Showing Posts For digiowl.9620:

GUIDE: Engineer blast finisher guide

in Engineer

Posted by: digiowl.9620

digiowl.9620

@Panhuramix
You can make it instant pretty much all ways make it instant, by pressing your Healing Turret skill, followed by spamming the button, which will make the overcharge happen as soon as you plant the turret.
If you fail to do that, then there will be a 3 second delay, until the next “overcharge will now be activated” animation will happen, it does that on a regular 3 second basic, when it gives it’s AoE regen if I’m not wrong!

One of those things that can drive you insane about turrets. The overcharge happens on the next firing cycle, not the instant you slam the button. This applies for all turrets, no matter what.

Fix Scope or remove it

in Engineer

Posted by: digiowl.9620

digiowl.9620

Once the translators have the final text, they do their thing, then the ANet dev team has to integrate those keys into the build. Finally, assuming they are following Best Practices™, the build is delivered back to the translation team for review/verification IN CONTEXT. We found this to be a crucial step in our app – the text alone doesn’t always provide enough detail for an accurate, idomatic translation. The review may result in translation changes, which need to be integrated and reviewed. Lather, rinse, repeat.

Ah yes, seen what a no-context translation can do when checking out various subtitled movies. The translators for those rarely have more than a transcript, perhaps a audio of the dialog at best.

Grenades Autohit

in Engineer

Posted by: digiowl.9620

digiowl.9620

The framework for such a snap could be in the game already.

While exploring a annoying bug regarding ground targeting and the UI (resting the mouse on anything opaque makes the target circle appear under your characters feet rather than where the mouse would be in the game world), i found that putting the mouse on the targeting readout of a mob (top center of the screen while having a target set) rather than the skill firing the circle would vanish and a “out of range” message would display.

This even if i was standing right on top of the mob targeted, and the camera was facing the ground (the circle should be right in front of me).

So it could be that ANet toyed with a target “snap” by having us put the mouse over the targeting data, but never fully implemented it, and somehow the leftover code is not disabled.

Fix the Guild Wars 2 (Un)Holy Trinity!

in Suggestions

Posted by: digiowl.9620

digiowl.9620

That dev posting seems to say that while in other games kiting is frowned upon as a borderline exploit, ANet has made it a mandatory tactic in GW2.

But at the same time they made different movement directions have different speeds. Strafing moves slower than forward, and backwards moves slower still.

Then again, swiftness is perhaps one of the most accessible boons out there…

The more i think about it what the ANet development postings suggests, and what the game actually delivers ends up as one massive paradox.

Grenade Kit QOL improvement

in Engineer

Posted by: digiowl.9620

digiowl.9620

it definitely does not out perform the bomb kit.

I stand corrected.

Grenade Kit QOL improvement

in Engineer

Posted by: digiowl.9620

digiowl.9620

The crazy bit is when it outperforms bomb kit as a melee weapon by virtue of its on hit detonation.

Grenade Kit QOL improvement

in Engineer

Posted by: digiowl.9620

digiowl.9620

A simple solution is to not do any complicated “at enemy target” thing at all. Just make GTAE attacks (all of them!), when set to autocast, re-target the same area they were last thrown at manually.

In other words, I throw Grenades #1 at an area, and as long as I stay within 1200 of that area my character will keep tossing grenades there until I target another location.

Easier to implement, and a much more intuitive way for it to work. At least IMO.

That or simply make it fire again if the skill is set to autoattack, and the key is held down when the skill comes off cooldown. Sure, you could then aim at a chokepoint and drop a weight on the key. But for anything intelligent it would be a simple matter of dodging trough (or drop a projectile reflect in the flight path of the grenades), while most mobs have enough health that they could simply run through the barrage and attack the engineer.

disconnect insignia from armor

in Suggestions

Posted by: digiowl.9620

digiowl.9620

short and simple, allow us to equip insignia independent of the armor worn.

More elaborately, the insignia should interact in the armor so that the weakest of the two decide the attribute modifier(s) gained.

This so that if i mix a low level armor with a high level insignia, or a low level insignia with a high level armor, the lowest level would decide the number attributes modified, and how strongly they are modified.

