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[Idea]Add Chak Sapper (mob) ability to F-Gyro

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Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Hey. I’ve just went exploring new maps in HoT and I’ve met Chak Sapper enemy there.
He didn’t do any damage but he was emiting beam at player inflicting Expose (all the mobs just were doing way more damage to me).

So my idea will be simple to add this mechanics to Function Gyro.
Press F when targeting living enemy to:
Scan – Your Function Gyro emmits weakening beam at enemy which inflicts Expose every second.
Expose – Target takes increased damage from all sources.

This effect stacks with vulnerability, making engineers masters of weakening enemy defences.

Combat ability like that would synergize with Decessive Renown and Stabilization Core, without needing enemy to stomp or player to revive. Plus, Scraper will have somewhat usefull mechanic for PvE play.
It’s only random idea based on mob ability from the game so implementing it won’t be time-consumming). What do you think of it ?

Big fan of this idea, that would be awesome!

Participation level versus game crashes

in Guild Wars 2: Heart of Thorns

Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

This is a good idea and an issue that should have been adressed long ago, maybe if participation was bound to the map overall instead of a specific one so don’t get punished for a random dc (lost a lot of claw of jormag chests this way). Furthermore a map spot reservation for 1 min after log out/dc would be cool but don’t know if that could be exploited.

Refund cause bugs and balancing after go Live

in Guild Wars 2: Heart of Thorns

Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Hahaha this is idiocy. This launch has been very smooth, the game was actually playable on launch day. If you have ever played any other mmo you would know that anet is doing a great job adressing all the bugs with daily fixes. How is it a negative thing? A weekly fix would be bad but you don’t have to endure that long. So bugs are reported and they are fixed the same day or the next, what more can you ask for? 3 of the hot maps haven’t been open beta tested so ofc players will run into bugs. Wish there was a downvote option to make stuff like this appear further back the more it was downvoted

In the end, ya done good Anet... ya done good

in Guild Wars 2: Heart of Thorns

Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Yes, i think the expansion are awesome and very well executed. This really needs to be said so the fora don’t drown in whinery. I’m very impressed with the new maps, the Vb bosses are awesome, especially the wyverns. Be proud of your work.
Pssst pssst i like the difficulcty of the content but keep it quiet or another 1000 whiney posts will sprout

Make Hero Challenges Soloable

in Guild Wars 2: Heart of Thorns

Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Shouldn’t be soloable but i agree with this hero point maybe should be easier accessible as it’s only available when bosses are and that’s the main focus for obvious reasons.

Unplayable Solo

in Guild Wars 2: Heart of Thorns

Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Solo players cannot advance in the new content, and any decent publisher would disclose such a fundamental change prior to taking your money.

Replace your berserker gear then, you cannot solo dry top or SW either which were the initial zones

ANet might've overreacted?

in Guild Wars 2: Heart of Thorns

Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

So after 6 days you are able to conclude that the content is too hard? All the mobs are new and you need to get to know their moves and patterns. A lot of people seem discouraged when you can’t beat something in first try. Teq was hard to begin with and so was SW bosses but now they are almost never failed at. Don’t bring up this whiney bs so early. Furthermore as anet stated, era of berserker gear is over (i know you are clad in that). So if you are dying all the time the real issue at hand is your inability to adapt. ANET DON’T NERF ANYTHING!

Hi Irenio,we miss

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Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

- Blast Gyro misses the enemy the time he gets away. If you throw the dart and the enemy dies then this skill is lost. In this case I suggest that it does not come into CD.And this gyro needs to be very fast, or else already come upon the enemy to be efficient

This gyro should be a projectile, could be slow still but not determined by some silly AI

Hi Irenio,we miss

in Engineer

Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Dear Irenio
- Blast Gyro misses the enemy the time he gets away. If you throw the dart and the enemy dies then this skill is lost. In this case I suggest that it does not come into CD.And this gyro needs to be very fast, or else already come upon the enemy to be efficient

This gyro should be a projectile, could be slow still but not determined by some silly AI

What the Scrapper needs

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Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

I too found the function gyro more useful than i expected, cause people have no idea what to do in the new fights and need reviving. Though exactly as lemondish states, a mechanic that loses its purpose when performing good is not a very fun stand alone mechanic at all. It needs something more.

