Showing Posts For Weirwynn.2390:

New kit idea - Rifle kit

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

In other words—generally speaking, engineer kits are our weapons, and engineer weapons are our utilities.

How to make turrets viable again

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

The issue I have with Turrets is the fact they can’t move.

Why should they?

Because of the wonderful nature of everything having an aoe that just blows them all up almost instantly…. followed by you looking like a fool for the next 45 seconds.

Given Mesmers, Necromancers and Rangers experiences with their ‘mobile’ pets… I’m guessing you’d be very disappointed.

Not So Secret JP

in Sky Pirates of Tyria

Posted by: Weirwynn.2390

Weirwynn.2390

This puzzle isn’t really that hard or punishing compaired to the WvW puzzle. There are no “hard” jumps just a lot of room for silly mistakes. It was a fun and not to hard puzzle.

If you want to find a harder and more unforgiving one then obsidian sanctum is sitting right there in eternal battlegrounds for you. You find a group of enemies you’ll have to redo the entire thing.

I want more amazing puzzles LIKE obsidian sanctum just not in WvW or PvP. :P

The Obsidian Sanctum is, honestly, a poor puzzle to compare it to. Apart from enemies, failure in the Obsidian Sanctum is actually really forgiving. It’s a chain of separate, relatively easy puzzles, the only one of which that can send you back to the beginning is the well, and the only one with even slightly tricky jumps is the Colosseum pit.

Failing Not So Secret, on the other hand, results in both death, and losing all your progress, most of the time. I consider it the harder puzzle, enemies in OS notwithstanding.

I do think Not So Secret is fine, though (the dive point is another matter.)

Delete change the diving achievement.

in Sky Pirates of Tyria

Posted by: Weirwynn.2390

Weirwynn.2390

Ok the last few days i see new worlds that gives ugly or not useful rewards. i dont speak and say ok the game is still beatiful. the diving googles in jp is the hardest ever only for 2 points? u get in 20 minutes up….u make a jump and u die 99 times of 100 …no way to get back up fast or whatever and u call that fun? are we kidding here? and what about u go all this way up and u must aim for something ? hahahahha its the worst idea ever made!!!! people are quitting and dont want to do it… …

While I agree that not even being able to see where you’re jumping is a rather poor choice on the designer’s part, I feel you’re making a much bigger deal of it than it warrants.

First, it is, after all, as you say: only a point for diving achievements. If you don’t care about the reward, don’t do it.

Second, maybe in a few months, when you’re alone in the puzzle, you’ll be able to say there’s “no way to get back up fast,” but right here, right now, there should be no shortage of mesmers portaling people up for exactly this achievement. I personally have spent several entire nights doing so.

Third, “99 times out of 100” is pure hyperbole. Even if you don’t look up a video (which would be a sensible thing to do,) there are, again, dozens of other players doing the same thing, and mesmers experienced with it hanging around. You can ask for their advice, or simply do what they do. I got it on my second try.

Again, I agree that the diving point is rather unfairly designed, but communicating your opinion clearly and truthfully will get you heard much more than exaggeration.

1 Year Anniversary Wishes

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

Small

1) A free bank tab for all accounts.

Giving away at least 22.5 million dollars worth of unlockables (based on 3 million sales as of January) is “small” to you?

Veteran Giant DPS tests.

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

Little hint, go for the electrical discharge

There are not enough facepalms in the world.

The trait is “static discharge” and it’s what “SD” stands for in the OP’s post. Also this is about an enemy that spawns in PvE, which has quite a lot more health than players do.

Making Dye Account Unlocks

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

ANet stated back at launch that the system originally was account bound, but they changed it to the way it is so that each character’s differing selection of dyes would give you a more unique experience/presence with them.

Honestly, most of the expensive dyes are terrible anyway.

Suggestion: A Legacy Room

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

I’d love to see that—but I doubt it will ever happen. Limited-time content gets people playing.

ArenaNet posts in a thread

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

On the home forum page, you can click dev tracker to see all posts made by devs across the forums, at least

Turrets and Invulnerable Targets

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

Is there a way Engi turrets could be made to ignore the unkillable targets instead of just firing infinitely at something that doesn’t take damage?

Most currently this is the issue with the Golem Assistants in Vexa’s Lab.

