Writing out a whole list of identical skills only emphasizes the fact that they’re all identical. It really gives the impression that you didn’t put any effort into this at all.
A) None of these “skills” would do anything in PvE outside of revealing Skelks, which no one cares about.
B) The only skills that have passive effects are signets, you didn’t include active effects for them, and also, Engineers don’t get signets.
C) Again, they’re all the same. Just… no.
Look, I get it, you hate stealth. Fine. I have no problem with that—but you’re not exactly being very convincing, here.
I don’t think cluttering things up with an info box is necessary, but I wholly support the idea of having multiple, height-adjusted characters on-screen at once.
WXP rank and Commander tag.
Seriously. This needs to happen.
I disagree. I understand how annoying it might be for a commander to want to play alts, but reputation is important for commanders. Players learn which commanders to pay attention to, and which to ignore. Multiplying the number of names people have to keep track of, let alone the potential for abuse, is not something I think WvW needs.
I think the things that skill points already buy are plenty. Icy runestones especially wouldn’t make sense, since Legendaries already have two dedicated skill point sinks (200 for the bloodstone shard, and another ~160+ for mystic clovers). Also, Icy Runestones are the only part of the legendary that actually MUST be bought with gold, so it serves a thematic purpose too.
And really, we don’t need another incentive for people to farm CoF P1.
Well I know Guardians can produce Protection frequently (Hammer auto-attack #3 chain), and in every instance it’s the duration of the buff that provides the balance. The same could be said of Aegis. Perhaps them being rare boons will provide the incentive of obtaining this trait since as it stands I don’t care for the ability to ground target my med kit skills, and the bonus to health is overshadowed by just using Healing Turret to provide superior healing.
Guardian is the exception to the rule, yes. They have the lowest tier health and make up for it by having very good defensive skills. Meanwhile, some classes have no access at all to it, and most others only have it through random effects or traits. Mesmer, for instance, just lost its guaranteed protection on Chaos Armor (Staff 4).
Again, I’m not saying Med Kit doesn’t need a buff, but I don’t think protection or aegis are the right things for the job.
I’m all for giving the med kit a little boost since I use it for triggering runes of altruism, but protection and aegis are comparatively ‘rare’ boons. I don’t think you’ll see them on 12-second timers.
i before e, except after c
Except when sounding as “A” in neighbor or weigh… or dozens of other exceptions to the ‘rule’ that in fact, outnumber the ones that actually follow it, making this a completely useless mnemonic.
If we had a recipe where we could combine 3 unwanted boosters with 1 we did like, and got 2 boosters back including the 1 we used as an indicator in the recipe, it’d help to clear up inventory space.
I can see a recipe for four boosters → random booster, like all other such recipes. Influencing the matter with an “indicator” is not likely to happen, however.
indeed, rampagers give you more of Precision, power n condition… but what do I need precision for in a condition build ?
I specifically said hybrid power/condition builds, which is the “best case” scenario for Celestial. Even for condition-only builds, precision can be useful for procing traits, but then you wouldn’t need power either—in that case I’d be comparing to Rabid (Condition Damage, Precision/Toughness)
I’m going to make a set, if only for magic find, but I don’t expect much. The thing is, even if you’re using a hybrid power/condition damage build, there is already equipment that will give you more of both (Ie. Rampager’s). Offensively, you’d only be missing out on crit damage, and the trade off just isn’t worth it.
That’s for glass cannon/dungeon builds, anyway. sPvP and WvW may be another matter.
As it currently stands, Rune of Altruism only trigger off of the number 6 skill of most professions. With Engineers and Rangers being able to trigger it off of some utility skills.
I have no experience with rangers, but this is not true about engineers. Engineers have a med kit they can choose for a healing skill. Entering the med kit by pressing “6” is what triggers runes of altruism (and our own Enhance Performance), not any utility skills, and none of the med kit’s own skills either.
Yes, the game incentivises varied and engaging gameplay over easy, repetitive, boring farming. If “how you want to play the game” is to get rewards with minimal effort and engagement, then yes, you should be denied it.