I still find it weird that scrapper’s hammer screams for you to be in the enemy’s face all the time and then the new utility you bring along is flying helicopters that explode if someone look at them. Gyros seems to benefit all hammerless builds better, though i again with the synenergy i find it weird you have to choose an elite spec and then the weapon you get with it are the worst compatable with the utility. Your choice of weapon weighs much harder as engineer since choosing more means giving up your utilty slots. If you want some alone time away from the gyros just pop hammer 3 and you won’t see them anytime soon. Some very interesting alternative routes they take if you go over a slight incline and so on.

While playing with my ele friend, who has no interest in reading patch notes and such, he asked me to explain the new engi mechanic. I told him that i got a small helicopter that can revive/finish at range. After a brief silence, as he seemed to think i would go on saying “but it can also that and that etc.”, he laughed and said: “so i can do this” firery tornado thingie “and this?” lighting raining from the sky “and yet i have 2 more that i don’t even bother using, while you are only useful when i suck at playing?”
I found that funny in a melancholic way

(edited by WeedyZeGreedy.8635)

Scrapper post launch feedback

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Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Hammer is great now.
Traits are alright. I still don’t like that therer are 2 traits that are focused on reviving/stomping while a single elixir still does it better.
Gyros: Still too slow, sneak one is “ok” coz its aoe range is big but the other ones still don’t follow well enough.

Shredder should follow the engi so the engi becomes a moving whirl finisher.
All the oher gyros should follow closer. Blast gyro has to be faster (dart mechanic doesn’t feel right either)

Function Gyro needs something else going for ot other than ressing/stomping.

I adressed all of your issues in my mile long post, seems like we are on the same page

What the Scrapper needs

in Engineer

Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Intro:
The hammer has a really awesome feel to it so I can’t really complain about it. That being said I see several other parts of the Scrapper elite specialization that needs a lot of tending. I will attempt to address these issues and thereafter bring up a suggestion for how to fix this and make them more streamlined.

First up are our all new favorite utility skills: Gyros.
To me gyros seem a lot like turrets mark 2 (though they might be more closely related to guardian spirit weapons). I’m well aware that I’m not the first to mention this but I still felt the necessity. First of all let’s look at some of the other “summons” in the game to address how they are useful.

Mesmer: Phantasms are very easy to kill but in regards of damage they only need to do their ability once and they have served their purpose, so after one spin with the phantasmal berserker it can die or shatter and it will still has served its purpose perfectly fine. Furthermore new ones are usually summoned all the time so the benefits are present at all times. In pvp it’s impossible to keep track of a Mesmer and in pve you can tank anything for a good while even when your phantasms are being one shotted. Since the best phantasm are weapon skills and not utility skills it wouldn’t make sense to try to make gyros something like this as their primary purpose is not to deal damage but to “utilize”.

Necro: Honestly, I don’t see minion necros outside pvp a lot, but said being said I think minion necro is a decent build. I imagine you can use minions to tank in pve as well but i’m not experienced on that matter so I won’t go further into it. Turret builds usefulness is currently somewhat the same as necro and I find these comparable and decent in the specific scenario of defending points in pvp.

Elite Specialization:
While I was lying sleepless over the dark future of engineer class I have come up with the necessary improvements for the gyros. They should not be like turrets and they should not be like minions because we already have something similar. The entire specialization theme synergy is horrible. I made these 3 specialization lines to be better themed and coherent:

- Upper Line – Tanking, added bonuses through swiftness and Superspeed
- Middle Line – Gyros, focusing on improving gyros
- Bottom Line – Hammer, built around synergy with stability

I made these 3 lines with the conviction that you would be able to pick scrapper and still have viable options for traits even though you’re choose not to use hammer or not to use gyros. As the current ones seemed kind of all over the ones I suggest are complimenting each other but still with the opportunity to mix up.