I don’t think camping a spawn point with turrets is really something that manpower needs to be spent to facilitate. If you don’t want rifle and rocket turrets to shoot at the golems, use flame and thumper.

Other classes weapons > Our kits.

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

I’d even like to see my helmet change with my kit as well. So a Flamer or Elixir gun kit would equip a gas mask, a tool kit would have a construction helmet and a grenadier or bombadier would have a set of noise cancelling earmuffs or something.

…no thanks. I want kits to NOT have to override our equipment, not override more.

Especially not with head gear, which is 90% terrible in every game.

Falling Damage & Combat mode

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

Good point! Then I amend my suggestion to this – falling damage should not trigger the ranger slowdown.

Note, combat speed is a global thing that applies to call classes, it’s only more noticeable on ranger because of pet AI. Giving ranger a pass on combat speed would be quite unfair ^^

Falling Damage & Combat mode

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

If falling damage didn’t put you into combat mode, the damage done would regenerate instantly.

Rework thieves aka most miserable profession

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

Distraction and baiting are valid WvW tactics. Not everything comes down to getting kills.

Jumping puzzle rewards.

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

As someone who enjoys (and is good at) jumping puzzles, I would love to see better rewards for them—but on the other hand, there’s more problems for that than portals. The biggest problem, really, is being able to just log out for a day, log in and get the reward again. True, this isn’t a problem with some—Griffenrook Run, Scavenger’s Chasm and the WvW puzzles, etc., but it is still a problem.

I think that opening a jumping puzzle chest should give you a debuff, like the Thief’s revealed dubuff, that prevents opening the chest again until it goes away, which it would do only when you leave the jumping puzzle area. If that happens, then I can see much better rewards for open-world puzzles actually happening.

JP cheating skews stats

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

And you do know how their internal statistic collection works? Just wondering, not trying to start an arguement.

Unfortunately not, I am limited to a knowledge of programming, and [what I see as] common sense.

Housing

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

I don’t know if you’ve read this thread, I didn’t see your name in the list of posters anyway, but basically, this idea would address all your concerns:

Where in the game world do you put 10,000 houses? They’re already there, and could have multiple owners without them knowing of each other – same as with the commanding the pact thing.

Right, that’s instanced housing, not open-world housing.

Your top 3 wishes for GW2.

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

  • Engineer Kit Legendary Fix
  • Engineer Kit Back Slot Fix
  • Trait templates

JP cheating skews stats

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

Widespread use of mesmer ports to complete hard jumping puzzles skews any stats based on successful completion of the jp. The jp may be seen as being the right level of difficulty for most players based on these false positives. Furthermore, those players who would never cheat on anything are disproportionately represented among the minority who fail to complete the jp.

No offense, but you have no idea how ANet’s internal statistic collection works, so to say that portals aren’t represented in them and skew the stats is pure conjecture. It would be trivial to record whether or not a player has used a mesmer portal in the five or ten minutes before completing a puzzle, and whether that portal was someone else’s or their own.

ANet is not unaware of portals being used in jumping puzzles.

Housing

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

I do not see why it has to be “build around it”. Archeage is not build around that idea but has it and it seems to be working great. You get a much more lively always changing world. That what Anet tries to achieve in GW2.

Okay… Lets say suddenly GW2 has open world player housing.

A quick googling reveals estimates of 40,000 accounts on average per server. Many of these accounts are inactive certainly, but do you take away inactive players’ houses? Are houses something you have to earn, or does every player get them? A little more googling suggests a server might be “full” at 15,000 online players. Most servers are at least medium-capacity most of the time, so we’ll call this 20,000 players playing regularly, and lets say half of them having housing.

Where in the game world do you put 10,000 houses? The Guild Wars 2 world is very big, but it’s still on a scale much, much smaller than the real world. If you place them in existing zones, then no matter where you go, you’ll be fighting harpies, minotaurs and the risen dead on someone’s front lawn.

Conversely, if you create new “housing zones”, they’ll basically be massive empty spaces with nothing but player houses—and you still need space on the map for them. Lets say each city has its own housing zone. Each one has to house about 1,700 houses.

Space isn’t the only problem, either. The mood and user experience are a big issue too. Instanced housing and instanced storylines make the player feel unique. Though you know that everyone else in the world also commands the pact, you don’t see it. Living in a slum alongside thousands of other players, though, is humbling. It’s a much more “down to earth” feel, and that’s just not what Guild Wars 2 is about.

