Showing Posts For raubvogel.5071:

PLEASE fix the grenade kit

in Engineer

Posted by: raubvogel.5071

raubvogel.5071

Since its working underwater why isn’t it working on land?

btw i agree. all other weapons have the ability to auto-attack so the grenade kit should be as well.

Engineer suggestions

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

Since curing a condition is really a problem for me i suggest to add cure a condition to the heal skill “elixir h”

That’s a trait. “Cleansing Formula 409.”

Throwing or consuming elixirs removes conditions from those affected.

Yeah thanks. Seems like a must have trait.

But i would appreciate if “H” would cure at least one condition.

Engineer suggestions

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Posted by: raubvogel.5071

raubvogel.5071

Since curing a condition is really a problem for me i suggest to add cure a condition to the heal skill “elixir h”

How to fix condition damage

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Posted by: raubvogel.5071

raubvogel.5071

Indeed. It’s bad game/engine/network design. They won’t have a solution in two years. So if it can’t be fixed reduction is logical.

On the other hand they won’t turn condition in physical damage. Or would you say okay we don’t have a solution and we agree with you…

(edited by raubvogel.5071)

How to fix condition damage

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

Short Version: Turn skills with majority condition into majority physical.

Longer:
Since the server load and the condition damage are in a certain relation i suggest to turn every skill with a lot of condition damage into physical damage.

Meaning? Let’s take an example skill. Mark of blood:

from:
Damage Damage: 111
Regeneration: 5 s (650 health)
Bleeding: 8 s (1020 damage)

to:
Damage Damage: 444
Regeneration: 5 s (650 health)
Bleeding: 8 s (222 damage)

Conclusion
In the end it will be more difficult to max the bleeding stacks for players.
If condition is maxed players still do more damage then now.
The fact that matters is if condition damage can’t be optimized, you should be fair enough to everybody that plays a more condition related profession like necromancer or engineer that they do their damage aswell. Even if it means physical is raised.

So turn it from majority condition and loss into minority condition and win.

(edited by raubvogel.5071)

Engineer suggestions

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

Make grenade barrage as great as the other grenade skills under water. Currently its a waste.

Flamethrower as weapon. not kit.

in Engineer

Posted by: raubvogel.5071

raubvogel.5071

It’s annoying if you are downed or if you pick something up everytime you have to activate the kit again. So if you play grenades primary you end up with pistols or rifle which does a lot less damage. Even auto cast does not work on the kit.

Flamethrower as weapon. not kit.

in Engineer

Posted by: raubvogel.5071

raubvogel.5071

I agree, turn kits into weapons.

Elites

in Engineer

Posted by: raubvogel.5071

raubvogel.5071

Elixir X could be a combination of defensive and offensive boons. Maybe might, fury, regen, protection for 15s. Recast 60s. I would appreciate another defensive elixir.

Mortar could be automatically shooting like the other weapons but with higher damage and the longest range (1500). On the other hand i guess it will most of the time miss.

Elites

in Engineer

Posted by: raubvogel.5071

raubvogel.5071

Right. Elites are bad. Since i roll with a charr i will use charrzooka when i have gathered my 30 points for that.

Maybe i will not use it either because grenades may do more damage…

Engineer suggestions

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

The funny thing on the auto attack on grenades is, it is already in the game. But only under water. And it is much more fun. Its time for some diving.

(edited by raubvogel.5071)

Engineer suggestions

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

- Elixir:

Tossing elixir under water (e. g. F1). Well if you have the luck you might get that elixir. I would suggest to change from toss to drink. I would prefer drink in general on all elixir.

I don’t like the randomness of elixir as well. Elixir O(ffensive) -> Might, Fury, Elixir D(efensive) -> Protection, Regen.

One more defenisve Elixir would be great.

- New weapon kit: Minelayer
Just like bombs except they function like the necromancers marks

(edited by raubvogel.5071)

Kit bonuses?

in Engineer

Posted by: raubvogel.5071

raubvogel.5071

Yes there is. Using two weapons instead of one.
Reason: Two weapons → two sigils that your kits benefit on.

