So I’ve noticed that ArenaNet’s greatly obsessed with the Quaggan. I don’t get it, why would anyone be obsessed with creatures that look like they’re taken from Mass Effect and retextured to have spots on their heads and a blue tint.
They’re constantly talking about them, they’ve added Baby Quaggan tonics and now — the backpack.
What’s their appeal? Why don’t Skritt, Grawl or any other monstrosity get the same treatment? I don’t seem to understand the situation, unless it’s some weird in-joke.
It’s 1’147.66 MB.
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Vakarisj you did say it would make eng op then in this defence after he layed it out you backpeddled. Also if you followed their reddit. We are getting new utilitys (even weapon) options in the future. They repeated this everytime the issue was brought up. So since developement takes awhile its probably good to get out what you want now rather then wait till they add something a few months down when its already released. Its not about “finding what you can tolerate best” its “finding out what can be done to improve the game to make more people happy”. Them adding a new kit woudlnt effect your gameplay as you can always choose not to use the utility and continue using grenades. So why attack it unless your afraid you’ll enjoy it?
Well, that’s just the thing – if that kit outshinnes the grenades, then it would make grenades rather redundant, now wouldn’t it?
So far, they’ve been careful not to have two weapons do the same thing on the same profession, I can’t really see them adding such a thing while the grenades still exist.
It would make things rather strange if a sniper were to be added with a range higher then the current top-non-artillery-range, with instant projectile travel time.
And really, when you get down to it — anything new added, any change, no matter how slight or insignificant, will affect me one way or the other, just like it will anyone else. Just because one would not use something, doesn’t mean it wouldn’t be used against him.
Also, I don’t see the sniper as an engineer-like weapon. It has been pointed several times before, that engineers aren’t assassins, but more of eccentric tinkerers and alchemists.
1, Vaka You say all classes are equal and a plus 1 skill would throw up the balance?
Wrong : You can equip only 4 utility slot anyway. Even if you have more then others, wont effect the System at all, since you can only switch out of combat.2, Besides, that it wont effect the balance at all, you think, when they add something like this, others wont get something? I mean, when they add something like this, then that time is the time when we get a big patch or update where they also add other things to other classes to. So moch abaut that.
That’s not my point, I’m not talking about balance in that sense.
What I’m saying is, that every profession has the same number of utilities to choose from — variety. If they’d add the sniper kit, elementalists, for example, would be entitled to get some new utility too, with may or may not be overpowered, and if not perfect for them and every other profession, it would generate long forum rants — either because it’s too strong, too weak or makes some other ability/playstyle redundant.
It would make much more sense to sort out what we have now, then add an other brick onto a tower, balanced on a toothpick.
3, Granades fill the role of xy. FOR YOU ! For me they dont becosue i dont like the feel of using them. So its a personal opinion, dont try to exuse it with the way the system or class-skill mechanic works.
And I don’t feel like using the ranger’s longbow, by your logic, the ranger should get some other 1500-range weapon, that fills the same role, in order to make the profession more appealing for me. That’s not how it works — if I don’t feel like using something, I’m just supposed to, plainly, not use it and either reroll to an other profession, adapt or make use of other things that the profession provides.
I began playing as a thief, I got to lvl80, I got 100% map exploration, then decided that the class wasn’t fun enough to play as — get your opponent down to 50% HP and spam heartseeker, or alternatively — use dual pistols to run circles and spam unload. I didn’t ask for an other weapon or anything, I just made an engineer and hadn’t regretted my choice since.
4, I agree with ebigz, its the designers role to decide.
Yes, the developers get the final word on everything — it’s their car, but we’re it’s steering wheel. What ever gets added to the game, directly affects us, as we play it and thus, we get a word in how it should all shift.
As players, we are supposed to suggest and debate ideas and ultimately, the developers judge whenever it should or should not happen. This is the main reason of the forum.
5,I undestand that many players are content with what they have right now, but keep it in mind : Not all are satisfied with the game or classes-skills-weapons they corrently have.
Or i might say for example : I am not satisfied with any class currently, and i cant decide which to play, and i am playing less and less with the game becouse of that. <…>You suggest, that i “get on with it” and stay unhappy with the class i pick finally and force myself on something that is only half fun? <…>
I didn’t mean that you should clench your fists and play with a profession you hate, I meant that you should find a profession that you like best and stick with it.
While suggestions of changes are welcome, they should be debated, lest they provoke even more unhappiness then beforehand.
6, I must also add as minor thout, there are barely any “real” long ranged nukers. Support? Yes a lot. But high burst or constant dmg not moch. Even Nekro and Mesmer ( who are pure cloth and should be ) are not that real long range nukers. ( or atleats not viable right now) Exspecially becouse of minion and illusion shatters. Actually to think of, Ranger and Ele and Rifle Warrs are the only decent Long range classes/spec .