(No CoF nitpicking, please, I’m well aware.)
Since salvage kits have no animation, this would be pretty boring compared to the unlimited tools.
Also because I’m a Asura engineer, and the Zenith skins are
flashy and noticeabletiny, tiny sparkles.FTFY.
Better than tiny, tiny sticks :P
I doubt it. They can’t make a full armour set of universal skins because a lot of PvP is dependent of identifying what your opponent is, and a major clue is armour.
In this case, that’s actually a bad example. When you’re talking about quick recognition, silhouette is the major key, and helm/shoulders/hands are the primary contributors to silhouette.
The only reason I use them is because I’m an engineer, and I just can’t see spending gold on a skin I’ll see one percent of the time.
Also because I’m a Asura engineer, and the Zenith skins are flashy and noticeable.
But yeah, they won’t have any more lasting effect than the Hall of Monuments skins. “Cheap” isn’t everything.
Something tells me this thread is going to go south very quickly, so let me be the first to say goodbye
Since people can invite themselves to your party, the point is to allow you to refuse unsolicited joins. As for the suggestion itself, I won’t comment.
Or rampager’s for hybrid power/condition builds.
The devs know what the vocal forum community thinks. That you think that this has anything to do with what the community as a whole thinks, scares me.
Fake Power Ups in Mid Air in unavoidable places like between two lightning flash jump pads.
Almost all lightning pads are avoidable. If my memory serves, only the very last one near the end isn’t.
Getting put in a race that’s already started, or even one that’s already been finished.
I got the achievement for myself, I am now trying to win for someone else and it is impossible due to constantly being put into a race that has already started. Have been trying for hours and only got into 2 races that had JUST started before I got in so got 2nd twice -.- Really?!
Players should never be put into a race that has already started.
If you’ve been trying for hours to save yourself a few minutes, that’s completely your own fault. There simply isn’t often space in a match that’s in the small ten-second window before a match starts—this is why the catch-up mechanic “Light Travel” exists.
I noticed that daily and monthly achievement sections have a timer on remaining time left to complete it. I think they should add it to the Living Story section. This would be more accurate than telling people a certain day because of time zone/reset time differences.
Seconded. A timer on the achievements page would be perfect.
I have a friend in the Netherlands who has no problems and got her first-place in sanctum sprint early on in her sprinting career, so while I’m sorry the OP is having trouble, it’s clearly working as intended for people halfway across the world—and therefore not something to insult ANet over while claiming the problem is widespread and “obvious.” No matter what kind of game you make or what your network code looks like, there WILL be people whose computers or connections cannot handle it.
Possibly a silly question, but are you sure you’ve actually converted quartz into charged quartz four times? It’s possible to get charged quartz straight out of your home instance node.
Okay, so people were critical of the Sky Pirates event. I didn’t agree, but I could see why they were complaining. I made some comments and went on my way.
Now, though, I’m seeing the same whining, the same attitude for the Bazzaar of the Four Winds, and I just don’t see it. This is a good release. I like it, all my friends who are terrible at jumping puzzles like, it (even ones that live in Brazil and the Netherlands), the zone is awesome, the race is much better designed than previous minigames, and everyone I know wishes it was permanent.
I’m not here to try to start an argument and change people’s minds, I just want to say to ANet—thanks for this release; not everyone is unhappy with it.
At least add a NPC character that can remove upgrades from weapons/armor without destroying the armor/weapon.
Would make a nice gold sink.
Obviously less of a gold sink than the loss of the rune or item represents, or people wouldn’t be so adamant about having it.
Pre-events don’t support the whole world boss, zerg, so no.
Also, by putting strict requirements on such things, you’d be incentivising psychic powers (and third party tools) even more than the game already does, basically killing the ability for someone to actually wander in by chance, have fun, and get a proper reward. Instead. you’d be saying, “no, if you want a reward, you have to run an event tracker and be here early.”
