(edited by tigirius.9014)
Defending the fact that quick-loot doesn’t work while defeated is suggesting that, “Well, you had loot rights, but they’ve been revoked temporarily.”
Or it’s saying that mechanic works differently in different games.
(As a counter example, it’s fine; it’s equally fine for some games not to reward loot if dead.)
Actually you can’t because in dungeon settings in WoW and other games like it, the amount of time that it takes for loot to disappear is very very long. Dungeons are their sole process of getting loot and having events in games like WoW whereas GW2 has loot that disappears after just 60 seconds. Often that means that people cannot release, go to a waypoint that is a long distance away, avoid all of the mobs on the map to get to said chest only to find it gone.
And then there’s the issue of the chests being out of view while in the midst of battle.
I cannot tell you how many times I’ve noticed a wooden box from enemies that bosses in the open world summon that when they finally move out of the way so we can see it through all of the AOE fields other players are doing as well as the boss attacks, I run up to get them only to find they go poof!
So it’s not just a downed problem it’s a problem with the timer on loot itself.
The it’s not practical argument doesn’t hold water when they do actually get financial support for these things not just from the store but also from the expansion development of which we’ve already received confirmation that is in process.
Almost no chance. They are intended to be fluff, not utilitarian.
Even Wooden Potatoes has mentioned that they should do something fun with them. Something useful.
I didn’t realize that Wooden Potatoes hopes for the game would override the practical business requirements of implementing such a suggestion. I’ve got nothing against the idea; I just can’t imagine it’s practical.
To offer any utility at all will require:
- Creating the mechanics
- Reviewing all existing minis, to decide which (if any) get the new mechanics.
- Retrofitting the database entries for all existing minis (even the ones that don’t get any new features).
- Dealing with existing mini owners (and with those who chose not to buy minis), who might or might not be happy with the changes.
- Balancing rewards, supply, & demand.
- Testing
- Ongoing maintenance every time there’s a new mini (which mechanics does it get? how does it impact the current supply/demand, is it OP’d/underpowered ?)
That’s an awful lot of work for a little of “something.” That same effort can be devoted to all sorts of other things.
Whether it’s a fun idea or not, it’s not free to implement.
Almost no chance. They are intended to be fluff, not utilitarian.
Even Wooden Potatoes has mentioned that they should do something fun with them. Something useful.
Aion upcoming changes list was just released. In the list of upcoming changes there was this listed. I feel it belongs in this discussion because if games that have such a low population can manage to make quality of life changes like this then so can this dev team. I have faith.
Minions – battle pets that can be upgraded and that can pick up dropped items, “grant consumable items” and more
The rocket toolbelt skill that comes from using the rocket turret, doesn’t actually target the target. It’s not affected by the games use of the “attempt to focus AOE zones on the target enemy” process either. It simply fires at the button on the ui when pressed.
I think it should be changes to how it functions underwater where it’s no longer a zone target it simply fires a rocket at the target.
Since you’ve held the stance since beta that these skills aren’t important and really don’t do much damage, why is it they have the absolute longest cooldowns out of any of the elite skills in the game?
It’s just weird that if they don’t do anything then why penalize them so much?
Static Discharges don’t actually autotarget the enemy when deployed they can still fly off not hitting anything at all.
They also require that the engineer be facing the enemy straight on at all times before they are deployed.
Mecha Legs is not part of the automatic rewards for choosing the inventions line it needs to be replaced with a trait useful to combat since we don’t have a Seal or Insignia as a class to use for faster run speed.
Mechanized Deployment the system that reduces the recharge time of toolbelt doesn’t affect the cooldowns of the toolbelt skills for any of the gyros I tested them today.
I fully support this change!
A nice change to the trait itself would be to have the invuln go off before the stunbreak and not the other way around. No one likes being stunned during their invuln proc.
If you use cleanses you don’t have that issue. Glasscanons are never good.
If not, just make the engi invuln when shrunk instead of evading (for the duration of it only)
It always made them invulnerable.
