Showing Posts For tigirius.9014:

There will be trait changes, apparently.

in Engineer

Posted by: tigirius.9014

tigirius.9014

Don’t misunderstand I love that they are making some changes and fixing some bugs but this disturbs me and here’s why.

“Mod jon_peters: 1) we dont rush because testing is hard
Mod jon_peters: 2) we dont rush because balance should be slow moving”

1) Well if we had a PTR to report bugs with the testing would go way faster and would solve the time crunch and would make it so that bugs we listed here on the forums at launch wouldn’t still be here on the anniversary, the bugs do extend well beyond the trait lines.

2) It should be slow, but one thing should never be slow, bug fixing, not reworks, bugs should be down to a minimal amount by the time the anniversary hits in any game most notably in a title that’s supposedly making huge wads of dough all the time. PTR’s might be messy when it comes to showing people new content too early, however, the are the single best testing system out there, that’s why almost every mmo out there uses this form of testing because the players see things that the Devs often ignore.

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Grenades kit bug/control

in Engineer

Posted by: tigirius.9014

tigirius.9014

Yeah thought it was my computer gear at first but this has been going on a long time now. Something needs to happen with it.

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Shield doesn't last long enough

in Engineer

Posted by: tigirius.9014

tigirius.9014

Here’s a thought. You know those spike shots in SS cove from the Karka, the medkit shield doesn’t last anywhere near long enough when your regular shield is on CD, why make the shield on the medkit last less time then the regular shield bubble we use from actually equipping a shield?

Had more then one run up before and attack like this in sequence.

Wouldn’t it make sense to make it more like the mobs that use this type of shield a full 5 seconds instead of 2?

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Conditions should have per-player stacks

in Suggestions

Posted by: tigirius.9014

tigirius.9014

Yep completely agree it’s what Rift had to do in order to adequately handle it all. I remember the launch where a whole ton of people were on a Rift miniboss and the game autoadjusted to the number of player tags but when you tagged the boss you could see a large list of dots and conditions on the enemy boss because every single one of them were counted and no the boss didn’t die right away they went down like any boss usually does when the server handles it properly.

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Our reactions to farming nerfs

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Posted by: tigirius.9014

tigirius.9014

Look even at orr, the most hated map, even tho was the place we could farm T6 in big groups and have a bit of fun.

with your miraculous patches have physically and psychologically have reduced us to 3 activities:
1. Fast daily (takes 30 min max)
2. Dungeon spamming
3. Dragon/world boss runs, where u just teleport, kill…and logoff fast before u are jumped on by one of those champions u put in…. or before the RNG system won’t let us move anymore.

This is just opinion. I hated that there were too many people in a few spots in Cursed Shore. I had to find a party to get any loot when I was there, and people would leave veterans to run and group tag the next set of spawns with full DPS/magic find because with all the rain of fury onto the risen they never had a chance to attack us. However, after those mega event farms died down a bit (no, they never went away), I could actually get very decent loot. Going around in a group of 3 allowed me to use my skills and get a steady, valuable stream of loot while doing dynamic events.

If all you do is farm dungeons, do dailies and hop between meta events, that is your choice and your problem. I can go into any number of zones and do major event chains and have a great time getting plenty of loot. I cannot just do a dungeon without speed running because usually folks will do nothing but speed run (resulting in far fewer drops).

All your complaints are options given that players do to themselves. I could come up with other complaints in a similar vein:
Oh, wvw, that is just run to maps we are doing well and leave all the other maps to our enemies because this is the only way to get badges and ranks… no, that is a choice the players are making.

Welcome to my world. There’s so many people in Orr usually that in order to get anything you have to group. I understand they want people to group but there are more people who solo due to different people’s scheduling in PVE in mmos everywhere then there are people who group all the time. It’s a known fact, and the mmo that tries to force people to group for every little thing usually ends up having major player loss.

Every other mmo out there has had to adapt to the flow of the players and the players require solo acquisition of both materials and currencies that’s just the way it is. Even the elephant in the room knows this as shown by their last expansion, they knew they didn’t have a prayer to hold the players interests very long so they started throwing soloable content in there everywhere. It’s the only reason they haven’t lost more players then they have and are barely holding onto the ones they do have.

More solo options for every currency (cept dungeons of course) more ways of gathering said currency (1 daily per character) more ways of receiving rewards from the content they want us to use (jumping puzzles, chests with champion guards, champions, etc etc) and more content in the rest of the world specifically the 30-60 zones would fix the empty world problem instantly.

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Our reactions to farming nerfs

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Posted by: tigirius.9014

tigirius.9014

Oh! You wanted to make farming find a sweet spot, yeah?

Okay.

Well I mean, it’s obvious that’s your intention since you nerfed Camp far- oh wait.
Oh! Well you didn’t put DR on mobs with the same “class-” oh, wait. Well at least you didn’t make 3 entire zones of nothing but mobs of that class- oh. Wait.

Hmm… Well you guys tuned the rewards for each dungeon path so that the shortest path of all dungeons ever wasn’t farmed to oblivion by a select group of people- oh wait.