Minor Traits:
Function Gyro
- Stays the same

Decisive Renown
- Current trait is incorporated in Grandmaster in Gyro line
- New trait, Artillery chip – the function gyro now comes with a chip containing all the 20 century action movies thus making it more aggressive and actually takes part in combat with its newly added gun strapped to it. It will now shoot every few seconds and due to its perfect design it will synchronize its attacks to that of the scrapper. Since it now resembles a mini helicopter it is haunted by the voice of Michael Bay and deep inside it is aware that its fate ultimately is to explode.
- Sorry for the digression, the function gyro will shoot every third second or so when the engineer is using an attack, very much like a flying sigil of air. Trait still called artillery chip though.

Impact Savant
As I stated earlier a minor should be somewhat applicable regardless if you choose gyros and regardless if you choose to use hammer, Impact savant should be reworked to the following
- All incoming cc reduced by 10% duration, all outgoing cc increased by 10% duration

Tank through Speed:
Shocking Speed
- Grants Superspeed for 5 seconds (up from 3 seconds) and Swiftness for 10 seconds when you execute a leap or blast finisher in a lightning field
- No internal cooldown for application anymore
- Superspeed can now stack to more than 5 seconds on you (should be universal but putting it here for the people to notice)

Rapid Regeneration
- Swiftness heals for 105
- Superspeed heals for 235 (halved due to possible longer Superspeed)
- Create a Lightning Field when you dodge roll, 10 seconds cooldown (could be on Shocking Speed but it felt like adding a little too much to an adept trait)

Adaptive Armor
- 20% Condition Damage Reduction
- Gain up to 100 Toughness when under the effect of Swiftness
- Gain up to 400 Toughness when under the effect of Super Speed
- Increase the duration of speed enhancing effects by 20%

Gyros:
Stabilization Core
- Grants Stability to you and the function gyro when it is activated
- 20% Cooldown Reduction on all gyros (including Function Gyro)

Improved Functionality
- Function Gyro spawns with Superspeed and Quickness, 5 seconds, 60 seconds cd
- Grants Superspeed 5 seconds and Might 5 Stacks 12 seconds on revive/finish from either you or gyro (Current minor Decisive Renown incorporated here)

Advanced Gyros
- Increase duration of gyros by 20%
- Gyros grant a boon to you every 10 seconds while in passive state
Medic – Regeneration, 3 Seconds
Bulwark – Protection, 3 Seconds
Purge – Resistance, 1 Second
Shredder – Quickness, 1 Second
Missile Gyro – Might 3 Stacks, 5 Seconds
Stealth Gyro – Swiftness 10, Seconds

Hammer/Stability:
Recovery Matrix
- Grants Protection for 5,75 seconds when using a heal skill

Mass Momentum
- 10% Toughness converted to Power
- 2 Stacks of might (5 seconds duration) every second while under the effect of stability
- Grants Stability for 5 seconds when using a heal skill

Perfectly Weighted
- 10% increased hammer ability damage
- Grants Stability when you dodge
- 10% overall damage increase while under the effect of stability

Gyro Intro:
I don’t think gyros should resemble turrets so I like to see them as moving AOE fields on top of you that follow you as you go and each add something to you and the allies around you.

Toolbelt:
The tool belt skills for the gyros are in a fine place, they should remain as they are
Like the function gyro, a utility gyro should be zoning the scrapper when the skill is chosen and off cooldown, in this state they are invulnerable. Here are the suggestions for how the gyros should be reworked: All gyros still stay close to the engineer at all times. I see 2 possible scenarios for this.

The ideal scenario:
All Gyros except for function gyro are invulnerable when deployed. Except for Blast gyro all deployed gyros will give an effect with a 300 radius around the engineer instead of wandering around mindlessly, thus making the scrapper a moving heal field, condition removal field or defensive field etc. wherever you might go. However their duration/effects should be weaker since they cannot be damaged and so they differ from turrets.

