(edited by tigirius.9014)
no autotarget on #1 nades, no improvement to bombs/explosives/mines/rocket, no fix for electricity, no fix for hobosacks guess they want an exodus when new games come out.
IT’s not the main reason trust me, and it’s not the only problem this class faces but unfortunately your post will be ignored by the masses as well as the developers while they continue their hype daze system of excluding the reality of the situation for more sales on already made armors in the stores (instead of news one but even then…)
Without improvements to the class beyond the occassional replacement of tooltips this class in PVE will remain mediocre at best eternally.
What they need is some new blood someone who understands how these weapons work in real life who is a fan of engineers and their militarized weaponry who can shake up the misconception that anything with a 2 handed sword can easily out
DPS a flame thrower, bombs, and chemical warfare devices (excluding any condition damage in that comparison) I suggested they get such a person hire them onto the team someone who was prior army but they didn’t listen then either.
yet another suggestion added by myself and others just after launch that ended up in the suggestions bin. at this point really we should just start linking that archive whenever one of these things pops up.
cons:
still no end game
classes the same (almost no new skills)
1 spam combat remains
no roles outside of zerker
PVE imbalance still exists (as warriors are still allowed to solo 5 man dungeons and sell slots to kill bosses)
even with megaserver there are often empty zones even on large pop servers
still no rewards revamp which was mentioned 7 months ago
guardians are still op and only viable healing build in the game
traits cost more for leveling now
traits imbalanced (having to go to a level 70 area and complete the map at level 60 to unlock grandmaster traits.
scaling is worse in lower zones
nerfed PVE farming locations due to problems with rewards being so low
RNG still central
RMTAH still going strong with ever increasing prices for essentials.
5% of the population controlling open world boss design (Raiders)
certain bugs still exist like the teleport crash
grind still exists
pros:
better inventory (due to wallet)
really light achievement rewards (they are there at least I guess >.>)
couple of mini-games stayed
able to save ls stories and repeat them(basis of rewards in new zones)
Free trait resets
new traits XIII (even tho they are still a bit limiting, not at all the answer in their current form to the need for diversity)
Account-wide dyes
Wardrobe system
Minor Improvements to guilds and LFG
Still soooo much to fix at this point 2 years into the game I’m not really hopeful honestly for these things to be addressed. I’m merely watching now to see if something surprising happens. It’s more of a curiosity thing to see if something comes along and shakes things up.
Unless they bugged it in the last patch, engerized armor DOES work with jugg. but it gives you 14 power. 0.07 * 200 = 14.
14 power is NOTHING. 1 might stack is 35.
Deadly mixture should work, it might be tooltipped bugged, as for visual changes in damage, thats hard to see. And either way, +15% to the crap that is the total damage of FT1, its pointless.
Which brings me back to the whole traits aren’t working as they should be thing. We’re missing key dps building traits that sister “adventurer” classes have without a hitch. These things should have been adjusted before launch when many of us were reporting them in BWE2 not 2 years later….
I’d rather have them fix static discharge hitting the floor when using AoE belt skills
how about we meet in the middle and fix the entire class from visuals to skills and make ALL skills\kits viable and usefull aswell the engineer´s visuals pretty?
Let’s start with explosives/mines and turrets.
And to the people missing the point, it’s not difficult to put in a checkbox to toggle displaying them.
Pistols should be buffed as well.
Pistols and Explosives. I’m personally tired of mobs dancing all over mines like they don’t exist.
Well I guess they still don’t have anyone over there that understands how explosives should work. (goes back to his beta games until they come to their senses)
It’s much much bigger than the skins. Even D3 has converted back to a better system with a 100% better chance of getting these higher end drops and removing the AHcentricness of their title.
This game could use an overhaul in the economy department which would solve many of the things they’ve done to harm not the bots mind you but the playerbase starting with getting rid of the TP entirely.
Cosmetics are just the tip of the overall iceberg of the problem here.
Their resident economist is pretty sure his ideas are perfect, at least that’s the attitude he has in other threads.
I write software for the analysis of commodity markets. So I know a bit about the topic. I take input from people on how to improve my algorithms.
