Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
(edited by Wolf.5816)
Perhaps if they give us a Trait that makes deploying Turret skills, breaks stuns.
(edited by Wolf.5816)
I like to use Rocket Boots, and it is very much a random skill. It’s effects have a chance of a 900 range self knock back, a 150 range self knock back, or a rare chance to simply break stuns and provides no self knock back. It is a bit questionable why one of our stun breakers stuns us..
(edited by Wolf.5816)
It’d be fun if there was a way to teleport you and a foe to a random location. I’d say, a random location on the map while keeping your target nearby but It would probably be a balancing nightmare. (Even if it only worked like this in the mists) It would just be a innovative and unique gameplay option for PvP. Perhaps a gadget like Portable Asura Gate, and the Tool Belt skill could be:
Rift Lag: Overcharge your portable Asura Gate Paralyzing you preventing you from taking any action for 2 seconds. Then gain Distortion and max Swiftness while removing all movement impairing effects for 2 seconds.
It is fun to dream, but I am straying from the topic. XD
Perhaps they could lighten the Random nature of other skills and create a specific Utility skill that plays completely with that mechanic. For example:
Volatile Elixir:Consume a volatile mixture granting you a unique unpredictable effect.
-Exchange all boons and conditions you have, with your target.
-Makes a clone of yourself for 6 seconds. when it is destroyed you become Dazed for 2 seconds.
-Gain Quickness, Swiftness and might for 3 seconds, after 3 seconds gain Chill, Cripple and Weakness for 3 seconds.
-Toss Volatile Elixir:Toss a Chaotic Elixir at a location, granting Swiftness or retaliation to allies, while Randomly Teleporting you, and those caught in the blast, to a random location.
I wish the random effects were all good in every situation, just requiring a different strategy upon activation. Instead of a 50% chance to win (in meta pvp).
This is my opinion, but Engineers have so much access to swiftness I don’t see why Elixir H has that as an option..
I have read somewhere on here that certain Elixirs could have different effects based on your current health. For example, Toss Elixir S could grant Stability when above 50% health and Stealth when below 50% health. This would make an excellent trait, and Although this is not really In the field of “random” It would allow for more reliable survivability and combos.
(Opinion) I feel that simply allowing Turrets AI to “force target” on whatever opponents you have targeted would greatly improve The viability of Turret PvP. If no targets are selected they should just target nearest like how they function currently. Being able to focus fire particular targets with all your turrets would be a reasonable change.
Also allowing Detonate Turret Tool Belt skills to be usable in any condition. Whether you are invulnerable through Elixir S, or Downed. ( like Ranger’s pet abilities.) Being able to put your Healing Turret back on its Cool Down while in Elixer S is very important when your in a Neck and neck fight with a bunker Ele.
My guildy warned me that Engi was probably not the best class to learn the game on :P
“It would be shocking to me if the most common profession in the game after we ship is not the warrior, just because people like to have a sword and a shield and hit things with it. It isn’t incredibly important to us that every profession is equally as popular, it’s more important to us that they all cover different players’ desires.” – Jon on an interview a long time ago
The classes cover a variety of play styles, Engineer just happens to cover people who like pain when they play; the self cc, the rng, the lower damage, the hobo fashion and so on~
Edit: I play this class for the fashion, but yeah this class is probably not a good starter class, beginners would get frustrated a lot.
Very well put Pinguin. We can all (other passionate profession players) agree that the engineer has the highest learning curve of all the professions. I would say second is the Ranger. From my experience there are only two types of Rangers, Really Powerful Rangers and bad Rangers. As apposed to classes like the Mesmer where even at the most rudimentary of skill level you can still be a threat. (Not saying that Mesmers don’t have their flaws in end game PvP) But once you find a winning Ranger build online and practice it enough you can be very strong in PvP. Where as the Engineer requires a large amount of practice for each Utility skill. Maximizing the use of each Cooldown is the only way to beat other professions in end game meta. (The same could be said for a lot of professions but I feel the Engineer has to have a completely different tactic versus each profession and their builds. Where as a Thief will use the same rotation on all professions effectively.)
(Opinion) I doubt it would be overpowered to have it remove all current conditions. For being at 25% health is very easy to lose in a heated PvP game. (Heart seeker or a Shatter) It would be a decent trait to compliment burst builds or non-Elixer builds. For it provides a engineer with the much needed condition removal. Immunity is great, but like several Engineer skills and traits it is simply not a reliable counter against any build you fight.
This is a wonderful idea, it seems we’re slowly inching our way towards more viable controller support. +Bump.
Seeing as I rarely leave the Mists after I hit 80, I was wondering if it was possible to transmute earned PvP armor into PvE armor? Particularly the PvP exclusive armor.