Well you didn’t put time locked content at least, right? I mean world events and what- hmmm, no, did that too…

Oh surely you guys didn’t put a DR on doing fast paced events, instead of actually working to time the events properly so that the whole problem didn’t happen in the first place? I mean, defending Filias Thorpe every 5 minutes is totally inteded, despite rewards being crpa and a WP literally 5 feet from it, right?

OH, OH, I KNOW! You didn’t subtly nerf droprates for different monsters around the world! Right? Right? No, you did that too.

Oh, no, wait, I got it this time! You guys DIDN’T make the hardest (supposedly) to acquire weapons in the game basically a game of RNG where you can buy literally every part except skillpoints and karma, right? Where doing anything requires a ton of money? Or make it so any of the other near-legendary weapons require 250 of cashsink X to get, right? You surely didn’t do that, did you?

The issue here is there’s a difference between wanting to put the playerbase in a “you don’t have to farm” mindset and literally making farming so bad it’s not worth our time in any aspect. And if that’s the case you’re not even doing that right (see: cof).

This guy..this guy is onto something!

You didn’t like my reply to him describing what happens by the time we get to these events with DR? I basically said what happens because of DR when we get there. Nothing drops a thing but grey bones and air because of it. I’m hurt. LOL jk

But yeah he’s saying the same. I’m hoping they respond to this with some kind of plan because like the other guys have said there’s other games coming out that are all sandbox that are looking mighty good and the way mmos survive is adapt or die.

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Our reactions to farming nerfs

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Posted by: tigirius.9014

tigirius.9014

If we go by what other games have done, there’s a large number of areas they could add items to and the acquisition of rewards, like the chests in the open world that are guarded by champions at the end of jump puzzles, the rewards for map completion, These hidden areas that have chests in them that require alot of puzzle openning to get to them (the underwater temple for one).

There’s also daily activities for professions that some game devs added to their titles that allowed people to find gear thru these normal activities, not too much but just enough to make a difference in income for the characters. Actual farming (like with the seeds and all), crafting these materials into the higher tier materials (no more mystic toilet or need for a dust that never drops), fishing up bloated fish got so many nice things from those when I played WoW it was fun (remember the gold fish and the vendorfish were my favorites because you could vendor them for larger amounts of gold), added to cooking were better foods for these activities then the standard food and sometimes the recipes were needed to be purchased with an in game currency which offset people having the recipes right at launch.

There’s a ton of things they could be doingthat they simply aren’t for whatever reason that would solve this problem and would give lower level players a chance to earn gold.

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Crystalline dust most expensive t6 mat yet?

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Posted by: tigirius.9014

tigirius.9014

Look, this whole thing is silly. I’ve said this in other threads and I’ll say it again now. Why is Crystalline dust so expensive? Because it dropped a lot more in Orr than it does in Southsun and right now, South sun is the place to farm.

It started getting scarce before Southsun.

Southsun accelerated the process. Put it this way. Before Southsun, armored scale was MORE expensive than crystalline dust. Now crystalline dust is more expensive. All this stuff will move around as the bulk of the population shifts.

Nah this all started November of last year. The only difference now is that most of the posters calling them out on it last year have left the game now and with good reason. SS actually gave the newbies the ability to make a buck while leveling their new characters without having to run to the store every minute to buy more gems and now that they started nerfing the thing, and since DR hasn’t been adjusted so that new players won’t hit DR while trying to reach and start the events there’s no sense of rewards. That sweet spot one of the devs was talking about doesn’t exist when you hit DR and the temporary mobs drop nothing the entire event for you.

Add to that the manipulated TP pricing and anything low level is completely useless. I feel sorry for the new players I really do. There’s nothing there for them, how does anyone expect them to get enough gold to actually get the runes/ sigils they need to play normally in PVE end game?

Karma boxes don’t work anymore they drop nothing but greys and karma pots. They’d have to waste their laurels on the crafting bags and since people haven’t been given retro laurels for achieves yet it’s a complete waste.

When people started saying “oh well it’s only 25 silver a pop” many many others like me said just wait. Mhhmm now it’s getting close to half a gold per pop. What’s the excuse now? Have you priced the lodestones lately?

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Our reactions to farming nerfs

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Posted by: tigirius.9014

tigirius.9014

The latest case of “farming nerfs” was actually a bug fix. I’m aware of this because I was asked to help identify the issue. The area in question contained a spawn that was defined to have more creatures than spots for those creatures to spawn. So for example, 25 skelks spawning on 10 points. This is not intended. Not only does it just look absurd, it’s also leads to some extremely bizarre play conditions. This is one of those bugs that’s so buggy, the fact that our toolset even allowed this to happen is a bug. Another bug caused this bug. Bugception.

If we didn’t want players to be able to farm, we wouldn’t have put in the huge (and free) magic and gold find buffs for Southsun Cove. We wouldn’t drop loot from the giant mobs of creatures that appear in upscaled events. We certainly wouldn’t have put in chests that appear after events which cycle every 8 to 10 minutes. How quickly all of that content goes completely forgotten in the angered responses to a simple change to an area that was clearly bugged. :/

On farming in general, there’s a sweet spot that combines good loot with fun, engaging content. I think Southsun had that going for it, especially before certain aspects of the content were isolated as optimal. As someone who’s actively working on upcoming Living World releases, I’m aiming to find that sweet spot and hit it in a big way.

