There’s only two things they need to change on toolkit:
- add a kit refinement shield of some type, one that will handle both ranged and melee damage and please make it 5 seconds, even the mobs enjoy their shields for more than 2
- change the cast time of the caltrops to as fast as the traited thief can throw them when they dodge. dunno about the rest of you but when i drop a box of nails it doesn’t fall in slow motion to the ground.
Engineer is your first choice for range dps – much more powerful then ele, necro, ranger, mesmer. We have awesome offensive support (blind, chill, cripple, immobilise, poison, vulnerability), decent group support and nice damage.
I dunno which game you’re playing but engineer is definitely not the first choice or better at ranged dps then ranger or warrior. when the grenades hit they do more damage but they are not consistant like the put-you-to-sleep-faceroll nature of rangers or rifle warriors. We are medium range only, we don’t even have a sniper option for our rifles much less a standard range on our pistols.
add to that all of the tools we use to actually increase damage output have been rendered useless like retal, vuln, might when we need to stack them to 25 and above just to make them work well and you’ve gotta problem in pve that no other class has to contend with.
Imho, we have basically two problems as far as pve/dungeons go.
1)Control. We are good with that, but defiant stacks make such skills quite useless.
2)Conditions. We’re good with those, but conditions in pve aren’t comparable to direct damage.
That too is a problem, and we don’t have specs that combine condition damage well with healing especially not on the engineer. If we trait too much into healing then we end up with only 1 real enhanced condi choice and that is overshadowed easily by every class, bleeds.
I do agree, PVE guards and warrs are way OP and needs to be brought down across the board.
They shouldn’t nerf Guardians. They should bring up weaker classes on level with them.
Either or, either way they need to do something right now it’s ridiculous.
Yeah i have to say that I like that they separated the PVE PVP WVW numbers going forward. Now if only they would go back and fix the three broken classes numbers in PVE engi, ranger, necro everything would be golden.
Yeah i noticed the dusts from the T5 areas are like worth alot now suddenly apparently people are trying to buy those up the get the T6 ones.
Sad that they don’t realize how they are affecting their TP with this or how manipulated this style of economy actually is.
They either need to place more drops out, or they need to make dusts drop from dailies, or they need to make the available (only a certain number per day) from karma vendors, or they need to make them drop as often as Porous Bones drop off of mobs in Orr.
Something because this isn’t working in it’s current state.
(bows before the altar of shinies) <reads from the book of Dwayna) Blessed art the farmers for they shall inherit Tyria.
I agree we definitely need things like dual spec, outfitter, Bartender. (yes i played WoW alot but those addons were essential to gameplay and while I’m not asking for addons because that would be a bad idea for this game, i do think they need to add these to the system.)
Even LOTRO added more cosmetic outfits to their game recently, they had like 9-10 different outfits to switch between with a single click that didn’t take up inventory space when you placed the items into the outfit slots in the ui. Would be nice.
Slightly different RNG function but has anyone tried using those Orr boxes or the crafting laurel bags since the bug was fixed? I’m curious to see the results on those since the salvaging thing was fixed.
So no one’s tried these boxes from Orr or the bags from Laurels since they implemented the patch?
The reason I ask is because since I haven’t been on, I don’t have the currency for them AND I noticed yesterday suddenly I was getting a fair amount of rares unlike what I normally get which is 0. so I’d love to know.
Has anyone tried these boxes since they fixed the salvage rates yesterday? I haven’t logged in yet today.
I’d like to know because I have limited currency right now.
The most reliable way to make money playing this game is to go to work, make real money, and just convert gems. Doing it that way I make 4 times the amount of gold in game than if I actually played it, and I have extra money and the bills are paid.
Basically the only way to farm in this game is to get a job and trade real cash for gold haha, which is probably Anet’s intent from the beginning, as sick as it is.
That being said, I wouldnt waste your cash.