Gyros keep having health scenario:
Gyros will suffer from early deaths and be unreliable like turrets; however the numbers will stay as they currently are.

Self-Destruct:
For the self-destruct all gyros were only dazing and dealing marginal damage when exploding and felt very bland. The only synergy this have with anything else in the specialization is the minor: Impact Savant. As many people have suggested before in other posts gyros should have an individual effect on self-destruct so you might actually want to explode them. Now going through each gyro a suggestion for a self-destruct effect has been added.

Gyros:
The numbers on the following suggestions are for the ideal scenario where the gyros are invulnerable. The rest of the suggested effects count for both scenarios.

Medic gyro – 10 seconds duration
Purpose: The idea here is to make it a burst heal a little weaker than others but a decent group support if you can let it stay for the duration.
– Initial self-heal 2500
– Heal for 400 every second for 10 seconds to 5 targets
– On self-destruct – another 2000 self-heal and regeneration to 5 targets
– Note on current state: a strong heal overtime and a fairly decent one if it is destroyed, imo the most useful gyro atm.

Bulwark Gyro – 3 seconds duration
Purpose: Short damage reduction to save allies from otherwise deadly attacks.
– 50% damage reduction to 5 allies
– On self-destruct – Aegis to 5 targets 240 range
– Note on current state: Bulwark is kinda like a thumper turret if you have traited experimental turrets (which I assume you have if you’re using a full turret build) so how is it different other than it moves and deal no damage?

Purge Gyro – 10 seconds duration
Purpose: Decent condition removal over time and an instant remove for those really suffering.
– Removes 1 condition every 2 seconds from 5 targets
– On self-destruct – removes 3 conditions from 5 targets
– Note on current state: Purge is okay if it lasts the duration, but I haven’t seen that happen so far in Verdant Brink events, besides it might target someone else and you just die from the 12 flame stacks the fire wyvern just gave you (surely, not talking from own experience here)

Shredder Gyro – 6 seconds duration
Purpose: Strong AOE interrupt and whirl that will occur where you happen to be
– Create a moving whirl finisher at your location (like warrior torch 5 skill)
– Somewhat increase to its current damage output
– On self-destruct – creates a tornado due to overspin launching 5 targets into the air for 1 second
– Note on current state: shredder looks cool but is just so weak, the idea of a long duration whirl finisher is nice but doesn’t really work that well, though I have seen this deal some decent AOE damage once in a while it feels not very useful just standing and whirling.

Blast Gyro Tag – 2 seconds duration
Purpose: Still a launch but instead of it moving slowly and inconsistently I felt like the small missiles would be a warning to the target so you could prepare to dodge/block/reflect the following launch. However if you stand on top of each other the scrapper can detonate it right away and you have very little time to react to the ability.
– Renamed Missile Gyro
– Shoots out 5 missiles per second each inflicting little damage and 1 stack of vulnerability to your target
– On self-destruct – Propels itself towards its target with the speed of many other projectiles in the game and does exactly the same as the current Blast gyro tag on impact
-Note on current state: Engineer has a million launches already, I don’t mind another being added but being a part of an elite spec it should feel cool to use and not be a slow easy target to destroy

Stealth Gyro – 10 seconds duration
Purpose: Enables a party to move stealthy and swiftly around but the gyro may raise suspicion during its duration.
– Apply 1.5 seconds of stealth and 3 seconds of swiftness every second to 5 targets
– Though the gyro is not targetable it itself as well as it field is visible to enemies so you can see something suspicious going on
– On self-destruct – Grants Quickness and Superspeed for 3 seconds to 5 targets

As a last note I will rant some more.
When a class already has a type of minions why would you want to add something identical? Necro didn’t get skeletons or zombies or ghosts or spiders and the reason for that was that the minions were already there! I like the small helicopters but they don’t need to be another minion category. Add some continuous track under the turrets and let them drive around until they are destroyed but why add a minion type with a limited duration that can be targeted? Quick pop quiz: what other limited duration summons are horribly bad and not used by anyone for anything but gimmick builds? That’s right guardian spirit weapons! Don’t let gyros become spirit weapons.