Thanks for the response. But let me reveal just what happens to us while we’re out there playing.

To get to these events requires we kill mobs. Often it’s normal because we have to build up our 25 stacks of luck in order to get anything useful.

Once we arrive at these events where these giant groups of creatures appear, immediately after the 6th – 8th kill we hit DR which means three things happen.

  1. We start seeing nothing drop off the majority of the creatures in the event.
  2. We start getting endless greys.
  3. We start seeing mostly whites.

Because of these three things there is no sweet spot and this is why we are in the forums complaining because there basically are no rewards for those of us who experience this.

DR needs to be adjusted so that the loot from the creatures created temporarily from the event will not be affected by the DR that the rest of the mobs place us in when we’re on the way to an event. It’s the same in Orr. Go to Orr where almost everything is a Risen type creature, fight to the event location, kill 6 temporary mobs, can’t even stay for the event because DR set in and the only viable means of getting rid of it is to teleport to another zone, thus losing not only the karma from the event but also any chance of getting rewarded for our time. That’s the basic design I’m seeing on a daily basis.

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(edited by tigirius.9014)

Our reactions to farming nerfs

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

Farming =/ grinding

That is the kind of petty, meaningless semantic argument I expect when someone has no real counter to an argument. Farming is the same as grinding, with the exact same negative connotation as in someone wasting time doing a mindless and easy activity (that a bot could do better than a human being) for the sake of a shiny reward in the end. Much like a donkey chasing a carrot in front of its face, and definitely not any smarter.

Talk about mindless, mindless is lumping together farmers with exploiters, that’s mindless. Now if you can actually have a statement that has facts and data in it on how farmers = exploiters be my guest. We’d love to hear it.

Secondly, the exploiters aren’t limited to farming they are also the ones that have worked since headstart day 1 to get as much gold as they can and to manipulate the TP these aren’t the farmers doing this these are the people standing around eternally at the TP all day. They are also the people who on the karka event stayed in the party and managed to get most of all of their 8 characters to the chest before it disappeared to get those precursors so they could sell them. That’s exploiting.

Logging in for an hour an evening to gather, kill enough mobs to make 5 gold a day is not exploiting.

Ever try to sell gems or ore outside of the mithril/orbs market? Everything is 1 copper each so you can’t sell anything, that’s from people standing around manipulating the market. Don’t see anything being done about those folks.

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(edited by tigirius.9014)

Engineer: Comprehensive Suggestion List

in Engineer

Posted by: tigirius.9014

tigirius.9014

I’d like them to remove the caltrops from #2 on the toolkit, restore the caltrops to the kit refinement of the toolkit, and make them appear as quickly as the caltrops do on a dodging and traited thief that throws those out with dodges so they can replace the thing with a more useful attack that does a larger amount of damage like a drill or a chainsaw or some other power tool that we see in modern kits.

I’d also like to see them give a AOE damage resistance to the turrets, and the mortar across the board (not toughness a % AOE immunity.) so that these things aren’t killed in two seconds flat like they are now. (when i say across the board i mean to the other two pet classes as well, spirits, pets, summoned on rangers/necromancers.

I think I’m going to lookup my old suggestion threads and copy and paste them here.

The addition of a standard ooc 25% run speed boost as an option for equipping the Rocket boots/Slick Shoes gadgets to free up the points normally used in the 33% run speed by switching kits constantly to have better movement in open world environment.

Also almost forgot. Add a tar field or accelerant field with the trait Acidic Elixirs so that when they are thrown on the ground they drop a tar like substance that causes an increase in damage output on burn conditions, the #1 skill on FT, and the #2 skills on bombs etc.

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(edited by tigirius.9014)

Minefield Broken.

in Engineer

Posted by: tigirius.9014

tigirius.9014

Could Minefield also be fixed regarding speedy gadgets? Apparently that reduces the cooldown on Minefield when the tools trait line should be reducing the cooldown on it.

I had not noticed that thanks! Yeah they definitely need to do something about how it throws the mines and the cooldown on the toolbelt.

I would prefer the mines be thrown in a shape in front of me, right now they just go everywhere there’s no pattern and sometimes they are far too far apart to be effective.

Agreed. Right now the only way to ensure that they don’t spread out too much is to use terrain. If you place them on a narrow bridge or catwalk they will cluster together. For example, the bridge to Altar in the Temple of the Silent Storm map. There are plenty of other examples, but it really shouldn’t spread out so much in the first place.

Just thought of something else. neither regular single mine as well as the charr shrapnel mine are affected by the trait called Forceful Explosions. Wonder if they’ll fix that one?

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What the deuce...

in Engineer

Posted by: tigirius.9014

tigirius.9014

Yet another example of how they’re new focus is to break as many things on an already broken class as they can in a misguided attempt of getting players to use something else.

The buffs on bosses and the healing skills not actually being affected by +healing weren’t bad enough now they have to remove what few protections players had.

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Fix Scope or remove it

in Engineer

Posted by: tigirius.9014

tigirius.9014

Scope – Gain 10% critical hit chance while standing still.

Do you guys belive that this trait is good for any build for Engi? Most of time in sPvP/WvW or even PvE you are in move basiclly, so imo this trait should be deleted from game, or re-build it for something more useful.