No offense. Keep it constructive. I add my ideas soon. I am a bit busy right now. Gl hf all.
The necromancer doesn’t really hit for much at range. His staff attacks pierce in a nice area, but the damage he does is rather pitiful. His strength lies in survivability — between lifestealing attacks, self-heals, minion lifestealing and added toughness per minion, along with many other perks, combined with their warrior-like HP pool and the death shroud, they’re rather hard to kill.
I’ve never played the mesmer my self, but I’ve seen them do very nice burst damage, killing opponents as fast as the thief at times.
Not every class should focus on front-line offense, there needs to be a bit of variety.
Funny, as I’ve not attacked anyone here yet.
Actually, it is your job to prove me wrong. Players fight it out what’s right and what’s wrong among them selves, the devs merely implement the result into the game. If it were the other way around, there wouldn’t be anyone playing the game a month after it’s release.
I pointed out why the suggestion has flawed in the way the author imagined it, the rest is the outcome.
This might come as a shock but guess what? You’re not a developer! You see, a suggestion is nothing more than that, a suggestion. It lets the ACTUAL developers see what a small (yet vocal) part of the community wants in the game. At the end of the day it’s their job to see how it can, or cannot be added into their game. My whole point is that there is no need for someone to come into a thread with a hostile attitude about how it will never work.
On top of that, all you’ve done is say “lawl I likez nades, lulz L2P or reroolz lulz.” That’s not being constructive, no matter what you think. So I’m going to stop answering you and show you what a constructive post is.
And only the small, vocal community that wants something should be heard? Counter opinions from other vocal minorities aren’t allowed? Bloody hypocrite.
Also, I still don’t see you presenting a valid counter-opinion as to why adding an other utility wouldn’t screw things up. You aren’t adding anything to the topic, only shouting down people that think different.
It isn’t my opinion, it’s common logic. Everyone are now equal in their skillsets, regardless of their profession. If one profession would get an extra skill, others would each need one more to compensate. I don’t see how you can pin this as my opinion, it seems that you’re just plainly dismissive of everything I point out. You offer nothing towards this thread aside from trolling me. You aren’t even trying to point out why you think my point is incorrect — you’re just “I don’t like it, it must be false!”.
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Vakarsj
I’m sorry but from the beginning the way you responded to this thread has been hostile and elitist. Someone makes a thread about something they would enjoy added to their profession, it’s not even changing the rifle, just adding a kit. I’m so glad you like grenades, but not everyone feels the same way you do, his suggestion wouldn’t change a thing for those (like you) that don’t care for it, so why come in here and reinforce the kitten gamer stereotype.
Like I said before – it would change quite a lot. Also, you’re reinforcing the loser (and/or casual gamer) stereotype and ignoring what the Community Coordinator said a few posts ago.
For reference:
So you want a sniper kit — we get it. The thing is you base your need for it on the rifle being crap, except it isn’t — it’s very good, making your need for the sniper kit a questionable thing, especially since that niche is already filled by grenades.
Adding a new kit would add a new ability to the utility list. Right now, every class has the same amount of utilities to choose from. Giving the engineers a +1 there, would mean that every other class would be entitled to one more and that’s the point where the whole thing begins to escalate.
Hello everyone.
Please, try to stay on topic and leave out personal accusations or appreciations, as they do not help to keep a good atmosphere on the forums.
Thank you very much for your cooperation.
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Warriors are not superior to rangers with ranged combat… max range on longbow I believe is 1200 for warr, and 1500+ (with arc) for ranger.
Ranger melee is more tuned to dueling than warrior imho.
Warrior does 25% more damage at any range with the longbow then the ranger does at max range with his. It’s pretty simple getting into the range where the ranger throws sticks at you for all the damage his longbow does, making the warrior’s longbow even more attractive.
While pets make up for the low damage, they die very easily and have either a short-range ranged attack or are entirely melee, which means that if it isn’t a bear – it dies in a few stray hits, cutting your DPS in half, if not by two thirds.
There isn’t any reason a unit should be split into two entities, instead of combined into one. All it does is give you DPS falloff as your split-entities die off and makes you more vulnerable to AoE. Because of that – the warrior is superior to the ranger in every way except 300 extra range that doesn’t mean that much.
Try using condition attacks – they pass through the invulnerability, or at least act during it if placed beforehand. They stop the health regen too.
lion’s arch? i don’t recall any exotic karma vendors there.
Actually, I meant dungeon vendors in Lion’s Arch. They sell a variety of weapons – cheap ones you can use for transmutation and costly ones that can hold their own. While there is a difference between farming karma and dungeon tokens, it might be something to consider at the very least.
Exotic items are, at best, crafted by your self or for you by other players. There are exotics to buy from some vendors in the Cursed Coast and Lion’s Arch, but you don’t really get much choice in what stats they provide.