“Drink Elixir S to shrink yourself, recover from stun, and evade attacks. "
We are not invulnerable in Elixir S.
Further We USED to be and they removed it because some complained about it. smh like we don’t have enough negatives against us as it is.
Every other trait set in the game has a section where a particular set of skills work better and have a cooldown reduction trait.
Why is there no trait for gyro cooldowns?
Why is there a 20 second cooldown on all gyro toolbelt traits? Isn’t that a bit ridiculous?
Please add loads more of “On Hit” runes so we can diversify our damage types more easily as condition builds on classes.
I’d love to see some kool ones like a blast of acid at the target like the Skale use, or spells like the Ice Elementals use to cause a growth of ice or one that falls from the sky, or even a small burst of an electric field at the target location.
Thanks!
Animations for the personalities of the characters are pretty much generic across all of the races there is even the same voice.
I’d love to see new personalities that specifically affect the voice events during combat as well as the idle animations.
I’ve noticed there’s a real lack of reaction to the world as well.
Rain doesn’t cause anyone in the game even NPCs to pull out umbrellas or even put on ponchos to try to prevent getting wet.
Thick foliage doesn’t cause the more grumpy characters to say something about how it’s annoying to move around.
Just some thoughts I had this morning.
This is for the balance team. Engis have had the worst downed abilities as well as the worst traits for some time now. He’s going over his build and he is describing traits that basically shouldn’t even be there because they make no sense and actually don’t matter in the end game.
Please Add things like Salt and Pepper to material storage!
Here are some notes on how we chose what:
• No “components” has been my go to up til now but you will notice there are a bunch of things here that might be called “component”. The ways I softened but did not eliminate this rule is two fold: 1) allow a second tier of refinement like dowels and patches which are used cross discipline, 2) allow a number of scribing and cooking components that feel very core to the disciple and are used over and over throughout but did not have OTHER components in their ingredients which are also being added to storage (eg no herbed stocks because base stocks go in).
• No Inscriptions and Insignias. I just felt that there were too many and there were more important things that crafters were more likely to be holding on to for longer.
• No sigils and runes. I believe there are WAY better solutions to this problem.
• No legendary gifts. Too many. Too niche.
• No Piles of Silky Sand. Just consume them, geez.
• No SAB Baubles and Bubble Baubles. I spoke with the SAB designers and this is a technical limitation with how that stuff all works in SAB.
• No WvW Blueprints. I spoke with the WvW designers and they felt that this would create a bad user experience for players who legit use blueprints.
• No Black Lion stuff. There is a combination of technical issues and a lack of desire for those to work that way.
• No Boosters, Tonics, Foods (general food consumables not the core cooking ingredients), utility buff, and potions. Just no. Seriously. There are way too many and there is a whole host of reasons why you just get a no.
• No Instant Repair Canisters, Bank Access Express, Trading Post Express, Merchant Express, Revive Orb. Please just use these.EDIT: This was partially cut off.
• No Luck. Just no.
• No trophy items that make specific decorations etc for the guild hall. Too many. Too niche.
• No keys. There are better solutions for keys that we have not yet had time to pursue and I want to leave room for us to do those things instead.EDIT2:
Reminder: Once an item has been added to Material Storage, it can never be removed or moved to a different category. However, I did get a small piece of tech to allow me to re-organize within each bucket and I’ll be doing some re-ordering work as part of this update.
Rejected:
• No Lumber Cores or Pruning Shears. We count these as trophies used for guild hall decorations which I already mentioned we opted to not include.
• No Golden Fractal Relic + Integrated Fractal Matrix. I discussed these with the Fractals team extensively throughout the process and they opted to investigate other solutions.
• No Writs and Tomes. I do not want to put in consumables of this nature.
• No Strategic Defense Map of the Mists. Used in very few things at a low cost.
• No Toys and Tonics. These are so outside of any of our qualifications for going into storage that I can’t believe I am having to explain why they aren’t going in.