It would certainly reaffirm the engineer as the stationary turret role, raining grenades down upon aggressors in WvW or using one of the popular bunker builds to hold points in sPvP.

wat? even as a bunker engi, you need to move in the point no mather what, or supporting middle point, so basiclly you are in “move” all the time. Turrets are usless, and prolly never will be useful in this game, where moving is like 50% of success.

Until they give us the option for turrets to move with us like they did with ranger spirits these things will be useless.

Not to forget the problems with pets in this game because people haven’t learned from mmo history, that things like turrets, spirits, pets need a resistance to AOE damage to survive and remain useful. They’re just going to have to bite the bullet and use the tried and true methods other mmo’s have come out with long ago that always worked.

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On inconsistent and paradoxical game design

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Posted by: tigirius.9014

tigirius.9014

Yes there is farming, will always be. But there is a difference between having to farm to enjoy the game, and people farming cause they want something specific. I get tired of farming fast, so I usually dont, and dont have much of a problem. Would you have to farm to get a legendary? Almost definatly. Do you NEED a legendary to enjoy the game? No. I think people think there is a farming issue, cause they try to farm, but its people putting themselves into these issues. As for southsun…you dont need those skins. Anyone farming in this game is doing it by choice.

Sure, do you need gear to enjoy the game? No. One could always just login and look at the weather patterns and the water.

There’s an issue getting even enough gold to buy the things you need especially since the combat builds are so out of wack due to their “balance” patches up to this point making every other build useless in PVE so everyone’s a zerker and there are no other means of getting the materials for runes and sigils even if you do get to max level in crafting it then becomes useless to have a 400 score because you can’t get the stones to make the runes yourself without a miracle.

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On inconsistent and paradoxical game design

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Posted by: tigirius.9014

tigirius.9014

Playing 1 day a week for 10 hours and playing 5 days a week for 2 hours should yield the same reward.

No, it shouldn’t. And it doesn’t in any MMO I know of.

Yes, it should, and it does in most good games. If other mmos don’t do it it just means that they’re also wrong.

That’s the problem. Other mmo’s don’t do that to their players. There are ways of getting what the players need in those other titles. Not here.

It’s all fine that they don’t want farmers in their game, that’s not the problem.

The overall problem is there’s no other way of getting what people need when they try to get the runes/sigils for their gear or they are working towards their legendary.

They literally have no rewards systems in this game.

~The boxes from Orr are a complete joke, if they do drop something it’s almost never one of those really expensive items to sell for gold.
~ The bags from the laurel vendor hardly drop a thing occassionally they drop something expensive but it’s never the items people need from my experience I’ve never seen lodestones or anything of that nature drop from these things and then we have the cost to consider because there’s no achievement retro for laurels.
~ The rewards system for doing what they expect us to do puzzles, map completion, miniboss fights are so messed up with RNG some people can’t even get anything beyond the daily rare they issued to try to placate people.
~ Then the only method they had for people to collect the mats is nerfed to the ground. This is the problem some of us were trying to show you all when they increased the number of these bags in the first place. There’s a two tier RNG with this system and it was bad anyways. There was RNG to get the bags the drop and then there were RNG when you opened them. Bad Bad design.

I personally am wondering what they’ll do when Wildstar releases and since NCsoft is only a partner in that title and doesn’t have final say what these guys will do when that title doesn’t limit the acquisition of wealth, because if they don’t I can totally see Tyria becoming even more of a ghost town then it is now. It’s happened in every other mmo, adaptation or die.

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Game Concept vs. Game Design

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Posted by: tigirius.9014

tigirius.9014

There’s a ton of missing UI elements in this game things people who played WoW take for granted that every game should have and with good reason, they are great ui elements and work well for everyday gameplay.

Here’s my list of what I found missing when I started playing

I asked for these things way back in the beginning, my post was entirely ignored which pretty much stands for every other post in these forums for enhancements and balance issues. They’re ignored every time.

It’s not that we want this game to become WoW we want this game to succeed and you do that thru enhancing the game to include the things that most gamers expect in an mmo especially in the ui.

Things like dual spec, outfitter, bar controls, calendars, alarm clock and egg timer, lfg for both dungeons and world events are all essential.

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T6 Dust Crisis

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Posted by: tigirius.9014

tigirius.9014

The more people that give up on farming mats equates to the supply of T6 mats shrinking and the prices increasing.
It’s easy to say: “Don’t farm the mats just farm the gold and buy them” but unlike buying gems and exchanging for gold, mats don’t appear from thin air. They are obtained by completing activities in the game that less and less people do because of the poor return for their time.
Someone has to farm them or supply will become negligent. Also more people simply farming for gold means that prices on popular items will rise due to the fact that a large majority can afford the higher prices and are willing to pay them.

Mmmm hmmm…

One would think that shifts in the market such as these would begin to benefit those with limitless time and energy to farm mats endlessly, such as bots. Most of the competition for these spots would be gone too.

Oh, the irony…

Yep we’re looking at a full on Economic Shortage on our hands. The laws of supply and demand be a harsh mistress. I’m wondering what they’ll do next when they learn the prices of the items they’ve nerfed.