That’s pretty much it imo. Using DR and nerfs as an excuse to harm the playerbase has been practiced before and those other games that did it died shortly after or lost so many of their players they almost did die off. (remember D3, lost 60% of it’s playerbase because someone thought it was a good idea to manipulate the drop rates there too).
Which leads me to believe they don’t have anyone on staff that knows mmo development history and who can tell them when something like this is going to happen. (empty servers more and more daily).
The problem isn’t that there isn’t farming per say the problem is that farming mats is required for making Runes/sigils or to sell to get these items for legendaries and for gear. there is no alternative. And there are not enough rewards for time spent even doing the things they DO want us to do. THAT’s the problem. no alternative rewards system so the one rewards system we see in every other game (farming) when nerfed becomes a very big deal.
They need to do with T6 mats what other games have had to do in the past. Vendor those to us thru a controlled vendor that only sells a certain number a day for karma points. That would solve the problem because the bags they have and the boxes don’t drop nearly enough of the lodestones or other materials so rare they might as well be latinum.
I wish they had lotteries in this game. If they had a mobile app they could have made a daily lottery with that.
I miss lotteries like the ones from LOTRO and Rift. Lotro had one that was daily that was a drawing that gave you gear currency, rare crafting mats, and the possibility of a mount. Rift had one built into it’s mobile app that gave currencies for gear, rare crafting materials.
If they had one on here I would hope it had the chance for dropping lodestones and for dropping exotics but legendaries would be nice too.
As an Engineer I have personally felt the weird ADHD priority problem with balance. The strange behavior of thinking that breaking something that most engineers use should be the course of their balance instead of buffing things engineers ignore because they don’t offer us any real benefit. (ie killing kit refinement for the sake of using gadgets more often)
I’ve also noticed the tendency of some decisions to be so absolutely off the wall that you are left with shock and awe dumbfounded at what you are reading on the patch notes. And not just for my class but also for the content that’s being produced.
The very design of this game is at risk because they don’t even believe in reward for the activities they built into the game. Like jump puzzles with chests at the end of them or killing champions/mini world bosses.
The thing that disturbs me the most is they obviously have no one on staff that’s played mmo’s since the dawn of mmo-games who can tell them exactly which company tried some of the so called “security features” they put into the game or some of the “balance” practices they’ve used, to warn the devs of the problems these other methods that have already been tried and found to fail or found to harm the playerbase so they don’t make the same mistake. Repeating the past is never good for anything especially not mmo development. Things like DR, not protecting pets from AOE damage by giving them an immunity to AOE damage of a certain percentage, kind of makes us all wonder where this is going.
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I’m thinking it was also affecting drop rates as well. Last night I’ve had the most rares I’ve ever had drop. I got one from the shatterer guaranteed of course that’s always been there, but then I also got 1 from his chest (unheard of for people with my problem) and one from a mob in the area I was fighting (it was a veteran). Maybe they fixed something that was also affecting drop rates?
I was so frustrated two weeks ago I uninstalled the game because nothing would ever drop off anything.
yeah I hope they separate this between PVE PVP WVW because if they don’kittens going to further break PVE for rangers.
I wouldn’t want our ranger brothers and sister experiencing what we’ve been experiencing on the engineer side since a month after launch.
Part of the problem with support is there’s no direct heals to speak of the regen doesn’t stack properly with +healing scores and the AOEs i swear someone has programmed the mobs and bosses to drop their AOE attacks right on top of where the AOE heal zones are making them useless.
I do agree, PVE guards and warrs are way OP and needs to be brought down across the board.
Kaaboos also has a great video on the problems of fighting bosses for support and CC bosses and what Anet can do to improve combat alround so we can finally get rid of the zerker only expectations and the uselessness of CC in dungeon boss fights.
Oh and finally we really just need to be made a soldier class if they aren’t going to match our traits to the typical adventurer class traits in the ranger/thief trees.
Other then bleeds you won’t get much from the Rifle so I can’t imagine it would work well. Most of the time people use Rifle in WvW or PvP to use the CC.