To clarify – you need a million (literally ~1’000’000, more if you’re unlucky) karma to make a legendary.
You can perfectly use it while mobile. It’s DPS compensates for it’s reduced accuracy. While the speed of their projectiles could use a little buff with the grenadier trait, to compensate for increased travel-time, it’s pretty good as it is right now.
Their status doesn’t go up from Juvenile. Juvenile merely points out that the creature is tamable, nothing else.
So you want a sniper kit — we get it. The thing is you base your need for it on the rifle being crap, except it isn’t — it’s very good, making your need for the sniper kit a questionable thing, especially since that niche is already filled by grenades.
Adding a new kit would add a new ability to the utility list. Right now, every class has the same amount of utilities to choose from. Giving the engineers a +1 there, would mean that every other class would be entitled to one more and that’s the point where the whole thing begins to escalate.
Also, STOP sPaMmInG cAPs aLl OVER yoUR pOstS — it’s ANNOYING to say the LEAST.
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Seems the mods are against me overhere, already got two infractions and deleted posts for discussing the issue, so — bye.
Oh and before I go, Rhyse, nausea may be caused by a variety of serious reasons — motion sickness is as benign as it gets. Not like they make boats with moving decks just because someone gets seasick… well they tried once, but they dropped the whole idea.
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Vakarisj
All i read was a lot of fluff to over site the fact i pointed out that grenades are less reliable which was my only point to be made. Its unargueable. Do they hit harder yea, is it possible to hit people who are immobilized..yes. Anyway i’m not gonna break down how you agreed with me then shifted to talking about other perks to kits that i wasnt argueing or bringing up other stuff to distract from it, but glad we see eye to eye despite your long distraction post.
Yes, well, like I said — they’re only as reliable as your arm. The kits paragraph wasn’t meant to distract, it was meant to address you calling me an elitist and a narcissist.
I like that thats all you pulled out of my post. But like all the other “i just wanna make a point elitists” i see you need further explanation.
If I only ripped that part out of your post and didn’t reply to the rest, then either I didn’t find the need to reply to the rest or I didn’t feel it was necessary to quote to get the meaning.
your rifles hip shot at 1200 range will always hit its target given they do not use their dodge mechanic or terrain to obstruct.
Grenades have slow travel time and do not auto lock onto the player. So no matter if you can aim where they are at, you have no control on which direction they will go after you cast your ability, it is within their ability to switch directions after seeing where your grenades are going or predicting where your grenades are going thus never being hit by them at all without the use of terrain or dodge.
Also, grenades do almost 4 times as much damage as the rifle (3 grenades, that do 120% the damage a rifle does, summing up to 360%, or 3.6 times), you’d think it would warrant some skill.
The grenades travel at a decent enough speed and player movements tend to be predictable — all you need is a frost nade and they’re sitting ducks for an incoming barrage of everything you have. Also, you throw nades fast enough to be able to throw them into multiple places in quick succession, due to the fact that grenades split apart on travel, at least one or two will always connect if you’re a decent enough of a grenadier.
You can argue “i see into peoples minds and always know where they will go 100% of the time so i never miss” and you would sound like a psychopath or an enormious self-ego-stroking elitist. But realisticly you will not hit everytime, because you dont have telepathy, You can only use intelligent guessing….guessing because you have no absolute way of knowing and because of the travel time they have PLENTY of oppurtunity to last minute roll or just flat out move out of the way.
Well, I have a knack for arc-based weapons, what can I say?
You aren’t supposed to hit every time, the grenades do enough damage for you to miss a few shots and still come out a victor with little issue.
If you really want to see slow travel time, look at guardians’ foci.
An other factor is the fact that players don’t usually look at the sky, else their view of the ground is obstructed. They will not be able to effectively track the nades’ flight path to clear out of the blast zone every time.
So because of this VERY large difference between hip shot and grenades…..grenades is less reliable especially at long range. Sad i had to point this out tbh, but you asked for it. So please stop pretending to be blind to this obvious difference that goes beyond “just lrn 2 play” that you like to blab around to make yourself feel smart.
“Grenades is”? Well that’s a knife to my eye.
You didn’t point out anything new, you’re just repeating the same old sludge, that I’ve addressed several times already.
Funny, how you and your “anti-elitism” were missing when I fought for speedy kit’s 5 second duration swiftness and 5 second cooldown to be merged into a constant swiftness while using a kit. That was a real issue, the issue of having to spam kits every 5 seconds in order to regain something that becomes ready for use as soon as it ends, it was an issue of annoyance that was very easy to address and had no side effects at all (no, it wouldn’t have given perma vigor, you’d still have to spam for that, as that trait has it’s own, separate cooldown and activates on acquisition of swiftness).