Unhappy about the strictly single player

in Last Stand at Southsun

Posted by: digiowl.9620

digiowl.9620

It sounds like flexibility is what people are after. Having dungeon/instance content that scales with the party size from as small as one up to a max party size would be ideal. But if that isn’t feasible, then having the option to fill out a small party with dungeon henchmen might be an option. Either way, some people like solo, some people like a partner, and some people like a group/party. The point is that people should have the option to enjoy content the way they want. Forcing solo or forcing group appears to be what causes the angst on both sides of the issue.

Flexibility ANet already demonstrated with 99% of the personal story. You could run that alone or you could bring one or more friends.

Minefield Broken.

in Engineer

Posted by: digiowl.9620

digiowl.9620

I would use it more if the throw mine effect was a knockdown rather than a launch.

Why’s that? Launch is awesome!

Sadly the mine does a knockback and no Launch.
A Launch would be super awesome and a reason to use it.
But there is no reason for me to take mines over bombs or nades.

And hell there is no reason to replace toolkit or e-gun with them either.

Could have sworn it knocks them on their behind, but then i have not used them much.

Thing is i was considering using them as a grenade replacement. But the knockback/launch make it bothersome when tossing into a fight, as whoever are in melee has to chase the mob down. It also scatters them.

This is the kind of thing i wish there was traits or similar for. Changing slightly the behavior of attacks. Turning launch/knockback into simply knockdown or similar.

I can’t for instance properly combo ol’ bomb and fire bomb because the big one send them flying when i would love for them to stay in the DOT.

i think there should be a trait to magnetically attract enemies with the Mine skill, instead of knocking them away.

Poe’s Law time.

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: digiowl.9620

digiowl.9620

Meh, on second thought they can just as well shrink the current backpack models a bit and hitch them from the hip.

Or perhaps something like this:

keg: bomb.

cluster of canisters: grenades.

Current on the ground med kit model: med kit.

monkey wrench and crowbar: toolkit.

glass jar with purple liquid: elixir gun.

oval opaque tank: flamethrower.

(edited by digiowl.9620)

Minefield Broken.

in Engineer

Posted by: digiowl.9620

digiowl.9620

I would use it more if the throw mine effect was a knockdown rather than a launch.

Why’s that? Launch is awesome!

Sadly the mine does a knockback and no Launch.
A Launch would be super awesome and a reason to use it.
But there is no reason for me to take mines over bombs or nades.

And hell there is no reason to replace toolkit or e-gun with them either.

Could have sworn it knocks them on their behind, but then i have not used them much.

Thing is i was considering using them as a grenade replacement. But the knockback/launch make it bothersome when tossing into a fight, as whoever are in melee has to chase the mob down. It also scatters them.

This is the kind of thing i wish there was traits or similar for. Changing slightly the behavior of attacks. Turning launch/knockback into simply knockdown or similar.

I can’t for instance properly combo ol’ bomb and fire bomb because the big one send them flying when i would love for them to stay in the DOT.

Last Stand at Southsun: Feedback/Opinion

in Last Stand at Southsun

Posted by: digiowl.9620

digiowl.9620

I’m not sure it CAN be done solo—————————since Canach is totally invulnerable to ANY damage (even his own mines). —-————-another prime example of the “cure being worse than the disease”———-“yes Igor, the brain transplant was a success———-but the patient died (of heart failure)”

I just killed him with mines, on my first try, as a warrior.

Some people really need to develop their reading ability, if not their logical-thinking ability. The NPC in the instance provided more-than-enough instruction on how to “use the detector and mine” to defeat Canach… In fact, the ability list on the detector also provide enough hints on how to use the mines to kill Canach…

The issue is not understanding how, but the amount of work needed to pull it off.

1. watch out for boss attacks that launch you, and later for his mine detonation.

2. pinging mines to see what kind they are and apply the appropriate GROUND TARGETED skill from a set of 3. Apply the wrong one, and the mine explodes on you. And all you get is a hazy icon.

3. do all that while running around so that the boss can’t keep hitting you with his basic attack. And watch out, mines also detonate if you get too close. And they only show the trigger circle for a short while after being pinged.

To me that spells information overload.