Napalm is dreadful. Long cooldown, virtually no damage, for a fire combofield. Seriously? Thats just kitten poor.
Smoke Vent has only 1 strengtht, it works even when CCd. But its melee range, and has a long cooldown for what is otherwise a pretty basic effect.Napalm is actually decent. It lasts 10 sec, people in organised play can easily blast it for AoE 3 stacks of might per blast and other useful combos (flame shield, burn etc).
When you also down someone you can put it under his kitten and ignore him for 10s + and be sure he won’t be healing himself unless he has downed movement skill ready.
Smoke Vent can also be used while stomping, start stomping that ranger or warrior and blind their daze/hammer.
Smoke Vent could use a minor buff imo, either radius or number of blinds.
Napalm is good, but i wouldn’t mind giving it BLIND it used to have in beta.
Interesting I don’t recall the Blind on Napalms field, How did that function in pvp? Any interesting specifics?
It can be tricky finding the Combo field water by sight. Especially in the chaos of a heated game not even mentioning latency/lag. But you will eventually gain the tempo and triggering the combo becomes more about timing and less about any visual cue.
But I feel the quick 1-1/2 second combo field is just icing on the cake considering the Healing Turrets mild application of regeneration. Not to mention its unique. But Regenerating Mist’s weaker regen/Longer cast time/cooldown versus its twin, Soothing Mist from the already very friendly Elixir Gun is stronger and instant and on a 40 second base cool down. They both practically screams to remove 1 condition. But the Healing Turret seems that it would benefit more while maintaining balance, with a minute long cool down.
I think similar effects should happen with more Skills. Perhaps a similar 1-1/2 second smoke combo field with Smoke Vent from the flamethrower Kit. Or many even all turrets giving of a similar Turret Specific 1-1/2 aura with different effects.
Engineer is one of the few Professions that can work in all of their heals into specific builds. Most Professions are usually pigeon holed into only a few reliable ways. At least in PvP.
I personally would like Regenerating Mist’s 1 condition removal because it would compliment build diversity in builds that choose not to take Elixir C, Elixir Gun or relying on Toss Elixir Rs Rally cleanse to remove conditions.
Yeah it is an easy quick water combo. A good PvP heal combo I used for awhile was Net Turret>Electrified net>Healing Turret>(During Water field) Detonate both Turrets>Rocket Boots away from the target.>After landing>Soothing Mist>Jump Shot Back into the target.
I agree with your choice, my favorite heal is the Healing Turret as well, although I have seen some nice use out of the Med Kit.
This is true, and general consensus with most of the issues with the tool belt skills being viable appear to be in their lengthy cool down.
Automated Response simply prevents new conditions from being applied on you at 25% health, conditions received at 26% health and above remain on you until their duration expires. Automated Response does not act as a condition remover, it simply makes you invulnerable to new incoming conditions. The moment your health raises above 25% you can then receive new conditions. Making this trait not quite as useful as it sounds, for at 25% health most pre-existing conditions and incoming damage will kill you before you can make use of condition immunity. (In PvP)
Absolutely, and I did not mean to sound like I was directing my statement at anyone. I was just throwing it out there in the void. I agree I have no knowledge of any developer devoted to the Engineer profession. And I would equally enjoy their input, especially on some of our fellow engineer posts in particular. There are some great suggestions and innovations out there.
Engineer forums, more so than other Profession forums seem to have larger number of hostility towards the designers. If you take a moment to scan the other professions they are usually far less aggressive. Don’t get me wrong, I am very passionate about the Engineer profession and completely biased, seeing as it is my favorite. And i want to see Utility and trait synergy as much as the next Engineer. But I feel that working with the designers would increase the effectiveness of communication with whatever developer may be perusing the forums at the time. Constructive critics are a rare breed in such a competitive game but with all “teams” working together against a common foe (Engineer bugs,glitches,and suggestions) could only strengthen a potential Anet Designer. For better of for worse, they know what their doing and what is going to be done.
Cloaking Device has a few second Internal Cooldown. Receiving a immobilize, or remaining immobilized while the global cooldown is in effect will prevent it from triggering and you will remain visible until the cool down refreshes and next application of immobilize occurs.
Welcome to the Forums! Us Engineers are a “passionate” bunch but we mean well. please let us know I you have any questions, opinions or idea’s.
Post Topic
Why doesn’t Regenerating Mist Cure 1 Condition?
Regenerating Mist is the Tool Belt ability for the Engineer Healing skill Healing Turret.
Skill Summary
This Tool Belt ability provides a quick 1 to 1/2 second water combo field and a quick Area of Effect regeneration that lasts 3 seconds, to you and all allies that are within range of the initial activation. This Tool Belt skill has a base recharge time of 1 minute.