In truth, the Guild Wars 2 economy is well-designed. I shouldn’t be so grouchy, I suppose. So I’ll spend my time doing something else and spending my money somewhere else, until they decide to stop hanging carrots on luck-sticks.
There’s a joke and meme going around the internet now about how GW2 was supposed to bring major changes to the mmo development world according to some, the only thing it brought was the well disguised RMTAH economic model for F2P games. NWO came out shortly after and certain other titles betas are starting to add up to a similar system where you are required basically to spend real money to advance and earning through farming or anything else is forbidden silently.
What’s really surprising is people love it apparently makes me wonder about people sometimes.
RNG wasn’t a good system in 1999 it’s not a good system now and it never will be. In fact there are threads in Wildstar and Swordsman and Defiance all complaining about the same problems with RNG.
Well first let’s address the fact that Warriors are still so OP that they can solo dungeons period. That’s not part of a normal game design and no don’t insult our intelligence by acting like it’s supposed to be happening. It is however disturbing that there’s a ton of things wrong with Engineers yet warriors are allowed to continue to run amok like this.
Second, selling slots in dungeons really? That’s what this game has turned into? I guess they really haven’t been paying attention to their game much less their forums to allow this kind of thing to continue.
I see it as more of a global problem. Remove the requirement for conditions entirely on builds that don’t use conditions. They can do this with a bit of manipulation. There are key choices people make when making a condition build so that they use conditions exclusively in every class they could fix every class so that the only time skills apply conditions are when they are using those traits to improve condition damage or time.
it would improve things like the FT by default because those who chose a power or burst damage option could use FT without worrying about using a condi damage stacker.
I think the whole thing needs work but if they started on the engi that’s the first thing I’d do is increase the base damage across the board of #1 skills allowing them to be more useful as power and burst options and taking out any condition adders until one chooses a typical condition build modifier trait.
Then again, the POINT of flamethrowers are to burn things. So a flamethrower that was not all about inflicting as much burn as possible would be a very weird flamethrower.
To me it’s already setup that way. It has a 1 second burn not at the beginning of the #1 attack mind you but at the end. There’s plenty in the engineer list of abilities that doesn’t make sense like mines not causing a slow for example. This would be a solution to a global problem with condis so that non condi builds wouldn’t be stacking condis in large fights taking out any hope for build diversity.
For thouse of you (and there are many!) that think that zerker build is the only good dmg build.
You are so freaking wrong!!!
i hit twice as much with my condition ranger then i do with my zerker chars.
Those that are making squads and only accepting zerker builds aren’t very smart ….The reason people don’t use Condi in groups is due to the poor system ANet set up for conditions. The cap prevents multiple people from really utilizing them. So when you have 3+ people stacking bleeds…
Exactly and I see multiple people posting things like we are whining. Whining is when you complain but don’t provide solutions.
I and many others have provided AMPLE solutions. One of the most popular solutions is the removal of conditions from non-condition build attacks. Where Conditions from attacks will only occur in Condition heavy builds IE when people choose grandemaster in a condition build line. This would eliminate unecessary stacking, force a revamp of zerker and power skills to compensate for the loss, and allow condition builds to have a come back.
Pooof problem solved. Guess where that suggestion ended up. Yep, trashcan. smh
Bugs Fixed
Hobosacks gone
Balance in PVE
Revamped Rewards system
Many of these things were promised to us 7 months ago, we’re still waiting…
We’ve given feedback. When will the team listen to us and/or answer our concerns?
https://forum-en.gw2archive.eu/forum/game/gw2/Game-Updates-Guild-World-Events-Megaservers-WvW/first
https://forum-en.gw2archive.eu/forum/game/gw2/Game-Updates-Traits/first
https://forum-en.gw2archive.eu/forum/game/gw2/Feedback-Questions-MegaServer/first
https://forum-en.gw2archive.eu/forum/game/gw2/Megaservers-and-RP/firstNow, I don’t expect developers to rush in and answer every little nit-picky complaint and issue, but these threads contain thousands of posts including everything from sarcastic comments, to real solutions to many of the issues raised by the April patch.
For me, the total lack of recognition shown regarding these problems is just killing my enthusiasm for the game. I am sure there are many others like me.