You may read the December 14 Update notes in News/Announcements for clarification.

Engineer suggestions

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

My ideas on the rifle:
- Net Shot
Add bleeding damage

- Blunderbuss
Change range to 1000. Add damage and remove the distance discrimination.

- Overcharged Shot
remove "you fall backward and cures immobilized, crippled, and chilled. "

Engineer suggestions

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Posted by: raubvogel.5071

raubvogel.5071

Another idea (since you came up with the ele): What if we put kits on F1 – F5? So if you want to activate grenades you press F1, flamethrower on F2…

Engineer suggestions

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Posted by: raubvogel.5071

raubvogel.5071

@raubvogel:
You can turn on “fast-cast AoE targeting” in your options menu. It will not give you an auto-attack on grenade skills, but selecting the skill will automatically cast it centered on your mouse cursor.

I already turned that one but it’s still difficult since you can’t change the mouse cursor color into pink. If you play with others its difficult to see the cursor. And it’s also annoying smashing button 1. With an auto attack evading would also be easier. And every other profession has that auto attack!

Sorry but you picked wrong class. You don’t like kits and backpacks is like saying you don’t like engie and want to play different class.

No the profession is right. And the realization of that class can be optimized. I’m not saying do it my way. Paving and optimizing the way a class is, is up to the developers. You should read where you post your things. This sub-forum is called suggestions not engineer.

But I’m open for a discussion so you better bring reasons.

The grenades hit for about 300-500 each, making for 1500, but with a moving target you often miss them.
So for that: I would really like a auto-attack ability that directs it’s attacks on the target, without needing to point to a certain spot with mouse cursor. Instead make it like grenades are underwater. Also we don’t seem to have any decent burst damage. Bomb hits 5k… compared to the easily 15k backstab of a thief, that’s just wasted.

So what does engineer have: rifle (no burst abilities at all, leap sometimes doesn’t even hit and there’s delay on the landing, making it unable to hit moving targets again).
It would be cool to have decreased damage if you had higher survivability instead, but no that isn’t the case again. As an adventurer the engineer has as much survivability as a thief, with about a quarter the thief’s damage output (4k-5k per hit with sword, compared with 1k-1,5k per hit with rifle).

Also: I’d like to add: I’ve played the thief to level 80 (with exotics) and it’s so much easier to handle, likewise for the warrior. Engineer needs some serious powering-up.

I’m with you. The idea “do it like in the water” is great. And yeah grenades with a slight buff maybe +10% would be cool.

- Off hand pistol: I don’t like the skills at all. Maybe their should be something like the thiefs unload so we have a burst damage on that one.

(edited by raubvogel.5071)

Engineer suggestions

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

- Remove kits and turn them into weapons.
Reason: Handling of those kits can be annoying. Lets assume you want to play with grenades all the time. If you are downed you loose the kits function. If you pick something up you loose the kits function. And sometimes you loose the kits function automatically. Or let us stay in our kits.
It would be great if you could switch from rifle to grenade. Wouldn’t it?

- Weapons should be buffed for 10%-20% damage.
All weapons are weak. You are rather forced to use kits.

- Evading with grenades is rather difficult so you may add some evade utility skills in exchange of the kits.

- Targeting with grenades can be difficult so an auto attack on skill 1 would be appreciated. Maybe you should change the skill to something like the ranger bow skill 1. So you don’t have to use ground targeting for that skill. Or an auto ground targeting system if a foe is selected.

- Remove kits backpacks.
If I select hide the normal backpack the kits backpack should also be removed. So kits backpack and and the normal armor backpack could be tied together.

(edited by raubvogel.5071)

Just delete sword from ranger already.

in Ranger

Posted by: raubvogel.5071

raubvogel.5071

I hate that kitten behaviour of skill 1. I hate skill 2. But the damage is the best of all melee weapons available to the ranger.

Greatsword Underrated?

in Ranger

Posted by: raubvogel.5071

raubvogel.5071

Well you can’t use the GS alone meaning as a primary weapon due to the damage it does. Its sufficient if you run in full berserker gear. If you add Beastmaster the main damage is been done by the pet. Since GS has almost no condition damage you can’t really combine it with traps as well. So i see bad game design there. Whats a weapons purpose at all if not damage?