I know that some of these changes seem drastic but I see the scrapper as the class that been put least heart and effort in. Now I poured my heart in this and hope something will take notice. I don’t except gyros to be exactly like what I mentioned above, but I think I put down some pretty good guidelines to make something that could work and be fun to use. All I want is another awesome elite spec so please consider reworking the scrapper and take a few steps back and look at what the scrapper could be instead of seeing the opportunities through horse-blinders only making small adjustments for it to live up to the standard of “good enough” even if it means a dent in your pride. The untargeted pet damage reduction is a good short term quick fix but I hope you will strive to make scrapper something more than an awesome hammer wielding class with otherwise too much scrap weighing it down.

Harder punishment for leaving pvp?

in PvP

Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Don’t know if it’s caused by the f2p but to me it seems like every 2nd pvp match i play has a leaver, which usually seems related to which team are losing or if an “unpopular” map got picked. The penalty seems very soft here as it happens so often. Would it be possible for a stricter penalty to make the commitment better and pvp more fun when games are decided by skill rather than the greater number?

Post BWE3 Scrapper Changes

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Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Korra wrote a great post, please read through that one.

In regard of the scrapper mechanic i realize that it’s hard to implement a new click to activate feature since f1-5 skills are already in use. I see that other classes have a elite spec that compliment their class mechanic (e.g. Necro shroud ele attunement overload) so i don’t see why engi needs to be an exception with the lame function bot.

In order for this to work without adding a f6 skill, which i don’t see the point in, i think the addition could be either gained passivly or activated when using toolbelt skills.

For the passive one i was thinking the function gyro could be hpless minion until activated, with a fuelbar.
Fuel is gained with attatcks (like Necro) but this bar should have 4 milestones at 25%, 50%, 75%, 100%.
At 0% fuel the gyro is lazy and attatcks every 5th second for each 25% gained the gyro’s attatcks will be 1 second faster, note that this attatcks should be low damage. The fuel bar will drain out of combat and level of fuel will affect the efficiency when activated. So at 100% the finisher might be as fast as a player finish. I was thinking the fuel could do a burst heal when reviving thus might actually be able to save someone.

For the active suggestion the purpose was minded to enchance the toolbelt mechanic and still keep the gyro theme, i imagine the possibility of spawning gyros on toolbelt skill use.
Since the cooldown range a lot depending on which toolbelt skill is being used, the gyro durarion will be matched accordingly.

I also think you could have the option of self-revive using the last downed slot with the function gyro

I know no major changes will happen before launch and that’s fine but you won’t get away with leaving engi in its current state. The function gyro finish/revive is a nice gimmick but nothing more so keep it but add a something more to the scrapper! There are many good suggestions on the engi forum so listen to the community and accept that your current function gyro is nowhere near the level of other elite specs.

(edited by WeedyZeGreedy.8635)

Beta Weekend Scrapper Feedback Thread

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Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Dear Irenio,
I’ve been in the thinking box since BWE3 for a way to improve the feel of the engineer function gyro. I’ve seen a lot of good suggestions throughout this thread so i hope you will take notice of what people have to say even if it is implemented on a long term i can live with a quick workaround setting up gyro movespeed for now. Anyway, here’s the suggestions i’d like to share:

-Using finisher/revive outside range will trigger the function gyro, in range you will do the action as well as the gyro thus preventing the awkward double f clicks.