Can we please have at least one post saying “We have read and are looking into the issues raised”? I don’t know how much longer I can hold on to GW2 in the hopes of an improvement.
been happening since launch sadly. It took a long long time to get any mention on previous posts about the loot issues when they were worse than they are now, and that thread was repeated 4 times because they kept deleting them, what’s worse is the last thread that was posted about the loot issues and lack of rewards this game suffers one of the community managers posted that it was all people’s imaginations. Now there are whole memes created about that post where it’s clear they think players don’t know when something’s dramatically and fundamentally flawed in the game design.
Some of us have been playing games for years and despite the young inexperienced ones’ naivete we know that the fundamental mechanics and how they basically work, we also know the math behind these systems and know that they are basically the same on spreadsheets, so when someone doesn’t listen to us about problems we know exist in the game and they haven’t done anything about it, there’s a serious customer service issue involved here. A lack of concern for the customer’s experience is never a good sign. I’ve written multiple threads about the lack of quality control concerns going on here. Guess where they all ended up?
It’s not just limited to those threads you’ve listed mind you it’s about many many things. For example, not coding a simple checkbox in the settings to hide hobosacks on Engineers. Like seriously how long does one have to wait for such a simple code to be entered into the build of the game? I’ve spoken with multiple coding friends and it’s not a difficult thing to do at all, quite frankly the stalling involved is at this point ridiculous for something so simple.
Good post but here’s the thing sugar. We’ve suggested things to them for years now they aren’t improving the game.
Seriously, I wouldn’t hold my breath.
We suggested converting higher stacked conditions into a second tier to continue only with the application of the tier 1 which would do more damage.
We suggested that they improve the crits of these conditions for those who have the proper traits (grandmaster.)
We suggested they take conditions out of basic attacks entirely unless someone is actually traited in the line for Condition damage all the way to grandmaster (because typically those builds need it the most) and it would remove all these bursters adding damage this way to messup the stacks in open world.
We suggested alot over the past two years, not seeing an improvement, they’d rather add a couple of healing skills a year apparently.
It’s much much bigger than the skins. Even D3 has converted back to a better system with a 100% better chance of getting these higher end drops and removing the AHcentricness of their title.
This game could use an overhaul in the economy department which would solve many of the things they’ve done to harm not the bots mind you but the playerbase starting with getting rid of the TP entirely.
Cosmetics are just the tip of the overall iceberg of the problem here.
Still waiting on that. You see for most new players who don’t know, there was supposed to be a rewards revamp according to the devs 7 months ago. Not seen a single thing. In a game where they are supposedly making tons of money off the players but they can’t code a simple checkbox for Engineers to hide their backpacks permanently I wouldn’t hold my breath.
(I thought the stormboxes would be a nice touch even wrote a thank you for it but sadly even that wasn’t a fix)
Even if they did come to their senses briefly and do something about this problem, I think they’d follow the same pattern they’ve had since launch. Exclude the largest portion of the population on every game out since 2005 (casual open world players) and make these rewards either only available in PVP zones or on dungeons and if that’s the sad case of it they need to stop pretending that they care about the open world.
(edited by tigirius.9014)
Damage reduction between medium and heavy with no bonus toughness is only like 5%. It doesn’t make a huge difference and heavy armor looks ugly.
You sure about that? A 100% glass zerker warrior will have the equivalent to what I would have in terms of power, precision, crit damage, with about 2 ascended soldier trinkets worth of toughness and vitality. I’d say that’s pretty huge.
That’s what I’m seeing too, not to mention certain builds in Engi benefit from higher toughness which is added to damage when certain traits are used.
No, firearms is not a great trait line and the most I find myself putting in it is 2. The skill is 2 for rifled barrels. The trait would be much better if it was a “throw mine” mine or at least stripped boons, but at the moment it seems rather useless, giving no incentive to put 6 trait points into a bad line. Just stick with explosives line for damage.
They’ve needed to move condition damage enhancement from Rifle to Explosives for a long long time now and Bunker Down needs to be placed in the Explosives line or they simply should allow what I’ve suggested since they put out the XIII traits to occur which is allow these traits to float in the Grandmaster Column so they can be placed anywhere on any build.