So yeah, bad idea. There’s a reason you can get credit from a fight by arriving in the last five seconds and getting a few hits in—don’t try to change that.
(edited by Weirwynn.2390)
TLDR… Stick to fantasy adventure, mystery, revenge, fighting against insurmountable odds, interesting villains, murder, romance, rescue missions… things that evoke emotions. Trade agreements and employment contracts do not.
Just because you don’t like it, doesn’t make it not fantasy. There are lots of fantasy stories built around politics and social maneuvering. If you don’t see something to empathize with in a story about a freedom fighter getting on the wrong side of the law, hurting those he’s trying to save just to do the right thing… Well, that’s your problem.
Rifles don’t shoot nets, either.
Clearly, the weapons started as rifles—before engineers got ahold of them. :P
Black Lion Chests now have a rare chance to drop a Tome of Knowledge, a one-use item that will grant your character a level! Black Lion Chests drop from monsters all over Tyria, and you can find the keys to unlock them in the Gem Store.
Is this a pay to win item for rich people?
You can already buy everything you need to craft a character to 80 with real money. I doubt a random item is going to make any difference.
You… have no reason why karma exists, do you?
Regardless, karma accumulates faster than skill points where legendaries are concerned, so there’s really no reason to bother. Do your dailies and drink your karma with a cup of booster.
Edit: Original post is gone now? Well, this is awkward.
(edited by Weirwynn.2390)
first off for Healing turret it has a water field bonus + tool belt water field. i would like it if i could cast the water field well in the middle of a leap skill not have to wait to land to trigger it. it just seem like it really slow down the play style of engineer make it much easier to combo leap finisher with the fields.
The combo you’re looking for is Place Healing Turret -> Overload Healing Turret -> Detonate Healing Turret -> As many more blast finishers as you can squeeze in. Leap looks promising at first, but we have literally one in the entire class. Blast finishers, on the other hand, we have plenty of, and many can be used in rapid succession.
Anyone not agree on this?
Well since you asked… no I have no desire to bar brawl, and I look at the prospect of any mini-sport with cautious dread. Crab toss was okay, but whoever designed the travesty of game design that is Dragon Ball is bad and should feel bad.
Mortars… and by extension Ballista and Catapults… need to be ground targeted. I place my cursor on the target, hit fire, and the thing just shoots. Add whatever delay is appropriate, but this mini-game crap is annoying.
The mortar in question is the Engineer elite skill “mortar,” which indeed IS ground targetted, but does not have the range or power of ‘real’ siege weaponry.
…okay, I’ll straight-out admit that I’m a little confused as to what your goal is with this one.
Do you mean: Each Turret’s Overcharge is replaced by a Control Panel, which switches our Weapon Skills to control skills for the Turret, so each can be micromanaged? I think that’s what you’re saying.
I’m going to proceed assuming I’m correct. So far, I…hum. I actually don’t think this is a bad idea, though the individual skills of each turret may need refined.
The Mortar application seems like it’s probably too complex, however.
This about roughly sums up my opinion on this.
Instead of complicating mortar, I would just extend the turret idea to it. Make it so you place the mortar in a secure place, and you’d use the mortar “kit” to control it. The mortar would have the range we think mortars should have (2000+), but you personally would still have to get 1200-1500 units from the attack site to use abilities.
The downside, of course, is that this version of the solution would make it maybe a little too similar to just any other weapon—but honestly, if ANet isn’t interested in rewarding us for using a stationary weapon, then reducing said penalty is the sensible choice.
Really, mortar is just hard to work with. It doesn’t honestly need any mechanical changes, it just needs to be worth using.
Boring? Really? Seems like the opposite of boring to me.
If you want clean fights with no outside influence, that’s what sPvP is for. WvW is war, and war isn’t clean or fair.
I’m not fond of detailed skill suggestions either; as an artist and writer, I’ve learned there’s a lot of truth to the maxim “If someone tells you that something is wrong, they’re usually right. If they tell you how to fix it, they’re usually wrong.”
hole in your argument but, sure, electricity. why not.