• No Essence of Time. It is a trophy used in two things, one of them being a decoration.Things to think about a bit more:
• Miyani Items. A lot of folks have rightly pointed out that all of Miyani’s items should go into storage. I haven’t made a final determination on this yet, but it’s likely that we will cut at least some of these from the list.
• Indigo Mushrooms + Mushroom Milk. I’m really on the fence about this one. I had wanted to allow them to keep dropping because they do make foods that can continue to be used, but I don’t particularly want to include them in storage because of how you start acquiring them. I’ll think about it more though.
• Badges of Tribute. We said no to these largely because of how you get them and use them. They are bought from a vendor and can be immediately consumed by crafting low-ish cost items with them. I will check in with the WvW team to see if they disagree with that sentiment.
• Mystic Runestone. If I am going to put in Icy Runestone, I should probably put in this one as well.
• Marks, Talismans, Seals, Medallions, and Crests. I have almost zero desire to put all 25 into storage, but I will rethink Crests specifically because of their inclusion in Amalgamated Gemstone crafting.
• Ascended crafting materials that make Grandmaster Marks. This is going to be a tough one. There are a lot of items here. I’ll consult with the PvP team and my fellow rewards folks.
Engineer Downed State = You might as well hurry up and die so you can teleport. smh
Please for the love of the six!
Address the issues in the Engineer downed state skill line to bring it in line with what other classes enjoy.
For example, allow us to be affected by heal zones created by things like our own sigils or the heal turret when downed. Or allow us to replace the interruption skill 1 with summoning a Turret to help heal us to get back up!
It does make no sense that downed right next to the things you’ve killed doesn’t let you pick up the items before having to travel to a waypoint.
As a engineer since we have the single worst downed skills in the game…. I have to agree with OP.
More elite skills. There are a few types missing on some classes.
Engineer has no elite skill that’s part of explosions in elites.
Ranger has no trap elite skill.
So I’d like to see these slots filled so they can take advantage of certain synergetic traits in the trait lines.
I’d also like to see certain useless traits replaced or updates so they become useful particularly in the engineer tree like Soothing Detonation or Shrapnel. The first one happens anyway when we use turrets and add a blast finisher the second one should happen always because that’s the nature of mines.
Another example is the you attack faster with said weapon and cooldowns are slower which I feel should be placed in the main category by choosing that traitline. Such as bombs and grenades should have faster cooldown faster speed in the explosives line just by choosing the explosives line.
Energy Amplifier should include when we have regeneration from food or from wearing kits when Backpack Regenerator is triggered. Essentially Traits need more synergy of their own just like there is synergy when using combo fields traits should synergize amongst themselves.
I’d like to finally see updates to the home instance including decorations, the ability to make furniture, the ability to use certain things in the home instance such as bank and crafting, the ability to have npcs that actually do something useful like a merchant for example.
I’d like the balance team to take some serious time and examine certain classes that get very little attention such as the engineer and the thief so that synergy amongst traits and fixing certain metas is restored. You all did a great job by adding certain elements to certain classes to restore the meta for healers in the game which I deeply appreciate. I’d love to see you do that with bunker mine explosives on the engineer as well as Assassination for the thief. Engineer bunker explosives with mines has been lackluster and broken for some time now, assassination thief died with the addition of the Revenant Shiro setup in the HoT expansion.
Change all traps to circles seriously why are some traps rectangles? That makes it harder to hit enemies.
Shields cover up backpacks when put away. We seriously need a way of turning off the visual of shields when they are on our back so the backpacks we buy or earned will remain visually available at all times.
Engineers don’t automatically pickup bandages or use them while standing still while being affected by the Bunker Down trait.
Bomb kit on land is 2 times slower than underwater and should be sped up to match the underwater kit speed.
Medkit spray has a tiny cone and doesn’t last as long as the conversion spray from the elixir gun #3 skill.
I’d point out that kits still screw up legendary weapon effects, but that doesn’t directly count as skill. Somehow infusion effects on weapons persist though, which is confusing.