Bring Back Ranger GS Damage from Beta

in Ranger

Posted by: raubvogel.5071

raubvogel.5071

@Chopps.5047

Sure you can slow a foe but the thing I wanted to point out is that you can not position your pet as good as your own charackter.

If you lure 3 foes with a warrior or another melee even ranger you can position yourself so you hit all 3 targets but your pet hits maybe 1 or 2 or even 3. So if i’m in melee i can optimize my position and i don’t have to count on the luck that my pet positions intelligent.

Another point regarding AI/positioning. Lets say you face 2 enemys and your pet runs to the one thats far away from the other foe you are attacking. So you have to order it back (F1 if not done at the start of the fight) or follow your animal. Thats bad positioning again due to the control mechanism. It should attack what i attack. It should ignore if i ignore. Okay that would be a genius AI. And yes I know that there is a F1 key. And F3 and everything. Above all that it doesn’t do any damage in this case since it is running. Maybe its absorbing the damage, maybe it’s luring other enemys that you would not lure since you can’t take them all.

Melee means high risk therefore you should deal highest damage.

(edited by raubvogel.5071)

Bring Back Ranger GS Damage from Beta

in Ranger

Posted by: raubvogel.5071

raubvogel.5071

We are talking about the base damage. You may check the wiki for figures.

And the pet can’t be calculated in because it will never ever be a suitable component in regard to playing solo since the pet does what it wants to do. If i play solo i can lure 3-5 foes next to me and kill them difficult if not impossible with a pet due to the lack of control.

Therefore it’s better if we do the main damage and our pet is just supportive.

Bring Back Ranger GS Damage from Beta

in Ranger

Posted by: raubvogel.5071

raubvogel.5071

I haven’t played a ranger during the beta. I rolled with a warrior all the time. Since i agree i would like to give some reasons:

- there should be at least two (melee and ranged) powerful physical weapons for every profession
- the greatsword with a pet should be devastating to compensate low armor

What is the ranger good at?

in Ranger

Posted by: raubvogel.5071

raubvogel.5071

Thats a great question. From my perspective in PvE nothing at all. He is not superior in ranged damage nor melee.

I used to play a ranger with a greatsword and traps. It worked but I won’t play it any longer. The class just sucks. Its boring from the damage point. And I focused on condi dmg since the physical from the greatsword is rather useless. Fun for me means damage Maybe someone else defines it different.

But here is a thing:
He is good in having a companion Thats were he is outstanding every other class
On the other hand the pet can be frustrating and annoying. Difficult to handle and does not that much damage nor does it really support.

My suggestion is that the developers should really meet and balance the professions so that they are suitable in pve, wvw and pvp. Even if this means to seperate skills pve, wvw and pvp wise. Nobody would care if a profession is a little overpowered in pve.

(edited by raubvogel.5071)

Ranger overhaul

in Ranger

Posted by: raubvogel.5071

raubvogel.5071

My overhaul would be like hit F1 to mount on your pet

Ranger Trait Ideas

in Ranger

Posted by: raubvogel.5071

raubvogel.5071

All trap traits should be moved – since they are condition damage @devs! – into marksmanship or wildernes survival.

I don’t get what these guys are doing. Its just annoying.

The truely broken kitten weapon

in Ranger

Posted by: raubvogel.5071

raubvogel.5071

Right, die GS is ridiculous. Even the sword does more damage…

I’d like to know why they nerf it the way it is? I mean it’s also showing that there is no real QA. Why can’t there be a hotfix just for damage increase?

What buffs would you like for the pets?

in Ranger

Posted by: raubvogel.5071

raubvogel.5071

Melee pets hit 3 or 5 targets.