The Healing Turret provides an initial heal on deployment and a mild regeneration to all allies who are nearby the Turret on its deployment While also creating a quick 1 to 1/2 second Water combo field. It Will continue to re-apply a mild regeneration and a 1 to 1/2 Water combo field every few seconds. This Healing Skill has a base recharge time of 20 seconds.
The Healing Turrets Overcharged ability Cleansing Burst provides an additional moderate heal and cures all conditions on yourself and all nearby allies. Like all Turret’s Overcharge abilities, activating this skill will enter it into the Turrets “cue” to take effect the next time the Turret uses an ability and does not activate instantly. This ability also has a base cool down of 1 minute.
My point.
Why does Regenerating Mist not cure one condition? Yes, this is more of an opinion but a common one, that many of the Engineers i had discussed this with share. This would be a reasonable, almost expected effect considering other Turret Tool Belt abilities. (Aside from a few) Granted this may seem like a small, almost insignificant suggestion, but it would provide much needed conditional removal for Builds that do not use Elixirs/Antidotes or Kit Refinement without tipping the scales of balance. Or relying on the very limited Utility space.
Specific Example (Opinion)
Elixir based engineers can(would be wise) take traits such as “Cleansing Formula 409” that provides them with efficient condition removal, And allows the alternative Healing Skill Elixir H to have very effective synergy. While the Healing Turrets Overcharged ability does cure ALL conditions it is on a lengthy cool down and is not activated immediately, Not to mention aside from Large skirmishes it is not practical to use this to remove 1-2 conditions. where Elixir H has a 25 second base cool down, and Toss Elixir H has a 30 second base cool down.
In conclusion
Please don’t get me wrong, I greatly enjoy the current mechanics of these skills. And do not expect Turret Overcharged abilities to become instant. Or Elixirs to lose their Random Effects ect.
Please consider that this post is primarily from a PvP perspective. I do have a level 80 Engineer, But i spend most of my time in player verse player environments. The Engineers I have discussed this topic with also spend the majority of their time in PvP as well. I hope this post is not taken as aggressive, ignorant or “over passionate”. I am not saying that everyone agrees, simply because a few players share a similar opinion. The purpose of this post is to simply see what the Engineer community’s opinion is of the current state of “Regenerating Mist”.
Thank you for taking the time to read this, and I apologize for the length.
It’s actually a very small aura you create for 1 second on your character. It persists and you can move but the knock Down aura it generates only lasts for a short time so it is best to use when fighting a melee class or if you are free from movement impairing effects versus other classes. Walking over their character model will cause them to be Knocked Down, this effect can be chained by repeatedly passing through their model.
As for “Super Speed”. This a ability like all non-stackable effects will only give you maximum speed cap. And will ignore all other speed buffs. While in combat this will return you to your out of combat run speed. This does not infact Double your run speed as the tool tip states.
+If you want to win in sPvP it is important to remember that it is the nodes that generate the most overall sum of points for your team. (With the exception of certain maps providing alternative goals that provide points.) This is a “King of the Hill” type of game, not a Deathmatch. Kills will only net you 5 points, which is great if you can get them while keeping your points.
+I’m sure by now you have heard that chasing a foe down for the kill is fun but it is not a wise idea. Chasing them down can leave you and your node open for several detrimental situations. Example: Your node could be neutralized in seconds by a Thief, or Fast moving roamer. (A neutralized point provides no points to anyone.) and in a few moments more they will be gaining the points. Or your target could run into reinforcements . If a foe is smart enough to know how to harass you into chasing him off the point he probably knows how to wield LoS (Line of Sight) making killing them take even longer. By you maintaining your teams point from that particular foe, your essentially forcing a handicap on your opponents. When that guy is getting away with 25% health and you stay on your point the enemy team is temporarily down a player.
+Know when to use, avoid, destroy, or simply ignore each maps secondary mechanics. This is a tricky one because it does require some experience with each levels but the pay off can be huge because each level has its own tricks that can give you a seriousness edge. For example The map Raid on the Capricorn has a small cannon you can pepper down on foes. This can sometimes be used to some effect but it is usually very buggy and since the size of the ma kitten o small your time would better be spent finding a nice “In water” build that is good at kiting or slowing.
+Do not over populate a point. Having 100 people on a point does not make it capture faster. Especially in the very beginning of the game (arguably the most important part) I always hot join a game to see half my team standing on the home point waiting for it to cap. This is a waste of manpower. The middle point or the far point will be contested shortly and having most your team together will create amazing momentum in PUG games.