-As the function gyro is the new feature for scrapper i feel it should be more persistent instead of only a finish/revive. I think the gyro could be circling the scrapper while not f activated (not a pet, more like the pvp buffs hanging in the air, though some animations long term would be very much appreciated) and shoot your target every 2-4 seconds. Had a moving rifle turret in mind as inspiration. Though the attack should be triggered by your own attacks (aim-assisted rocket without the AOE).
-GM traits should each add a AOE funciton for the function gyro (inspired by thief dodge roll variety) while circling:
-Adaptive Armor, gyro removes 1 condtion in 360 range for 5 targets every 10 seconds while in combat.
-Final Salvo, gives superspeed to 5 targets (2secs or so) every 10 seconds while in combat.
-Perfectly Weighted, stability to 5 targets (also short duration) every 10 seconds while in combat.

-Shocking Speed should also lower the cooldown on gyros by 20% thus making people actually consider using this trait.

Beta Weekend Scrapper Feedback Thread

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Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

“Kodama.6453:
A new idea I got for an added class mechanic.
Since Anet seems to want to improve the ability to combo for engineers, maybe something like that:
As long as you don’t use your function gyro, it will encircle you. Whenever you are standing inside of a combo field, it will collect its essence and grant a unique effect
water field: pulsing healing for allies nearby (just allies so we don’t improve the sustain any more for scrapper)
lightning field: pulsing small aoe damage
aether field: pulsing random boons
smoke field: pulsing stealth for 1s each second
poison field: pulsing random conditions
dark field: whenever you get hit in melee range, you steal life from the foe
that’s all I had so far, maybe some suggestions for missing fields?
Just like combo finishers, it should just provide 1 effect at the same time. So we will not be able to stack multiple combo fields on us to get “super strong buffs”.
Would also have some needed synergy with some of the new utility skills, cause half of them have a toolbelt skill which will provide a combo field. And each destroyed gyro will be a combo field too.
Thoughts?
Ok I find this idea very interesting. Though I would like to see something abit more active. So as a passive effect giving a buff based on field that you are in sounds good. As an active part the ability to absorb or copy a field into the gyro for later use sounds interesting to me. And a unique skill that isn’t offered in other professions.
You could have a button that when pressed copy a friendly field or absorbs an enemy’s field thus cleansing the area.
You would maintain the passive buff for being in an allied field. But also get something from the stored field.
Once the field was stored maybe it offers it’s own buff. Or perhaps allows the gyro to attack the engineer’s target with small bolts of that field type.
To exchange fields you would have to drop the field which would have an effect and release the field into the area the gyro is. A short cool down would be needed before you can copy or absorb a new field.”
One of the ideas from https://forum-en.gw2archive.eu/forum/professions/engineer/What-new-Mechanic-would-you-like/first#post5563876 Where there are other ideas for a new mechanic for scrapper.

I really like the idea of a circling drone as well, Scrapper really needs more than a silly pvp only feature. I like your idea with the fields, might actually consider using mortar kit then.

Beta Weekend Scrapper Feedback Thread

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Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

The hammer is awesome, all the skills are useful.
The drones are okay overall and with lightning fields the spinning drones does some decent AOE damage.
Though the i have been playing for 1 hour PVE and still hadn’t been able to use the function gyro as it seems like it doesn’t work on npcs nor allies that are completely dead. The function gyro is overall very disappointing, i really hope you will consider redesigning it. If you compare this to the new features of other classes they all seem to get a cool skill or grant access to new abilities, where engineer gets a drone that seems only to have a purpose in pvp.
If you ask me the function drone is not good enough and it needs a redesign. There are so many cool alternatives for its function, no pun intended.
So scrap the finish/revive thing and make it a healthless circling pet that provide assistance, it could be incorporated in the specialization like the daredevil dodge roll and you could choose what function you want your drone to do, e.g. damage, boons, or AOE healing around you. You’ve focused too much on the druid and it seems like you rushed the Scrapper in the process

Alternate Method for Equipping Kits

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Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Although i think engineer is really cool in the way that it differs from other classes it’s been seriously bugging me since the very start that you have to sacrifice one or more utility slots to get to use additional weapon kits.