You can’t be serious. How could this be information overload? If this is indeed information overload, how do you handle regular school/work loads?

I cope as best i can, but i am clearly too old a soul for for the stimulant fueled modern world.

Dragon Bash: Predictions?

in Dragon Bash

Posted by: digiowl.9620

digiowl.9620

Pinatas of dragons for us to bash

More of them? the 3 we already have are not enough for you? /s

Last Stand at Southsun: Feedback/Opinion

in Last Stand at Southsun

Posted by: digiowl.9620

digiowl.9620

Canach (and by extension the golem) both need stronger cues. An audio one would be ideal, often I found myself not even looking at Canach.

Indeed. First of you need to ping the mines. Second you need to id the different kinda of mines before the icons fade again. Third you need to place the right kind of GT circle near the mine (could not make sense if it was enough to overlap the trigger circle or if the actual mine model needed to be included) to turn it green.

All this require that you have the camera pointing in the direction of the mines, not Canach.

Unhappy about the strictly single player

in Last Stand at Southsun

Posted by: digiowl.9620

digiowl.9620

That makes no sense. You say you have time to run the dungeon with your b/f, but no time to run it yourself? Those aren’t mutually exclusive things. You can both play the instance at the same time, but both be soloing it. Problem solved.

It was not about time, it was about them having some kind of understanding that they do things in the game together.

With F&F, ANet pulled what can be considered a bait and switch. Everything up to the final dungeon could be done solo or it could be done in any size groups. Come the final it was a 5 man band or forget about it.

This time round they are being more rigid about it. one instance if you want to go alone, another if you want the 5 man band. The option to go with a random size group is not there at all.

In my option the one thing that would, if not please then at least placate, everyone would be for everything to be doable by a group ranging from solo to 5 man band.

You can do this with personal story instances, you could do it with the F&F instances, why is it so kitten hard to pull off now?!

yay Meow!

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

LA is gonna be flooded with kittens

also, the new show your kitty thread.

Even has cute little fangs showing…

Last Stand at Southsun: Feedback/Opinion

in Last Stand at Southsun

Posted by: digiowl.9620

digiowl.9620

I’m not sure it CAN be done solo—————————since Canach is totally invulnerable to ANY damage (even his own mines). —-————-another prime example of the “cure being worse than the disease”———-“yes Igor, the brain transplant was a success———-but the patient died (of heart failure)”

I just killed him with mines, on my first try, as a warrior.

Some people really need to develop their reading ability, if not their logical-thinking ability. The NPC in the instance provided more-than-enough instruction on how to “use the detector and mine” to defeat Canach… In fact, the ability list on the detector also provide enough hints on how to use the mines to kill Canach…

The issue is not understanding how, but the amount of work needed to pull it off.

1. watch out for boss attacks that launch you, and later for his mine detonation.

2. pinging mines to see what kind they are and apply the appropriate GROUND TARGETED skill from a set of 3. Apply the wrong one, and the mine explodes on you. And all you get is a hazy icon.

3. do all that while running around so that the boss can’t keep hitting you with his basic attack. And watch out, mines also detonate if you get too close. And they only show the trigger circle for a short while after being pinged.

To me that spells information overload.

Canach explorable is hard w/o coordinated group

in Last Stand at Southsun

Posted by: digiowl.9620

digiowl.9620

I think I speak for most everybody when I say this.

CC does not make bosses fun or challenging. It makes them annoying as kitten.

Stop giving bosses that do nothing but kittening CC

Null does nothing but a pull. CC? Wat.

I seem to recall Canach having a stun at least.

No stun that i recall, just a launch.

Minefield Broken.

in Engineer

Posted by: digiowl.9620

digiowl.9620

I never use this skill and very few do, and I’m not a whiner—however:

If the devs push a hotfix for this, it will be good for public relations. Alternatively, if the skill remains unusable…it would be bad for PR. Just sayin’.

I would use it more if the throw mine effect was a knockdown rather than a launch.

Last Stand at Southsun: Feedback/Opinion

in Last Stand at Southsun

Posted by: digiowl.9620

digiowl.9620

I don’t really see what else do you need to furthermore help you in this fight – there’s both text and Canach has a specific animation for each of his abilities.