Basically, yes. Open world housing isn’t something you can just slap on.

Control customisation expectations

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

I… honestly have no idea what you’re asking for. You say “customizing control-clicking and shift clicking…?” You call them annoying, so it seems you want them removed, but there are very few actions that use control or shift—mainly linking items in chat. Then again, you’re talking about not having a special mouse or large hands, which implies the opposite, that you want something that would provide more actions (with control and shift?) If that’s the case, I’m further unsure as to whether you mean clicking—which is a term usually reserved for mouse actions, and might imply clicking on things—or pressing keys on the keyboard, which would just be straight-up actions.

I’m not saying your idea is bad… I’m saying I don’t have a clue what it is.

Looking for kitless P/S PVE build

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

So let me get this straight, you want speedy kits, but you don’t want to use kits? You’re planning on speccing for kit swapping but not use that kit? You would basically waste a utility slot just for speed and for a cosmetic look. Not to mention its hard to find a viable build without kit use.

He said he was willing to, not that he required it. Kit-swapping can get you permanent swiftness, vigor and might, which is nothing to sneeze at… if it’s appropriate for the build.

Heck, I slot bomb kit just for the toolbelt and fire field, if I’m stacking might for a dungeon group (Big ’ol Bomb, Thumper Turret, Magnetic Inversion, Runes of Altruism, 18 stacks of might for everyone. 21 if I feel like dropping supply crate.)

I have no build suggestions for primarily P/S or P/P though.

Name Resets

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

The easiest way to find a unique name is to include a last name

Big creature events

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

I agree that the world bosses should really be more dynamic, but some corrections:

Groups of people were staying in one location and constantly being buffed to such a point that they became nearly invincible to the effect of the dragon. Even when he does the whole flying up into the air and crashing back down again they received no damage at all and kept attacking the dragon while barely moving.

This has nothing to do with players being buffed. The Shatterer simply doesn’t attack where players stand.

Even during the pre-event, rather than helping to progress the event the vast majority of players stayed by where the dragon lands, assuming someone else would complete the pre-events for them. This meant that despite doing little to help the story out of the zone they still comfortably earned a gold reward and received little to no consequence as they took no damage, were able to stay in exactly the same place and got the good stuff anyway.

In the case of the Shatterer, one of the pre-events (collecting items) in fact takes much longer the more players participate, and the other is an escort mission simply doesn’t spawn enough enemies to occupy the whole world boss zerg. Combined with the lackluster rewards from events, yeah, it just doesn’t make sense for everyone to do them.

unfortunately many of these events are currently being seen as an easy way to get some good gear rather than the challenge they should be.

This might be a little nitpicky, but “get some good gear” implies people are actually using the gear they get. On the contrary, most of the guaranteed rares from world bosses are sold, salvaged, or tossed in the mystic toilet. Exotics and precursors, on the other hand, are hardly guaranteed or easy.

The thing is, though, that ANet added the guaranteed rares to these events so that players would do them instead of farming whatever events spawned the most enemies, and it’s working, so I don’t think anyone can really complain about the motives people have for being there. They’ve been told to go there for precisely those reasons.

All that said, yes. I would love to see more reactive world bosses, who you have to actually hit instead of just attacking the ground for fifteen seconds after the Claw of Jormag flies away.

World polish Suggs

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

Collectibles:
-If we can send collectibles to the personal stash wherever you are, why don’t let us be able to retrieve them from there also? There were several times when i accidentaly send to stash things that i didn’t want to because i wasn’t aware that they would vanish from my inventory as well as other collectible items. And then i couldn’t retrieve them from there.

I assume you’re talking about minis—so suggest a solution for minis, not one that basically invalidates the whole banking system. Things like banks, merchants, trading post NPCs and crafting stations exist in order to make cities meaningful places where players congregate.

Turret cooldown

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

Turret cooldown should happen after the turret has been deployed rather than the turret has been destroyed. Picking up turrets is no longer possible and one of the turret traits now give a 20% cooldown reduction in using turrets.

I hate to be a grammar kitten, but your change in tense here is really confusing. Don’t talk about your proposition as if it’s already true.