Magnet pull on toolkit doesn’t reveal. Yay kittening into the ether!
Speaking of magnet pull, the physics behind it are really wonky. I’ve seen it launch people into the sky, and if they lag it will often fail to pull them, but their character will appear nearby for a short period before teleporting back to their actual location.
Underwater Elixir X still features Plague, which has since disappeared from necro bars.
Static discharge behaves erratically based on the target method of the toolbelt skill instead of having a consistent behavior.
Have they ever bothered to look at underwater Rocket Boots since they found the physics bug with it? I do miss those rocket boots.
It’s technically not a bug, but could we PLEASE get a better solution than ground targeting for grenades?
That’s perfectly fine these are minor annoyances we are reporting here and if there is a visual bug that’s definitely a problem!
The Daredevil ‘physical skills’ actually follow the precedent set by the Warrior. Warrior physical skills are, basically, physical attack skills that are not tied to a specific weapon – a charge, a kick, a stomp, and throwing bolas. Daredevil physical skills follow the same principle -Bandit’s Defence is a block that does not require a specific weapon (it does NOT conjure a shield out of nowhere) and ripostes with a kick, and the dagger-throwing skills are a similar principle of ‘draw and throw a weapon that isn’t the primary weapon’ to Throw Bolas.
Thats the thing about engineer for some reason the so called “balance team” still haven’t addressed the shear lack of burst damage on the engineer in PVE without having to resort to using the grenades or the flame thrower.
What I’ve noticed is that melee and explosives are terribly weak on the class outside of using the grenades of course.
If they based the engineer skills on the warrior paradigm what they’d have is an actually useful melee meta but as it is, before the expansion was released, they nerfed the speed of bombs, the trigger area of mines, and now they have a melee skillset that not only doesn’t really burst but also doesn’t act in the defense of the engineer so we have to had special healing just to survive in combat in melee which doesn’t work all the time like having to eat pies all the time while the warrior and thief have signets that take their damage output in burst and heals them while they are doing said burst damage.
I’m sorry but the burst is not there and the healing isn’t there either, bunker has been broken for some time now.
Yep it’s not good.
First there’s no toughness included with the weapon equip of a 2h hammer or healing when it comes to melee. Most classes have either or, or some form of defense when fighting melee. In the case of my ranger he gets healed alot from that setup. My thief has alot of toughness and healing while doing damage, engis need this too as an option it simply doesn’t exist.
Second, there’s nothing on the skill list that causes a continuous blindness.
What are you talking about? Hammer has a block and projectile reflect. You want blinds? Use mortar and/or bomb kit. Most classes front even have continuous blinds to begin with, engi is lucky to have 2. You want healing, take the medpack trait.
Don’t blame the class for your shortcomings. You don’t need a specific setup to play open world pve.
The issue with that is that they STILL haven’t addressed the problems with explosives here we are in an expansion 5 years since beta and they still have problems with mines and explosives.
The issue is this: rangers and dragon hunters enjoy a large zone for all of their traps. They trigger at the same size as they are on screen. Additionally, bombs on land are way slower than they are underwater this has been an issue for a while now and it slows dps and breaks the bunker build.
Mines and bombs not only have a tiny trigger size like 120 and they hardly do any damage. Bunker has been broken for a long long time now and they don’t seem to care.
Additionally melee on other classes easily and quickly take enemies out whereas the engineer melee still has to work overtime for it. Even the lightning Eles don’t have this issue a few skills and things are dead whereas burst damage still doesn’t really exist on the engineer without using the flame thrower or the grenades.
Until they address this issue with explosives and with the burst damage issues that engineers have that meta simply doesn’t exist in pve.
Two of the youtube gamers I follow had some great ideas about what to change or improve on upcoming expansions:
Here are their videos:
[Suggestion] Fishing.
Even Woodenpotatoes has mentioned the need for passtimes that let people enjoy more of the scenary as well as increase social interactions. Fishing is a great way of doing that.