I personally never use elixirs in my healer builds. I’ve used EG, BK, and a blast finisher whatever calls for the best solution at the time. For example, the enemies in the new LS area move around alot during storm events so using a Rocket Boots actually works out better in the long run and you lead attacks away from your healing turret.
I also take that 1 points out of Short Fuse and put that into Elixirs so I have a combination of the HT and transmute to remove conditions since this class is so weak vs condition removal compared to others, even in PVE.
I typically use the healer Sigils like Renewal and Water because I get free heals even while in kits, and since I’m not traveling with this armor typically choose the Superior Runes of Mercy because I can rez like mad fast with them. I kept alot of people alive when fighting the dragon yesterday because of it. They popped right back up with just me rezzing them often it was almost instant with just 1 other person. Since this class has yet to be made a soldier class (like it was meant to) the extra toughness doesn’t hurt either.
I also chose the apothecary simply because even while healing I would need a non-debuffed system of doing damage in this armor so I chose condis (but I solo alot so typically I’m not running dungeons or anything for the most part).
I’ve used it in PVE and I’ve written many a post on the current lackluster state of explosives in this class. The trigger range is still buggy after 2 years I’ve had mobs dance all over these things and look at me right in the eye.
They need to make them bigger, they need to make their trigger range 360 with Forceful Explosives (240 standard) and they need to improve the mine skill. I vote for them to make the mine utility skill to be exactly like Aerin’s mine skill where he throws out three instead of 1 and I vote for the Toolbelt Mine skill to make a difference like making it throw mines in an arrow formation in front of the Engineer because we all know what it’s for it’s to keep enemies back or killing them in trap fashion they should behave that way.
As a healer I also vote for them to expand the Elixir Bombs to include all explosives that the character must toss out including the downed state 1 skill.
This class would improve immensely overnight with these changes in PVE.
I like it first of all. Doing the standard storylines that give ample rewards is very nice (got many a Tier 6 material from them on 2 toons) I also like the storm revealed bags/box system so compliments there, but I’m afraid I have only 2 questions.
When can we expect to see similar systems in the rest of the zones? and What took so long? I remember not just one but multiple long posts in the forums that lasted for months that had thousands of posts on them, at a time early on about the lack of drops, how DR has misshapen the game and how it’s really difficult for anyone even with high magic find to get anything that sells so it’s not like we didn’t discuss this problem early on in the game. I also recall how exploration was supposed to be beneficial in a monetary sense early in the game and it was for about 1.5 months and then poof the chest drops were lowered.
I’d personally like to see similar weather/environment based rewards systems brought to the rest of Tyria’s open world. I’d also like to see all future LS updates have these types of rewards in the quests just like you have them now so it’s not so focused in a single zone, it would improve the game immensely. Thanks for this new style, thanks for listening to the players, keep up this good work.
I’d say there’s still room for improvement. I’m wondering when we’ll get the mine skills of Aerin the mini boss we fight in this latest installment of LS or even the range of the explosions from the mines thrown by the Titus Gearclaw in Plains of Ashford.
So yeah, they aren’t in a good place. But at this point I really don’t see any hope of them doing anything about it really.
Sent this issue into GW2 support, got told I should post it on the forums -.-
(I even included a link to this topic)
Perhaps they should change their support reply to tell people to pose to Reddit instead. I think it would actually work better than posting to the forums at this point don’t you?
This isn’t surprising that this is still going on, next week I’ll check back and yep, still won’t be fixed yet, how long has it been? Where are the folks who code the toggle checkbox in the settings ui?
Asked for early on. Suggestions forum trashbin.
Along with Alchemist Kit to replace certain elixirs in kit heavy builds and quite a number of other useful ideas that went out the window.
3. They could communicate every month with us telling us what they’re doing. However, just look at this thread. If they had to scrap something because it didn’t work out, or it was taking longer for some reason, do you think the people complaining about communication would suddenly become more understanding?
Some of them, yes. The unreasonable ones are going to complain no matter what. But reasonable people can accept that deadlines in this industry can, will, and often should be missed. But reasonable people don’t like being treated like mushrooms, fed crap and kept in the dark.
Hmmm let’s talk deadlines shall we? Trion games. Nuff said.