+Fight on points. Weather your going down or your taking your enemy down take the fight to the point. Especially if you have Knock Backs or Blowouts, luring a foe to even step a fraction of an inch out of the node will cause it to become contested taking only seconds to neutralize it. (Prevents them from gaining points.) This is a game changing strategy to buy your team time. Many times I have won games by reliably charging into a swarmed node, knocked foes away and neutralized the point and then simply tried to play defensively knowing I was going to die. This is more than an honorable notion, even while downed your body will continue to contest the point. (The one exception to this rule is if you can successfully harass multiple foes from a point into chasing you, although this is not recommended as it requires a bit knowledge of each profession and each map, it is a viable option if you can keep at least several of them agitated enough to continue pursuit.)
+Heal every downed ally. Besides the obvious, reviving downed allies is more of a priority than finishing an opponent if there are few nearby foes to focus fire you of course. I can’t count how many times I have gone into a skirmish downing 2-3 foes while they are distracted then I go down, and several allies come to my supposed rescue but instead of healing me they go in to make the stomp only to be tossed around by 2-3 downed CC moves. Eventually I die and all three foes Rally back to full health and kill my reinforcements. Obviously this is a situational rule, but I find when in doubt Res your pal. If you take excessive amounts of damage then back off and go on the offensive to push them back before trying again.
+Know what your engaging. Seeing what your headed into can really make the difference in a long game or a easy game. If you see 2 Rangers and a Mesmer headed your way, change your course. You’ll be of more use to your team while your alive… Trust me. Don’t waste your time trying to fight multiple foes that you know will only waste your teams time or get you or your allies killed. Sometimes after spending 2 minutes trying to bring down a D/D Elementalist while we both stay at around 50-60% health I will simply turn and walk away. Sure a victor would have come out eventually but prolonged 1v1 fights do not help your team gain points. Instead lure them away from your point, and into your allies. Or neutralize their point while they dance around you.
There’s are some tricks of the trade I hope you can use to get some more enjoyment out of Your PvP. I hope to see you out there.
Eventho adding camouflage to rangers does sound pretty awesome, stealth IMO should be sth that should decrease in the game.
Say you dont give rangers this, but instead you give it to thieves, along w some toughness.
If everyone is going invisible it ll come to a point where ‘whats the point on removing culling anyway everyone is invisible anyway’.Not to make a ‘OMG what’ statement, but there trully is a preference for thieves on pvp (spvp/wvw) why exactly you think that is?
I thought invisibility for Rangers would be a bit much too. But after thinking about a few scenarios I feel that a Immobile invisibility that they share with their pet that lasts for 1-2 seconds without a opener on their attacks seems reasonable if the Skills Cool Down is taken into account. If for no other reason this would cause some diversity in Ranger PvP.
This opinion is coming from someone who’s favorite profession is an Engineer. If for no other reason I’d just enjoy fighting some more diverse Ranger meta.
Maybe something along the lines of a “Chameleon Aspect” where for 3 seconds you become harder to see every second until after 3 seconds you gain 2 second of invisibility.
Or How about a Utility Skill to gain 3 seconds of immobile invisibility while nearby a wall, terrain object or one of your traps that have not yet been activated.
Perhaps a Disguise mechanic would be more reasonable? Like “While immobile you and your pet will gain regeneration and will appear to be on the same team as your opponents. You will still appear as an ally to your allies. Receiving damage or performing an action will break this effect.” This could also be a Thief of a Mesmer Utility Skill.
If not that, consider something along the lines of “Prey on Senses”: (exchange Appearances with your pet for 5 seconds.)
I’d like an Engineer Trait that allows Turrets to resemble the Engineer for 4 seconds after they are deployed. Hehe while we’re on the subject of subterfuge. :P
I only suggest these as an alternative because I think transforming into an inconspicuous object would have very limited applications in sPvP where a tree would work great in certain parts of the map while only achieving the opposite of its intended design in others. It would also be ineffective to have a “targetable” object. Unless your idea is a Stealth alternative in which case leaving an object where you stand would be very detrimental against skilled or aware players.
(edited by Wolf.5816)
I love how people get this idea in their head because they don’t use a specific trait(s) and then come to the forums and announce that
“No One uses these X and you should remove them they are uselessWhen in reality, most people use ( in this example ) falling traits a lot. I know farmers that do gathering that use them. PvE dungeon runners that use them, WvWvW people that use them because of reasons previously stated and tends to be the most used out of all the aspects of the game.
Sure, I’ve used the traits that reduce falling damage before. Both in difficult jumping puzzles and in WvW to make quick retreats. But I believe the OP was expressing his opinion on the traits. As was I, if the options were only to keep them, or replace them with something new than I (opinion) would certainly choose a new trait. I feel that the worse case scenario with not having this trait would be a forced learning curve on falling distance/damage in WvW and would simply require a larger amount of skill and dexterity for those jumping puzzles. Both “penalties” of not having the trait seem completely reasonable to me (opinion). Exspecially since I enjoy a challenge, hence the Engineer being my favorite profession. There for, pertaining to the original post, I would prefer ( opinion) a different trait that has a more applicable long term use for a larger player base as opposed to the few that select this in specific situations.