I’m planning on watching these things. Some of them have jumped up just from the farming nerfs as it is. And no none of the typical tr….ahem people that come on here equating farmers to gold sellers will matter once I show just how bad the prices are getting.

You know I have to say many of us tried to tell you guys this was happening back in November and onward to today. Everyone poopooed the idea that Anet would ever ever keep people from playing this way or keep people from acquiring gold for the use in game for the purposes of getting more gem purchases and here we are with weekly nerfs. smh when will people learn?

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(edited by tigirius.9014)

another one bites the dust

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Posted by: tigirius.9014

tigirius.9014

Farmers got owned.

I have my legendary (Sunrise), I’ve not farmed any spots with the exception of maybe Potent Venom Sacs in Mount Maelstrom for about 10 hours and some Plinx (never did the camps in Orr as with a Mesmer it was impossible for me to tag anything). Invalid argument spotted. I’ve not ran CoF p1 more than once a day. I’ve never exploited Arah Path 3 (?) Boss 1. I’ve never looted any precursor.

Casuals should stop waste time complaining and start playing instead.

So…how did you get the mats you needed?

If you didnt farm for any of them, and didnt run CoF more than once per day and you never looted a precursor, how did you get one? Im guessing you purchased it all through the AH…but how did you make that obscene amount of money? Do you have an endless spring of disposable funds to buy gems, convert to gold and then buy? Or, did you acquire all of this relatively early in the game before the precursor market and the mats shot up through the roof?

Because Im calling BS on this one.

That’s what I’m seeing there’s a ton of people who’ve been here since headstart long before the loot nerfs hit in November (and yes there are dev posts about them “adjusting drop rates” around that time period) who’ve been sitting around on money for a long time now.

Some of which got a precursor when they were handing them out at the first karka event, where these same people abused the login design of the game and stayed in their party at the end of the event to login to as many characters as possible and run up to the chest from the big karka boss to get multiple precursors in one sitting.

Then they proceed to come onto these forums and place farmers in the same likeness as gold sellers. It’s sickening.

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another one bites the dust

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Posted by: tigirius.9014

tigirius.9014

Or, ANet could stop favoring dungeon runners and make the open world as viable, since ostensibly their manifesto placed the open world as their priority, and I could keep up.

‘Take it slow and easy’ is not really an option for someone whose time left doesn’t favor ‘slow and easy’. I appreciate the perspective, but taking things slow and easy just means it might never get done.

Yep exactly. They have when it comes to content, however DR does affect everything. I agree that they don’t have as many nerfs to the farming in dungeons as they do in the open world which is yet another testament to the new dungeon focus in this game.

LS and the standard content since launch could easily make up for this. they could give us bags from daily completion or even the T6 mats themselves or from map completion or T6 mats from the open world chests at the end of jump puzzles but nope they are trying to make it insanely difficult and at this point it’s become obvious that it’s about the gem to gold conversion.

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Freezing Cold Engie (PvE/WvW)

in Engineer

Posted by: tigirius.9014

tigirius.9014

Very nice idea for a build. I would also note that backpack regenerator does not benefit from healing power. Changing either the bomb kit or elixir C for the elixir gun would use your healing power better. I currently run apothecary gear with elixir gun.

Also note that the elixir gun super elixir also removes conditions if you want to change from elixir C.

Another option for a trait is to change Incendiary Power to Forceful Explosives to increase the range of your bombs.

There’s a ton of problems with skills not being affected by +healing on engineers.

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I Take it Back, I'm sorry

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Posted by: tigirius.9014

tigirius.9014

They already have skins for harder content it’s the dungeon sets, most casuals don’t do dungeons.

Yeah they definitely need more soloable content for cosmetics that doesn’t require dungeons, being in a party, being in a guild, or doing PVP as NCsoft has had a long history of forcing their players into (as evidenced by Aion and world exploration completion on this title).

We definitely need less RNG that’s for sure, what did Dontain call it? some kind of gambling?

I posted a thread complaining about the karka crates and passed very harsh rng’ed cool looking skins that have cost some people even over 100 dollars to obtain.

But now that i see ANOTHER big content update, i’m starting to realize maybe a.net really will work their buts off with the money they gain.

TL;DR

I still think we need more options, perhaps every time you add in a Gem Store – EQSUE RNG CHEST GAMBLE – teir of weapon / armor skins you could release a different set
that looks different, and is obtainable by doing hard hard content or perhaps tokens for completing certaint tasks / chance to drop from boss and or even selling outright

That way you would have 2 goals, also the ones that are rng from chests will be rarer, this automaticly making them worth more then the little beat easier to obtain teir that involves doing achievements and other such things listed prior

making money isn’t the same as forcing rng chests btw.

I was giving anet 20 bux a month before rng chests (last 2 big updates)

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damage output TOO HIGH!

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

It is true that there is only 1 spec in this game that’s worth it, Zerker. Too bad too. I had hoped for more in depth combat choices.

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another one bites the dust

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

What a shame. I only hope the Queen Karka event chain makes up for it.

It’s as if you lump in farmers with the gaming ‘scum’ of hackers, botters and exploiters

There’s a difference?

Yes. Farming is a legitimate way to the game in new ways, while farming gold.

The only difference between a farmer and a botter is the number of accounts one has been caught using.

