By this i mean that instead of a simple overcharge button we get access to a control panel that replaces our weapon skills like a kit when the turret is deployed.
In this “kit” we can place the self destruct (and make the overcharge the toolbelt ability to benefit from our PRIMARY ATTRIBUTE) plus some additional utility for our turrets.
The developers stated that they didn’t want the engineer to just pop his turrets and win without any skill required. I say fine, then implement more depth to them so that we can place them and win, but with skill.
Outside of the self destruct, some basic skills shared by the turrets can be a skill that disables the turret for X seconds but regenerates its health while its down or a undeployment skill that after a cast and/or delay the turret is packed into a bundle that you or allies can pick up and relocate the turret with. This allows you to pick up the longest recharging turret as a bundle when moving between fights, but you will still pick up the short recharging ones as you can only carry one at a time, unless you have a friend helping you out.
Another interesting skill would be a skill making them shift their focus unto the target you use it on, maybe with some additional effect based on turret.
As for pve and to some extent pvp, a shielding ability that allows you to make your turret imune to damage as long as you channel the skill in melee would allow you to take of pressure from your turret at the cost of leaving yourself open, making careful prioritizing a necessity. You can then go ahead and add a grandmaster trait that allows you to gain stability/protection while channeling it and merge some other turret traits.
Now for the real fun, what about mortar?
since it does not really work as a regular turret, what if the skill would be replaced with a control panel allowing you to designate areas for mortar strikes with smoke at a shorter range while not in your mortar (allowing you and a friend to work together
to increase its potential). Different smoke could do different things, landing a ice mortar at a blue designation could blind, a crippling mortar could cause immobilize for a short duration if in a red field. Grey smoke could make the regular attack do double damage and black smoke designation replaces the knockback with a launch or knockdown. The effect will have a fuse time before going off so that you don’t simply designate exactly where the shots land but vice versa. Oh and please increase the range already. The mortar should have a long range while the control panel skills have less range.
PS Now that the rocket turret overcharge is a single rocket it would be interesting if it actually was aoe as stated and that it was aoe targeted by the player, giving it a proper missile platorm feeling as well as increasing the possibilities for more skilled usage (blocking a bottleneck against charging enemies etc.).
Well its not going to happen, but still?
Yeah i think it sucks that i am unable to kill a guardian bunker (or any mesmer etc.) with turrets and a soldiers amulet.
So unfair.
If you don’t play and build around that trait you don’t know how to use it, and you wont get far against opponents with above dead brain activity.
You must actively evaluate the situation (risk vs reward) constantly while saving your full cleanse skill for sub 25% health and having a stunbreak that works good with it (meaning no elixir S or U for example). Also remember that to “tank” with it you need to go defensive in traitlines and stats. So i pick my heal, atleast two utilities and defensive traits to help you stay alive against even a necro with full rabid in death shroud spamming 1. If it isn’t defining i don’t know what is.
@Shiyo-And yet there is a thread above or below with necros whining about automated response.
@hackks- the problem is that the necro currently fits that description perfectly!
They burst you while keeping you CCed from fear (breaking one is followed by another).
The sheer dps put up in such a low amount of time with the CC and base durability they got puts the fight in their favor in both 1 vs 1 and teamfights. Who will do the job you described above better than another necro?
The counter is basically to train them before he realizes he is in a bad spot.
The problem is that as it is now they win the war of burst/CC and the war of attrition, 1vs1 or xvsx.
(edited by miriforst.1290)
Since when does my English make you cry so hard?
Your cries are hard to understand when worded in such an illiterate manner, which is why I cannot even respond to them.
Maybe its time for you to l2p your necro instead of whining on the forum about a single trait. Also you have mentioned in one of your posts:
Obviously nothing was done about it, but at least the newest necro spec can finish off such crap with dagger/staff auto, and DS 1.So, as you have stated, Automated Response is not OP. Perhaps… you know… l2p?
I’d throw that right back at you, but you dont need to l2p, you just need to roll that trait.
The thing with that setup is that it’s super glassy and full-out offensive. I prefer running something more balanced, but apparently you fail to note that not everyone wants to roll the fotm.
Maybe i want to run soldiers amulet dual sword warrior with mace/axe? With banners?
But necro kill me every time!
^Yeah eles sure got more aoes than necros sarcasm
And that flying all over is lethal when the game is about holding points.
Divus, it did not.
You know we engineers like to test how our trait works, and if they actually works at all (see scope) so it was quite tested and theory crafted about. And even if it had done that, even if it made us eat babies and grow horns as well as voting for kim jung for president in the USA what matters is what it does now.
Not to mention dying or being close to dying against a NON HGH 30 alchemy engi with defensive utilities is pretty impressive.
Should scope get a icd? 10% extra chance to crit at 600+ range?
Does terror have a internal cooldown?
It does not have a cooldown because it does not have a duration but a requirement.
Hemophilia should totally be nerfed with a 10 sec cooldown. So should lingering curse.
Greater marks could do with 15 sec too.
Or this gem: Deathly perception. 50% increased crit chance? omgop 30 sec icd.
“I think the problem here is that Necros are now good on a 1v1 scenario and people can’t handle it…. yet.”
So now we can, problem?
Protip, he gain regeneration when bleed is converted by his minor trait, stop attacking him until hes back at 25%-35% (preferably with a margin to stack properly) by his regen then condiburst him like the kitten you necros are right now.
Oh how lovely to be able to tell all of the necros right now who are so eager to spout this themselves: l2p.
An engineer trolling you with this have to be levitating between 1-24 percent hp which means that as soon as it isn’t a 1 vs 1 against one specific build (scepter/staff necro without golem or lich as elite) it is a highly dangerous game. Just touching that 25% health again and you are necromancer sandwich again. Its actually one of the few “good” counters against the ridiculous condispamming today. And as a grandmaster trait it only fully pays of in the situation of a 1 vs 1 against a fully condition based class without any direct damage. That is too say full condition necros with jack for anything but m04r c0ndition d4mage. And since all those pro fotm players are smelling the new op coming from the necromancers direction and hoping to roll a necro and face roll anything in their path they spread out and destroy everything. And if anything is left standing after their cataclysmic bombing its op? You get feared around like a ragdoll nowadays while eating big fat Macconditions, and if you have failed to notice engineers lacks stability. This is a neat way to strike back. And if this is a problem at tournament level of play i don’t know what to say…. You are running a team of 5 condition necros with plague? Even then you can deathshroud him for physical pressure to bring him down. He hangs around at less than 4-6k hp depending on his base health. A thief can literally hit 1 button to kill him at that phase.