Additionally some of the best ways of implementing fishing is to add rewards such as endless tonics, tools for fishing such as nets, rewards such as minis and guild hall decorations, food for pets to transform them temporarily, new buff foods, vehicles such as rowboats and rafts for surface travel if people don’t want to swim all the time, and if this is true about the upcoming expansion: mounts or mount skins for underwater or surface water travel.
Almost no chance. They are intended to be fluff, not utilitarian.
Even Wooden Potatoes has mentioned that they should do something fun with them. Something useful.
Haven’t played in a very long time. Probably stopped playing maybe a few months after Heart of Thorns release. How’s the game changed since then? Better? Worse?
It’s better in some areas and still lagging behind in others but overall the support for rewards has grown now which is what I’ve had a problem with personally. Additionally there are better armor sets and better chances at getting those armor sets for open world players finally.
Not sure what you had issue with it’s best to elaborate.
This was proposed early on in the game when it was in beta.
The proposal was in the original suggestions section before it was put in the bin.
It was the request that there be the option that kits be redesigned to be given skins of each of the races.
Asuran would have the option for their kits to appear as glyph style kits and turrets. These would take the appearance of the technological skins found in racial weapons/armor sets and in the general appearance of the major cities.
I would hope that in the development of future DLCs someone would put aside some resources to complete this request because it looks weird to have turrets and kits looking like Charr devices on my Asuran.
Is there any chance that minis old and new will be given new purpose?
Such as the fire minis being used as cooking nodes or the Asuran minis giving a once per day recipe for crafting in a preferred crafting or even items used in crafting like those used in ascended crafting or legendary crafting or even collections?
not really seeing the need for this even on the lowest settings this game is gorgeous!
There’s been a slew of disconnects the past few days as well as complete freezes in the middle of events.
Curious as the title indicates if there’s a DDOS attack?
Is there a gem store item schedule
No.will this ever become a calendar?
No one knows but ANet and it’s unlikely they’ll ever say ahead of time. If they do put out a schedule it will probably be only announced in the patch notes.I’m mainly concerned with when new skins are added.
I really doubt that will ever be on a schedule since there can be things holding up a release of a new item.
I forgot to mention also that I’m interested in returning items as well on a scheduled return list.
cd-keys.com are not a scam website they actually sell keys for consoles as well as pc. They have never once sold me a dud key and all of the keys I’ve ever purchased have been legit. I’ve not bought for this game specifically mostly for my console but they are definitely not a scam.
Is there a gem store item schedule? For example, on my console there’s a clear time of the month each month that items rotate in the discounted or free sections for my subscription. I know which days to login and see what’s available or when I should keep funds in there in order to make purchases.
Edit: I’m mainly concerned with when new skins are added.
Is there a calendar that I should use or will this ever become a calendar?
(edited by tigirius.9014)
Actually Obtena they do balance patches all the time they need to give Engineers the love they require to become a well balanced class. Here we are 5 years later and that still hasn’t happened even with balance patches and with an expansion. That means something is not right over there in the offices.
Why? What’s the reasoning?
- https://forum-en.gw2archive.eu/forum/professions/mesmer/Mesmer-Balance-changes-20-6 – Mesmers feeling left out
- https://forum-en.gw2archive.eu/forum/professions/engineer/Does-the-balance-team-care-about-engineer/6610424 – Engineers feeling left out
Also, can we point out this juicy tidbit from the patch notes?
Mark KatzbachIn this update, we have taken a look at a few underperforming weapons for the warrior: rifle and torch. […] The rifle lacks in sustained pressure because three of its abilities focused on utility.
People have been complaining about engineer rifle for over 2 years (We only have 3 core weapons), but it’s warrior rifle that needs updating.
Completely agree as someone who plays multiple classes the engineer rifle has been under performing for years now.
Secondly, the melee being a new thing on the engineer needs major look at traits to either provide a huge toughness boost or a healing boost one would think that since it is a relatively new build to have a 2 hander on the engineer class you would work more on it rather than ignore it entirely.
Yep it’s not good.