The intended distinction is in specifics, really. Basically, someone who says “Elixir R is no longer effective enough to be useful” is worth listening to, while someone who says specifically how to fix something—as in, “You should remove the casting time from Elixir R to restore some of its previous usefulness” is to be regarded less.
In this case, I consider “Engineers don’t have an electricity-based kit,” to be the problem. The specifics of implementing such a thing are left to the developers, who have their own ideas on what classes should have access to.
Really though, it’s a quote aimed at creative people—it’s hardly binary and absolute :P
>engineer equips kit
>kit has electrified gauntlets
something like that?
I mentioned in my post that it would probably be a gun-based kit, like the flame thrower, but hey, sure, why not? Gauntlets are cool too.
Why are dailies account wide? Why can’t we finish dailies on multiple toons to accumulate more currency?
Doesn’t make any logical sense to me either OP.
Because the whole point of laurels is to be a casual-friendly currency that everyone accumulates at the same rate.
Don’t you have a spell for that? Glyph of renewal i think?
Ah, that is true. Duplicating Glyph of Elemental Harmony is probably a bad idea.
The per-attunement sounds good to me, though I disagree with the “everyone else has it” mentality. Everyone but engineers get signets—it’s just a uniqueness of the class. Lacking one specific thing is a much better way to create such uniqueness than having one specific thing no one else does.
I’m not fond of most of the kit and weapon suggestions that get repeated around here. I don’t think we need a “sniper rifle” kit, I don’t think two-handed hammers are appropriate, and I’ve said as much in other threads.
I’m not fond of detailed skill suggestions either; as an artist and writer, I’ve learned there’s a lot of truth to the maxim “If someone tells you that something is wrong, they’re usually right. If they tell you how to fix it, they’re usually wrong.”
That said, I asked myself: what DO I think engineers should have, if not the things people have suggested? What do I think engineers are missing? The answer that came to me seems obvious, so maybe it’s been mentioned before, for all I know.
We have explosives, both lobbed and placed, we have fire and we have chemicals, and even our trusty toolkit. What’s left? What crazy, often unpredictable yet dangerous force iconic to engineers are we missing?
Electricity.
Sure, we have static discharge and static shot, but I think we could do much more with it. There are tons of environmental weapons in the game for use in various hearts that make use of electrical effects—though it’s true most of them are magical. I think there’s plenty of room for a purely engineered electrically-powered kit, though. It would be a gun-kit, of course, since we have plenty of electrical-looking guns to pick from. The pack would have some combination of jacobs’ ladders, Van de Graaff generators or the like.
Is it a good idea?
That’s debatable. I assume, for instance, that it would have a lightning field. Lightning fields are currently only available to elementalists, so they’d lose some of their uniqueness. On the other hand, lightning is the only field that’s unique to a single class, so maybe it’s right that engineers should get access to it?
Would it give us anything, though? We don’t necessarily need more access to swiftness and vulnerability, but it would turn Jump Shot into a daze.
What else would the kit have? Lightning effects often come with blind, which, again, we already have plenty of, not the least on our own Static Shot. Dazes and stuns, on the other hand, we only have a few of. Poison, bleeding and burning, would be no-shows. It would be a pure power kit.
How would the kit function? People hate the randomness of elixirs, but I think randomness in targetting is a little better received. Bounces, for instance, always hit your primary target, though where they go from there is up to fate and positioning. It gives the impression of randomness, when it’s not actually random at all.
Now, we already have a bouncing electrical attack on Static Shot, but I think the general idea has merit enough. I’m thinking the big poster-child ability on 5 could maybe be a ground-target AoE that jumps to adjacent areas after a short delay. The direction it jumps would actually be random, but I think the inclusion of a guaranteed first location is enough. The short delay would be a feature, not a penalty, in that it would allow the same enemy to be hit twice if they pick the wrong direction to run in.