Trion is a company that’s disproved these misconceptions about game development multiple times. That subscriptions don’t always get spent on the game that brought the money in, that F2P doesn’t mean you limit the game or require arbitrary purchases just to function, that deadlines don’t have to be crazy insane amount of time, that delivering on your promises is one of the most important things any gaming company can do, that talking with your playerbase and keeping them in the loop about what you are doing at all times is actually very important, and finally that limiting choices is never the best policy in this industry.
Now go through the list and pick out the things that they’ve done in this title since Nov 2012.
Add to that the promises for certain classes. CDIs for some didn’t occur, hobosacks (something most coders would agree slapping an option to make invis wouldn’t be too difficult) didn’t happen, revamped rewards system so players can be properly rewarded by doing common events/activities didn’t happen. Some people think this is perfectly fine behavior from a company and will continue to throw money at their computer screens. smh
Let’s see what is it they typically tell us when we complain about something with very valid concerns… oh yeah.
“this isn’t the game for you” “you must be playing it wrong” “you must’ve never logged in before, ever”
That pretty much sums up what the defenders have to say when anyone points out a serious flaw in the design around here.
I happen to completely agree with you OP, megaserver was nothing like what I thought it would be and I’ve played plenty of single shard games. Don’t think it will ever be fixed however.
Nope you’re not trolling at all my friend. I actually made that comment on one of the live streams about Archeage, that it is in fact everything that GW2 told us it would be (save for the open world events, haven’t seen much of those yet but knowing Trion that’s probably not too far away at least a few of them anyways).
I’m biding my time until it launches as well.
Oh but I will make one comment to the people in these forums.
Archeage is what you would call an actual casual game because it indeed has everything that casuals want. If ever someone misuses the word casual again in these forums just direct them to Archeage as a great example of what casual means.
Another example as to why the TPcentric focus of the game is never good.
And yes they can make it so that all activities and all gameplay styles have rewards there’s never been a game where this was implemented and it was a bad thing ever in the history of mmos.
Right now they already do have a philosophy of who can be rich and it’s centered around dungeons/Eotm.
Yep that’s pretty much what I expected. Almost 2yrs of posts on various problems this class faces, waited 7 months for promises to this class, not a word from the developers, not a single actual concern for the community taken care of.
Oh well.
Ronin your build is a great example as to why they should switch power and Malice in the trait system. Here we have a guy/girl asking for a good condi-healing build and there isn’t one that uses explosives because the condition damage increase is under Rifles.
This has been a problem since BWE2 they still haven’t changed it yet.
The build I use requires that you put full points into Inventions for the elixir infused bombs.
The trait that allows engi heals to be reset when reaching a certain % also needs an update because it’s not balanced, we have to wait until 25% while guardians and rangers only have to wait until 50%.
This class is a joke at this point because we can’t even fulfill the Arenanet roles.
For the rewards
Seriously, pretty soon this game will have more weapons/armor originating from the gem store than from the actual game.
Oh well, the woes of a F2P game I suppose.
Are people OK with this? I’d actually almost prefer at this rate to not have new stuff added if it’s only gem store based.
What happened to doing a cool quest line or killing a difficult boss to get a weapon skin in games?
It’s actually NOT because of the F2P model at all. Plenty of F2P models that A: don’t require a sub and B: don’t require you buy everything from either the Shoppe or from the TP/AH.
I’ve not been in favor of the TP centric nature of this for a long time now. I’ve also not been in favor of having to actually group for an instance in what was supposed to be a casual soloable environment. Both are ridiculous imo.
Despite what the ignorant keep posting in this matter, these other methods are both profitable and easily keep games updated and funded for years to come. There’s never a need to gouge the customer to be able to stay in business or keep a game running, Heck Arenanet is actually one of the companies that pointed this out at the launch of the game so it’s amazingly ironic these people are actually using the arguments that the subscription supporters were using at the launch of this game as a reason they wouldn’t try it.