So here is how it works: A wild necr- i mean condition based class encounters a engineer with this trait and burst him like a fat kid in a candy shop. The engineer stunbreaks at 25% health and uses elixir C (for example of what i roll when i troll) upon which this happens in my mind:
From then on all conditions applied are reduced by 100% duration and have a 8 percent chance of being transfered into a boon (that means cripple to swiftness, bleeding to regeneration and fear into stability). It is vital that he uses his stunbreak and follow up with a condition cleanse as he will die anyways otherwise to the conditions applied above 25% health as the trait DOES NOT CLEANSE CONDITIONS BY ITSELF. A smart conditionmancer without any slightest hint of power and unwilling to go into death shroud can still use his traits against him. Remember how bleeding stacks regen? Get him some regen and then stop attacking for a few seconds instead of complaining that your auto is outhealed. Because that is exactly what he is trying to achieve, a balance between your autos and his regen. As soon as he is at 25% he is vulnerable as usual to your conditions, which means that if you let him up at say 35% for a bit of a margin for stacking up and then bursting him again (with what, a 20sec cooldown on fear and a 40 sec cooldown on his stunbreak?) will put him in deep kitten like every other class in this necro infested meta.
Speaking of impossible to win against, how are those warriors feeling about fighting you necro pals?
But my heart is bleeding for you poor necromancers who have found one weakness to your build.How goes it, if people loose to you they haven’t adapted to the meta, need to learn to play and so on and if they counter you they are OP? Way to go mesmer, necros.
Or is it just a case of us needing to l2p so that you don’t have to?
As for tourny play, if you cant call in a power based character to finish him in a couple of seconds maybe your team isn’t fit for duty.
So it is a grandmaster trait that in combination with full condition cleanses and another skill for a stunbreak and defensive stats that is overpowered in 1 vs 1 versus what is currently one of the strongest classes in the meta running the most insane condition burst builds when there is no one in your team willing to spare a few seconds to assist you? And even then you can counter it with smart play. And i find it hard to believe that they can put out the offensive to kill you.
They like to claim that the necromancer is still just a part of rock paper scissors when currently it is more like rock paper shotgun. Well hello there shotgun, meet nanosuit.
(edited by miriforst.1290)
maybe dev’s play enginer.
dont talc about balance in this game
and they talc now about make gw2 e-sport
just lol
crap game, i leave , just one more to the other milion
Post of the year.
Devs don’t hate engineers.
It’s just that they never play them.
But i can understand the feeling when its coming from a warrior.
Seriously … what is the point of an interrupt of you have to publicy announce it 1s before you pull it off?
Do other classes have to wait until they can interrupt ?Yes they do. Other pulls like magnet pull and magnet bomb have a pretty long cast time.
There a huge difference in “long casttime” and “additional time after casting to do something”. Then they just had to increase Curtains casttime.
The point is that skills like magnet pull and magnet bomb don’t glow a full second before they pull you.
No, the magnet just requires LOS, can’t be ground targeted, don’t pull aoe, does not provide swiftness and cripple and it telegraphs with a vibrating string between you and your (single) target (in los) for the rather long cast time before it pulls. And it is not like the aoe of the magnet bomb is tiny, it has a delay of 3-4 sec before going of and is created at your feet when you switch to a kit on a 20 sec internal cooldown shared by all kits by a trait no one seriously uses anymore because of the 20 sec icd. And it does not frickin launch people through it and out on the other side, its a tiny aoe that pulls you into the center of the bomb after a long delay. A bomb on the ground for 3 secs not telegraphing?
And who has the more reliable access to stealth?
Well if anything im more scared of the leaked illusions signet change. Generally the only chance to win against a phant mesmer was bursting his phantasms before signet kicks in. Gl having 3 duelists kittening from everywhere with 6k+ hp. Of course it was rng, SOI could kick in the same time as it spawned, upon which it is GLHF.
its not unconditional might, and including the trait point attributes is a bit silly. Thats like saying grenadier is op because the trait also gives you 300 power and 30% condition duration. Or adrenal implant that gives you 50% faster endurance regen, 30% faster toolbelt recharge and 30% extra critical damage!
“Malicious sorcery will give 200 condition damage, 200 vitality, 200 healing power and 20% faster recharging scepter skills, but wait if i place it into the grandmaster slot it gives even more vitality and healing power! And i can go full into illusion too for even more condition damage! All from a single trait”
“Obsidian focus: 480 toughness and 100 condition damage for 10 points ehrmegerd!”
As for coated bullets, comming from an ex coated bullets engi, its not that special really. It only works with 2 attacks, and the only one especially benefitting from it is the auto which in general is horrible. So it makes the auto go from horrible to decent? Pistols auto was nerfed because it was ridiclous pre launch with coated. And even with the trait it only really benefits power based pistol builds since the aoe scaling (which is the reason it is used) does not benefit much with condition damage. And how many people are running power based pistol builds? I will admit i was a bit surprised to see this, but its not going to ruin the meta to any greater extent.
Oh my how are we going to deal with perma flamethrower engis (oh look i got a light field) and NON-hgh-nades engis! How are the mesmer with perma retaliation on their clones and phantasms and the lightfield blasting guardian bunkers going to deal with this? And think of the poor thief who will have to wait every 6 seconds to steal might from your flamethrower!
If there’s going to be balance problems with engineers after the patch im not seing it in that change, no matter how odd it is. Frankly i thought firearms was decent, while inventions on the other hand got pretty shafted.
You don’t think suppressing enemies with a hail of shrapnel grenades is tormenting them? You don’t think roasting the flesh from their bones with a flamethrower is tormenting?