They changed it with a reason that was something the lines of: “The Flamethrower is being used as a control weapon now, and that’s not what we had it intended for, so we have changed it to another but worse controll spell”, okay the last part about what they changed it into they didn’t say, but that’s pretty much what they did :P
Oh god, the irony in this is just too delicious. I don’t think anyone even uses the FT except as a control weapon. It’s STILL kittenty even with the bug on the 2 hitting for 10k.
But the bug will be fixed and the flamethrower will find it in league with rocket boots and throw mine again. What it really needs is a huge buff to flame jet. Even with the 10% increase in damage on burning targets it’s still incredibly kittenty. Hell, even the 4 needs help. Compare the 4 on the FT with the 4 on the eles dagger offhand, twice the CD as the dagger offhand, 1/5 of the burn duration, zero physical damage and a substantially smaller radius. Hilarious.
No..! NO! Please don’t even speak of them changing Flame Blasts “Double Pop”! It’s the only thing keeping the dream alive!!
If the OP’s options are only to either replace or keep. I’d say replace. I’d much rather have a chance at a decent Engineer trait. Maybe well even get one with some synergy!
Synergy in engi traits? You know the world will catch on fire before that happens!
Engineer’s.. What are we if not dreamers.
“Hmmmm.. That’s weirded… Nobody’s guarding this point.. Wait a second, why is that giant Black Widow spider playing with that bush?”
Any more tweaks and we’ll be looking at an OP FT. At least from my point of view, it works. When they finally fix the double hitting from the Flame Blast, I can then go back to one-shotting people without them screaming cheats.
I hope and pray they do not change the “Double Pop” at the end of an undetonated Flame Blast, This is the only thing keeping the Flamethrower viable for end game PvP. Finally Giving the flamethrower the ability to apply pressure is exactly what this kit needed. I just hope this was intended and it remains, it is not overpowered for it can easily be avoided and the tell it gives is simple to dodge, But that is what makes it reasonable to force opponents to stay in close range (beneficial for rifle) or long range (safer range to dodge.) if Anet does read this I just pray they do not change this.
I agree with the suggested changes. Particularly to the Utility Skill Rocket Boots. I don’t mind the self knock back per say, for I find it very stylistic of the engineers “Reckless” mentality. But I find the self knock back to be too long to warrant much use as it was intended for. Granted this opinion is from a competitive end game PvP perspective.
I think a fair change to Rocket Boots would be either:
1)Reduce the self knock Back duration. I feel this would be a reasonable change because in its current state using Rocket Boots out of an Opponents Crowd Control will keep you Inactive long enough for the opponent to close the distance and re-apply another Crowd Control thus defeating the purpose. (You can see this when running along side someone with the same running speed. click “About face” and launch your self In front of the person and by the time you regain control of your character they will have closed the distance providing no actual gain in distance.)
2)Allow the origin or launch point of Rocket boots to knock down nearby opponents for a matching self Knock Back Duration. This effect would be similar to the Engineers Rifle skill “Overcharged Shot” allowing you to gain a mild advantage from the distance gained while also providing a offensive utility to this Skill.
3)Provide additional Condition removal. Besides the obviousness uses of this it would be a welcomed addition to non-Elixir builds and add some much needed survivability to Engineers which currently lack and reliable form of Condition removal. Allowing for removal of 2 conditions on top of the already stated movement impairing condition removal while still causing a self knocking Back, I feel, would be a decent change.
See how fast Jump Shot’s attack animation is in the demo video? I wish it worked half that fast.
If the OP’s options are only to either replace or keep. I’d say replace. I’d much rather have a chance at a decent Engineer trait. Maybe well even get one with some synergy!
Bladesaw Kit would make a neat Ultimate.
Back Draft was an amazing ability, perhaps even too good. So many combos from that. Rifle: Net Shot>Flamethrower: Back Draft>Rifle: Blunderbuss> Overcharged Shot>Tool Kit: Magnet>Pry Bar> Flamethrower: Air Blast> Rifle: Net Shot > Jump Shot. I just pray and pray that they do not fix the Flame Blasts “Double Pop” at the end of a un-detonated Flame Blast. This is the only thing keeping the Lamethrower remotely viable for applying pressure in PvP battles. Without this burst this kit would truly fizzle out.
The next thing I would suggest in the Flamethrowers utility would be giving Smoke Vent a 1 second smoke field. Or a 1 second invisibility would be great in simply granting some much needed survivability since I don’t see any condition cleansing making an appearance in this kit.