Unlike with speedy kits, tossing grenades at long range doesn’t create unnecessary completixy, given how it compensates for the difficulty with the grenades’ huge DPS. While they are a lot easier to use close range, I see no reason why you couldn’t be a champ and learn to use them effectively, especially since the opponent is blindsided to the grenades’ flight path already.
At worst – play with an ally and have him distract the enemy, while you shell him with your artillery-like grenades. Always start with frost.
You’re forgetting skillcap. A skilled elementalist will kill a skilled warrior, because the warrior’s skillcap is a lot lower – once you achieve a certain point, any more skill is useless.
I’ve seen quite a few of elementalist PvP videos, where the player is clearly a “pro”, doing perfectly well killing players in 1v3s.
To ulukaiulukai.2584, I don’t see what the possibility to view the sky while playing has to do with motion sickness.
To ref.8196, TotalBiscuit is as non-professional as it gets — for a decent amount of time he was just a regular gamer, making videos and uploading them to youtube to gain enough cash to survive and support his wife.
In contrast, the video given previously features some guy I don’t know, but at least he represents a design school, so it hints at a degree of education.
In his video he states, that consoles games have a smaller FoV, because you sit farther away from the screen (zoomed out, as it were) and your eyes see the whole area, allowing our focused vision to cover the main area of the screen, making us feel more natural.
He said that when you sit closer to the screen (zoomed in), your eye sees less of the same image, making you feel uncomfortable, disoriented and increasing the FoV makes the image more distant to rectify that.
Zooming out in GW2 is changing the camera’s position, not its lense.
While zooming out does not change the lens, it changes your perspective of the screen – watch that video.
Don’t you think people zoom out all the way already? If they didn’t, they wouldn’t see anything because their character would be in the way. http://i.imgur.com/92Gms.jpg
I play with a maximally zoomed out camera, looking at an angle from the sky. You aren’t supposed to look directly from behind your character.
I don’t even know what to respond if you think dizziness, fatigue, and nausea are good or acceptable.
I’m not saying they’re acceptable, I’m saying that people suffering from them, while playing GW2, are a minority and should either find/use remedies on their own or stop playing, not hound Anet about something that can be fixed by sitting farther away from the screen.
I’m not affected by motion sickness btw., but I know that many people are and that there is no reason not to help them. You can get a better FOV with multiple monitors and you can change the FOV in probably every other “competitive” game out there (e.g., Counter-Strike, Quake, Battlefield, …). There is no reason not to include such an option in GW2.
You’re listing shooters, not MMOs. They don’t give you the ability to zoom out, away from your character and the fact that they’re “competitive” is also a factor – many competitions involve lots of people in a small room, where you can’t place the monitor father back.
Guys, I think we need to pay more positive attention to VakarisJ. It’s pretty apparent that his enjoyment of the game would be utterly ruined if ANet added this slider that he wouldn’t use.
Actually, it wouldn’t make a difference to me. What would make a difference is if they’d pool resources into it, neglecting other, more serious, issues.
Not to mention he’s helping us all understand better how zooming out relates to FoV.
Not exactly, I’m just pointing out what that “professionally made” video explains.
Yeah, yeah, nice job. I like sarcasm, go pat yourself on the back.
While zooming out != FoV expansion, … just watch the kitten video.
But even if i did that only leaves toolkit which is a poor mellee ranged fighting kit and grenade kit which is an unreliable long range kit.
The grenade kit is as reliable as your arm. If one can’t aim – the other won’t be able to either.
I can see why they didn’t.
If it is indeed true that engineers were originally a heavy armour class, and had shotguns.
Then I guess during the stages of designing what an engineer could do, they never said ‘long range’.
You’re closer to the truth then you think on that one – google “Guild Wars 2 Commando”. It was a joke class created by Anet for april fools and yet – it’s like a heavily-armored engineer. I believe that the whole joke was a hyperbolized concept that they scrapped to make the engineer as he is now.
What I’m annoyed at is how Arenanet announced grenades, as if they are viable at 1200+ range.
Please don’t say and pretend that it is the case. It isn’t.Grenades are still short-med range.
Read the first, non-quote, line.
Just do that TA run, throw it in his face and laugh. Even if he doesn’t put that signature up, you’ll at least know that you’ve shown him what the elementalists can do.
He wants someone to provide a comparison video between a mesmer with ~900 toughness and ~2000 toughness.
I feel like everything I’ve said so far has been forgotten – the rifle is not supposed to be a longrange weapon. Where did you get that idea anyway?
The greatsword is “supposed to be” a melee weapon, yet the mesmer uses it as a sniper. The longbow is “supposed to be” a longrange weapon, yet the warrior is best when using it point blank.
Different classes use weapons in different ways, I thought I had already made that point clear.
Also – we already have a long range kit, it’s called “grenade kit”.
there’s absolutely no way it may cause any health issues
That’s simply not true.