Breaking bottles of acid on them or detonating an acid bomb melting away their feet isn’t tormenting? Spraying them with toxic gas isn’t? Firing a hail of venomous needles or firing darts with a “tranquilizing effect” that seems to prevent coagulation causing them to literally die from the bleeding (internal or external) caused by sometimes up to a hundred darts? Electrocuting an enemy bit by bit until they fall unconscious? Surviving the utter shock to your nerves after being shot point blank with a blunderbuss? Threading in caltrops from the mortar or toolkit don’t make it agonizing to move?
Balance wise i wont comment much but lore and stylewise i can’t see why not, pretty much anything can be explained style and lorewise. Just like necromancers and confusion, you don’t think fear and confusion go hand in hand?.
In the same way you can argue the opposite, “oh the mesmer blocked my attack, and now theres two to pick between, dear me no more of these tormenting pick-the-right -cup games! And for some reason it really hurts when i walk!”.
^ That would mean a necro with speed signet or a thief with the same wouldn’t need it either.
I think the best candidate for implementing torment would be in the shrapnel trait, it would punish the ones kiting badly and would conceptually work good (kiting the rain of grenades makes torment deal double damage, trying to get out of the bombing runs deals more damage etc.
The irony lies in that dancing dagger is useless in DD because of heartseeker. Heartseeker works more reliably as a gap closer and is also a leap finisher with eviscerating damage on low targets (which are the ones you often have to chase), and given the nature of initiative only the skill most useful in the given situation gets used. DD was used before because it could cheese bouncing damage like a boss from a safer distance. DD have fallen to D/P also because the leap combo is much harder to counter compared to a CD (with this is i do not mean the entire combo with backstab, im just comparing how easy it is to deny a X/D thief its stealth compared to a D/P).
Now the problem of “XXXXXXXX” spam i feel appears when a skill is useful in too many situations (see larcenous evade, boonsteal, hardhitter, semi gapcloser, unblockable) when the innitiative system would be more suited to “Lego” skills that are simple building blocks in themselves with single a simple purposes like “this evades, this leaps, this cripples, this deals higher damage on low targets, this applies a condition, this steals a boon, this is damage” etc. but where each skill will have to be chosen in the right moment. Spamming is not the players fault, it is the design.
(edited by miriforst.1290)
Yeah engineer being viable sure is op.
The problem i have is that it feels a lot like the crucible armor, and that one is boring.
The female medium is great! But the male on the other hand….booooring…
Why can’t we have a bowtie too?
As for the light vs medium, its researchers armor all over again.
Why does the charr have the googles over their eyes while humans for example instead are left with only the superhero mask over their face?
Just a question: OP translates into useful right?
Because i hear OP being used on anything that is useful in that podcast. :O
Stop it ostrich, you are confusing arenanet. :P
You can’t win with thief against engineer if engineer is not kittened. Your only choice is to not let him win: just run away.
Even with s/d like some ppl mentioned here: the engineer does not care about boon steal. It’s like th epoint saying hard condition remove helps against hgh grenadier – it doesn’t. Engineer can stack up so fast new conditions and boons – no class can permanently remove conditions and steal boons as fast as engineer stacks them up.
Yeah agreed, except oh wait- Larcenous strike got no recharge and steals 2 boonstacks (meaning for example retaliation and 25 stacks of might, 1 sec later 7 stacks of might and protection, 1 sec later swiftness and 3 stacks of might, 1 sec later fury and retal, 1 sec later 3 stacks of might) while he tears you intestines out through your ears. And inf strike and shadowstep removes conditions, and so can their stealth, oh and a certain popular heal removes all damaging conditions except confusion. Btw while they are pulling your innards out of you they are also evading a lot of your aoe.
Of course bad thieves are always easy to deal with, but so are bad engineers.
Sorry about that, but claiming that larcenous strike can’t keep us at 0 might is a bit weird.
(edited by miriforst.1290)
I am tired of people claiming that engineers are omgzord good at bunkering, so they still have a role if hgh gets smiters booned.
They are tanky sure, and they can backup bunker a close (bunkering close is basically a consolation price for not being a proper bunker, not to mention a mesmer can handle close while being an asset to the team somewhere else, somewhere important.) Engi bunkers can tank out single players for long periods (thats why they are close) but bunkering the center? Nah let the real bunker guardian or ele do that, we haven’t even got any decent stability (lolstandyourground&co) and if we go for a boon build we usually miss a lot of the tools from kits that we really, really need. It’s not a bad bunker, we got some nice amount of control with bomb kit and toolkit and its ridiculous how many i see who do not know how to cope with elixir R (knock him out of it) but usually your group would pick an ele or guardian for bunkering if it wasn’t because you are a guildie or something.
It would ironically be the position necros are right now thanks to engies- goood, but if you aren’t the best go home.
(edited by miriforst.1290)
I find it funny how people defend it for being a zerg busting mechanic, when in reality it is the opposite, zergballing guardians with retal spam rolling over most resistance. The old confusion bombing that mesmers had could be argued to be a good zergbuster, it walked around the 5 man cap (i think) and dealt damage in a way a lone player could easily cleanse (remember retal is duration only and not intensity and boons are usually harder to keep stripped than condis). That said though i find it good enough. I just dislike the fact that the over access of retal spam and light fields already on a guardian means all light field combos have a 3 sec retal… Thank you hammer auto and skill 2 for forcing all blast/light fields being balanced around you!
Oh boy do i love how they managed to avoid mentioning cantha completely in the dragon bash page. They only mention ancient Tyrian tradition as most (but not where it is from).
Yeah hurr durr its not like it got any history worth mentioning hurr.
Yeah, wintersday again, a tradition without tradition, so ready up for running services for the asura once again… Oh those fireworks are surely charr made.
Well we got the commando class!
Its called engineer.
Sadly its not up to par.
Someone asked whats the difference in balance between someone maintaining 20 stacks of might and someone stealing them.
Ill give you a hint: Might stacking (or high boon stacking builds in general) devote their build and equipment for that purpose. For example as the infamous HGH i have to cover my entire armor with might increasing runes (instead of for example a runeset cleansing all conditions and giving you all boons when you use your 45 sec recharging elite) and use sigil of battle (instead of, i dunno sigil of earth, fire or air?). Furthermore i have to bring a grandmaster trait giving me might when i use utilities i otherwise wouldn’t bring (sacrificing a weapon slot for every elixir) and use a generally inferior heal (which is a part of the might stacking. Together with 30% additional boon duration. I also have to bring a master trait giving me 3 stacks of might when using my heal skill.