(edited by tigirius.9014)
I am pretty sure anet is aware how broken turrets are, the fact is that all personal npc ( Minions, pets, turret, spirits all that crap) where broken from the start of the game to the point it was useless to rely on them
i mean right now the only reliable personal npc are from ranger and it took them almost 1 year to get it right and it still need some minor fix and only reason they fix ranger was b/c players could not play around the issue like the other classes can
but atm necro, guardian and engineering personal npc are garbage in pveNow the reason they still havent fix them is b/c is my believe that anet has a small team of ppl working for them, anet is not as huge or cant afford a large team like other company ( maybe is b/c there free to play game system) but they don’t have enough man power. most company have different teams for each department (bugs, updates , balancing the game etc) but i really think anet only has 1 team doing all this and i am pretty sure they jump around this issues base on which 1 need the more attention
I play a ranger as well and unfortunately even those pets are weaksauce. The thing is we told them about this 2 years ago when the game started, they keep adding hitpoints but that’s not going to solve the overall issue with pets across the game. Like I’ve pointed out before this problem is affecting EVERY pet build in the game not just turrets. They need to bite the bullet since they haven’t come up with an alternative solution in a 2 year period they’ve worked on it and do what every major MMO has done in the past. Made pet’s have an automatic 90% immunity to AOE or Splash damage. That would give diversity back to the game players in PVE could play pet heavy classes and they’d all be useful once again.
While they’re under the hood they could also lower the cooldown on turret pickup times to match those of the Ranger Traps that way we’d actually have a fighting chance when all our turrets are destroyed to get them back up again at a key moment in PVE.
I see it as more of a global problem. Remove the requirement for conditions entirely on builds that don’t use conditions. They can do this with a bit of manipulation. There are key choices people make when making a condition build so that they use conditions exclusively in every class they could fix every class so that the only time skills apply conditions are when they are using those traits to improve condition damage or time.
it would improve things like the FT by default because those who chose a power or burst damage option could use FT without worrying about using a condi damage stacker.
I think the whole thing needs work but if they started on the engi that’s the first thing I’d do is increase the base damage across the board of #1 skills allowing them to be more useful as power and burst options and taking out any condition adders until one chooses a typical condition build modifier trait.
Grind in one of two ways.
In the tradition of Aion, be a PVPer go to EotM or WvW.
In the tradition of WoW, run dungeons.
Don’t expect to play how you like.
TL;DR summary for newcomers: OP does not like players that don’t play like him. So, ANet should force those players to play like OP.
Geez, just play your own game. Is it so hard?
That’s actually a really over-simplistic view of the situation. the TP is the problem, and it has been for some time now, Flipping is only the most recent symptom of the overall issue with this type of design and no it’s not new we’ve seen it before.
Some of us here in Murica know what the problem is and we’d rather they redesign the game so that rewards for activities are the central system instead of all of this RNG/DR nonsense to protect an economy that only leads to economic gameplay. It’s boring it’s been thrown out entirely by other game developers because they lost too many players due to it, it’s just not a good system, it certainly hasn’t had a positive affect on the game that’s for sure.
thumper turret+3 more turret+rifle+detonate and use toolbelt skill = 12 aoe heals from a single field. Holy crap, man. Or might.
Well I’m glad that works in WvW because it sure doesn’t in PVE. I’ve tried it, I’ve tried all turrets I’ve tried combo of turrets and gadget blast finishers. It just doesn’t create that many explosions and typically the turrets die during the slow loading process when I do get them going with a boss fight.
@Arantheal.7396
I don’t know where you get your information about the majority of the player do wvw over pve but that information is as accurate as a speech from michele Bachmann.
The fact is pve has been the majority of player in any MMO-RPG. I would say that the population for real hard core pvp players is only about 40% the rest only do pvp for kitten and giggles when they are bored with pve . After all MMO-RPG started as pve with no pvp in it and was just added slowly into the game for kitten and giggles
He typically doesn’t get his information from facts at all. The ability of Engineers to spam the extra heal with the EG and kit refinement could have been a simple fix in which the kit refinement version of the extra heal was reduced by half but instead they went out of their way to break the entire thing which drastically affected gameplay in WvW and PVE where there are the larger playerbase. People who walk around with blinders on simply aren’t worth my time apparently no one else plays the game save for Anth.
Anyways, Like I said above if that’s all that nerf was about was that single heal spam there were epic tons of smarter ways of handling it. Now outside of the all Elixir builds we have weakness when removing conditions in PVE, and we have weakness in healing skills (because they didn’t replace that loss with anything else) and we have a useless trait (yet another useless trait to add to the pile of growing useless traits in this class. It’s an example of the real philosophy behind the balance team, and they wonder why people in PVE and WvW who play engineers have been discriminated against this whole time. Duh.
