.
Zerging is the main problem in this game. Having only 5v5 servers would combat the problem in SPvP. This is one of those times you have to put the player feelings aside and look at the type of mentality the current system is making.
The counter to stealth is AoE. Thieves rely on stealth, without it they are pretty much screwed. Mesmers can live without it. I do not for see any form of stealth reveal other than in the 2v2 arenas soon to come.
There is no good reason to have an 8v8 match on a map made for 5v5. I don’t know about the rest of you but I don’t fancy getting overrun by 4-5 people while the other 4-3 bunker the other points. Yes, there are some 5v5 servers but kitten near every one of them I join are 1v1 “matches” or guild fights and I am shown the door.
I cancel targets often and it has been a chore to try and cancel target when in a big cluster. Either the mouse click to target and cancel target gets some fine tuning or add a keybind to cancel target. The target nearest ally keybind doesn’t always work when I’m getting overrun in something like SPvP.
Well from the looks of it ANet is short staffed to handle all of the changes on a short time frame. I wouldn’t expect any noticeable changes for a good 6 months. They also seem to be trying to do too many things at once. There are numerous class bugs that have been around since launch, dungeons lacking complexity, sub par SPvP management, and missing simple UI/interface like person to person trading/dueling etc. Not to mention all of the activities they have yet to role out. So have patience and improvise with what we have now until changes are made.
Can we expect to see improvements in the current and future dungeons as for as fight mechanics go? Currently most of the bosses have 1-2 abilities that they use over and over. With the huge health pools you get used to the rotation within about 20 seconds then get to mindlessly repeat the rotation for 3-5 minutes. I know this will get some auto hate but I would like to see boss fights with similar complexity to World of Warcraft bosses. (I played WoW for 7 years, got sick of their balancing techniques and do not intend on returning) Making the boss do their same 1-2 abilities at a faster rate doesn’t make it more engaging so please don’t take that route.
I’m having this issue in the Grove. When I go to load back in my loading screen can’t make up its mind whether im in LA or The Grove.
I recently found out that I could salvage and mystic forge both weapons and armor you get from the dungeon token vendors. I was curious if this was intentional. I don’t want to get banned for “exploiting”. I know you can’t do the same thing with karma items but I would think that the rules would be the same for both token gear and karma gear.
Sorry but there is a reason they have traps at every section. Just have to get a group with you and kill said trolls.
Currently I can be a human and go into any of the other racial home instances and the NPCs react to me like I played it through that race. For a game going for an emphasis on personal story, this is just shoddy at best. Take the home instances out of the 100% requirement for city map completion and restrict the instances for the race you are playing.
I don’t see why we don’t already have this. I am sick of doing SPvP because it has become what WoW BGs were, everyone go to center of map and fight to death. I like playing objectives, the killing is just icing on the cake. Every match I’ve done I am the only trying to play the objective and too many times I get killed by a group of 4 or more of the enemy team, left to wonder where my team is. I for one won’t be coming back to SPvP till something is done to remedy this.
I’d like to see a class that can use both duel pistols and rifle. They would be able to wield duel pistols similar to a thief, and use rifles similar to the warrior. I had hoped to see that in the engineer but the rifle is used more like a shotgun. I had also expected more of a thief type duel pistol than the “multi tool” pistols of the engi.
I’ve been in many sieges and this problem has become very aggravating. When playing a Ranger for example, I can zoom in on my character and from his point of view I can clearly see the upper chest and head of my foes, yet none of my arrows have the slightest chance of hitting them. The only classes I feel useful in sieges are Necromancers and Elementalists, both have an immense amount of AoE. I notice that attacking human targets on level ground, arrows go for the upper chest and head. I don’t see why there should be a difference when I am firing at a target up a wall, well within my firing range and line of sight.
People, chill out. There’s a cog vendor in the Fractals. Unless those are identical looking but different cogs. I haven’t actually bought any.
Why would they put a festive item in the Fractals…
I would rather a PvE LFG tool for this type of event than a reusing of randomized sPvP finder.
It is more tedious than fun.
It’s just so irritating having played through game after game finally getting things right, and having seemingly every new game that comes out try to reinvent the wheel regarding things like… pet scaling, resistances and ability to not be destroyed by AoE.
WoW eventually figured out that AI controlled pets will never reliably not stand in the fire. Eventually, after years of patches, they made them (for every class) take drastically reduced damage from AoE. RIFT (after a while) did the same thing, by building AOE resistance into the pet classes’ talent trees.
Both games have pet AI, pathing and and control vastly superior to GW2’s. So… how long will we have to wait before ANet finally bows to the inevitable, realizes they’ve created the same problem the same way every other game with pets has, and finally decides to implement the same solution?
QFT!
Can add more games to that list (Vanguard is just one more example) that made serious improvements to pets ability to deal with AOE.
It needs to be done, it will be done, in some way, shape or form – I can’t in my wildest dreams believe that the Anet developers are that ignorant that they don’t see this as a major issue.
Pets/minions in this game don’t really have ai to begin with – they can run from point A to B, follow an opponent and use their abilities. Heck, even the old, old reaperbots for Quake 1 had a much more sofisticated ai than what’s seen in this game!Here’s just a small extract from their (reaperbots) abilities, back in the day:
- Picks the best weapon
- Strafes
- Circles or charges
- Goes for health if needed
I’d like to see pet AI that would flank the foe if they are not the main threat like in WoW. That alone would help with pet survivability.
The recent Wintersday PvP activity has me spoiled. I know this will probably never happen but here’s how I see it:
- Remove Rapid Fire
- Move Barrage to weapon slot 2
- Reduce Barrage CD and damage/cripple stacks accordingly
- Put Snipe in as weapon ability 5.
- CD of at least 60 seconds and not affected by CD reduction
Snipe would work same as the activity, longer you hold it down the harder it hits. I see this as pretty balanced with how hard it would be to snipe someone. Rangers do not have stealth like the scouts in activity, and Snipe would be obvious as hell to see and counter, much like the Warrior Kill Shot. It would not be as powerful as the wintersday activity but enough to do a hell of a punch with a full powered shot. Snipe should not scale with ANYTHING for the fact that power stackers would probably 1 shot or nearly 1 shot people.
I would be content with an ability equal to that of Kill Shot as the weapon skill 5. Barrage in weapon slot 2 and Rapid Fire removed. It would also give ranged Rangers an AoE on a short CD.
Again most likely never going to see this happen but food for thought.
Because being spawn camped is always fun…
Then switch to another enemy borderland or go to the EB. I don’t like it that my server has given up fortifying the southern towers in our borderland because of hourly commander attacks. It makes it harder to fight off zergs that come at anytime. It takes more than just an hour to fortify a tower. I’d feel a little better if the commanders only spawn every 6 or so hours. Would give time to fortify so the tower will take longer to take, even though it is impossible to defend against a commander attack.
(edited by Sarmach.1547)
I believe the Breakout events would be embraced more if they only came out of the citadels in the borderlands and the zone borders in EB. I seems very stupid to have a “breakin” event in an opponent’s borderland.
The bells are in C major. I have a reddit thread where we are figuring out pieces to play on them. http://www.reddit.com/r/Guildwars2/comments/14w8be/choir_bell_songs/
Well I know for a fact I’m getting 2k gems for Christmas. Which is only like 29g80s at current exchange rates. (Used the average rate per 100 gems)
Right now it’s far more than that.
Could you do me a number crunch so I can get an idea? I didn’t have and gems to calculate an exact amount.