That gives you an idea of the investment for those 20+ might stacks (this level achieved after a short while in combat, with your heal, a utility skill and 2 of your class mechanic skills on cooldown).
Now all the thief have to do is use an unblockable rather decent damaging skill with no recharge to not only gain the same level of might, but rip everything from you.
But you know what the worst thing is?
He would spam that skill anyways even if you aren’t running any boons. If i use a magnet, big ol bomb or slick shoes on a target with stability i am stupid, if i spam a boon stealing skill on a target without boons i am a thief.
The problem lies in taking things too literal, look form example at the thief, he would be all green yes for considering that stealth is a guaranteed interrupt, and that the teleport can only be countered if you use it too early against someone with a teleport, so both skills are multi target interrupts, the first one sometimes counterable (against people who use it too early) if you are lucky enough to have an instant teleport available and the second one always counters multiple stomps more or less (depends on stealth traits in combination with multistomping coordination). but then so can thieves shadow step stomp people who can counter both stealth and stability stomps.
This is annoying, as an engineer a thief who DOES NOT STAND DIRECTLY IN FRONT OF ME (shout out to those thieves, you know who you are) always gets the stomp of, but a thief can interrupt my stomp in a way i cant counter + my other stomp (which they get in 80-90% of the time) is also not counterable by any means i got. So that leaves just dpsing him down, which does not work good in a team game.
Funny enough the same could be said about thieves guild, the difference is that it does not heal you, but it deals a huge deal more dps on a profession already bursting you into tears (hehe) and you cant simply kit two meters to the left or right either. The added CC in the form of wire and blind spam together with a glassy thief and unoads makes that a liquid gank if used right. Ironically i usually counter it by crating him, causing them to lose focus on you. If you really are intended on fighting a crate, you should bring daggerstorm instead of basilisk venom, stability and projectile reflects while aoeing down the turrets quickly, its the standard thief countermeasure against supply drop. And yeah, thieves are one of the few classes who actually die from turrets.
And about judging the engineer forums, boy do you know what the thief forum looks like to us?
Abstract thinking of living in huts and worshipping anything they find as a god…I’d say 5 skrit are more intelligent
OHHHHh the irony, you just described the charr of gw1.
So the humans was justified then? Fine, get off our lawn.
Yeah, mesmers are the sole reason i never run turrets even for fun and variation. They are a hard counter just by being alive.
The venom suggestions are interesting, i would love to see support based thieves become a force to be reckoned with. Stability alone could be a reason to roll shared venoms, although i think devourer venom is fine as it is and really isn’t the one needing a stunbreak.
Also trippwire should launch. So. Frickin. Yes.
Imagine being chased around a corner of clocktower or so and putting that down, the enemy proceeds to get launched of the tower. Thats what thieves should be about, trickery and subterfuge, not the mlg 360noscope-backstabbingXXLwubwubwubdubbsteppremix class. Because of the initiative mechanic sadly the thief can’t have too much hard CC as that would be abused pretty extensively, meaning that the utilities and stolen skills should cover that. One thing that would be nice would be for the traps to persist for X (say 5) seconds after activation, meaning you can trip a bunch of people if they run in a group.
I don’t think condiremoval on ambush really makes sense though, would be ineresting if it caused 5 stacks of confusion in the area though.
Scorpion wire maybe could chain into a stun allwing you to not only grab them but also keep them there long enough to follow up? Also you should shout “get over here!”.
I really want to see a more competitive condition thief build, maybe changing blind on stealth to confusion on stealth and lowering the pulsing of blackpowder to once every 2 seconds (like smoke bomb and turret smoke on engineer got updated to) but adding in addition to the blind 3 seconds of burn and making the projectile always blind and making the smoke field a firefield (yes i know this is going to be highly unpopular since its a source of stealth spamming, but on the other hand you can stack large stacks of might now).
Ralathar, yes it is highly annoying when after even the most failed attempt at bursting you down (like spamming HS in immobilize or backstabbing when we static shield) any thief with half his wit can reset the game to try again. But as many have probably said already, using a turret build (the most immobile build on the most immobile class) and not catching the most mobile class with a mechanic inclined for spamming the skill most necessary for the situation shouldn’t be surprising. This is actually one of the very few cases that i agree with the sentiment “if he runs you have won”, turrets have only one special niche, playing an offensive bunker vs solo players without pets, massive aoe, conditions or range (yes, ive killed and/or driven off bunker/hybrid eles just running straight onto my close by pouring down overcharges until his ears starts bleeding) by stunlocking them and filling them full with conditions. They actually work pretty well as a thief deterrent (non sword, if they are sword GG) as they catch him as soon as he exit stealth (overcharging a net turret when he stealths for a backstabb means a stunned thief unable to follow up) and they are usually built glassy enough for the turrets to be a threat. Of course no sane person would ever run turrets in spvp seriously (i do for trolling sometimes) as mesmers are essentially a hard counter for you, and they aren’t exactly rare. They will use phantasms (who strangely enough attack the designated target) while being immune to your turrets (who do not attack the target but the clones and otherwise get body blocked by them) while you are essentially converted into a low damaging beating bag with not much defense outside of your one weapon set (and toolkit if you sacrifice a turret) while he/she can burst you while laughing out loud.
So believe me, a non S/D thief is the least of your problems as a turreteer. And in the case of wvwvw none with any reason at all would use turrets other than for using their tool belt skills in a static discharge build. Meaning don’t place turrets in wvw, believe me you’l be sorry.
Oh yes and about thee rocket boots thing, it cleanses conditions after the launch, so using it to cleanse just means you practically knock yourself down. And the launch is not that great when it works perfectly either.
Last time i checked the smoke field will last way longer if the enemy it is trying to reach stands outside of the aoe. Oh what am i even talking about, if it can be used for good it will get fixed.
HAHA and when signet of illusions passive triples the hp of clones and phantasms instead of giving them 50% its implemented as a feature, says a lot about the mesmers and a lot about us am i right? Sad thing, i felt glue bomb was worthwhile now, the only broken thing being the immobilize pulsing before detonation. Make the elay 2 seconds and keep (moslty) the effect it has now, a guardian locks you into a ring that you cant escape without stability and that knocklocks you, an ele creates a stuningfield you cant escape at long range and an engineer creates a timed bomb that will immobilize you for a couple of seconds if you do not kite it. Also you could cleanse and dodge it (just like with roots).