Motion sickness : Smaller FOVs tend to exaggerate camera movement, whilst larger FOVs tend to minimise its effect on the image. Thus setting a wider FOV can sometimes help to reduce motion sickness during gameplay.
Source: https://developer.valvesoftware.com/wiki/Field_of_View
and if you don’t like it – just zoom out. That’s literally all you have to do to get a bigger field of vision.
FOV has nothing to do with just zooming out.
Most just use the default 90 degrees, just like this one.
GW2 uses about 75 with a 16:10 or 16:9 monitor. You only get a bigger FOV if you use a wider aspect ratio (as is the case with multiple monitors or in windowed mode).
Motion sickness is not a health issue. I get motion sickness while in cars and it certainly never cost me my health. If you need a remedy for it, I hear there’s medicine for it, other ways of treating it would be to have something in your mouth, like gum. If you really can’t bear it – just drop the kitten game. It’s not the end of the world if you can’t play one game, and if it’s an issue you have across multiple games – might want to find a new hobby in general.
Personally, I notice camera movement, which is by that quote the source of the supposed issue, a lot more when the FoV is bigger, then when it’s smaller.
FoV may not have anything to do with zooming out, but seeing the area around you character would certainly help.
I use a 5:4 LCD, I’ve no problems in this game any more then other games and think that the FoV here is pretty kitten good.
Oh you haven’t begun to see a wall of text… I could give you a wall of text that makes you feel about how low FoV makes me feel
Not that I’m complaining – I did read it, didn’t I?
So you’re calling the thousands of players who have issues with FoV-based motion sickness, nausea, or uneasiness liars. Got it.
Like I said above – nausea isn’t a health issue.
Zoom literally has nothing to do with FoV. When you increase FoV, the camera doesn’t move at all, it just has a wider curve to the lens.
I still don’t see how a fish-eye view would help your nausea. That’s exactly what would give me nausea – playing alien in the newest AvP is borderline nausea.
It’s funny you think the default is at 90, because 90 is exactly where I want to set it. 90 is exactly what I use anywhere I can. 90 looks great to me. GW2’s FoV does not.
If you couldn’t tell already – I can’t tell the difference. It seems completely reasonable to me as it is now.
FoV sliders are actually getting more and more common. Because people like us mention problems to the developers, and they listen. Borderlands, for instance. It had a locked low FoV, and thousands of people pointed it out as the game’s biggest flaw. And now, in the sequel, we have an FoV slider, and it is glorious.
I’ve never played borderlands and the only game I’ve heard of recently, that gained an increased FoV was Darkness 2, from what I hear it had an extremely low FoV.
In the games that I’ve played in the past decade, I only remember an FoV slider in about 10% of them and I played a lot of games.
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I made a response saying no, and it was infracted for bumping without content. So, I’ll give you some content. This FoV issue is just ridiculous. That a company would be willing to sacrifice the health and well being of their customers to defend some nonsensical artistic vision is atrocious and speaks leagues to the developer’s arrogance with a “We know you better than you know yourself” attitude. I get it. Your artists prefer it at a narrow FoV. Some players prefer a narrow FoV. And that’s fine. No one is asking for a forced high FoV. All we want is a little bit of user choice on how the game world is viewed. That’s all. A little kittened common courtesy to people who have issues preventing them from enjoying your game. You’ve got graphics options that can let the game look or perform better. Just having a higher resolution can be a huge advantage in PvP. You’ve got control options that can let people play better. You let people rebind keys to much more accessible buttons, that’s a huge advantage.
Why, then, is an FoV option so taboo?
That’s quite the wall of text.
I don’t see how this FoV is bad in any way, there’s absolutely no way it may cause any health issues and if you don’t like it – just zoom out. That’s literally all you have to do to get a bigger field of vision.
In few other games was there an option for FoV adjustments. Most just use the default 90 degrees, just like this one. Does this mean that just about every game developer out there is arrogant and atrociously artistic?
To start off – I haven’t yet gotten a legendary weapon, but after seeing this I began to wonder — what’s the point of having one as an engineer that uses primarily kits?
A kit replaces the primary weapon with a bundle, it works great and all, but legendary weapons are art-weapons, meant to show off everything you’ve achieved in the game and if you don’t have it shown 90% of the time, because you’re using a kit, then that’s 200SP and a ton of time down the drain.
It would be nice if the legendary status would also carry over to kits, give grenade and mine explosions, wrench swipes, flame tongues, etc. legendary particle effects based on the legendary equipped, give the kit it self legendary makeovers and maybe have the legendary in a holster while using the kit (the way the rifle is holstered would have to be adjusted to be vertical, instead of isometric, for obvious reasons).
It’s not necessary immediately, but as kit-based engineers progress forward, they’ll eventually hit legendaries and will be disappointed — something to keep in mind for the future.