Animations i never see because he is behind me while i am busy trying to sort the worthless bleed and poison mines from the massive hitting blast mines.

Last Stand at Southsun: Feedback/Opinion

in Last Stand at Southsun

Posted by: digiowl.9620

digiowl.9620

Canach was a big meh. The poison and bleed mines seemed to do nothing, leading me to go ping hunting for the blast mines.

This while trying to avoid setting off the mines (detonation circle only showing a short time after ping), having a launch happy boss mob chase me around, and sometimes finding the whole room blow up.

This is already high on frustration, but then you have 3 different disarm skills, all GT based, and if you use the wrong one the mine blows up on you.

I don’t have time to look at the boss for hints about what he is doing, i need to find the right type of mine. And the yellow text in the corner is not helping, because, well, it is down in the corner!

The whole thing seems like something hastily hacked together in the last minute by someone that do not understand the finer points of the game mechanics, nor the limits of human information processing capabilities.

Meta Event / Karka Queen - When does it arrive?

in Last Stand at Southsun

Posted by: digiowl.9620

digiowl.9620

Woot, sounds lovely! At least as long as we don’t get (t)rolled by invisible champion karka.

Last Stand at Southsun: Feedback/Opinion

in Last Stand at Southsun

Posted by: digiowl.9620

digiowl.9620

Karka queen seems to be a open world event that will spawn if the various settlements are kept free of trouble for some time. Could be it ties in with the contracts rescue.

Unhappy about the strictly single player

in Last Stand at Southsun

Posted by: digiowl.9620

digiowl.9620

I think this whole situation is ridiculous. The way the F&F Dungeon was handled was PERFECT. The dungeon was fun, the story didn’t get in the way for people that didn’t care about it but it there for people who wanted it. The F&F Dungeon was also easy enough that anyone could do it.

The fact that they implemented this Single Player only ‘dungeon’ because of a vocal minority on the forums is just outrageous. This may sound harsh but if people want single player only story content, they should play a single player game, not an MMO.

There are 3 kinds of multiplayer in GW2.

1. dungeons, 5 people stuck in a instance together for a hour or more depending on how well the team gels.

2. random gatherings around open world events for a random amount of time.

3. personal story instances, F&F instances, where one initiates and zero or more people can tag along.

What your so called “vocal minority” was looking for was more of 3. Instances where they could go it alone, or bring one or more friends depending on who was online at the time.

Meaning a middle ground between single player and 5 man band dungeons. More like a instanced world event than anything else.

Disarm skill detonates? Unintuitive

in Last Stand at Southsun

Posted by: digiowl.9620

digiowl.9620

I think the NPC warns us that using the wrong skill will make the mine blow up in our face. What i wonder is why they made it a ground target rather than a cone blast (like a shotgun). There is enough to keep track of during that fight that properly placing GT circkitten rders on information overload. Never mind that there are 3 kinds of mines and only one seemed worth bothering with (the straight up blast). The bleed and poison seemed to do bupkis…

Canach explorable is hard w/o coordinated group

in Last Stand at Southsun

Posted by: digiowl.9620

digiowl.9620

Its just a boss encounter, not a entire dungeon.

And yes, noll is nasty and boring, if he pushed you to a trap you are bouncing until death.

After the great Boss of F&F fundation this was meh.

Molten Facility was handled by a different team than the usual dungeon team, wasn’t it?

I wonder if there will be a shift in their design philosophy for dungeons. MF was the most fun I’ve had in a dungeon since I left other MMOs.

It feels like the game is being pulled in two directions by two separate in-company entities.

We have the developers, who want to actually put out great content and rewards (SAB, F&F Dungeon, Molten Mining Pick) then we have the cash grab monetization division who doesn’t give a kitten and just wants to separate a fool from his money. (Southsun Boxes, Consortium Harvesting Water Pick, etc.)

I think it’s time we discern which content is made by which group from the get-go and vote with our wallets. If it’s not rewarding (either by entertainment/intrinsic value or by gold/loot/etc!) then just don’t bother with it.

Or perhaps one group that understands the game mechanics and can build fun stuff with it, and another that do not and end up building stuff that produces information overload and frustration.