First there’s no toughness included with the weapon equip of a 2h hammer or healing when it comes to melee. Most classes have either or, or some form of defense when fighting melee. In the case of my ranger he gets healed alot from that setup. My thief has alot of toughness and healing while doing damage, engis need this too as an option it simply doesn’t exist.
Second, there’s nothing on the skill list that causes a continuous blindness.
They should have never changed it in the first place. I recall back when it actually made you immune to damage back in the day.
Additionally if you are a healer engineer (and yes some of us are doing that in PVE) it actually allows a cure when it goes off because it forces you to swap back from your kit to your weapon which makes the cleanse happen thus providing a condition removal.
So let’s break it down:
1: We don’t want mounts because the world already feels small. Well then don’t use one. Simple.
2: We don’t want mounts because teleporters and separated maps make the world small. Don’t use the teleporters or the mounts. Simple.
3: We don’t want mounts because it would mean we have to actually play the game to learn how to use them. Don’t use them. Simple.
4: We don’t want mounts because there will be items in the store (likely cosmetic only) that if purchased will make us feel like we’re buying nothing. Don’t buy them. Simple.
All of these logical fallacy arguments against mounts mean nothing at the end of the day when your npcs are getting around using mounts and carriages that means your game is incomplete. Mounts are a central part of every fantasy mmo and that’s what GW2 is.
Which is important to a game’s longevity. If all there is to do is get somewhere very fast, beat something up, and pin on the I-WIN badge, why bother?
Exactly my thoughts. A big appeal of MMOs are massive open worlds… being able to instantly teleport everywhere, then teleport out only diminishes that. And GW2 already feels small to me due to zones seperated by loading screens.
I thought teleporters were there for fast access to events. You can ignore them as you explore and level a character.
They are hardly of any influence on the zones, that are quite big enough to ‘get lost’ in imo.
But there is no player that will start at the lower left of a zone and travel by mount to the upper right “because it is so beautiful in the countryside”.
Bar the odd exeption to the rule off course.
I think that the number of people who enjoy exploring the visuals of the game fully might be greater than you assume.
I wasn’t talking about how many people enjoy exploring the visuals of the game. They could be 99,99% of all players and then i would still say what i did.
This is a list of minor issues with skills for the engineer. The purpose of this list isn’t for bugs, it’s not for issues in PVP it’s specifically for PVE in which skills aren’t either on par in their basic use or not functioning as a useful skill.
I’m honestly surprised that some of these things have not been addressed since beta of this game even with the funds that come in from an expansion and would like to request that these things be addressed on this class before the next expansion is released or at least during the beta testing of the next expansion! Thank you!
I invite other players to add to this list and if this list already exists, a list of minor issues when using engineer skills, then please add this to that thread as I’ve not seen one for minor ui and minor range trigger issues.
For example: Tossing skills on the toolbelt for elixirs still fly too far away from the engineer before breaking underwater.
Some potions do not produce any boons even as toolbelt tosses even with traits that are meant to enhance elixirs. This makes them basically useless skills as other skills such as the trait that gives turrets boons, produce better results.
Mines either from toolbelt skills or from traits are too small and have a tiny trigger range.
Mines thrown from mine toolbelt skill are not thrown in a useful pattern and appear anywhere around the character sometimes well out of range of the enemy. I propose changing the toolbelt mine skill to throw mines in a chevron pattern >>> in front of the engineer.
Skills 2-4 on the Med Kit as well as the toolbelt skills should be revamped entirely.
Med Kit should be changed to Bandage Gun, it should keep the #1 skill as a cone but it should have the ability to fire bandages at targeted players, all other chemicals in this skill list should be changed to a zone skill.
These zones could be no larger than the one from the exploding seeds that druids release so balance is maintained but they should retain their basic function such as
Throw Stimulant Grenade ~ Throw out a stimulant that heals, grants fury, and removes a debilitating condition (weakness, blind, vulnerability)
Throw Accelerant Grenade ~ Throw out an accelerant that heals, grants swiftness, and removes a movement-impairing condition (immobilize, chill, cripple).