Then explain why are the most classes almsot mirrored when using not main weapons?
Thief bow,Warrior bow, ranger bow. THey are almost the same. Wont matter if they apply condition…in the end they do the same. No real mechanic behind them like Mesmers illusions….all you do is shoot.
I dont call it bad design, i call it : it needs no design, they are “just so they can use” but wont be anything special. A sniper rifle would be if wanted to be (in my design) Slow loading skills with high dmg on longer range. Besides…..did i specify the skills or how they work? No then dont ASSUME for kitten sake.
That’s not what I meant by design and I don’t think you’d understand my explanation.
The thief doesn’t have a longbow, he only has a shortbow, the warrior doesn’t have the showbow, he only uses the longbow. I don’t see how can you compare those two, but that aside:
- the ranger uses his longbow to keep a distance between him self and the target – he has skills, specifically made to cripple and launch the opponent in order for the main attack to deal as much damage as possible (damage increases over range). His rapid fire attack allows to finish off opponents that have wandered into short range.
- the warrior’s longbow isn’t limited by diminishing damage at lesser range, instead, he focuses on dishing out a great deal of damage and crippling enemies, that are trying to get away. His 2nd ability is best used point blank, in order to deal three times more damage then at longer range. His adrenaline ability with the longbow creates a fire-field, in combination with his 3rd ability, that has a blast finisher, the warrior can grant anyone near the explosion 3 strikes of might, making it a bonus if he uses it while the enemy is close, so he gains the effect also.
Those are two different ways of using the same weapon – they aren’t mirrored, unlike what you’re trying to achieve with the rifle.
Also, briefly on ranger shortbow vs thief shortbow — the thief uses his shortbow in a rather direct fasion, trying to deal as much damage as possible up front to more then one target. Ranger uses his shortbow to deal with a single opponent, from behind, while the opponent is distracted by the pet. Those are also two different ways.
“Also, there’s no reason why they should heed your wish for a class that perfectly suits your needs. Your opinion is not law here”
And again you assume the devs dont care and dont want to care, and only becosue YOU dont care noone does and i can go to hell….good stading to others. I am sorry but i refuse to write to you anymore. Pls look for other topic to troll on. No offense. I am asking.
That was an observation — you think you’re the center of the universe, it may come as a shock, but you aren’t.
Also — I’m not trolling. If I wanted to, I’d start berating you based on your poor grammar, poorly made and barely understandable sentences and an astounding lack of the most basic logic.
BUT FOR THAT, we have to send feedback like this NOW.
There’s feedback and then there’s “MAEK DA GEIM LAIK AI WUNT NAO!”, guess which of the two you’re providing.
You aren’t suggesting or expressing your opinion, that you would like it to be a bit different. You barge in with misinformation, in the wrong subforum, throw capitals around, making your posts seem bossy and basically demand that they would change the fundamentals of the engineer in order to copy an other class. You even openly state that:
<…> Thats all i want, a chance to paly Enginer as i want to <…>
Different classes use different weapons in different ways, at least you seem to understand that concept and have found fun in taking a class that suits your wishes better, instead of going on the forums to rant how the devs are wrong to have made the game like it is and to make it suit your needs.
An other kit would not destroy the game, but an other kit that basically mirrors the ability of an other class… that’s where the issues roll in.
You say that I don’t have a knack for game developement, but from what you say – it’s quite the other way around. No good game dev would make every class a mirror or a mix of other classes. That’s poor design for one and also useless from a gameplay perspective.
Also, there’s no reason why they should heed your wish for a class that perfectly suits your needs. Your opinion is not law here. There isn’t any reason why you or anyone else here should get a checklist class, which gives them exactly what ever they please and nothing else.
“I want the ranger’s longbow, the engineer’s grenades, the warrior’s regen and vengeance, mesmer’s portals, elementalist’s blink and attunements…” — that’s not how it works. Every class has their pros and cons and the players shouldn’t be able to decide those.
Also, I’ll just quote my self here:
Asking for engineer rifle to be a long range weapon, instead of the short-mid range that it is now, is like asking for a warrior’s greatsword to be a long range weapon like the mesmer’s greatsword is now.
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VakarisJ you say Granades fill long range. Yes the y DO, what we want is not some unbalance in skills, instead a way to COSTUMIZE aur gamplay. Or combat, or class or character. If you know what i mean.
I don’t know… if your grammar was better, maybe I would understand you better.
About the customization thing – there is no need to have a dozen weapons fill the same niche, that’s completely overkill and not what the devs are trying to do.
A LOT of players get discuraged to play any classes right now, becosue they lack the chance to play them as they wish to. Classes are way to overspecified. This only leads to : I cant pick a class, or i can but i am not 100% satisfied, and that CAN destroy someone game.