Same as elementalist, they think it would be too OP to have even more skills at our disposal.
But a Ele does have more skills than any other class while at same time having 3 stun breakers that also if traited can apply buffs.
Problem is Eng has to give up so much to get more than 5 weapon skills.
It has always bothered me how “Light armor” Professions can tank better than heavy armor ones in this game. Shouldn’t they at least be trying to avoid damage? Dagger/Dagger Elementalists have to play more aggressive than Thief’s and live 8 times longer. And a decent condition/toughness Necromancer can control conditions reliably while outliving bunker Guardians. Engineers only “Oh Kitten” condition cleanser (besides healing turret) is Elixer C which convert all conditions into boons.. Which the Necromancer will then turn back into conditions. There’s some issues man….
I agree that something is missing. The fact that playing a “Run and Gun” build without being condition focused is not viable in High end pvp. And that’s putting it lightly. With accelerant-packed turrets you can pull off some mean combos but after the smoke clears most of the time a Bunker Build will simply shrug off your damage or even worse a condition build will take you down fast even if you run a Healing Turret.
My personal opinion is that I think Engineer Traits should really cause our Weapon Skills to shine. Grandmaster traits should allow things like “Hip Shot: chance to remove stability on hit”. Traits like this would allow you to draw some diversity from something besides kits and Elixer S.
(Why does landing a successful Jump Shot cause Vulnerability? Can’t it Daze? Or knock Down? Or even Blind?)
(My opinion here mainly applies to PvP)
I admit the turrets need some attention. But I like having a Net Turret as a Utility skill. To me it acts as a “Persistent Utility Skill” I only wish it would target MY target instead of the nearest Hostile Target. And perhaps making all turrets have the IX Explosive trait “Accelerant-Packed Turrets” would make Turrets actually be able to apply more pressure in PvP meta. Having all turrets Knock back seems a bit much on paper. But they are going to die a few moments after they are deployed. So if the “turret buff” doesn’t extend to increase their life span or shorten their Cool Down than having a knock Back would be step in a balanced direction. Perhaps the new “Accelerant-Packed Turrets” trait could now give boons specific to each turret after they are destroyed. Or cure conditions from nearby allies.
I’m not against a Turrets Kit. Actually the opposite, I think it would be a marvelous idea but I feel the 5 weapon skills the kit provides should be more of a “Remote Turret Kit” where perhaps instead of deploying several small turrets it should deploy a large turret. Something like this.
Turret Kit Skills.
1)Fire:Command your turret to fire at your target.
2)Guided Missile:Fire a large Missle at your location knocking down and burning enemies caught in the blast.
3)Harpoon:Command your Turret to fire a harpoon at your target immobilizing them for 2 seconds then pulling them towards the Turret.
4)Surge:Command your turret to surge:Stunning all nearby foes (Combo field:lightning)
5)Deploy Siege Turret/Retreat Protocol:Command your turret to retreat granting you and your Turret Protection for 6 seconds.Turret Kit Tool Belt
Turret Oil:Spray a turret lubricant that cures 1 condition and grants Swiftness to allies and Quickness to Turrets for 4 seconds.https://forum-en.gw2archive.eu/forum/professions/engineer/Simple-turret-solution/first#post1647504
i literally just suggested what you did (in an attempt to show how a turret kit might work). Ability suggestions a little different, and i say the toolbelt skill is to deploy/detonate the turret. But other than that very close ideas….
Brilliant Minds think alike, I like the Idea of a Smoke field. What if there was a trait that made all turrets a half second combo field ever few seconds like the Healing Turret? These fields would be Turret Specific. Could be fun…
(edited by Wolf.5816)
I have made some headway with this Kit. But theres a reason i refer to my build as “The Lamethrower.” but I have gotten decent results.. There is a very steep learning curve to truly utilize the Flamethrower Kit in a PvP application. And even then its damage is lackluster and utility very unpredictable. Like most Engineer abilities and traits there is little synergy. So you can use this Kit to stack might through juggernaut and the Tool Belt Ability can be put to good use in a condition build. The Knock back from Air Blast is excellent and the projectile reflection is great once you learn every Professions Rotation. Besides Air Blast, Flame Blast is the main reason this Kit can even be maintained. This abilities “Double Pop” can actually put some nice pressure in heated Meta games if you can predict where your opponent is moving, and calibrate the proper distance. (I just hope and pray.. that they will keep this how it is…) Smoke Vent is lacking.. But there are a few specific combos that can be reduced with the proper timing. Flame Jet doesn’t have enough damage to really be sustained but combined with Incendiary Ammo it is possibly one of the best Attacks in the game for flushing out invisible opponents and Mesmer Clone removal. All in all.. Like I said. Out of all the kits, this one has a very steep learning curve to be used aggressively. Most players will switch into this kit for a quick Air Blast or a situational Napalm for condition builds. But it is much easier to go with the survival of the Elixer Gun or the Utility of the Tool Kit. Grenade Kit is also a nice for its versatility judging by your play style, as it can have great power and decent conditions. Bomb Kit can have some nice combos as well.