The Canach fight was the latter for me. A gimmick fight where my character mattered nothing. 2/3 of the mines basically not harming Canach. vital messages showing up in the chat rather than properly on screen. Yet another boss that loves spamming knockdowns.

Seriously, i have no time looking at what Canach is doing because i am busy trying to look for that one kind of mine that actually seems to make a dent in his health bar. And to convert it i need to use a ground targeted skill.

This while avoiding stepping into the detonation circles of the other mines, circles that only show for a short while when i ping the mines to see their type.

This while he is going into shield block, attacking me, knocking me around, and sometimes blowing mines up with a detonation area 2-3 times that of their trigger area. And the only warning on the detonation (unless i happen to glance at him at the right time) is a yellow text in the chat…

Last Stand at Southsun: Feedback/Opinion

in Last Stand at Southsun

Posted by: digiowl.9620

digiowl.9620

There seems to be some confusion.

The steam wall leads to a dungeon interface providing both story and explore modes, while you can talk to a nearby NPC to go directly to a single player gimmick fight with Canach.

Unhappy about the strictly single player

in Last Stand at Southsun

Posted by: digiowl.9620

digiowl.9620

Given its duration and mechanics, i get the feeling it was hashed together at the last moment as a response to the complaints about the group nature of the F&F finale.

/Shield is awesome!

in Engineer

Posted by: digiowl.9620

digiowl.9620

The best feeling in the game is reflecting another engineer’s Net shot with the shield.

Sometimes i feel ANet made reflection unintentionally good…

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: digiowl.9620

digiowl.9620

These backpacks needs to go, I’ve seen this complaints for a long time. since the first weeks of launch!

Can’t they just remove it and use some other means of players monitoring our kits another way? Perhaps some thin belt with a grenade / a fire caution box / gear box / for toolkit etc on the side of the small belt
(small boxes)

I think someone mentioned fanny packs earlier. Thing is that a lot of the armor in this game have “skirts”, and they seriously interfere with having anything at the waist region.

Combat Outside the Trinity (GW1 v GW2)

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

On a side note, the massive health pools of most mobs make control mostly a wasted effort.

This because a good control in PVP allow you to alpha strike your opponent. But most mobs can take 2-3 alphas before dropping. Meaning that your best bet is instead steady DPS rotations.

Also, most control only affect a single mob. And roaming mobs have a tendency to attract nearby allies when aggroed.

It is almost as if the PVE designers never got the message about how the combat mechanics actually work in GW2, and designed the PVE side as if we are still playing a classic MMORPG.

(edited by digiowl.9620)

Health and Armour - Why the inequality?

in Guild Wars 2 Discussion

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digiowl.9620

warriors have the most damage most HP yet worst in PVP
and not best at PVE.

Because this game is nothing like other games

Oh after reading your thread. so you are complaining about a melee class having more damage and more hp then your ranged class?

before the more damage=less survibility, less damage= more survibility(which is build related: PTV gear, PPC gear)
theres always melee = more damage more health then ranged who can basicly avoid been attacked by walking and attack constantly

have you see a zerker war auto attack with gs 3k and a rifle 1k (this is single target weapon) not to mention AoE longbow.

Ofc no one is equal, its not like a melee class can avoid been attacked by walking and attack constantly or not like a ranged class will take 5 projectiles at once because they are too close to the enemy.

High DPS means high survivability because a dead mob do no damage. Also, mod DO NOT DODGE! That is the massive difference between PVP and PVE.

Elementalists thrive in PVP because of evasive arcana, as it offers AOE damage and combo fields at the drop of a dodge. Meaning that they put down combo fields and finishers while also avoiding all damage.

Also, even the most tanked up warrior can’t match a trash mob, never mind a veteran or higher, in the health department. Meaning that one good strike in PVP can drop someone, while in PVE you only just begun. This also makes control much less effective in PVE even before one considers Defiant.

Health and Armour - Why the inequality?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Problem is that PVP and PVE are two very different games.

PVP play like a arcade fighter, where one well timed control/interrupt or heal may tip the fight in your favor permanently.

PVE do not have this because the health of most mobs are so high that you can’t really kill them in the space of a well timed control or similar. And so it becomes all about DPS. Especially AOE DPS. Something the warrior excels at thanks to 110b.