Throw Antidote Grenade ~ Throw out an antidote vial that heals, cures a condition, and applies resistance.
All of these skills could be using these stats:
Conditions Removed: 1
Number of Targets: 5
Radius: 180
Combo Field: Light
Range: 1,200
The toolbelt skill can remain the same function where the engineer shoots himself with a bandage.
Additionally I’ve noticed while playing that skills on the Engineer that heal other players often miss the engineer in the form of guns such as the condition removal of the #3 skill on the elixir gun removes/converts conditions on the engineer but the #1 skill, the Med Blaster doesn’t hit the engineer when we use it. Please make this change as it doesn’t trigger the heal to the engineer nor does it cause any boon such as protection or regeneration. This doesn’t match what happens on my Druid while he’s healing so it’s problem for engineers when they try to keep themselves alive.
There’s also no trait in the engineer healing lines that allows the engineer to receive benefits from their own healing of other players. I think this is a serious problem for engineers which basically makes it less desireable to use anything other than the turrets for healing, if you’d like to make it more desireable to play other gadgets or kits then making the heals from other skills also heal the engineer when he heals a player would be necessary in the traits!
Cannot wait for mounts myself! This will be nice.
I would say instead of making outfits be outfits only how about they make outfits be outfits with wardrobe pieces as well. Sortof like what they did with the wings. Some wings have backpack variants so they stand out while not in flight!
That would solve the issue!
I play a condition healer on my Engineer, Ranger, Guardian
Guardian seems to be the easiest though Ranger is a strong second now.
I’ve always been fascinated by bugs but I’ve noticed a severe lack of bugs for taming available to the class.
I’d like to suggest these additions please.
Beetle, Wasp, Scutters, Grubs, Bees, Chak of both the electric and poison varieties.
Thanks!
I understand completely where you are coming from and I totally agree with your assessment however at this point I realistically don’t feel they will make the necessary changes particularly because much of the design team that started off are no longer with the company and there’s not enough money from normal store sales.
I would say that if they were to make major changes as you proposed it would have to be during the building of another expansion because then they’d have money to do those changes properly.
Loving playing a healer on my ranger it is so much fun.
That being said I would like to request a minor change to one of the passives.
Primal Echoes is completely useless in it’s current form imo for the purposes of healing. I would like to request that this trait be changed to make it a blast finisher.
As a blast finisher one could use it as a blast finisher during fights in water fields particularly or even in fields that generate shields.
There’s nothing exciting about it.
Regular, fine, masterwork, and rare equipment merits as trash to be salvaged, and mostly everything can be crafted or bought with some sort of currency. Face it, the only decent loot in this game comes that can’t be bought with gold are crafting materials or items you grind for (e.g. ascended items bought using map specific tokens) or skins. Bag slots are used to hold the sheer amount of garbage loot so you can play without hitting the NPC. Does anyone see anything wrong with this?
I propose to reconcile the equipment / sigils / runes in this game.
- Any equipment masterwork or below has no business in this game. Delete them and make rare equipment the standard (but don’t call it rare).
- Delete minor and major sigils and runes. and remove the level /rarity requirements of superior runes and sigils.
- Add exotic equipement / ascended equipement / legendary equipment / superior sigil drops that are untradeable and have something unique about them. Like a piece of equipment that only has one stat, or have an uncommon ability (e.g. increased damage vs a certain pve mob – by the way, those sigils should be deleted as well)
If they do that then they wouldn’t make money off of gem to gold conversion.
Actually, Condi damage is not on par with prec damage because there is a lack of crit in condi damage.
Had there been actual balance concerning condition damage it would have to have a crit that doubles and quadruples the damage of the ticks when they crit. It doesn’t do that sadly.
Secondly they stated that making a burst character with no other skills or stats that help with personal defense is not the design motivation which is why they changed to fierocity. So if you are a player who thinks glass cannons shouldn’t be made of glass then you aren’t playing the game as intended.