The only difference between a CoF dungeon farmer and a banned exploiter is which one has been caught.

I’m sure an account hacker / gold seller would also describe it as a legitimate way to play the game – in fact there was even one months back on reddit saying just that when his friends got banned for hacking / exploiting, with a long “its their job” rant.

You all cause the same problems for the viability of the game. Just a difference of scale.

Be glad you mostly have Vayne to argue up in here. He at least concedes a space for your kind. Some of us who are just in game and not posting are a lot less accepting of the farmers and botters.

I think you’re generalizing people that farm.

Despite the fact that bots are unattended a farm for the sole purpose of making and selling gold, while actual human player farmers can have varying goals and purposes.

Some people farm for materials to use for themselves

Some farm because one of their favorite activities in mmorpgs is making gold, and this is the avenue they choose.

Some farm because they simply like farming.

Others farm because they like collecting materials, and have a goal of filling their collection tab up.

It’s possible to farm, and “play the game”(whatever anyone means by this) at the same time. Being a farmer doesn’t necessarily stop you from doing other stuff in game, some people might do nothing but farm(and there is nothing wrong with that), but that’s not something all farmers do.

I have nothing to say about CoF since I don’t run dungeons often.

I farm to both make gold for when they break something else in engineering PVE which requires an immediate rebuilding of my gear from the bottom up and that costs big time, it’s not like in WoW where they give you a respec and that’s the end of it it costs lots of gold to get the runes sigils and weapons. It’s not simply the cost of the 3.5 silver when talking to the engineer trainer guy, and to have piece of mind.

And I also do this for relaxation. These mobs aren’t very dangerous usually and it helps keep my mind off my health and my stress. It’s nice to actually get something when you are out and about in the world.

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another one bites the dust

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

Ruh roh. Looks like the farmers are up in arms. Anyone actually play and see how much slower it is to make money? Maybe try killing some of the other stuff on the island which drops blood and fangs?

Honestly I don’t get you guys. In the time you’ve been here complaining, I’ve gotten 4 armored scales. And it hasn’t been that long.

You do realize they nerfed that too right? Because that’s what happened. So now there’s no rewards for playing, not even in the ways they’d like to impose instead of actually allowing the few choices we had. Anyway good luck getting your runes, sigils and legendaries everyone.

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Still missing

in Engineer

Posted by: tigirius.9014

tigirius.9014

I would love a hammer.

I dunno about you guys but does it seem to you that they really didn’t do much with the toolkit? Because these things would not be my first choices. I would not worry about caltrops (cept for when using the kit refinement that was awesome and they need to bring that back seriously) so I would take out #2 and replace it with a drill or a chainsaw, or some other such attack that does a ton of damage but also inflicts bleeds crazy bleeds.

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Minefield Broken.

in Engineer

Posted by: tigirius.9014

tigirius.9014

Could Minefield also be fixed regarding speedy gadgets? Apparently that reduces the cooldown on Minefield when the tools trait line should be reducing the cooldown on it.

I had not noticed that thanks! Yeah they definitely need to do something about how it throws the mines and the cooldown on the toolbelt.

I would prefer the mines be thrown in a shape in front of me, right now they just go everywhere there’s no pattern and sometimes they are far too far apart to be effective.

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Freezing Cold Engie (PvE/WvW)

in Engineer

Posted by: tigirius.9014

tigirius.9014

I have to say that even in PVE the onswitch freeze sigil works well for the bomb kit cause it does damage and it holds them in place while you’re running around dropping bombs.

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Grenades Autohit

in Engineer

Posted by: tigirius.9014

tigirius.9014

It’s very noticeable as well that not only does this cause a strain but that the damage output of the #1 ability is nowhere near the attacks of say the frost grenades. The 33% nerf is still very much present in the PVE areas and needs to be corrected.

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Condineer where are you?

in Engineer

Posted by: tigirius.9014

tigirius.9014

I use Rampage and condi all the time yes it’s weaker then a two handed warrior but then again what isn’t.

They do need to do something about that in PVE btw. Here’s to hoping on the 11th that they’ll actually catch that this time. Would be nice.

Anyway recently since i discovered they actually fixed the explosive radius bug (dunno when that happened but it was within the last two months) I went back to my mines bombs grenades outfit and modified the condi damage build to have an excess of vuln and of bleed ( I usually run alone in the open world what with all of the open spaces empty these days so I don’t usually worry over the stacking of conditions).

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NERF B.O.B

in Engineer

Posted by: tigirius.9014

tigirius.9014

They can nerf B.O.B. all they want so long as they keep that nerf on the sPVP and WVW side I do not want that nerf on the PVE side of things. Thank you very much!

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On the rarity of event-based weapon skins

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

I don’t understand why it needs to be “special” or rare. If everyone wants to have one, then let them, it just a skin and doesn’t effect the game in anyway. They should just sell them for $5 and call it good.

That’s my thoughts. That’s the reason why most of us recognize there’s a serious lack of in new in game cosmetics every month. It’s like no you can’t have anything that’s cool by just doing somethings yourself or playing solo it’s all gotta be with a group for everything or else by RMT only. smh

Where are the minigames with cosmetic rewards? Where’s the ability to change multiple armor sets out with a single click in the ui? where’s the cosmetics that one can get for karma that’s been added since Nov so far all I’m seeing is they changed the racial weapons (didn’t that used to cost gold?) and they added guild missions which you have to attend all the time or else nothing occurs. (see this as a problem especially for a casual game, can’t do guild missions without your guild present and still get the rewards and there’s no que to join up with other guilds to complete these things for currency. I can do this in most other games I play. STO for example).