(edited by miriforst.1290)
We are aware. Working on a fix.
I was sorta expecting the following:
1. You would fix the bug making glue bomb worthwhile for its risk (melee instead of lightning cage, cleansable and dodge able with a delay instead of an aoe knockback circle) but ignore mine kit as that is not anything that can be taken advantage of.
2. Comment that the code looked fine and that it has probably always worked, its just that we as a community are too unrefined in our testing methods (instead of not preforming any QA at all cough).
3. Defenders would claim that “yeah its probably working, just not the way one would think, i mean, who say mines HAVE to explode? Now they remain scary no matter if they dodge or move over them!”.
4. It will get fixed when scope is.
But you acknowledging the problem sort of turn this upside down jon.
Anywayswhilewehaveadevonthespot:
Thinking about it it probably is better now, the damage is ridiculously low for that small trigger areas and that purpose so the sugar pill method probably is better. They are fricking mines that hits for less than a riffle auto. Only thing needed to be fixed is so that detonate all is instead “remove all”, removing their roles as 100 nades junior should their damage actually become decent. Do that and double or heck even tripple the damage. If any loser that is to lazy to move one meter to the left or right or who cant think of wasting a dodge to neutralize close to all at once then you need a proper spank, if you can defend thief bursting or mesmer bursting by saying that it involves “play”, then what doesn’t a mine field do? They should be feared, every time you step on a mine you should think “oh kitten-”, not “oh the loud bang did more damage by breaking my concentration than the 400 damage i took from the mine”. The boon removal is nice sorta, but any boon user plow through them and reapply them. Not to mention pets, minions, clones, phantasms, elementals and rock dogs (why are they still in spvp??) mowing them down like a knife through butter, viciously tearing our poor defenseless mines to shreds (yeah, they barely take any damage so it feels more like they are a bigger threat to our landmines than our landmines are to them. Btw thats the reason noone use turrets, because a mesmer is basically a hard counter just by being there and dodging and we got lots of mesmers, heaps of the kitten things. So no hurry fixing this, i wont miss them.
Also give mortar some proper range (2000+) and when deployed the skill is replaced with a kit that allows you to mark locations with smoke (600-900 range) allowing you to mark for artillery strikes for your buddy who mans the mortar, shots hitting in the designated areas have different effects like “Mark red smoke: Mark the location for a caltrops strike, any caltrops rounds hitting in the area will immobilize for 3 seconds.” or “Mark yellow smoke: Mark the location for a mortar strike, all mortar shots (skill 1) hitting in that area deals 200% more damage.” This means that you can get more out of it using teamwork (as i feel it was intended to) and not going the automation turret route many seem to want. So in short, same skills on mortar but with a lot longer range and when placed gives you a kit allowing you to designate areas at short range to magnify the effects of the attacks for your buddy.
Anyways thanks for showing your face here.
Scope may work, just not how you think. Read earlier posts in this thread.
Don’t do that, multiple people have tested, it does not give a single percent even at 98/99 percent. So do not even try to defend arenanet for this.
Mine is not a guess, it is in the GW2 data. Official enough.
I didn’t say your map wasn’t official.
I do see a contradiction that brings the data used to make the globe into question per the Movement of The World.
It’s not 100% accurate. There is a glaring flaw. So you have no solid foundation to assert your statements. You have a very imperfect (albeit impressive) globe/map.
So your guess as to the current state of Cantha, even based on this map, is only that.
Which clearly states that Cantha is cut off from the rest, not that is was sunken. It also states that occasionally Canthan sailors make it to maguuma’s southern shores.
Okay. I did not say Cantha was gone.
I did say it is (probably) there. Based on what’s come up, I can almost be certain it’s there. In what state, we do not know.
But, I believe we digress… quite a bit. We should really get back on topic.
_If you want to know how I feel about the charr from a human perspective in detail, you can read my postings in this thread here from page 2 onward:
https://forum-en.gw2archive.eu/forum/races/human/Do-you-feel-bad-for-the-Ghosts-of-Ascalon/page/2
Btw that’s King Adelbern. Not adelburn. You had this typo like 50 times
Maybe been playing charr for too long? ;P
Its like how blood legion soldiers sounds like a list of butchering details.
http://huntersinsight.files.wordpress.com/2012/06/planettyria.jpg
Thisis the accurate map. Maybe 20% of Shing Jea is flooded but nothing more, instead got a landbridge to the main continent.
But yeah, on another version the battle isles was shown much farther from Cantha.
http://wiki.guildwars2.com/wiki/The_Movement_of_the_World
So, it’s a mostly accurate map/globe then.
Mine is from a known time. Yours takes liberty to what’s going on out where we can’t see. Ergo, assumptions. Your guess isn’t any better then mine.
Both our sources come from the games. We don’t know what’s happening out there at present or what it actually looks like with any certainty.
That said, it really is an amazing map. The Order of Whispers did some impressive work there. Anet created a fascinating world.
Snooping around I found some of these awesome renders of the globe and the map.
http://i.imgur.com/EaotU.png
http://i.imgur.com/R40p6.jpgVery cool. Tyria is a biiig place. Definitely more landmass or else a bigger planet as whole then the real world.
I feel the oppsoite, the world and its polulation is a miniature. I cant speed run from one end of europe to the other in one hour or two, i can traverse tyria in that time on foot. Of course they have to make it a miniature game play wise. The only real “city” like city was kaineng. Divinity’s reach is sorta on the way there as far as medieval fantasy go.
I should remind you about fate of China Empire. Isolation and lack of strong external enemies with comparable technological and military capabilities – this is one of the worst things that can happen with your country. It corrupts the army to a state of internal police where command posts are sinecure for pompous aristocracy, it’s inhibits the development of technical sciences, the best stimulus for which historically have been studies for the military, it’s limits the development of a culture which is cut off from foreign cultures. Isolation means stagnation and lagging in any progress, it can not help to get stronger, only weaker.