Especially for healing turret. The optimal use of healing turret is to drop it to gain a burst heal, use a water field and then blow the healing turret up. However, the intended design was to drop the healing turret and then it will support nearby allies; however, the way that turret was designed is terrible. With a cooldown after turret has been deployed, engineers are encouraged to drop a healing turret and let it be there to heal allies. This way, engineers do not have to worry about needing a burst heal. Also, it will not destroy the current use of healing turrets as well(Placing it, make a waterfield, and then blow it up.) as players can still use turrets like that.

That the healing turret is intended to only be dropped and left for support is debatable; it offers you a choice in functionality depending on how you use it. “Worrying about needing a burst heal” is exactly the kind of decision that makes gameplay interesting, risking trade-offs and choosing the right one for each situation. These choices should be balanced so they’re both viable, not simplified and dumbed down.

Other Turret cooldown after it has been deployed will affect all aspect of the game positively: PvE, sPvP, dungeons, and WvW. The difference between turrets and other summoned allies is that turrets cannot move. Therefore, all engineers are forced to suffer a downtime. With the new cooldown, there will be less downtime for all aspect of the game.

There’s a big difference in making a skill more effective, and “affecting all aspects of the game positively.” How long do these new turrets of yours last? How does that work with overload function? Reduced tactical choices and 100% uptime on turrets would basically require a complete overhaul of the turrets and what they do to match the new system, and probably result in their actual effectiveness being nerfed even more than they are now to compensate for their new uptime.

Turrets need something, but I don’t think this is it.

Also, summons work the same way—their cooldown starts when they die.

(edited by Weirwynn.2390)

Housing

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

No thats not how you do housing. It’s instance based so very boring.
Housing should happen in the open world.

Open world housing is one of those things that’s a great ideal to strive for… but in actuality is completely impractical unless you design an entire game around it.

Instanced housing can be good fun though. Phantasy Star Universe did it okay, with crafting boss drops into giant multiple-piece decorations that people would see when they came to your shop.

Either way, I’d get used to it, since as of next week, they’re finally starting to add to home instances (a quartz node.) They wouldn’t make you go there every day for quartz if they didn’t plan on adding more.

Anniversary

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

Seconded. It was really frustrating in GW1 never making new characters just so I could keep getting each new wave of birthday presents.

Jumping Puzzles and Mesmer portals

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

Mesmer portals in jumping puzzles likely has not been dealt with compared to exploits as the end results are different. They have more important things. However, this doesn’t mean that Mesmer portals is what they intended or using them to bypass content is right.

You must have an extremely poor opinion of ANet if you think it never occurred to them during development that they can be used to take people to the ends of jumping puzzles—that’s like saying they aren’t aware that weapon skills do damage. Moving multiple other players across terrain and past obstacles is what it does. It could easily be like other teleport skills and only function on places you can walk between, but it doesn’t. Engineer’s jump shot could easily not provide an actual 700-800 range pinpoint jump… in fact, it was recently bugged so this was the case. It was fixed.

Everything points to portal working exactly as intended, making jumping puzzles inclusive for those who want to experience them in such a way.

Unbind Legends Gemstore Item

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

I have been reading, they say legendary’s will always be the best. I would assume they will get higher stats then the ascended.

They will always be equal to the best. They will never be better. Currently, they have exotic stats. When ascended weapons come out, they will have ascended stats.

Jumping Puzzles and Mesmer portals

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

You can call the new puzzle “optional,” sure. In that sense, your personal story is “optional” too. Dungeons are “optional,” playing the whole game is “optional.” But you know what? The game plasters a giant letter over everyone’s screen and says DO THIS. It’s on the checklist for the current event. It’s, arguably, part of the Living Story. Saying “oh, you don’t HAVE to do it” just makes you a snob.

Besides, jumping puzzle rewards are scaled with the idea that they can be camped, portaled, and just plain bypassed with skills like jump shot, so this can be considered working as intended. If you want them to “fix” puzzles, start by giving me a guaranteed rare every time I do the southsun vents puzzle.

Boss Loot

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

It would be awesome and more fun I think if last boss in dungeon X had specific Loot.
for example it would 100% drop rare (yellow) item, or 2x-5x 100% rare material or even had 30% drop chance for Exotics. It is very upsetting when you spend 1-2h in dungeons and come out of it with greens and blues. (and dont tell me about Magic Find some players just dont want to run around with magic find – farming Gear). Same for Fractals.