I don’t see how you can say that classes are overspecified AND call it a bad thing at the same time. Two points:
1.They’re not overspecified – there are no tanks, healers or DDs – they’re all hybrids and they have enough of a choice in their arsenal to have a dozen different builds each.
2.Specification isn’t a bad thing, it’s surely a lot better then doing in the EA way, where every unit, every character is the exact same thing, with different animations and character model.
And again as reading further your comments i realize you really dont get the concept of the post at all. We dont want to replace granades or even question there “power”. We only wish to add another concept to the alredy awesome class, so a bigger percent of the Enginer ( or might even make players roll 1) gets fully satisfied.
I don’t think you get what I’m trying to say – it would be unnecessary.
And again, lt me not repeat myself 100 times, I understand a LOT of palyers like the shotgun tipe of concept of the gun on enginer, i dont want to drop it, but i want a chance to play it long range to. Like Warriors do.
If you want to play like the warriors do, then what’s stopping you from rolling a warrior and going nuts? Like I said before – there is no reason why this game should be turned into an other C&C3-esque clusterkitten where everything is the same only with a different look.
And dont say things ( as last resort) like : Then roll a warrior. We play enginer becosue we like it for the same concept, we want them to have an option to have long range rifle skills.
If you like the class as a concept then you shouldn’t be trying to change anything about it. Since you want the engineer’s rifle to fill the role of long range you don’t how your liking to it and are basically trying to make the two classes identical in the rifle department.
Asking for engineer rifle to be a long range weapon, instead of the short-mid range that it is now, is like asking for a warrior’s greatsword to be a long range weapon like the mesmer’s greatsword is now.
You’re comparing the specifics of one class with an other. I could say the same about warrior’s longbow vs the ranger’s longbow – warior’s does 33% more damage then ranger’s at max range, it has better AoE capabilities, it may create mass might buffs.
While in ranger vs warrior longbow match the ranger has 300 extra base range, he needs a T3 trait to get it to 1500, while a warrior only needs a T1 trait to get his to 1200 (default ranger’s range).
In the engineer vs warrior rifle match, the engineer’s rifle excels at controlling the enemy and doing more damage. And unlike in the longbow dilemma, the engineer doesn’t rapidly lose damage the closer the enemy is, and most of the time – they’ll be going closer, which is where net, blunderbuss followed by overcharged shot and jump shot come into play in full glory.
I’d like the commando. ^^
I do not agree that grenades fill long range.
The only time you can effectively use them at range is at keeps, and due to the nature of their projectile speed they are still very easily dodged and avoided.
They are also AoE. Grenade kit is a bit weird at the moment since even though it’s AoE it still does huge damage, but most the LR ST weapons hit harder than the AoE ones. Warrior rifle vs LB for example.
We are talking about a kit that will fill a role and playstyle that is completely different from what the grenade kit does currently.
Grenades do take a bit of finesse to use, and that’s what I enjoy about them. Playing warrior is plainly – mashing buttons in hopes for a win, while playing a grenadier engineer is actually thrilling, truly embracing the “high-risk, high-reward” type gameplay.
While grenades are AoE weapons, they do the damage of a direct DPS weapon, rivaling the warrior’s hundred blades, easily, if used right. As for rifle vs longnow… longbow actually does more damage, I’ve no idea why anyone would think otherwise, unless they’re playing a condition-based build.
If you’re looking for a fire&forget type kit with the DPS and range of grenades – you might as well look elsewhere, because I highly doubt they’d ever implement such a thing.
It isn’t, it’s a one-time consumable. You can use transmutation stones to pass on the look to new items though.
I’d suggest www.gw2skills.net, but it’s down because their databases are being moved.
Why don’t you hit H to enter your character window, then hit the bottom tab on the left and press “Enter the heart of the mists”? Once you’re there you enter sPvP mode, where you gain default PvP gear and can gain PvP gear for free from vendors, as well as reset your traits whenever you want. It also has training dummies as well as other interesting things for you to test out how good the build you made truly is.
The necklaces you can get there reflect your whole armor’s and jewelry’s combined bonuses, I don’t think it takes in jewelry addons though.
In the end, it’s approximately what you’ll end up with, aside from that – carefully experiment with gear outside of that sandbox, it won’t cost you too much.
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The rifle is made for close-to-mid range, grenades fill the long range and mines/wrench – point blank. It was specifically crafted to fill the role that it does and there isn’t any reason at all to change it.
Also, this is your second thread repeating the same.
Ok lets clear this. We doo have a lot of Ranged skills, but i hate to be FORCED to use Granades when they are supposed to be mid range (like in life) and Rifle is supposed to be Long range.
Yes we do have mortals, but you cant carry it and shoot with it.
I would love a concept like Rangers have with long bow, just with guns. I seriously think thats should be like that. Or atleast we should have an option to use them that way with a kit or anything. (since many players like the gun as it is i dont want to take it from them, instead add more.)