Its not like dredge are isolationistic or anything, neither do their technological advancement rival that of the charr. ;P
Keep in mind that much of the technology they utilize now aren’t directly translated from the dwarves but homemade so to speak (the first real breach of their isolation is their experimental alliance with the inquest and later the legion.
And don’t try to make sense of how realistic everything is in this story, its a bloody mess anyways. Charrs which have been suspicious of others, especially humans, and in a better foot with norn. Decided to basically go from mongols to WW2 tech in a matter of a century or two.
I mean the timeline of the charr must look silly, way back we have the conquering of ascalon, and then a long time after that humans conquering ascalon, and then yet another long period and then charr conquering ascalon again and then a civil war ending with scorchrazor defeating the flamelegion and under the following period of 210 years they go on to invent EVERYTHING just like that. Im not against steampunk and science in a fantasy game, im of the opposite and i love science fiction while despising the “high fantasy attitude” but the chance of charrs going from loin cloth to Jonny Mccoolname spitting helicopters from their armpits and grabbing a bowl of cogs sprinkled with petrol for breakfast in 210 years with the population sizes we are seeing in the game is about as likely as my joke about canthans showing up in spaceships.
And yeah i know that most of our technological advancements might seem to have happened in the last 200 years and it does indeed advance faster the further we come, but the thing is that technological advancements does not just happen with the invention of the steam engine, we have thousands of years of mathematics, physics and other sciences behind us. As someone rather important said, we are standing on the shoulders of giants.
And the charr at least as far as we have heard of didn’t seem like the mathematicians of greece really.
But the thing i have a really hard time getting over with is the decision to not merely have humans halt their advancements entirely, but going backwards in many ways. Yeah i get it we are all beaten and stuff and will die out by gw3, but we had far more of a culture to stand on than the charr, humanity saw many feats of engineering and architecture like the war machines of kourna, the dams of elon, the vengance of the gods, siege turtles, the great wall, original lions arch and so on. They had an actual widespread and exchanging culture but yeah we cut of elona and cantha and suddenly no one can read or count for 250 years. Im not buying that tkittenbon vanguard saw the iron legion unveil their latest warmachine and test firing it at the hawkgates and not thinking “Man, wish i had one of those!”. And im not really buying magic as an argument either, chars certainly have guardians and necromancers in their ranks and either its like the case of the english bowmen that you need hard training to throw fireballs, upon which you might consider the easy to throw grenades or other no-training-required options just like riffles where popularized. Or magic is innate in which it would make sense having something for the ones not capable of blowing a door of its lid with mental force. Or it is easy as 1-2-3 in which case why isn’t every single soldier nuking the crap out of everything with meteors.
But no we are delegated into “knights” (no not really, everything is because of “the folly of man” as caithe put it) in shining armors role so that noone should be distracted from playing the original and creative charr or asura. They weren’t generic in the original, now they are. And i hate being called boring for playing a human. Blame arenanet.
Heck even shining blade, the ash legion of humans are delegated into doorguards just like the seraph/ministry guard (everyone in ugly heavy armor, see a pattern?).
(edited by miriforst.1290)
CETheLucid
I can imagine the reaction of kryta when they find a small fraction of the canthan expansion fleet (still the largest force the continent of Tyria has seen since forever) docking up on the shores of kryta. The krytans would be like: “oh-… h-hey guys, long time no see-… Palls right?.. Guys?-…Guys??!!”. The charr would be laughing their tails off when the Canthan fleet declare Tyria a colony under the empire, that is until they realize that by Tyria they also include Ascalon and Maguuma (the shiverpeaks are cold and useless in their eyes, so that will remain terra incognita for them). It also gets awkward when they realize that if they can go from tents and loincloth to tanks in 250 years of internal turmoil and civil war, a gigantic unified empire with a good deal of a headstart under the iron fist of the canthan emperors can go even further. “Airships? Cool, we brought our inter-dimensional cruisers along. Hope you like nuclear winter by the way!.”
It would be hilarious to see the charr get beaten in their own game of conquest on the battlefield. Of course then i wouldn’t be speaking to you as a working resident of kryta, but as the loyal citizen RKC-ED-13365 helping our great empire (eternal life to the emperor) to achieve its full potential for the good of all of us and in no way supporting the rebels (may they find themselves in a pit full of kappas). “Remember, a working citizen is a happy citizen!”
I for one welcome our new canthan overlords.
Worth it though.
Would be epic if the Canthan expansion would be introduced like this, a month long occupation of the entirety of Tyria. Until we lead the colonists to rebel against their old empire.
EDIT: Or we manage to make Cantha believe we are a loyal colony (since for cantha we are not THAT important) while in reality the “occupiers” just merged with the rest of the population once they realize we got it nicer here.
(edited by miriforst.1290)
The problem i find is that i usually dont want to stun anyone, as the block ends at that. Ofc its fun playing razorback on thieves hoping for a easy backstab. But anything including clones can take that stun and waste your entire block. Stun wise i kind of envy shocking aura, sure it does not block, but it stuns anyone, even caltrops causes stun, and you can trait it to apply to allies as well. Its a short stun, but with paralyzation you get another second. The optimal use of static shield is pretty much blocking at range for as long as possible and then throwing it and hoping for 2 rupts. I pretty much use the magnetic shield for blast finishers in smoke fields, the area for the knock back feels minimal and standing still and reflecting (instead of magnetic auraing your team and being able to move and attack). Ofc they are versatile, but the recharges are pretty harsh considering you are rolling pistol mainhand.
Its fun though every now and again, my favorite beta weapon.
Haha dem members of NP be mad now, all that cheese served well!
Good job sir!