It would have to be nerfed for PVP but it definitely does not need to be nerfed for PVE in fact it needs a buff when my Asuran ranger can three shot enemies with just his traps but engineers have to throw about 10 grenades avg to do the same in PVE it’s time to buff them.
The Saboteur in Rift took only 6 button presses to do anything 3 for the stacking of the bombs on an enemy, 1 for the first AOE, 1 for the second AOE and then explode the stacks.
Pistols are about the same on here in PVE. Using a build that doesn’t stack might or vuln count the numer of times you attack the next time you’re in Orr.
Grenades need a PVE buff and the #1 ability needs to tab target.
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If they ever want more usage of the turrets they need a resistance % to AOE damage and all turrets that are picked up need a universal 10 second cooldown because we’re picking them up. That’s the difference. If they are destroyed then that’s a different story but when we pick them up they should never have more then a ten second cooldown.
Lots of what they are doing lately is a backwards philosophy instead of breaking things in an already broken class they should be buffing the things they want us to choose more often. Gadgets/other kits then grenade/ racial abilities (yeah I noticed that warriors got their buffed)/ Pistol speed and damage / Turrets all are almost worthless most of the time they need to focus their efforts on these things next.
There’s alot of work to be done fixing just the traits themselves and I’m not solely talking about those that aren’t working due to bugs, there are alot of traits that are just plain worthless or should be combined like they’ve done with many a trait in Ranger’s trees due to the need for more might builders more diverse boon builders for engineers.
There was no reason to have 4 paragraphs to say “I don’t agree with you.”
We already know you love this game no matter what they do. I don’t want any handouts, I just want to be able to kill things in a game designed around killing things and not be punished for it. Also, getting something for farming hundreds of thousands of karma reliably instead of a .9% chance would be nice too.
I agree with Aeon. Games are made for players to have fun, mmo’s are made for players to feel rewarded or are you Vayne seriously going to tell us that ascended gear, legendaries, achievements and such aren’t the attempt by the devs to make players feel rewarded for some effort in game? seriously?
The problem isn’t limited to farming. It’s also with the design of DR and just what it does limit and when. It’s with what doesn’t give rewards in place of farming. And it’s also with just what rewards what.
I’ll give you three examples of things they say they want us to do that are not rewarding with loot that’s appropriate to the content:
- Map Completion = 5 silver and a lower level cosmetic change item that becomes obsolete after you reach level 80. Possibly a green item if you’re lucky which holds a value of 1 silver with a vendor and 1 copper in the TP.
- Event Mobs = should never been affected by DR but they are, have no idea who thought this was a good idea, but there’s countless hours of footage and documentation of it happening. Nothing drops for most players from these enemies after killing things to get to the event area, and then killing 8-10 mobs (the other design flaw in Orr being that every single mob is considered a Risen thus adds naturally to the DR count on the way there).
- Exploration Chests = you might get a green if you’re lucky. This is especially bad design when you’ve told players that that jumping puzzle is what you should be doing, or that short puzzle with a Champion mob at the end guarding the chest are what they’d like you to be doing. Most players end up either getting really worthless drops or getting no drops at all (killcredit bug is supposedly gone, but some of us still get 0 drops off champion in any level zone we’re in 100% of the time, not even a blue).
So I’ll say it again. This game isn’t rewarding “enough”. It doesn’t even reward you for the things the devs want you to be doing much less the things that people usually find in these types of mmo’s
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PVE is definitely where engineers need the most help in with the seemingly continuous breakage that has been happening for months now to the class instead of the buffing of the other systems they would like us to use more (like buffing gadgets/turrets properly instead of breaking kit refinement and elixirs).
Well then why not make it the new Kit Refinement for EG because those tiny glue spots, you know that look like an Asura sneezed are a real joke. If not Elixirs then what? Make it part of the Glue abilities? ~~ Whelm
Just read Seras post that would work! They definitely need some improvement for useing gadgets and the rocket boots/slick shoes could do that.