That is, of course, only one ability, and it’s the only one I’m going to mention. It wouldn’t be difficult to see the idea extrapolated (and maybe parted out) into the other four skills. If there was a kit-wide trait, it would probably increase the number of jumps on each skill by one—which could be very interesting if one or two of the skills are normally single-target by default.
What range would it do it at? Probably medium range, a little further than the flamethrower. Say, 600 base, 900 traited, or thereabouts. There should be some risk involved in using it, but the idea would be to keep the opponent reacting and running, so it should have a little leeway.
So there you go. That’s my suggestion—more a collection of ideas and statements designed to be taken and reinterpreted and resuggested, really, because while specific skill rundowns can be dismissed as foolish wish fulfillment, concepts are flexible and persistent.
Thoughts?
I think if they were going to “fix” super speed + rocket boots, they would have slipped it in a fixpatch immediately. That’s just me though.
what do you have to lose trying this out for a week or two?
Player confidence in ANet, and therefore player accounts.
I’m not saying it’s a bad idea, but you don’t just “try something out” on a live playerbase of millions. Since they don’t run a public test server, ANet has to have enough confidence in idea to commit to it.
(edited by Weirwynn.2390)
New grandmaster trait:
Stabilized ground- If the engineer is near a turret, he will gain stability.
or
Protective Turret- If the engineer is near a turret, he will gain protection and regeneration.
or
merge them both.
I’m not against the idea in general, but I think it’s safe to say that permanent stability or protection is somewhat wishful thinking.
Also, this seems to benefit PvP most, wheras turrets’ real problems are in PvE/WvW.
As long as it’s an option, this seems like a good idea.
I don’t think it would be unbalanced, but blast on swap seems kind of conceptually weak. It would make more sense if it was a chance on hit, guaranteed on crit, etc. (though those would obviously be more difficult to use.)
Lore. What a terrible excuse. And that’s not on you; I don’t want to shoot any messengers here. Using lore as an excuse for armor style restrictions is bad since it completely bottle-necks further style and lore development.
Also, why wouldn’t a d/d ele wear heavier armor? They’re pretty much a spell-brawler at the close-range at which they operate. Why wouldn’t an Engineer maybe don a heavy chest plate?
However, I do understand the worry that suddenly a bunch of nonsensical spell-casters would suddenly don spike-laden heavy armor in full abyss for a maximum edgy look just because CoF light or Arah light wasn’t good enough anymore. Even so, I just don’t understand the reasoning behind limiting cross-armor-class transmutation. I don’t understand it because there is no logical argument in the contrary.
Clipping? Is that an argument? It could be. It’s a terrible one, but I guess it is. I just don’t understand that if it IS an argument, why people wouldn’t just avoid cross-class armors that clip? There is no need to redesign armor across the classes so that they don’t clip with each other. People would just naturally avoid silly-looking combinations. More importantly, clipping is also a non-argument since there are several armors within the same armor class that already clip with themselves or other armors of the same class. Good going on that one.
So basically there’s no answer you’ll accept, because you think being able to mix and match armor weights is more important than anything.
There are a multitude of reasons not to do so. Allowing players access to armors that clip would be a huge hit to the perceived quality of the game. Differing appearances between types give players a greater sense of identity. And yes, lore factors into many choices in the game, when appropriate.
Since you’re not going to listen to any of it though, in exchange, I feel justified in saying it’s not going to change, so “deal with it.”
The term ranger does not refer to ranged combat. I’m in utter astonishment how many people seem to assume this despite it being a common real world term you should have learned in junior high.
The term ranger refers to someone who ranges land; i.e. a scout or a warden; as a fantasy trope it originates from Aragorn in Lord of the Rings, who was primarily a swordsman.
This.
I hate to jump into this thread just to mock or insult the OP, but… it really baffles me how many think “ranger” means “uses ranged weapons.”
I would say so Anet can manipulate the price of doubloons. To ensure recipes do not become too profitable.
…um, what? Paranoid much? How does their presence or lack thereof in the collectibles tab enable ANet to “manipulate their price,” and why would ANet care about the price of a minor item used for crafting cheap runes that make you go “Yarr”?