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2338 hours no precurser drop

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

Think about the RNG:

  • Getting a precursor to drop in the open world is a big deal.
  • Getting one specific precursor to drop in the open world is an enormous deal.
  • Getting two specific precursors to drop in the open world: forget about it.

I wouldn’t be surprised if your chances of getting both Dawn and Dusk as drops is less than winning the lottery.

You’ll have to either buy Dawn and Dusk off the TP or dump tons of GS’s into the mystic forge. I’d recommend doing CoF runs as much as possible starting now — I’m expecting a nerf any day now.

That’s what I was thinking. Altho I’d be a bit more pessimistic.

I’m sure there’s some statistic we could use to describe just how bad it is to try to get 250 of the appropriate T6 materials now with the new bag nerfs.

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difficulty dilemma

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

I disagree with Vayne they didn’t try this at least not in the way that people normally do this in other titles.

In other titles they had various difficulties of the same dungeon. The bosses n challenges were harder in these elite versions and players got better rewards for doing them. There was also a ui to choose which ones you wanted to do.

At the same time they added currencies to the regular dungeons so that players who were more dungeoneer casual could go and do the regular dungeons and still feel like they could progress.

They haven’t done this in this game, they’ve just adjusted the regular mode dungeons to be harder and naturally people are going to complain about that.

All they need to is make there be two sets but the same content on different levels of difficulty and a ui to choose between the two and then change what one gets at the end by adding a dungeon completion chest much like the chests that popup for the other events in game (like the dailies) that hold the things players need.

This also would solve the problems with their “lack-o-rewards” system they got going with T6 materials and nerfs to open world loot systems.

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Dirty cash

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

It’s not about legendaries. It’s about not getting pennies for spending an hour in the game doing typical in game stuff as well as what Anet decided they would like us to do and then falsely call it a choice.

That’s what it’s really about.

How much silver do you get each time you finish a map? See my point? Ever get anything useful? nope I don’t ever.

Know what I got today for finishing a daily? A gold crystal for changing an outfit. Yep the kind that only works on levels 1-79. Guess which level I am.

That’s all anyone wants is for a reward system somewhere in the game that makes sense. Right now there’s nothing.

Go ahead go over the list of all of the things that don’t require a grind that you can do that gives rares or T6 materials without buying an RNG box or bag. See what I mean?

It’s fine to want to make money we all know that makes the world go around but they’re just going to have to learn that players do need to be able to earn a decent amount of currency or the materials to craft the tier below max items or F2P games just don’t last. Every other F2P developer has had to learn this out there I guess they will too here once all those new sandbox F2P titles come out and this game gets left behind which I predict will be happening sometime this year.

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On inconsistent and paradoxical game design

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

I completely agree with the OP, if you’re going to make people go thru the process of getting these materials not just for legendaries but also for the runes and sigils people need when you keep breaking the builds that are working on the weaker classes (forcing people to have to change builds with every new “balance” patch) then why not make it possible? Nerfing drop rates of one of the only places to get these items in game is not going to make it better it’s going to make it worse.

We’ve already seen the majority of the casual folks leave the game en mass when they made changes in November. This game is almost a year old and many a new F2P sandbox title are just around the corner. I’m wondering what they plan on doing to keep players after these other games release and the exodus begins.

As many a game reviewer has said about this game, there are plenty of other ways Anet could be rewarding their players for playing the way Anet wants their players to play, but we’re not seeing that at all.

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Dirty cash

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

I do agree loot manipulation is never a clean way of doing things. And even tho they said they were adjusting it, players are still being hit by the DR thing. They need to make it so that hours of farming like 4+ cause DR because we all know that most legit farmers don’t spend more then 1-2 hours farming for anything because we are human and we do get bored and run off to try other things after that amount of time has passed.

Also, the other thing they could do to improve the game is to improve the rewards for completing lower level zones. They could improve the drops from the chests guarded by champions in the world in all zones so that the chests actually have a chance of dropping T6 materials (and not the same chance as the Orrian boxes please no). They could improve the rewards for finishing the personal story.

All of this could be done for level 80 toons so that when one reaches level 80 and they need cash moneys to get the things they need especially in the instances of completely breaking builds like they’ve been known to do in their balance patches, people can go out and get some great drops from doing the things they do actually want players to do.

It would also help the aspect of gearing alts.

Oh and finally we need an option for buying Runes/sigils from karma or laurel vendors because there’s a big issue with that as well. Some of these Runes/sigils are so outrageously priced per that it’s still impossible for some to get enough gold together to outfit themselves entirely in a 6 piece set.

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New Consortium Harvesting Sickle animation

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

I do actually like the animation better for this, the other one just seemed lazy like a copy paste effort but this one is much better. And yeah it should be a Scythe

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Healing Skills Not Sharing Cooldowns [Bug?]

in Engineer

Posted by: tigirius.9014

tigirius.9014

Now we need some ponds in dungeons and we’ll have a direct heal that works like most other games.