IMHO, the benefits of high dps groups are rather far from game destroying. The vast majority of PVE players in the game either can’t or don’t play with characters in berserk armor and maximum dps builds. I agree that it would be a lot more fun if other mechanics were introduced, but you have to be OK with people whining “it’s too hard”; somewhat similar to the other thread where people are complaining about skill points in Orr being too hard when the reality is that they all can be solo’d in 30s by any class using very simple tactics (yes, under 80 & in green gear).
GW2 PVE is definitely far too easy and getting easier (eg. nerfs to personal story battles), but it’s mostly because of human nature. MMO battles are always a matter of killing the target before the target can kill you. Some start taking damage and react by thinking “I’ve got to kill this faster!” Others get hurt and think “OMG, make it stop hurting me!” A lot more seem to have the second reaction. So, you have some in “zerk” gear and some in “pvt” gear and if you mix them, you get both sides hating the other.
What the game truly lacks is teamwork, especially in boss fights. The environmental danger component is better than giant HP pools, but it leaves the “group” feeling like 5 people solo’ing together rather than a team that interacts to build on each other’s skills to achieve a synergy that is 10x better than can be achieved by 5x solo’ers.
Boss fights should be so hard that without group synergy, the group is guaranteed to fail. The game needs skills that interact with other player’s skills. Combos are pathetic compared to what’s really needed and we need bosses that can’t be killed without those very strong group abilities (or perhaps take 10-20x the time & effort without them).
I’m going to have to go against saying that the vast majoirity of players don’t use zerker gear. Just have a look at the prices of such gear on the TP.
I most certinlly do agree with you on group synergy and combos really should be beefed up for CROSS player combos. This is all gone over in the link: : http://gw2101.gtm.guildwars2.com/en/the-game/combat/healing-death/
showing that Anet originally wanted exactly what you are describing but lost their way and gave up somewhere in development.
I have looked at the prices in fact three items I’ve been tracking for the purposes of keeping up with inflation due to drops have been for zerker builds because since it’s the only viable build for their new dungeon focus most people will sell those items for gold as quickly as possible and that is the reason why it’s so expensive because it’s in high demand. I’ve been tracking it to see how the dwindling drops have been affecting the pricing over time.
Your first video was horribly flawed, something which you refused to acknowledge in the accompanying thread, which devolved into a flamewar. Why should I watch this one? Why shouldn’t this thread be closed immediately instead of waiting for the inevitable flamewar?
Actually no it wasn’t and yes he has great ideas some of which would be important improvements for the game like actually dishing out rewards for the content done instead of farming whereas right now neither content nor farming provide adequate rewards for the gameplay time.
Anyways this video is great imo it talks about what some of us have been saying for quite some time now. Healing is a joke, condition damage is nerfed in PVE just after launch to ‘balance’ pvp and has never been fixed, and CC on bosses is a joke so what build does that leave us with? Zerker. Exactly.
All one has to do is go head over the engineer trait list and see what’s wrong. AOE heals hardly do anything, the regen and other such abilities do not improve with +healing so you might as well not even have that score on your armor.
You look at the boss fights and the special abilities on the bosses make CC completely useless. This is exactly like WoW but in WoW’s case you could actually tab target all day and just walk around out of the AOE boss damage zones, can’t do that in this game CC is as essential as dodge and should be improved for all boss/champion fights. Otherwise the combat becomes boring.
Where’s the build diversity?
They didn’t used to be this way actually when they first released them they were actually quite filled with T6 mats. Now you’re basically screwed. 1-6 1-10 will drop something but nothing of value and definitely not the most rare of items that need the most fixing in the game like dusts or lodestones or any of the items one might actually need for anything.
I keep seeing these pesky RNG posts in response to the OP.