The thing is that you cant say its just X dollars either with how the gem exchange works, it still got its value in in game gold, no matter if you bought them with real money or in game gold. And the costs for a lot of these maybe doesn’t feel random as i put it but arbitrary, they sell some services more suited to real micro transactions (imagine 10 gems for exp boost) so that they are almost cost less, meaning players will impulse buy them. It’s still gems spent, just less in magnitude per sale but with a higher frequency. There are some incredibly niche services with little to no value, its a guy selling you bottled sea water at the shore, and in the situation you wanted to buy it for some reason it shouldn’t be priced like a coke or bottled drinking water from the guy next to him. For one creating services not rivaling the already implemented ones could help in the case of nodes and crafting stations. Theres also the thing about boosters. There is probably one there that got a proper value, and that is the karma booster. That’s because it is worth its weight in gold for people opening all their stacked karma boosters at once for their legendary, making it a much bigger service than gain X more experience for an hour since given that you can click fast enough, it will always help you as much as you need. If it only gave you 50% from events it would be worthless, you won’t get any return worth that from just event rewards even when grinding penitent/dungeons/wvw etc. The crafting ex kitten imilar, but not as practical, given the time it takes to actually preform the task to fully utilize it. Magic find is paying more for the booster than you can possibly expect to get return on, glory boosters are handed out like candy and glory is a valueless currency anyways, you can’t stack exp items the way you can hoard jugs and the exp currency is even for legendary crafting thin as air. And i would really appreciate if it was possible to see the sales of these individual items, my guess is that karma boost would be top and glory/exp/killstreak/swim in the bottom (not boosts used, boosts bought specifically and not handed out as consolation price for not getting a weapon ticket).
Boosts and niche consumables need to be priced to be impulse items to sell realistically, and the value of the gems i would dare guess isn’t ruled mainly by them as much as they are by new costumes, minis, keys and skins. So it would probably not end up in a currency arms race just because consumable items outside of services like increased bank, appearance and server transfers etc suddenly wasn’t a joke on the buyer.
As for being the big bad dude killing the fun for all those poor unfortunate people wasting their money in the same way as people pouring champagne down the drain, I just hope we won’t get more store fillers in the future. How many do you think will flip through an update filled with new dance books, armor skins, costumes, minipets and custom arena kits and think: “Man i wish there where a boost for giving 10% increased damage while mining for one hour, priced at 100 gems/unit ofc.”? Or what about a item making map travel “free” for 15 minutes (cost 250+ gems)? Or an item that takes you party directly to the fractals of the mist hub from anywhere (50 gems/unit)? I can make up some new strange items on the spot and you must agree that those do not sound like good ideas. I know that there will probably be a handful of players buying them for fun, but what about if a useful item was added instead? Maybe a build template that allows you to save a build to load it out of combat for free for 100 gems (once saved the item is consumed and you can load the build as many times as you want, with a cool down of 10 minutes) meaning it isn’t like the repair canister as you do not simply change your build one time and the gems are lost, making it an investment instead, removing the feeling of wasting money for having to respec for your party if you got enough builds saved (and thus enough items sold). Or what about selling an item opening a portal to a challenging mission for everyone in the area for 30 mins with special loot inside and a guaranteed gauntlet or something for completing it once? Heck you could probably make it insanely hard but have a guaranteed ticket drop at the end with the service simply porting your party (and no one else) one time to that mission making it 1 try per party and purchase. That would solve the problem of the rng nature, make it a prestige item and sell interesting content.
(edited by miriforst.1290)
As John Smith will doubtless tell you, there is a huge % of playerbase for whom money is no object. They are “comfortably off” in RL. You know, the guys who don’t give a crap that the RL economy is in the pan – the ones we all aspire to be!
Yeah, its a difference between the guy showing up in the ferrari and the one pouring all the champagne down the drain because he can i suppose. :P
A service that was done well was the molten pick. It was realistically a robbery but it didn’t feel like it because you had it, it was there and it wont vanish. Sure years of mining before breaking even but after that im making a profit! It had a unique look too.
What if the crafting bench had been 1000 gems but not a consumable but have a recharge? Suddenly it has value, you can be that guy in your group summoning a crafting station in the middle of nowhere. And it cant be said that you are an kitten for not mapping to borderlands. Because its yours now, a proper service and an item for the collector.
That would probably sell more.
mirifrost, you’re projecting your own experiences & feelings onto the entire game which is faulty logic. Sure you don’t buy boosts, but maybe there is steady boost sales. You might not want to pay cash for gems; but that might happen on a regular basis. You literally have no basis or evidence for your assertions.
You even admit yourself that the boosts have little benefit. So how is that a violation of gw2 anti-pay2win philosophy? Remember little benefit does not mean useless. Using them is a nice little boost, a small contribution for a short time. It’s like eating food or drinking an elixir, except it fills a different “slot”.
Specifically, armor repair kits have a potentially irreplaceable function in fractals and WvW—repairing may not be available “in the field” without abandoning your group or starting over. For the completely responsible & skilled player in guild groups, probably not necessary. For a casual running with lots of PUGs who forgot to repair at the start of the fractal level, priceless. Please provide some links showing where self-rez orbs won the day for a group in your favorite situation and describe why that’s unbalanced or unsavory.
I mean that they should focus their precious time on making things that sell well and don’t make people point to their manifesto every dozen or so seconds, i just flipped through the store on my way to the BLTP and seing the crafting stations. Then i reflected on the above as i was browsing through the different categories of the store. I should have sticked to my point better but this is what i am confused about:
1. Developers spend time making pointless mechanical items like revive orbs, swim boosts and killstreak boosters instead of laying that on fun things more people would want to buy like skins.
2. They then make them so unrealistically priced for what they actually are so that they can’t even be seriously thinking someone would actually buy them, ending up in the development time wasted.
(3.) As for the pay 2 win argument, its not my bugbear but pointless items like the repair canister serve no realistic purpose and make new players raise an eyebrow when they see that repair icon on their bar and happen to find a repair item on the gemstore. Ofc its not p2w but why even disguise things like it even the slightest?
Look at it this way:
How much will 8 gold get you?
A slow self revival.
What situation would that be worth it, unless you can use it to bypass or cheat content?
It will not be used as a convenience item, never. Its not that everyone will buy them because they have to use them to complete the content but it will probably never be bought unless someone find a way to break them (like revivng in places they aren’t supposed to be etc.) So why develop it and why have them there? Only thing is that people can point and complain how it is pay 2 win (and that was the point i was getting at, it can only hurt them) to be able to buy a rez in hard content and etc.
What about 2 gold?
-A full armor repair.
We can repair in dungeons and wvwvw, only thing i can think of is hysterious failure in fractals, and then you have to be really desperate to haul up 2G for a repair, which your party members might not give a hoot about and simply quit at that stage. And for the casual player in fractals, you think a casual would pay that? They continue fighting in their underwear. The hardcore? They give up and restart.