I feel that this is limiting the freedom of choice as you are bound to use your utility slots for weapon versatility. Therefore i thought of a possible solution to resolve this. If engineer were to have a change tab on the weapon swap button like the utility skills have when out of combat, you could then open a menu where you chose a kit of your own choice as your secondary weapon set (beautifully illustrated with the help of paint in the attachment).

As the kits are already separated into the 2 sub categories, weapon kits (flamethrower, elixir gun, wrench and mortar) and device kits (grenade, bomb and healing), I think the best workaround for people who would want to use more kits is it were only the weapon kits that were usable with the weapon swap, thus leaving the device kits to continually be utility slot skills.

The swap from weapon to kit or the other way around would initiate the 10 sec cooldown known from other classes with 2 weapon sets. The toolbelt skills for the weapon kits could then instead be activated on swapping to the kits. Though some toolbelt skills might need to be nerfed in order to compensate for being usable every 20 seconds if you swap whenever possible.

Think that’s all and a fairly good solution to give engineers more freedom to pick utility skills without compromising the use of several kits, so i would like to hear from you any possible suggestions, improvements or feedback for why this is a good or terrible idea.

-Sincerely WeedyZeGreedy

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Engi grenade needs rework after mortar

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Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

If you main engineer, you should’ve known that you can change the ground targeting option to fast with range indicator. Always check out the options for new wonders. Recently, they added lock ground target at maximum range which is also a nice thing to have.

Trust me, i have had no indicator for 2 years or so and even with the ground lock i still find it annoying. Though i still prefer to use rifle over a click macro tbh.

Engi grenade needs rework after mortar

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Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Hello, i’m currently maining engineer and i expect it to continue that way.
The truth is that i’ve never been a fan of the ground targeting grenade kit so i tend to avoid it. Though i would prefer if the mortar basic attack was targeted as well i can see why it makes sense to have 5 identical abilities all ground targeted as the field are huge so i don’t mind the clicking, but after the mortar kit replaced the old long range grenade kit it seems to me that the grenade kit kinda lost its purpose and the ground targeting to be necessary.

I think it would be cool if the grenade kit were remade into something more diverse, where the skills differed from one another. I’ve played several other MMORPGs where the aiming part were essential (e. g. terra online and wildstar) but i’ve always found the auto attack on 1 skills a very neat feature.

Furthermore i was kinda hoping to swap out my rifle in HoT and since i highly doubt that engineer will have a secondary weapon set added like other classes, i could see the grenades fill that gap for me, though it’ll be full on melee (if hammer) if the ranged choice is between the annoying spam click ground targeting kit and a elixir gun. Am i the only one on this or do you happen to be best pals with the grenade kit?

Predator trace sinking through terrain

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Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Hello, since i’ve crafted the predator i noticed that the footprints seems to be under the top layer of the terrain in many places. I’ve also compared it to where ppl with e.g. sunrise that have been running in the same places and it seems that it has no problems whatsoever so at this point i’m not sure if this only goes for predator or some other legendaries are affected as well. The footprints are always almost completely gone when moving up or downhill. Furthermore i wonder why the trace from the predator isn’t firey paws, that would be so cool and appropriate for the weapon

Flamethrower underwater restriction

in Engineer

Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Hey I just recently started to put some effort in my engineer and I really come to like this class for its diversity, however atm the only thing I can point my finger on is underwater combat being a total bummer.
The harpoon gun seems only to be dealing damage with the 2 skill and that’s kinda sad, however I think it’s cool that some of kits has been modified to be used underwater, and yes I’m wondering why this has been done to everything except the flamethrower.
First thing that comes into mind is it is not possible to spew flame underwater, which I think is a completely reasonable argument (never mind elemetalist fire attunement underwater).
It could be a piranhathrower for all I care as long I could use something with a resemblance to the flamethrower underwater. Are there any good arguments for restricting flamethrowers underwater I’m missing? Please leave your feedback

Zhaitan over here

in Guild Wars 2 Discussion

Posted by: WeedyZeGreedy.8635

WeedyZeGreedy.8635

Everyone who’s been fighting risen will understand

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