This really doesn’t happen like this in any other game. In WoW for example they had real stealing. ( I know I spent hours doing it on my Rogue) and they had epics you could get from boxes you stole from the enemies. I had two of those jokers in about a month’s time which were selling pretty well. That doesn’t happen in this game. The RNG here is weird lopsided and definitely not Random in the least for some players.
I was immensely impressed with John Smith’s quick handling of the Glob of Ecto bug recently and would like him to be placed in charge of engineer bug fixes/future design improvements.
No offense to whomever is in charge of this but I feel we need some fresh new blood in here. Like one guy said in another thread, “the bugs list is starting to surpass the bible in length.”
There’s this new focus where items are broken intentionally in order to make them feel less useful, this kind of focus only breaks the class further and doesn’t solve the problems with other skills not being chosen by the community due to their lackluster appeal. (ie Kit Refinement for EG/Toolkit being completely useless all in the name of trying to make gadgets more appealing) I feel new people might bring to our little class some new ideas and make some positive changes to the class balance as well as fixing some pretty harsh design flaws.
You would need a much bigger dataset to confirm that this actual was an actual “nerf”. 380k(assuming you rechugged) karma is what? Next to 83 boxes.
To accurately see if this is actually the case as opposed to RNG: You’d have to do a test like:
http://www.reddit.com/r/Guildwars2/comments/1bs9ki/for_boredom_8071700_karma_spent_on_1774_lost/
or
http://www.reddit.com/r/Guildwars2/comments/188dll/just_spent_1405436_karma_on_lost_orrian_jewelry/ (still not too big of a sample TBH.)
The 1 lodestone and 7 obby shards you got sounds just a little below what it normally is. Funny thing is before I saw this thread, I just went on my thief and blew all 40k karma on 9~ boxes and got 3 shard and a bunch of junk.
RNG will be RNG sometimes. I’m planning on spending about 3 million karma (with full karma boost modifiers so I’ll be getting even more than just 3 million after rechug) in a week and a half, i’ll let you know if it actually is nerfed (even then I could just be having horrible luck).
Let me give you this link, it will explain some things about statistics.
Has anyone tried these since the most recent patch that was put forth to fix a problem with the globs ratio? There was a bug that they are being vague about but they said they fixed it. I would hope that was the reason for these boxes not giving anything.
I agree Vol again. Someone has mentioned how they handled the rewards system in this game and it’s both lopsided when it comes to RNG loot (it’s totally not R that’s for sure) and how they handle rewards the completion of achievements.
They don’t even reward you for the harder content, when you run a dungeon or you fight an open world boss it should never be RNG for the giant chest that drops, and the event creatures/bosses should never ever be affected by things like DR ever.
Champions drop crap most of the time because the loot threshhold is too low.
The chests they are guarding drop nothing but garbage to be vendored.
Gossamer, powerful blood, lodestones are more rare in this game then water is in a middle-eastern country.
Rewards are just not there for time spent, it needs to be addressed. If they shifted the rewards from an all RNG system to a currency system like most games for things like T6 mats and put a daily cap on them so they couldn’t be bought out en masse like in other games, there wouldn’t be so much of a problem. I hate to bring up the elephant in the room but when I was playing that game one could go to certain vendors and buy 1 maybe 2 of the rarest components in crafting and make the items we needed. Sometimes that took a while like a week but it was much better then trying to get enough gold on the pennies we get from mobs to pay for items we need from the highly manipulated TP.
Also they could shift the rewards to achievements in this title and be praised for it because then people would have reason to return to the more deserted areas of the game because they’d get rewarded for their time there for exploring again. It would be what this game needs. I understand they don’t like farmers that’s not what this is about it’s about getting rewards from doing SOMETHING in the game, anything. Right now it’s all RNG and it’s not working properly for everyone.
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I wish he handled class bug fixes. That kind of prompt, hot fix next day action is what is sorely missing from this games other areas in my opinion. :/
As an engineer I think they seriously need to put John in charge of the class balance in PVE and class redesign (in which they seem to think making changes to everything that’s not broken will somehow fix what is over there)
Yep just like the promise of getting retroed laurels for achievements already earned, I’m still waiting on this one too and it’s been months now, no word on what’s going on with it.