This because 100b has a short cooldown, hits for a massive amount and is a cone AOE. In PVP it has a natural counter in that any sane player will dodge the moment it starts up, leaving the warrior a sitting duck. Mobs don’t dodge however, allowing the warrior to slaughter multiple trash mobs quickly.

Combat Outside the Trinity (GW1 v GW2)

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

  • Stamina Management (Vigor/Weakness)
  • Tons of Movement manipulations/Interruptions (Pull/Push/Launch/ Fear)
  • Punishment (Confusion/Retaliation)
  • Lessening Heal Effectiveness (Poison)
  • Condition timing/removal
  • Boon timings/removal
  • Dodging
  • Area Targeting
  • Mobs do not have endurance, making weakness at best a damage reduction.
  • Bigger mobs have defiant, reducing the utility of CC.
  • (Most) mobs don’t heal. There may be the odd one, but i can’t recall the last time i ran into one.

new patch on tomorrow

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Well if they fix bugs regarding traits and such, that may be considered a balance change.

I thought Living Story was for all levels?

in Last Stand at Southsun

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digiowl.9620

Ah yes, the GW2 solution to everything: run in circles…

new patch on tomorrow

in Guild Wars 2 Discussion

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digiowl.9620

noon pacific seems to be what they usually aim for on patch days.

The Cloaks. Where?

in Guild Wars 2 Discussion

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digiowl.9620

The charr are why…

Converted to Zerker: A story

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Either the damage stats need to do less, or the defensive stats need to do more.

The latter, unless ANet feels like reworking every last mob in the game.

Thing is tho that the defensive side is fine for SPVP because the professions are more closely aligned, it is in PVE that it breaks down because the mobs are such damage sponges.

Converted to Zerker: A story

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Ok, poor example. But what i was trying to put a example to is that there are all kinds of issues with trying to help someone in this way in the middle of a fight if the mob(s) are not otherwise occupied.

Converted to Zerker: A story

in Guild Wars 2 Discussion

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digiowl.9620

I’m just coming off of the opposite, actually. During one of my recent leveling armor upgrades, I switched my thief’s usual carrion setup for zerker, P/D for D/P, re-traited for offense, and gave it a go. The backstab crits were nice as well as the direct damage, but I missed dodging all over, blazing away merrily out of stealth, and not faceplanting when my initiative ran out. It felt like I was going higher reward for a much higher risk.

The leveling upgrade after that I went back to carrion, P/D, and re-traited again for defense. The improvement was noticeable. I may not be ganking mobs in backstabs but I had a much thicker cushion of error thanks to the improved vitality and defensive traits and the mobs were still dropping pretty fast regardless. He’s back to being what I consider fun.

Nothing against OP’s decision, its fun for him so run with it. In PvE, its all in what you want out of your character.

Same.

Granted, I have fun on my characters build primarily for offense, I have more fun being reliable. In the OP’s example, why not just stop and rez the Thief instead of trying to kill the mob? That’s sort of the advantage of defensive support in that you can help people more reliably.

Because it is counter intuitive as hell. First of it locks you in place and stops you from doing anything but rez-ing. Second, the rate of rez is fixed and is slower when you are marked as in combat. End result is that it is unlikely that he would be able to keep pace with the damage output of the mob.

The rate of healing on a downed player is quite high. If you’ve got the toughness to take a pounding, it shouldn’t take more than a few seconds to pull up someone from downed state.

If i could dodge right out of it, i would. But dodge is locked unless i hit a direction key first, something that happens nowhere else in the game. And a couple of seconds is more than fast enough for any of the larger kinds of mobs to crank out their dodge-or-die moves.

My first major experience of this was with the taumanova reactor event, and people piling up on the bridge. Trying to help them invariably resulted in me or others going down ourselves. Because either a ember put a DOT under us or the elementals flame projectile came through, and we failed to dodge it in time because of the nonsensical lock on dodge i mentioned.