Ranger update

in Ranger

Posted by: raubvogel.5071

raubvogel.5071

Here is how I would change the GS-skills:

skill #1 increase the physical damage +100%.
Reason: with that we would have a decent auto-attack.

skill #2 i would add knockdown and add physical damage (+50%) and change recast to 20s, 25 or 30s.
Reason: This should be something big. I mean its a bear. So the knockdown makes sense to me and a huge recast as well.

skill #3 i would add cripple and increase physical damage
Reason: If you are in melee you want your foes to keep in that range so cripple is rather essential for us.

skill #4 i would do a whirl out of it. Whirl with GS for 5s. Recast 10s. Maybe with poison damage
Reason: I don’t like the defensive way of counter attack. You have to block and then you can cripple? Does this make sense? A counter attack can be offensive as well.

skill #5 i would change the skill so it blinds nearby foes (remove daze) using hilt bash. Recast 15s.
Reason: We need to blind foes more often due to our lack of armor.

maybe i should just get back to my guardian…

What if melee pets hit 3 or 5 targets instead of 1? Maybe this could be a solution? And compensate the lack of damage

(edited by raubvogel.5071)

Ranger update

in Ranger

Posted by: raubvogel.5071

raubvogel.5071

I think the greatsword should be buffed with physical and/or condition damage or boons e. g. regeneration, protection, fury, might. And i don’t think that it is defensive. It looks rather offensive if you look at the skills but lacks in damage.

Number 1 has a build-in evade, #4 is a block, and #5 is a daze. It’s definately a defensive weapon. The only pure offensive attack is #2. #3 Is a gap-closer.

If you want to see what a proper, offensive greatsword looks like, check out the warrior’s and the guardian’s.

Those defensive components are there to support an offensive play style. Since we are Rangers we need to evade and the ability to block.

Compared to a warrior with the highest armor our greatsword and we are just weak. If we want to compensate our own armor tier we need more damage on our greatsword and more survivability.

Compared to a guardian its the same situation. The ranger could and should be more fun in melee. The guardian has blinding on his GS and if traited he can blind on death. Thats a huge difference not only he is able to do damage he is much more defensive with his ability to blind foes.

If it is intended to be a defensive weapon it is not great in that role either. If you put a greatsword in for a ranger you should be able to do a descent damage with that weapon alone. Currently both offensive and defensive skills are not that great.

So if you want to roll with a GS, like i do, many of the damage is done by traps. The only useful skill to me is #2 on the GS.

Ranger update

in Ranger

Posted by: raubvogel.5071

raubvogel.5071

I think the greatsword should be buffed with physical and/or condition damage or boons e. g. regeneration, protection, fury, might. And i don’t think that it is defensive. It looks rather offensive if you look at the skills but lacks in damage.

Guardian: Blinding Blade -> Pull

in Bugs: Game, Forum, Website

Posted by: raubvogel.5071

raubvogel.5071

Guardian: Blinding Blade -> Pull sometimes does not work

The creature is pulled over but after the pull the creature is on the original position and runs towards you.

Make magic find skill-based

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

you could also bind mf to the level so at lvl 1 → 1 mf at 80 → 80 mf

so you made mf level based

FPS drop to 10 in Bandithaunt Caverns

in Bugs: Game, Forum, Website

Posted by: raubvogel.5071

raubvogel.5071

Same here. That area sucks the hell out of my pc. But if you move more and more to the east in that cave the fps return…

This is why Armor is useless.

in Guardian

Posted by: raubvogel.5071

raubvogel.5071

It is not the armor. Those skills are just a way to overpowered. It’s the inability of Anet to balance the game.

If i see thinks like that i think they are complete noobs. I mean three hits to take out a heavy… It’s just annoying and i honestly do NOT want to insult them. Its just pure frustration.

Please don't nerf the AOE for all classes

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

@devs: Ever thought about buffing single target damage?

Proposal: 90 trait points

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Posted by: raubvogel.5071

raubvogel.5071

I don’t see a problem with that. Even if there were 120 points to spend. It is not that you become god. The only thing that would happen is that the game or some situations would be easier.

Jump bug

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Posted by: raubvogel.5071

raubvogel.5071

It is also happening if targeting an Ogre Gate. The jump with a guardians leap of faith won’t hit it and this also happens on other objects of that class.