Some of us are still getting 0 loot from champions even greys so not sure what’s going on there either.
Don’t forget that conditions do no damage to objects/structures.
I’d really like to know why something hasn’t been done about conditions on objects/structures.When you figure out how to bleed wood or stone let us know. Perhaps only burning would make sense but only on wood.
you can burn everything including metal, so yeah they needed to fix this forever especially for burn heavy classes like guardian/engineer.
done. It tried to be half german and half english tho which is odd.
Every update has had a significant amount of new PvE content. As a PvP player primarily I feel a little ripped off (No duels, arenas, or different types of SPvP). As a PvE player you guys really have nothing to complain about though, everything is great besides the lack of raids.
Not really not only did their LS content is not only not very big it’s also doing the exact opposite of what they claimed making it would do, bring people to the open world.
Their PVE content has been stripped from all rewards. Pretty much makes it useless when all you get is xp after you’ve already reached max level because no loot is dropping that’s for sure. They’re reward system could use alot of work. They need to bring rewards back to the chests that take work to get to, or that are guarded by champions in the world. They need to improve the rewards for map completion and for events where minibosses are involved especially in the mid level zones where the crickets live (because no one ever sees a player in these places) and they need to revamp the way they are doing LS so that the rewards are well worth the time. 1 cosmetic backpiece hardly makes up for the constant removal of loot like we’ve seen most recently in Orr events.
There’s also a massive imbalance problem in PVE that isn’t coming anywhere close to being solved with their current testing system. Bugs that have been in there since before launch on some classes haven’t even been touched and many aspects of pve gameplay keep being broken for whatever reason by the people handling the changes to these skills. (kit refinement on engineers for example)
Add to that the frustration of not being able to complete the world exploration because like Aion this game forces PVE players to go into a PVP zone for a typically PVE achievement and you’ve got a formula for a foul tasting elixir.
PVP has had multiple updates and new maps throughout it’s time as well as the new addition to the new traps that have changed the way stealth works now in the WvW areas and constant balance even on the weakest classes. There’s absolutely nothing that PVPers have to complain about because every patch has been focusing on PVP since launch, they even nerfed condition damage overall as well as broken many a skill in PVE due to the balance focus they’ve had since launch for the PVP gamers making PVE pay for the balance by not effectively separating the behaviors of the skills for PVE PVP WVW since launch like we’ve all expected. Further the problems that they spent 9 months making for PVE players have yet to be fixed. No true unholy trinity, etc etc.
As far as the GW1 argument, even other more honest reviewers wonder why they haven’t put into this game what they had in GW1 because those items worked before and kept the hardcore activities completely separate from the casuals from what I’m told.
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Pretty much this. Without doing the math, I’m willing to bet you could conclude there is some statistically significant difference in ecto salvage yield per item (with alpha being 0.05, for the sake of defining one) with a sample of just 20 or so. This is because we can use the fact that each salvage is an independent and identically distributed event to take advantage of one of the most powerful concepts in inferential statistics: the Central Limit Theorem.
Samples of a couple of thousand are often used to make estimates of things like national-level opinions, but in these cases there are a ton of variables to deal with, making a large sample necessary to minimize sampling error—ensuring that your sample is indeed a representative of the population. Here, though, each rare is exactly the same as all the others (for the purposes of salvaging ectos), meaning there aren’t any other variables to control for in the population—making relatively small samples illustrative of any change (especially if the change is a large one, like how we have observed).
Yup, exactly.
For anyone wanting to learn more about the cool stats stuff described by Dumb Womb and Geotherma, I’d suggest this as a nice starting point: https://www.khanacademy.org/math/probability
I will certainly save this information for the next time someone states blindly that “It’s RNG get over it, your argument is nul” like so often happens when we talk about loot and resources not being what they should be in this title. Thanks.