Who ever gave you the idea that grenades are supposed to be mid range? What if they’re specifically crafted aerodynamic nades or disks that easily outrange the primitive blunderbuss? It seems to me that the rifle was specifically crafted for short-to-mid range encounters, because it has a shotgun-like skill, a gap-closing skill, a gap-widening skill and an immobilization skill – that skillset is specifically made to balance an opponent not too close, but not too far either. Don’t enforce your preconceptions on the game.
Mortars, currently, are kitten. Grenades outrange and outdamage them, with the newly fixed rifled-barrels trait they still haven’t leapt forward into their rightful dominance, being an elite skill and everything.
Equiping the grenade kit does NOT reduce your damage. It increases it by 360%, that’s almost four-fold AND it grants AoE. Didn’t you read what I wrote in the post you’re responding to?
There are 8 crafting disciplines, you can have 2 active and infinite inactive disciplines at any given time. If you’ve the coin to spend, that’s the fastest way – for 10g each you can get most crafting skills up to 400 in a few hours, which gives 10 levels. Cooking is the exception, it needs 1k karma, 2 gold coins and about 16 hours of discovering new recipes, by following the wiki.
No longrange nukes? Have you completely forgotten the grenade kit? It only does 25% more damage per grenade then the rifle does per shot and it throws up to 3 grenades at up to 1500 units in range. That’s as long as a traited longbow ranger, but with AoE, conditions such as chill and a lot more damage then the longbow at max range. How can anyone ever say that engineers don’t have DPS or long range is beyond me.
My idea of a realistic supply chain would fix this problem, too. Go support it.
No reason to support. Your ideas are pretty much irrelavant:
1.Realism isn’t fun to enforce upon a fantasy game.
2.Supply is already needed to attack anything with walls, you’d take ages to take down anything without rams.
3.Siege camps aren’t necessary, supplies are always just a minute run away.
4.Keeps are already worth holding because they can be set up as waypoints, easily turning the tide of battle if unconteseted. Not to mention them being almost impossible to take unless you outnumber the defenders 5 to 1, yet even then it’s a challenge.
5.By taking the enemy garrison, or bugging it as in this week’s case in Ehmry’s, you strike a massive blow to the morale of the force to which it used to belong, if you can get a waypoint up there, it basically gives you dominance over the entire borderlands.
The supply chain is believable as it is, there’s no need to shift it to gritty realism. If you want realism – play the game until your char dies, then shut off GW2 and go play something else for a few months, while your character “recuperates” from the last defeat.
Also, your idea has nothing to do with the topic at hand. Having siege camps at a stronghold would make it even easier to rush-cap a place after a server reboot.
I’ve spent that much on worse games, like Stronghold 3…
Then again, it hasn’t really exceeded expectations, I would’ve rated this game at 30 bucks at most. The repetition, the rampant bugs, the ceaseless issues, the hardships of trying to play with friends and the unfinished feel in general.
In comparison Starcraft 2 was way more then worth the price – I enjoyed every second of it’s campaign, as I spent 300 hours doing singleplayer achievements, loving every second of it, the endless multiplayer felt like a bonus afterwards!
The funny part is that I didn’t pay a cent for GW2 – a friend bought it for me, and since I got it for free, I can’t really complain, now can I?
Are WvW imbalanced the reason for the SWTOR-like fall of GW2 numbers on Xfire?
in WvW
Posted by: VakarisJ.5619
People still use XFire?
Yeah, it’s pretty kitten good. A lot better then skype or any other IM program, especially for a gamer, when it can record, capture screenshots, do live broadcasts, play music, among other things. They’re also tinkering with a new beta version of XFire, so that’s something to take a peek at.
The loss of players was to be assumed. A lot of people want to play through the game and leave afterwards, looking for a new game. There will always be players who will stick around and those players eventually make up a constant fanbase.
Over time, GW2 may still see an increase in players, as old ones return in hopes of better conditions, expansions, etc. and fresh new players find a liking to GW2.
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All characters have asura-sized hitboxes and run at the same speed.
Running speed can be increased with certain traits, unique to each class, as well as certain utilities, such as the +25% speed signet a thief has.
Not all speed buffs stack, for instance, elementalists have a +25% speed buff, while in wind attunement, they also have a signet that gives +10% speed and a trait that gives +15% speed while wielding dual daggers. While the signet and dual daggers trait stacks with each other, neither stacks with the wind attunement speed buff.
The top speed boost I’ve ever observed was a town-only priest swiftness, in addition to a warrior’s horn’s buff. It’s the only time I’ve seen two swiftness buffs stack and also the only time I’ve ever seen a character gain more then a 33% movement speed bonus.
Not going to cry over it? You’re already crying over it.
There is no reason why you should’ve created a dedicated thread for the purpose, when you could’ve just posted in there, just like everyone else.