Fury on Warrior, Retaliation on Guardian

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

for those who can’t think: i suggest to nerf the warrior’s ability to keep fury up :P

And no its not a bad whine it’s simply unfair in relation to the other professions.

(edited by raubvogel.5071)

Fury on Warrior, Retaliation on Guardian

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

Since you don’t want a guardian to maintenance retaliation all the time (GS nerf). What’s with the ability of a warrior to keep fury up all the time?

Spears for guardians...on land.

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

I had that idea myself but since its defined as an underwater weapon we won’t get far.

Scratching male sylvari

in Sylvari

Posted by: raubvogel.5071

raubvogel.5071

Am i the only one who hate that scratching animation. I ask myself why? Are there any wood worms or something. And sylvari should not do human things like scratching. We don’t need this. It also looks like a person with low self esteem or insecuritys. Lowering the head, scratching…

I would greatly appreciate an iteration. Maybe something more tree like. Like a tree shaking in the wind. Or no animation since trees are pretty tough.

Commander Status and bonus

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Posted by: raubvogel.5071

raubvogel.5071

And remove commander from pve.

Charged lodestone drop rates.

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

I agree for example corrupted lodestones. If you want them you have to buy them and make other profitable things to get the money.

On the other hand if the chance is raised bots will most likely immediatly get that boost. And i guess they farm more…

So there should be a human player detection and then a higher chance.

Change the play-style of thief.

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

What I hate most on the thief is the lack of AoE damage. Sure you can do it but it is not that great (e. g. Shortbow or Pistols nothing)

New weapon skill sets

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

Currently each weapon has one set of five skills but is that good enough? My thought is no. We could have a few more skill sets per weapon so you could choose of.

Or maybe a pool of skills for a weapon.

I know that this is work and balacing will never suit everybody but having more then one set will improve the game.

Just a trick I want to share (Whirling Wrath)

in Guardian

Posted by: raubvogel.5071

raubvogel.5071

So we could say that there is a bug when using whirling wrath in combination of melee attack assist because the projectiles don’t hit?

Bleed Stack Plan?

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

Why should you deal condition damage at all?

Let’s say you stack your condies and they are like a minute but the target goes down in 30 seconds. So 30 seconds of your condies (potential damage) are just wasted.

Jump bug

in Bugs: Game, Forum, Website

Posted by: raubvogel.5071

raubvogel.5071

When i jump using skills like guardians leap of faith or warriors evisverate then sometimes the picture or screen goes behind the enemy and its wired because you don’t move there.

So again: I’m in front of an enemy and i use leap of faith the screen moves behind that enemy but the character jumps correctly in front and not over the enemy. It appears randomly so its difficult to reproduce.

On the other hand sometimes i target the foe in front of me and i jump over it and missing it.

Is there a targeting issue?

(edited by raubvogel.5071)

Guardian Trait: renewed justice

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Posted by: raubvogel.5071

raubvogel.5071

The trait renewed justice is not working properly. Meaning it is not renewing virtue of justice on a kill.

If you go to the hostile skritt in Fionnghuala Scratch it won’t renew if you kill them.

It’s also not working in the defent the fort trinity mission.

(edited by raubvogel.5071)

Guardian Suggestions

in Suggestions

Posted by: raubvogel.5071

raubvogel.5071

This thread is meant to give some input and not intended for discussions. Everybody might add suggestions relating the guardian.

Weapon Skills:
Staff Suggestions:
Wave on Wrath: Change so you hit 3 targets @ 900 range maybe keep hit 5 targets @ 600 range.

Greatsword Suggestions:
Strike, wengefule srike, wrathful strike: Change from one stack might to maybe 3 or 5, or add fury

Whirling Wrath: Add 2 Sec fury, or add 2 sec stability, increase range to 900, maybe homing projectils

Leap of faith: change range to 900

Symbol of wrath: lower cooldown maybe 15 sec or increase damage.

Blinding blade/pull: change range to 900

Trident:
Light of judgement: Add fury, increase damage, add 3 or 5 stacks might, remove that little heal

(edited by raubvogel.5071)