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Fix Scope or remove it

in Engineer

Posted by: tigirius.9014

tigirius.9014

oh @punkins it’s not as simple as that.

We’ve all been victim of the mismanagement on this one. The traits in the engineer tree have always been viewed as something they’ve needed to change and first of all fix since launch, other F2P titles (using the same billing) have been able to fix their trait systems that are just as complex without it taking long enough to reach the 1 yr anniversary before actually getting the job done because they focused on changing and sometimes completely breaking other traits entirely (Kit Refinement). Patience died when the last patch arrived and nothing of the concerns of the majority of the posters on these forums were looked at.

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Your voice on improvement of GW2

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

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Each class trait changes Confirmed

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

Here’s to hoping engineers can finally get a speed boost so we can get rid of having to use speedy kits all the time OOC for movement. That would free us up for more choices in an instant.

However it’s definitely going to take ALOT more then 1 change to get Engis back on track that’s for sure!

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Creature Respawn rate in PvE

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

Wish they’d do what LOTRO did in this case and that’s add code that knows who’s in the area and makes the enemies spawn faster when there are more then one player in a region. They did that in Mirkwood and it worked out great, after the rush was over from the expansion release solo players could move about freely without things popping up right on top of them suddenly.

Also, I recall Anet talking prelaunch about making mobs come in from another area to run to their aggro spot, not simply popup suddenly out of thin air. Wonder what happened to that one.

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gw2 might have the worst dungeon

in Fractals, Dungeons & Raids

Posted by: tigirius.9014

tigirius.9014

Even their fire and frost dungeon was bad. The bosses completely stopped you, their AOE’s actually hit you when you were outside of the AOE indicator zone, then there’s this bug that prevents moving if you hit the autorun key and it always hits at the wrong time, and finally if anyone’s ever tried to support on this game they’ll know what I mean when I say there’s actually a code in the game that knows where you are dropping AOE heal zones and immediately causes the boss to drop their AOE zone right on top of it. After it happened to me the 50th time I decided no more dungeons I was thru.

I mean it’s bad enough to introduce classes that are heavy CC and support (that don’t have a real burst DPS option) and then make bosses immune to CC but to have them automatically make your heal zones useless at critical moments that’s just bad.

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Condition Cap part II: Electric Boogaloo

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

They basically placated people imo. It’s been happening in the forums for engineers ever since launch. Welcome everyone to engineer’s hades. This is what we’ve been dealing with in PVE.

Basically, no they haven’t looked at it just like they haven’t looked into how DR affects the players either, they said they did, they posted on Reddit how they loved loot farmers and never dreamed of DR ever harming us but they didn’t do a thing about that either despite claiming that they were actively adjusting DR to not affect players and here we are now with T6 dusts costing 50 silver a pop.

This has been one of the biggest problems not just for the dungeoneers but especially for the world boss fights. Dungeoneering has the cost of having to deal with everyone demanding Zerker gear and specs while open world you can be anything you want but you’re DPS is still affected by this cap AND they are using a DPS based credit system when people are all attacking the same thing, so the higher DPS players (ie Zerker builds) will be the ones to get the best drops EVERY time.

It’s a really bad design. There are ways of adding credit for the other activities in a fight like rezzing people, healing, and removing conditions but it would require a serious programming look and lots of time and REAL testing not the QC that passes for testing they are using now.

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Open World Events -Too Easy

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

Open world events are meant to be easy, they are casual pve. Dungeons are made for the hardcore in this game, that’s the whole reason they were put in there.

Unless you aren’t talking about all of them just the boss events, then yea they need scaling but the other events don’t they just need their loot behaviors adjusted so people don’t hit DR while fighting temporary mobs in Orr that only appear for a few minutes.

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Professions don't have that "wow" factor

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

I think he might be talking about how some classes (ahem cough warrior) got their elites looked at and improved while others didn’t

I’d love for my elites to be dramatically improved for engineer.

For example, the recently removed the Elixir S functionality entirely by making it not protect us anymore, why not make us immune to damage while we’re in the tornado form or the giant form? it doesn’t last that long and we’d be able to cc while doing some decent damage for the duration.

I’d also love to see them improve mortar because it’s in dire need it’s more worthless then the non-human racials right now. no protection when on it, hardly a bit more hitpoints then our turrets, basically just as worthless. and then it can’t stand alone and fire if we’re not on it or fire in melee range.

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New Round of Fishing Attempts

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

it’s spelled phishing.

darnit! you had me excited there for a second! I thought they’d finally said they’d put fishing into the game as a minigame.

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More explorable maps instead of this story

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

a while ago i would challenge anyone in internet arguments if he/she said the game was getting boring, now, I kinda start to agree with them. Maybe Anet should introduce more flat and open world content and not 15 minute content like last two dungeons. I think most people would prefer more explorable maps once in 5 months or so with new heart quest and puzzles and events instead of this story.

We definitely do need more pemanent content that’s for sure.

I would also love to see them leave in the items for purchase longer because i had no idea that the mining pick would only last for 1 month (what it seemed like).

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Tier 6 material recipes

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

I think that’s a typo mine always calls for 250 Tier 5 when i do that.

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