Well, what if the reward is something that’s not useful to everyone? Why—the dungeons could have a token system, so someone could choose their reward…

Oh wait, they do.

How do you grenade good?

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

The greatest piece of advice that anyone can give you in this instance is to remove the aoe sighting and enable “Fast-Cast Ground Targeting”. You will throw grenades wherever your mouse is. Additionally, I would suggest keybinding your primary kit (nades in this case) to the standard weapon swap button “~”, as this will allow you to swap between kit and weapon more effectively.

Personally I think this is terrible advice. I think grenades are much easier to utilize with the ground targeting on.

You’re free to disagree, but to go as far as calling it “terrible advice” seems unreasonable. At worst, someone will try it, scoff and go back to reticle-based ground-targeting—while on the other hand if they like it, it could cut the number of clicks/keypresses required for using grenades in half.

Personally, the only time I miss the reticle is on the odd occasion I need to do one of the dark-room jumping puzzles, but hey, that’s what the Flamethrower is for.

Asura Head bug

in Asura

Posted by: Weirwynn.2390

Weirwynn.2390

Seems pretty widespread and has been reported since launch; hard to believe they aren’t aware of it.

I didn’t say they weren’t aware of it, I said it was possible they haven’t personally had the problem or been able to reproduce it. Development machines are typically pretty beefy. I haven’t ever had—or noticed—the issue in 500 hours on my Asura, so it doesn’t seem like a stretch to me.

I’m just guessing though. As I said, it also may just not be a priority.

Obsidian shards availability

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

How do you grenade good?

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

My mouse of choice at the moment is a Logitech G700. The three buttons on the top left are—from the bottom up—the “1” attack, dodge and autorun. The four buttons on the side are “2,” “3,” “4” and “5.”

I also bind Q to “6,” and E, R and T to “7,” “8” and “9.”

I only PvE though.

Attachments:

Southsun Cove Meta Change

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

On my server (Fort Aspenwood,) we usually see the queen spawned once a day so the world-boss zerg can get their bonus chest, so seems it’s working as intended there?

I’m not against it being a little easier though—but how big is a “smaller group?” It takes a fair number of players to take the lower two camps.

Suggestion for new jumping puzzles.

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

Well i cant be good in it, if i see 100 portals around me and ppl giving me swiftness

And seeing portals somehow affects your ability to do puzzles? Even if they did, they’re on a 90-second cooldown; nobody is exactly spamming them in your face.

legendary worth it?

in Asura

Posted by: Weirwynn.2390

Weirwynn.2390

I was considering going for a dreamer on my asura ranger because i felt i was ready, but then i realized that i will may struggle to see it is there any asuras who have screenpics of ANY legendaries? I would just like to see if it is easily visible or not

It could be worse.

You could be an Asura engineer.

Asura Head bug

in Asura

Posted by: Weirwynn.2390

Weirwynn.2390

Yeah whenever my Asura just enters a map and I start running… his neck disappears for a few moments. It is kinda funny they haven’t even bothered to fix this REALLY obvious bug.

It’s only obvious if it actually happens to you. Since it sounds like this is a system-dependent issue, it’s unlikely any of the developers have personally run into it, and it’s possible they’re unable to troubleshoot it easily. Alternatively, it could be that supporting older systems just isn’t a priority.

Suggestion for new jumping puzzles.

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

This may be news to you, but not everyone is good at jumping puzzles. I have a Lv. 71 mesmer whose sole purpose is to help my less-than-enthused guildmates with them when need be. Taking away not only portals, but swiftness and other skills that help even the playing field would certainly “annoy” a lot more people, to put it mildly.

Which cosmetic engineer issue is most vital?

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

I’d say it’s 3, 1, 2, and 4, in order of most vital to least – 3 affects every Kit Engineer (only beating out 1 because it overrides cosmetics that’ve potentially been worked on for weeks), 1 beats 2 because Kits are more commonly used than Turrets, and Legendaries are so rare (and ill-fitting for the Engineer, at present) that I’d consider them to be the least important at the moment.

I suppose I worded that poorly. Is that what’s important to you, or just what you think is important to everyone else?

Which cosmetic engineer issue is most vital?

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

We have some problems.