Thanks John for fixing the problem I’ll definitely be checking that out. I wonder tho if any of the other loot issues were fixed with this problem, namely the reported problems with drops being one side or the other 98% of the time with players who side by side play the same events weekly, or the ongoing battle to actually acquire T6 materials like lodestones for both crafting and legendaries or the RNG involved with the Heavy bags/Orr Box/Laurel crafting bags not dropping anything when opened.
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I vote fix. We have a proposed change that should be coming in about 4 weeks. Wish it could be sooner but we need translation time and testing time.
Maybe it’s just me, but I feel like “proposed change” means that Scope will work somewhat differently than how it currently is intended to. Regardless, yay for dev responses!
I’m completely expecting breakage just like what happened to the kit refinement. Mark my words. It’s really gotten that bad for some of us. We still don’t have any reason to effectively choose gadgets or turrets over kits in our builds and even elixirs are lackluster at the moment. I’ll believe it when i see it.
I’m sorry but I have to once again point it out. If we had proper testing things like this wouldn’t happen even if it was just for a week before posting the patch.
It seems to happen all the time anymore, this isn’t the first time we’ve been told twice that something was fixed in two different patch notes over a period of months and had to deal with bugs that were still released because they were missed in testing.
I tried to get back into LOTRO last week and something occurred to me since I play a Loremaster over there. Why is it we don’t have accelerants as an ability?
On my loremaster I would put down a tar zone that would improve burns and damage of burn like abilities. Why doesn’t the engineer have that? Why can’t one or two or a trait for the elixirs work this way? I mean we obviously use them and they know we are burn heavy in our design so why can’t the AOE zone for our elixirs be an accelerant zone? It would make sense and it would improve burn damage all around when done properly.
We could easily replace the unused and ignored Acidic coating trait (because we basically get affects like that from runes anyway) and make it cause an accelerant zone for a short duration (and yes I’m talking much longer then 2 seconds unlike kit refinement definitely longer).
Junk traits I’ve seen have been the ones that increase damage by only 5% if you’re standing on your big toe on the left foot holding a popsickle in one hand and a dandylion in the other doing the chacha when the moon is blue.
Those have got to be absorbed into other traits or improved alround. I see them improved on other classes like the ranger that combines traits like these with enhanced abilities to a skill why not on the engineer.
And one of the major setbacks for our class lies in the Speedy Kits trait seriously they need to give us some other means of increasing our speed while in and out of combat like the signets work on the ranger and thief so we can finally and at long last not have to A: spec into that trait just to move around freely and B: use kits constantly just to move around in the game space because that’s the worst design flaw ever. It’s severely limiting our builds, we could be choosing something more important more damaging or gamechanging in our combat builds if we didn’t have to worry about movement all the time.
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this is incorrect.
Protective Shield and Protection Injection, combined with at least 20 points in alchemy, provides nearly permanent protection, whenever you need it most.
only guardians get more protection than we do.
It works just in an ideal case.
That is, if you get disabled constantly, cause your calculations are based on a rather frequent activation of Protection Injection – basically every 5 seconds . If that happens, even if you’ve got protection, you aren’t actually doing much anyway.
Only our other source of protection is elixir H/toss elixir H, and it does it randomly.
So, despite what do you say, we’ve really got no reliable source of protection. And neither one we can actually activate when we want to.
right the only reliable source I’ve ever used is the runeset that gives protection when you’re hit by something and increases it’s duration. That’s it.
This is an open invitation to the devs, and anyone else, to go and use turrets against the profession npc’s in Heart of the Mists.
And yes devs: it is a REAL challenge I’m asking you to do: post your findings if you dare…Create any build you like with any turret you prefer.
Use tool kit for repair, or not, trait every turret trait you think is usefull.
Now go and fight all of the npc’s.
You will notice that they all destroy your turrets in a few seconds.