Turrets really aren’t the only problem this class has, they seriously need a CDI, we need to bring these problems out in the open without having to resort to going to Reddit so we’ll be heard finally.
Thumper is great, however you’ll have to do something about that build. See Engis have terribly weak turrets and the moment that any AOE comes along they go poof. I’d suggest using things like the essentials. I rarely drop thumper as I use the instant AOE blast on the Fkey for mine, altho if you know an enemy is about to use an AOE that would destroy a turret quickly, you could always drop your heal, thumper and use rocketboots at the same time to create multiple blast zones.
I’d personally choose rocket boots instead of the FT turret (more blast finishers) altho if you’d like a turret there, you could always use a bit of CC especially with the weaksauce #1 skill of rifle.
Boones are a good idea especially if you like sharing the boons but if that’s solely for yourself you could choose a bit better for buffs. I’d also change the swiftness when switching between kits to swiftness on crit under the Firearms line because it happens more often than not. If you like swiftness get a sigil of speed and runes of speed it stacks like crazy when you have all three.
snip
You make a sad (but true) point about rifle turret toolbelt doing more damage than the turret itself, it is kind of silly.
I personally agree with Anet’s stance on the specific issue of PvE/WvW/PvP skill balancing in that they don’t want to drastically change skills effects between game modes, though tweaking numbers when warranted is okay.
That’s actually a false statement right there. If that were truly their philosophy we would not have seen the complete destruction of the usefulness and effectiveness of Kit Refinement. What they replaced that with when there was only 1 count them 1 skill that was an issue in tPVP is unforgiveable. It shows just how biased they have been when it comes to nerfs, this class is the single most nerfed, most beta’d class in the history of this title thus far and kit refinement is the perfect example of how they don’t really care about balance so long as they keep the status quo happy in PVP alone.
All of those other useful skills could have stayed on Kit Refinement, heck even the extra heal could have stayed for the purpose of removing conditions a bit longer which might have offset the interval condition removal that we see other classes use easily and without using a skill, but no the entire thing just had to go thanks to the PVP crowd.
What gets me is people actually think that it helped, it didn’t, it made things worse especially for PVE. It amazes me that people think everything is perfectly fine.
Also let me add, that I noticed there are some real electrical options for the class in that game. I’m hoping that if they do add new weapons to GW2 engineers, that a staff will be one of them with electrical abilities outside of the trait to add those abilities to the Fkey skills.
When they said turrets when i started the game 2 years ago, I expected nothing less that the turrets I’ve found in every other title like those of the early Torchlight title or even the Torchlight II title.
Was wondering when this would start.
See many of these suggestions were offered by myself and many others long ago because we’d already seen improvements in pet classes like this in other titles long before this one.
Combat balance is not so different between mmo’s it’s long been established that the same concepts are true under the hood in every mmo that uses standard combat techniques. Pets are one of those concepts and turrets are pets. The only thing I disagree with is that they only need that AOE immunity in dungeons, they need it globally because no pet in any game should be the target in PVP much less in PVE simply because in builds that are pet heavy the class relies on those pets heavily and should not have to worry about an uneven ability of other classes to destroy said pets in 2 seconds with an AOE, the same goes for splash damage in PVE, pet heavy builds should never have to worry about that.
They do need to be mobile, perhaps in one of the lines like the tools line they could make turrets mobile with a trait just as long as it’s not a XII trait.
BTW I have to correct some people who have posted here. At no time does hardcore mean inequality, hardcore means that the design is supposed to be diverse, well balanced, and setup to be a challenge of wits but never imbalanced. Using that as an argument against a complete combat overhaul, or against an actual balance of the game’s classes including taking Engineers out of the beta phase of development at long last is neither logical nor is it sequitur. There’s a large number of things that have been left broken on this class for over two years, it’s time to fix it.