1. The lack of appearance customization for kits. (eg. “The hobo-sacks are ugly.”)
2. The lack of appearance customization for turrets. (eg. “Is that a turret or a meat-grinder?”)
3. The fact that kits overlap/hide back slot items. (eg. “Where’s my plush quaggan?!”)
4. The fact that kits hide legendary weapons (eg. “Legendaries? What legendaries?”)

These issues are often all just lumped together, and it’s true they’re all very closely related, but they don’t always share solutions.

Personally, I’m an Asura, so the kit packs are a more sensible size compared to my character and their general appearance doesn’t bother me much. It would be awesome if I could some day use a jetpack, but it doesn’t keep me up at night.

I’m much more concerned about legendaries. I’m still a long ways off, (Gift of Mastery done, working on Mystic Clovers now—20/77,) and only collecting for it casually, but I’d like to have a legendary some day. Obviously, a tickbox to hide the kit pack wouldn’t help.

That’s me, though. I’m curious to know what’s actually important to other individuals of the engineer community?

(edited by Weirwynn.2390)

Larger Party Sizes

in Suggestions

Posted by: Weirwynn.2390

Weirwynn.2390

Larger party sizes for open world stuff, great.

Larger party sizes for dungeons, with appropriate scaling, I could get behind.

Dungeon paths specifically for larger parties—god no.

Why do Bombs have Fuse?

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

You do realize that most melee attacks cleave multiple targets and have a range that is greater than the default range for bombkit 1 and 2?

They cleave multiple targets, yes, but basic melee range is 130 units. Bombs, on the other hand, have a 120 unit radius untraited, so yes, melee hits a small pie slice compared to the circle of the bombs.

Why do Bombs have Fuse?

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

Okay, we’ll make bombs instant-hit… now to balance it out, we also have to make all the melee weapons do AoE damage in a 120-180 radius—basically just add Cyclone Axe to every melee attack.

That sounds fair, right?

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

Welcome to the Engineer forum. The topic is always ‘hobosacks’ ;P

Which makes me wonder why people let the main Hobosack thread on the forums die so willingly. Pretty sure stubbornness is the way to go here, and keeping this on the frontpage.

Well personally, I don’t think there’s really much to say on the matter. All of the good solutions involve an inordinate number of single-use resources. I fully expect the eventual solution to be a single tickbox

Tune down the ridiculous grenade effects.

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

The particle effects of the nades cause very high fps drop on lower end systems such as laptops. There should be an option to tune them down.
This makes playing or playing with nade engineers a pain.
Same thing happens with certain other skills, such as the Blinding Powder of thief. Makes me wonder how incompetent effect designers Anet has : the effects don’t look very good compared to other games, yet they still consume massive amounts of resources.

Most likely it’s the layered transparency fill-locking your system, try zooming out to minimize the amount of your screen they cover.

Also, don’t blame the developers for your lousy system.

Super Jump !

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

Thanks to you many engineers in different servers are now using this to explot in the JP…

…so? Jumping puzzles can be bypassed and shortcutted any number of ways, not the least of which… just logging out and logging in the next day. ANet knows this, which is why the the only ones that have halfway decent rewards are the WvW puzzles. Assuming you’re talking about those… Engineers still rank lower than mesmers and warriors , and if they don’t… well, good for us. We deserve a turn.

Now, I’m not saying the “super boots” won’t attract a nerf because of things like this, but Jumping Puzzles won’t be the reason—they are the “loosest” of GW2’s challenges.

Exploits in the JP = Spawn camping the platform of another server
With 5+ engineers on that platform. So when anyone enters from the mystic portal by the time they load in they’re dead, because theres an engineer camping the entrance to the EB JP

As was mentioned earlier in this thread, you can do that from range anyway.

Super Jump !

in Engineer

Posted by: Weirwynn.2390

Weirwynn.2390

Thanks to you many engineers in different servers are now using this to explot in the JP…

…so? Jumping puzzles can be bypassed and shortcutted any number of ways, not the least of which… just logging out and logging in the next day. ANet knows this, which is why the the only ones that have halfway decent rewards are the WvW puzzles. Assuming you’re talking about those… Engineers still rank lower than mesmers and warriors , and if they don’t… well, good for us. We deserve a turn.

Now, I’m not saying the “super boots” won’t attract a nerf because of things like this, but Jumping Puzzles won’t be the reason—they are the “loosest” of GW2’s challenges.