I’m continuing to be impressed with the pessimism. They aren’t going to radically change the way things work, changes are going to be slow and gradual. You can tell their biggest fear is creating something that is overpowered. I see nothing wrong with that stance.
There is no way a Dev will see a class like an Engineer main player will. This is completely understandable. These three in particular have to play all eight classes. Of course they aren’t going to know everything about every class. It’s their job to work on it yes, but they can’t spend all of their job playing each class 2 to 3 hours a day like many of us can. Are there are others that perhaps do? Maybe, but you can’t expect these three in high level positions to know every single little issue. They know what they can scrape up themselves and what other people tell them. Their sources of information are internal and external, and even then you have to take all the external discussion with quite the grain of salt. If they took some of the suggestions on these boards and just implemented them, we’d be the most overpowered class by a mile. I love the discussion on these boards, but even I can see (especially when it gets so pessimistic) how radical some of the ideas proposed are.
That seems like an oversight. ANet should honestly be able to have specialists who can comment on the shortcomings/overpowered aspects of a class. Futhermore, if a developer’s employees charged with managing its game’s classes don’t know/actively work to address the bugs and issues of those classes—are they really doing their jobs? All I get from the pace at which corrections and balances come with regards to SEVERAL classes that need them is that these employees are getting insufficient or unreliable information.
Low amounts of RNG are perfectly tolerable. Critical Hits for example are pretty commonly accepted.
I don’t even. Look, Critical Chance is nothing like the RNG of Elixirs. Critical Chance and Damage can be measured and oriented on an individual basis in order to ensure that they trigger reliably. Furthermore, all of the crit triggers have single effects that the player knows will occur if they do indeed activate. Even though you can trait for a chance at Cripple on crit (which is already a chance if your crit chance is not already 100%), it’s still reliable because you know that whenever that trigger does proc, you’re going to inflict Crippled.
Thrown Elixirs never have guarantees. You honestly don’t know what you’re going to get. It’d be like picking up a trait that grants you a 66% chance to inflict a Cripple on crit, and then ANet said, “Nooo, actually you can now inflict Cripple, Bleeding OR Poison with that trigger!” That RNG at the end completely undermines the point of taking that trait because you DON’T KNOW what you’re going to get anymore.
Alright, so you can come back at me and say that they’re tuning down RNG, fine. But I cannot let you get away with comparing Engie Elixir RNG mechanics and those governing Critical Hit chance and triggers like they’re even remotely similar.
I really think there is a way to balance kits in terms of direct damage and condition damage together. I do think there needs to be a lot of work across nearly the entire game in this area in terms of improving hybridization of the types especially in mandatory skills (like Downed State), but I do think hybridization is possible. An example is Grenade Kit for the Engineer. It works with condition damage builds and direct damage builds just fine. The condition builds gain damage cooldowns, while the direct damage builds gain damage cooldowns and another variant of auto-attack. If it’s possible to balance for one kit, I’m sure it’s possible to balance for all sorts weapons. I do wish this topic was brought up though, I’d like to hear the devs response to it.
I’m not so sure kits are supposed to be used for their 1 skills. Look at Elementalists. I play d/d Elementalist. Using any 1 skill is definitely a last resort option and it’s mostly just in order to proc critical hit triggers. It’s all about juggling between utility, CC and big impact skills.
Kits are pretty alright as they are right now in how they each bring a different fighting style out of the Engineer. They are Engineer attunements. If you homogenize them all (making them so you can operate with con damage or raw damage with all of them) it sort of undermines their entire point. Also, pistol is nerfed with damage because IT’S REALLY STRONG. You will almost never not have conditions on you during a fight with a pistol Engineer. That kind of capability automatically puts a timer on combat, and that sort of thing needs to be handled carefully. Also Confusion.
(edited by Swagg.9236)