Each time a npc gets in the neighboorhood of your turrets, the turret WILL die in 2 or 3 hits.Even putting them at range won’t help in most cases. Npc’s will move to them at one point or another. Or their pets, copycats and spirit weapons will…
Some fights you get lucky and the npc doesn’t move to your turrets.
A little bit more health is NOT going to cut it!
They die in 2 or 3 hits, not exagerating, not in a manner of speaking. For real!
3k, 2k, next hit dead. This took less than 2 seconds.Toughness and avoidance is what they need
I still like the idea of AoE damage reduction. To me, anyone focusing a turret isn’t focusing me, and we have ways to make our turrets tougher or blow up, but when they go down to random AoE that isn’t even looking at the turrets, that’s what grinds my gears. You don’t even have to “try” to take them out if you’re heavy AoE.
It’s what’s had to happen in pet heavy classes all throughout mmo development history. Every time this problem cropped up in games with heavy AOE attacks, the first thing the devs did was increase defense and increase health and they always ended up having to make the pets immune to damage in some way. Always. It’s a hard lesson one I hope they learn soon and implement so that these things will actually be worth choosing for more than the toolbelt abilities.
What would be great is if we could actually have this fixed and actually have grenades when we’re in a downed position in PVE.
Aside from the carpel tunnel I’d get from the grenades, there’s alot missing. I’ve noticed to do any damage on engineer we either have to have 25 stacks of might or 25 stacks of vulnerability or both. Anyone else noticing that?
On top of that is the problem of the final runes giving 10% bonus to damage when above 90% but you need to reach 75% damage while fighting to actually get the effect of the Elixir which increases our damage output in both a defensive/offensive way similtaneously. I couldn’t use this in PVE I can’t imagine it being useful in PVP.
Wouldn’t work in Orr for me Turrets still have a huge cooldown even when picked up and they can keep adding all the toughness and vitality to the things they want, until they reduce the amount of AOE damage these things take (any pets really) they will always be close to useless against large numbers of AOE tossing mobs.
Oh and also when this plan is put into motion will there be a currency option (NON RNG) for collecting T6 mats needed for legendary construction in PVE?
They already have one, it’s called gold. They have another with minimal rng, it’s called Laurels.
Nope RNG is still needed in order to control how much gold it cost to get the items thru the control of the looting of items including the bags in Orr. It’s doubly so with the heavy bags from mobs because there’s a separate RNG calculation to get the bag, and then a separate one for when the bag is opened.
AND RNG is still involved with opening the boxes/bags that you buy with karma/laurels.
So RNG is very much still involved, all they did was see complaints about RNG and give us two other options for more RNG, RNG =/= a solution for RNG
Also, there are two threads talking about the RNG problems players are facing right now where drops are not dropping from these boxes/bags as well as the bags are no longer dropping from mobs in Orr, and that’s the reason for my question.
(edited by tigirius.9014)
noticed a big change in wvw heavy lootbags too. i used to get a few t6 mats before and at least make a few coins here and there, but now i get mostly mithril,leather and silk…very frustrating…
Same thing happens to me all the time. It’s not just the bags from the Orr mobs it’s all the bags. I bought the ones from the Karma Vendor and from the Laurel Vendor and those dropped absolutely nothing from all of the ones I opened so I contacted support and they told me to report it as a bug, That’s been a month now. Nothing’s come from it because I tried again last week (before giving up ahem) and the bags I got (12) dropped a total of 1 T6 drop and it was an Ancient Bone something that I can actually get to drop off the trolls in the north (oddly usually when I’ve tried to get Powerful Bloods with my magic find character but that was months ago).
I guess what I’m saying is all bags are affected All RNG functions seem to be doing the same thing for me and It’s more then just a Glob problem and I don’t seem to be the only one who has this problem.
I was wondering how they were going to swing that with Wildstar coming out with all of the tools GW2 should have already. I watched the video on youtube about the datamined UI elements with all the fixins on Wildstar basically everything we expected in GW2 will be in Wildstar at launch.