(edited by digiowl.9620)

Converted to Zerker: A story

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

I’m just coming off of the opposite, actually. During one of my recent leveling armor upgrades, I switched my thief’s usual carrion setup for zerker, P/D for D/P, re-traited for offense, and gave it a go. The backstab crits were nice as well as the direct damage, but I missed dodging all over, blazing away merrily out of stealth, and not faceplanting when my initiative ran out. It felt like I was going higher reward for a much higher risk.

The leveling upgrade after that I went back to carrion, P/D, and re-traited again for defense. The improvement was noticeable. I may not be ganking mobs in backstabs but I had a much thicker cushion of error thanks to the improved vitality and defensive traits and the mobs were still dropping pretty fast regardless. He’s back to being what I consider fun.

Nothing against OP’s decision, its fun for him so run with it. In PvE, its all in what you want out of your character.

Same.

Granted, I have fun on my characters build primarily for offense, I have more fun being reliable. In the OP’s example, why not just stop and rez the Thief instead of trying to kill the mob? That’s sort of the advantage of defensive support in that you can help people more reliably.

Because it is counter intuitive as hell. First of it locks you in place and stops you from doing anything but rez-ing. Second, the rate of rez is fixed and is slower when you are marked as in combat. End result is that it is unlikely that he would be able to keep pace with the damage output of the mob.

Why Guild Wars 2's combat is clunky

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

If the game had a proper lag indicator, we could say if it was related to game mechanics or simply a lag spike. All MMOs seems to think they can trust the player computer with various calculations initially. This to avoid or reduce the impact of lag. But botters quickly remind them why the player end can’t really be trusted to behave, and so things get moved to the server side with subsequent patches.

Grenades Autohit

in Engineer

Posted by: digiowl.9620

digiowl.9620

Simple, it is the hardest hitting ranged attack the engineer has available.

And as a aside, to juggle multiple kits (or attunements, as the two come very close) should be a option rather than a requirement.

If that’s not the gameplay you like, Engineer might not be the class for you. That’s really the whole point. We don’t have weapon swaps, just kit swaps. If you aren’t utilizing that, you’re not playing this class to it’s full potential.

Then perhaps i am playing the wrong game, as i use weapon swap to have both melee and ranged options on hand in a fight. I do not pack on multiple melee so that i can chain the big hitters from various sets together.

Similarly i run multiple kits for flexibility of options, not to chain together the big booms of each kit in a ongoing alpha strike.

And this is why i advocate that CC durations and healing power modifiers need to be sharply increased in PVE. Because as long as they are not, the consensus seems to be that only DPS is the way to go.

Can we have a polish update?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Why Guild Wars 2's combat is clunky

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

Simple, ANet crammed action elements into a game that still has the UI if a classical MMORPG.

Grenades Autohit

in Engineer

Posted by: digiowl.9620

digiowl.9620

Simple, it is the hardest hitting ranged attack the engineer has available.

And as a aside, to juggle multiple kits (or attunements, as the two come very close) should be a option rather than a requirement.

I didn't mind Southsun Cove, now I hate it.

in Last Stand at Southsun

Posted by: digiowl.9620

digiowl.9620

DCUO, find armor in the field, wear it once, skin unlocked forever for me to mix and match. LOTRO, main gear page applies both skin and stats, secondary pages (1 for free, others unlockable) apply only skin for the that gear slot. Both are superior to the mess that is transmutation stones.

And no, it is not because it is easy to find and use. I still need to hunt down the skins i want. But once i have them i can mix and match without LOSS!

That is the problem, that the underlying gear is consumed. If i transmute the skin of one item onto the stats of another, the skin of that other is forever overwritten.

The only way to build up a wardrobe is to cram the bank full of armor items. But with the amount of soul and account bound stuff that the game sprinkles about, you do not really have room.

Grenade Kit QOL improvement

in Engineer

Posted by: digiowl.9620

digiowl.9620

one middle ground i see is for the autofire to work slightly different on ground target skills.

What i envision is this. a quick tap and you get the target circle just like today. Hold the button down however and the skill will fire each time it comes off cooldown.

For skills like grenade kit #1, that would be functionally equivalent of autofire on other weapons, but still allow for the flexibility of mouse targeting.

And with it being tied to the current autofire mechanic, it would not allow someone to simply drop a weight on their numbers row and go to sleep.