The lack of diversity in builds in PVE (multiple zerker builds do not make diversity, and because only certain things work now no pet builds to speak of because of the weakness of turrets), the lack of actual burst options that sister classes enjoy in traits, the lack of real damage bonuses to weapons for example (outside of the traits for kits btw), the serious problem of the AOE range nerf to bombs/mines compared to other classes, the long delay between bombs, the extreme nature of preventing individual stacking of condition damage, the problem where conditions don’t crit properly, the lack of scaling in healing, turret damage output, crits on DoTs, the class being too reliant on things that have been long broken in the game as a whole like CC, Condition damage even in burst builds, Healing that doesn’t scale worth a darn.
I agree but turrets are just the tip of the iceberg and I think they’ll most likely start losing people when these other games become more appealing due to these problems. they simply waited too long.
Absolutely, this is exactly what I’m interested in seeing happen especially with the combat. The money they keep saying they are getting for the game should definitely go back into the game to make sure things like the combat overhaul is taken to the farm, also some of us are wondering when they’ll be taking our classes out of Beta Stage.
Like Engineers for instance. If the balance team needs that much help with this class hire some more folks, particularly from the military, I know alot of vets who can be used as weapons specialists in games like these so they can finally at long last fix the nerfs to PVE that have plagued the Engineer class once and for all. In fact I suggested that early on in the game’s development so they could see some real experts about just how these weapons should behave (and shouldn’t) due to their basic design, like how venting smoke never lasts just 1 second, flamethrower should always add multiple instances of the Burning condition without having to wait on a delay or trait for it, and the size of the explosive trigger zone for things like Mines. These things are terrible right now.
I also agree with you on the living story meme. It’s really not sustainable even with the rerun system imo. They are better off adding new metas and new DE’s every month to all of the zones post level 30 which was their original plan in the first place. Some of us are also waiting on the long awaited Rewards Revamp that was promised months ago, just as the long await hobosacks solution was promised months ago. One has to wonder why these things haven’t happened and why this title has suddenly picked up the new content launch schedule of a subscription game title.
This is definitely not a priority. In the suggestion forums you will see this request was made just after long (3-4 months i believe) and we saw where all those great suggestions like these were thrown.
I’d love to see racial turrets but while they are managing that they seriously need to take care of pet weakness in this game entirely once and for all before cosmetics and we’ve all seen how long that’s taking their balance team to do.
Do you agree that it’s high time for a CDI for the most nerfed and most beta’d class in the game?
I haven’t seen a single CDI, dunno what it will lead to.
But i would like to see devs attention to balancing classes to really most popular game modes and not only #esports.
Absolutely agree with you. When they say “play as you like” I would expect nothing less.
How many yellows and exotics would have been satisfactory to you? Keep in mind if they significantly increased the drop rates, the market would be greatly affected. Exotics are the best gear you can get before ascended. They are meant to take a little effort. If every average joe got 10 exotics per day, at the end of a month exotics would cost a few silver and there would be no point in playing any of the content. Just open the TP and you’re done with the game.[/quote]
You mean the market that’s already heavily reliant on the gem to gold conversion which is the actual driving force behind all of the prices in the market increasing each and every month? Yeah I wouldn’t worry about actual rewards.
What I’d suggest is they deliver on the rewards revamp, increasing gold for example would help, removing the gem – gold conversion entirely would help, removing double RNG on T6 drops entirely, making all crafting materials purchasable directly from karma vendors including globs and dust, things like that would remove this game’s dependence on the TP and would improve rewards all around. Making all of the runes/sigils available either through simple gathering crafting or via karma vendors would help.
When the game becomes a grind to get gold so that you can purchase ever increasing costly items in the AH it loses it’s fun factor as we’ve seen in games like D3.
absolutely agree.
Some of the changes people have requested is real PVE balance especially in classes that have long been placed in a perma-beta setup like Engineers.
Some of us have stated we’ve been waiting for the game we paid for, calling for them to go back review their interviews during beta and launch and adding the things they said they’d add during that time to make the game an actual casual experience instead of what hardcore kids keep mislabeling the game as when they use that word.
And many more still are awaiting long promised changes to the rewards system, it’s been 6 going on 7 months now waiting for any announcement that might remove the grind and improve rewards so when you’re doing any and all of the activities in the game in every playstyle you actually get rewarded for your time and can actually play the way you like.