I Actually like the idea of having multiples of the same turret. That has some nice applications. Drop/Overcharge 3 Net Turrets in succession for a 6 second stun and a 9 second Immobilize. I think a more balanced suggestion would be to have certain Turret Utilities Deploy multiple Turrets in one Utility. Perhaps a Turret Crate O could deploy 2 offensive turrets. (RifleTurret, Flame Turret)That overcharge in unison. And Turret Crate D could deploy 2 defensive Turrets. (Net Turret, Thumper Turret) or something similar. Although this mildly addresses Turrets PvP implications.. I don’t think this would help at all for PvE. The real way to make turrets useful I fear, lies in the future Traits. Id Replace pretty much all the of Turret Synergistic traits right now for anything at this point. (Except Accelerant-Packed Turrets)
Well you heard stream.. Less dmg more " utility ":-P
Turrets need complet redesing to be useful imo.
- static turrets in game where mobility is just evering is wrong, turrets need to be mobile, some kind of drones.
- they need rly unique ability – if you want do dmg or control you have better options (ofc they can nerf other skills to increase turret glory). Ability like seeking stealth enemies, fire flares what make all projectiles in range miss or turret what will clear ground AoEs like traps ect.
- New grandmaster trait can able chose same turret into all 3 utility slots (like 3 rifle turrets)
- turret kit is also great idea but again static turrets? No thx.
(My opinion here mainly applies to PvP)
I admit the turrets need some attention. But I like having a Net Turret as a Utility skill. To me it acts as a “Persistent Utility Skill” I only wish it would target MY target instead of the nearest Hostile Target. And perhaps making all turrets have the IX Explosive trait “Accelerant-Packed Turrets” would make Turrets actually be able to apply more pressure in PvP meta. Having all turrets Knock back seems a bit much on paper. But they are going to die a few moments after they are deployed. So if the “turret buff” doesn’t extend to increase their life span or shorten their Cool Down than having a knock Back would be step in a balanced direction. Perhaps the new “Accelerant-Packed Turrets” trait could now give boons specific to each turret after they are destroyed. Or cure conditions from nearby allies.
I’m not against a Turrets Kit. Actually the opposite, I think it would be a marvelous idea but I feel the 5 weapon skills the kit provides should be more of a “Remote Turret Kit” where perhaps instead of deploying several small turrets it should deploy a large turret. Something like this.
Turret Kit Skills.
1)Fire:Command your turret to fire at your target.
2)Guided Missile:Fire a large Missle at your location knocking down and burning enemies caught in the blast.
3)Harpoon:Command your Turret to fire a harpoon at your target immobilizing them for 2 seconds then pulling them towards the Turret.
4)Surge:Command your turret to surge:Stunning all nearby foes (Combo field:lightning)
5)Deploy Siege Turret/Retreat Protocol:Command your turret to retreat granting you and your Turret Protection for 6 seconds.
Turret Kit Tool Belt
Turret Oil:Spray a turret lubricant that cures 1 condition and grants Swiftness to allies and Quickness to Turrets for 4 seconds.
Agreed. Please Have us standing in the “In combat” pose, weapons drawn.
Cool suggestions but I’d trade them all for dueling.
I’ve been waiting for this since launch, adding it to the list. Perhaps one day we all can enjoy both.
Needs its own health bar.
Thank you! A lot of fellow PvP’ers helped me assemble that list so I can’t take all the credit. But we definitely feel it provides a balanced, friendly way to achieve a more exciting and rewarding competitive environment.
-Battle Commentator:“We think it would be an exciting addition to have a voice announce specific actions done by the player.” I know this has come up in several posts before but this is a solid suggestion and would without a doubt provide an excellent and harmless addition to PvP. For the fact it could be made to only be heard/seen by the player who triggered it. For example: (Double Kill, Killstreak, Finished ect.) And of course this could be a toggle on/off option in the Advanced Settings. This would provide invigorating gameplay and much satisfaction, especially to new or inexperienced players.
-“PvP accolades”: “We would absolutely love a more rewarding achievement system in PvP” The ‘PvP Accolades’ could be a unique and sometimes strange accomplishment system where players are recognized for achieving amazing and bizarre feats during each match while in sPvP. Meeting the requirments will result in a slight glory reward. (I am aware similar but different mechanics exsist already) The ‘PvP Accolades’ differs from any current reward system by the fact that they are reset each mach and simply provide a slight bonus to Glory. Completing one of these feats should also be visible by all other players in small text in a corner of the User Interface. This will cultivate a more rewarding PvP experience. By allowing players to feel and see that they are accomplishing something during battle. And create a positive “win win” enviroment while encouraging more immersive and fruitful PvP gameplay. Some examples of ’PvP Accolades, are as followed:
Meat Shield:lose 70% of your life while reviving a fallen player and succeed.