I ask you, would you personally actually buy them?
TL:DR (no, not even close sadly). The pricetags for some “micro” transactions are so ridiculously thrown together a lot of items server no function as they rival other in game services. And the revive orb was given as an example because if it was ever bought, you be kitten sure it would be used in a way to cheat the game, otherwise noone would cough up 8 G for one rez (like high end fractals). And the currencies are linked so every time i buy, say 2000 gems i can choose on cool looking and unique skins or unique services that aren’t comparable (like unique colours in makeover kits). I can also decide to transfer them to in game gold at a slight loss. So say you had a spare 125 gems, would you buy a 30 second kill exp multiplier that refreshed with each kill or walk away with 2.5 G more in your pocket? I am just asking them to stop putting time and effort into swimming boost and directly comparable in game services like a 15 minute crafting bench for 3G instead of mapping to your borderlands for free. Or atleast make the price tags less random (huh slap on a 100 gem, it is what we had at launch, never mind the actual value of the item). Its for their own sake, and for us as we can hopefully get more things more uniformaly agreed to be positive like armor skins and unique services like say the option to “mod” more freely with the custom arena kit.
I can almost understand the prices of the consumable items at launch, when arenanet had no real measurement for the gem/gold ratio. I am not really on the page with the concept of boosts and strange items like self rez orbs (will only be used where it can be used as an exploit), boosts (yeah armor boosts….) in a game declaring pay 2 win a taboo (the boosts don’t matter much but then why did you implement them at all (so you ruin your reputation by implementing items going against your philosophy, no matter how small and how many buy them?)? Even the chests and keys from tf2 with super rare skins (although to be fair those probably sell very well, company reputation be kitten) can be considered shady. But i understand it sort of.
What i don’t understand is how blind one can be when setting the price tags. Who in their right mind would spend 3 gold in gems on a 15 minute crafting station?? Or 2G+ for an hour of swiftness under water?? You can argue that while the price of gems in in game currency increases the cost of buying them in real life currency remains the same. But would you? Would you buy an armor repair canister instead of waypointing and paying in silver when you could have transferred those gems into gold and walked away with fatter pockets. Would they have to remove the crafting stations in borderlands when they realize that people can go there for free instead of wasting heaps of money on a consumable that has taken developer hours of other things?
It also boils down to this: Cosmetic things like minipets, costumes and skins can be ridiculously overpriced all they want, because there aren’t many alternatives to them if you really want those. Boosts and services that are non unique and rivaling the services we can use outside of the cash shop (like armor repair, crafting stations and such) have to be competitive when it comes to the price tag. And they make the cash shop look bad. So stop the non cosmetic services for your own good and lay those developer hours somewhere else (i would gladly have bought the jetpack for a thousand gems for example, but i wont spend a dime on a swimming speed boost).
P.S. It feels like someone pointed at the wintersday sales and said: “look at the sales figures for the wintersday skins and compare them to the amount of keys sold for the rng halloween skins! It means that we will sell more if we make them a gamble!”. Yeah that might be it, but it can also be a factor that the wintersday skins wasn’t up to par with a frigging chainsaw sword.
Now a question for anyone still not asleep:
Do you buy any of these odd items like revive orbs, repair canisters, boosts and so on, are they strangely priced for what they actually are and do they serve a function? Non cosmetic items so to speak?
(edited by miriforst.1290)
Id never think id agree with you Jportell, but you hit the nail on the head when it comes to the difference between stats in pve and pvp. Critdamage goes through the roof, and especially with the ascended gear and food it goes to ridicelous levels fast. Im not fully geared yet and im still pulling of 100% crit damage easily. Secondly while i feel that confusion could maybe use some tweaking mechanic wise (like 1 sec icd or something, as not all actions are controled by the player (like traits) and it would still allow you pretty nice dps boost and shut down) i dont think simply nerfing it down to half is the way to go. If anything they could have (and this maybe goes for other condis than conf, but especially conf) done this nerf to the baseline of it but increased the scaling off condition damage. Because i feel the bad thing about it was being able to go without any condition damage at all but still wreck face with it (like prybaring in a tanky power build, shatter mesmers complementing their megaburst with lockdown in the form of spare confusion stacks which will trigger on the defensive actions the target have to preform to survive). That way for example condition mesmers (* tips my hat to you for playing one instead of the berserker cheese *) could still remain a fearful oponent, but dem zerkers (or power bunkers) wouldn’t combust anyone unfortunate enough purely with confusion bombs. You cant have the cake and eat it too zerkers. And yeah you get the idea, managing to survive a burst only to find 5+ stacks of confusion on you when you are low health and you know that doing anything including dodging his followup burst will result in a fistful of damage. When i face a condition speck i accept that his conditions will hit like a truck, but when a damaging condition can still be used to good effect on a non condition build, i tend to raise an eyebrow.
Also it must be said, where did the philosophy of having power as the main damage attribute and critical strikes being a way to trigger other effects mainly go?? It has converged entirely to a game of luck>skill. And this is even in spvp where the crit damage is somewhat constrained. If my blunderbuss at large range does more damage on a lucky critt than closing up on him for maximum effect does non crit and a critting facestab does more damage than a properly done backstab then you know something is wrong. Anyone who have played tf2 knows what bullkitten crockets are. And this is what we have here in a game aspiring to be an “esport” (i loled). There’s a reason there where no-rng critt servers in tf2.
Yeah dem 4kit engis (its 3 really since medkit is hardly a complete weaponset, but on the other hand few of them are good stand alone weapon sets anyways) totally wreck face in tourneys, that’s why we see so many hgh engineers who use only grenade kit (which isn’t a complete standalone weaponset) in the engineer build with among the least CC possible (so much for unlimited CC making them op).
On the other hand the engineer was supposed to control the battlefield, be it with turrets, bombs or other shenanigans. They aren’t supposed to lock themselves into chains but instead they will play reactionary against intruders who got a higher baseline in raw damage and wreckface but who plays in predictable patterns. Its as much a base for them to adapt to the situation against a changing battlefield (again using CC to control it) as it is for a mesmer to be naturally confusing or a thief to be hard to catch.