Just Resting: Enter the Downed state 3 times in 2 minutes and survive.
I ment to do that: Deal last damage to an opponent who dies from falling damage.
Taking your time: Have your movement speed hindered (Stun/Knockback/Fear/Cripple/Chilled/Immobilized) for X seconds in succession.
Wonderluster:Capture every point in X minutes.
Mine!:Keep one point under your control the entire match.
Cruise and Bruise: Remain in combat for X minutes.
Vendetta:Kill the same opponent 6 times.
Miracle Cure: Cure 50 conditions.
Silent Master: Finish an opponent without ever receiving damage from them.
Come Back Kings: Win a match when the enemy had a 300 or more of a lead.
Down but not out: Capture an enemy’s point while in downed state.
I got this: Survive a battle with less than 5% health.
Mist Killer: Down 3 or more opponents at the same time.
Shhh: Interrupt an opponent 3 times in X seconds.
And stay down: Down the same player 3 times in 2 minutes.
Headhunter: kill every opponent at least once.
Immortal: Play an entire match without dieing.
Dominator: Lead in score by 300 points.
Spray and pray:Down a player while they are invisible.
Boonanza: Gain one of every boon from allies and their effects. (Your own boons do not count towards the effect.)
Condition Collector: Recieve atleast one of every condition. (Conditions inflicted on you by yourself do not count towards the effect.)
Ultimatum: Down an opponent 2 seconds after they activat their ultimate.
Your just Practice: Down and successfully finish an opponent in X seconds.
What a downer: While downed, deal the killing blow to a downed opponent.
All part of the plan: Negate or avoid a damaging source that would have otherwised downed you.
Just a flesh wound Remian in downed state for over a 1 minute.
Thank you for taking the time to read this list.
Please Bump as well share your opinions and suggestions as we love to hear the mind set of fellow PvP advocates.
(edited by Wolf.5816)
-Kill Cam: “We would love to see a Kill Cam so you could see a quick recap on your death.” This would allow both experienced and new players to understand the mechanics of Player verse Player, therefore softening the learning curve and allowing more experienced players to create new strategies to adapt.
-Death Piechart: “A toggle option in the Advanced Menu to show a Visual Pie Chart of your death breakdown. Displaying the skills and conditions that did the most overall percentage of damage to you before dieing”. This would allow a more intuitive breakdown of how certain abilities and conditions have directly effected combat throughout its duration. (Skills and conditions in the Death Breakdown should also have their tool tips available for mouse over.)
-Visual Victory: “We would also love to see the character models of the top 2-3 players from each team in the Victory/Defeat screen at the end of each battle. So you and other players can see the appearance of the other top players.” This would be a great addition for it rewards top players with a feeling of recognition and allows the armor/dyes/weapons received through the challenges of PvP to yield more incentive. This also creates a more personal bond with not only your own character, but your teammates and opponents top players as well.
-Pay Back:“We personally would love to see a ‘Pay Back’ feature that would show an icon around the name plate of the opponent that recently killed you for a slight duration. Killing them within the duration would grant you a slight Glory bonus.” Although Some people could argue this would encourage a negative behavior I believe it would simply be a way to earn bonus points while nurturing healthy competitive gameplay. (This is PvP after all.) However this addition strays into a more biased area from certain types of competitive players and so is less agreeable by others.
PvP additions & suggestions.
(Disclaimer: The following is the culmination of opinions from many players I have had the pleasure of PvPing with. This list has not been created to alter the balance of the game, it is simply concepts that have a universal acceptance from the pool of players who have agreed that the below stated suggestions would improve the “fun” or “accessibility” of Player verse Player combat in Guild Wars 2. It is known that other players may not share the same mentality.)
-Dueling: A very popular topic, Dueling would be a fantastic addition and in many ways would create an excellent “baby-step” into more competitive PvP. Players who have played primarily PvE games or simply did not enjoy the competitive nature of other games could have an avenue to gently understand and adapt to a player verse player scenario. Battleing a friend at your own pace with a “no penalty” duel will allow for stress free competitive play, opening the door to a brighter and a more dynamic PvP experience. Auto Accepting and Declining duels will of course have a on/off toggle in the Advanced Settings and if possible perhaps an additional toggle setting for “Duel Culling” where players engaged in duels will not be loaded until after the duel.
(edited by Wolf.5816)
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.