Tank vs spike vs physical DPS vs condie DPS. We want to keep making balance changes that allow all classes to have various builds they can use. We don’t want tanks dominating the game, and we don’t want spike builds dominating. It’s healthy to have multiple types of builds in the meta, so we’ll be improving the balance to facilitate a healthy meta.
AOE balance. We feel that in PvP some AOE builds are too strong for the opportunity cost, and we’ll be bringing those in line in the next few patches.
Then, Ele’s would have had nerfs to their entire series of abilities.
Then, Thieves and Warriors would no longer be able to 1 shot.
Then, Warriors and guardians would no longer be able to three should with two handers.
Where are the limitations for the power that ele’s wield if indeed we are to believe your statement on how versatility must come with a price?
Where are the limitations for being ample tanks wield in any spec that warriors/guardians suffered if we are to believe that tanking should not instakill?
How are we supposed to believe anything you tell us now after what you did to the engineering class but to no one else? AGAIN third major patch in a row and with more nerfs no less in an already underpowered class…..smh
i’m guessing there IS a list out there top five will probably be warrior, ranger, thief, elementalist and ranger
does anyone have an accurate list? everything i’ve found so far is pure opinion.
this relates to the engineer forum because it could explain why we’re so disdained in every patch.
I think it’s Warrior, Thief, Ranger, Elementalist, Necromancer. In that order most likely.
it`s like druids in S4 just that engineer NEVER WAS ANY GOOD to begin with.
We nerf em!
THROUGH THE GROUND!
I’m sorry but your WoW analogy is just bad. It was fairly often cited that more druids and warlocks got S3 shoulders than all the other classes combined (including the stupid Holy Pally/ MS Warrior makeups). So yeah, they got a little bit of a nerf for S4 — they still did really well if they weren’t the suck druids who rolled during S3 because it was the FotM.
And grenade autoattack needed a nerf, at least in PvE and WvW, it was super powerful in sieges (defending and attacking), and always overpowered in boss fights and on trash in dungeons. If you didn’t think so you were ‘doing it wrong.’
There was never a grenade autoattack we wouldn’t have spent 4 months asking for one if there were!
And just because you can stand there amongst 500 other people and toss grenades because you were smart and found a good spot to be in doesn’t mean the grenades were op it means you were smart and found a good spot to be in.
You obviously don’t play this class or you would be outraged as well.
They seriously need to fire the people they had working on balancing this class, they need to hire a prior military munitions and explosives expert officer and they need to get someone in there that can actually perform math because someone is not doing their job.
Tweaking don’t equal nerfing dude, and I have yet to see any reports about “numbers” as you mention? Would you please stop being such a doomsayer, when the only thing as it stands in the patch notes and I have been able to see while toying around in game is what stand in the notes? It’s really typical the Engineer forums that everyone goes nut’s and yell end of the world when a nerf hit us
Engineer Kit Sigils.
The Engineer now benefits from the sigils on their weapons when they swap to a kit. So, this means that you will have the ability to get sigil procs on your Flame Thrower, or Grenade Kit, etc. This means we had to tone down some of the kits accordingly, the biggest of which was the Grenade kit.Source: https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/999226
Oh and:
I’m actually not that hearth broken about the grenade 30% nerf, and I have allways been using them in WvsW and tbh, they were out of line.
Make that 35%:
My tooltip damage fully buffed for “Grenade” went from 462 to 301. Very frustrating……..
That’s annoying. If that’s true, its a 35% decrease not 30%.
462-301 = 161
462*.35 = 161.7
I think what they were hoping for was that the miniscule damage they added to the blind/poison initial hit (which doesn’t do anything near what a similarly equipped necro does btw STILL) would make the difference. It doesn’t I’m still throwing about 30 grenades at level 80 mobs it’s just now two of those sets become CC and cond damage ones.
They seriously need to hire on a prior military munitions officer to help with this class because the people they have working on this class now have no clue what these abilities would do in comparison to the melee weapons of the time. And what specifically I’m speaking about is the diameter of the explosive radius, the blastback affects that ALL bombs should have, the radius of the elixirs explosive area when grenades are set to heal, the damage that a napalm explosion should do initially and then afterword (a secondary nontraited burn affect, chemical burns), the damage chemical weapons such as acid and fumigation gases do. All those things a munitions officer could answer.
Please Powers-that-be Please for the love of Dwayna hire a prior military munitions officer to help with these calculations! to help balance and fix this class!
Does anyone have an example (video, etc) of an over powered grenadier from before the update(s)?
I’ve tried other builds but they all seem to still be weaker than this, even post patch, which is a real bummer. I still feel absolutely locked into my setup for lack of options, but I have greatly diminished utility.
That’s what gets me if they’d stop trying to pull the bs wool over our eyes with that versatility nonsense and actually play the class, they’d see what most of us go thru. It’s not versatile when you keep taking away the very things that make this class great.
Reading that in the class balance notes was a bit of a stunner. I mean, they directly reference the engie versatility as a reason for having low damage, but ele is king of versatility, and suffers no dmg reduction as a consequence?
Here, hands out my resume, here’s my resume, I’ll get this class back on track. I can’t imagine any point in continuing this game Really I can’t some hope that someone over there will come to their senses in Jan? I am seriously thinking of going and playing WoW again, and I promised myself i never would look back. Here’s the thing, even tho WoW has pandas and pokemon, and they have that horrendous marine biologist in charge at least they know when they break a class and fix it relatively fast. It’s going on 4 months now and this class isn’t even viable for the new dungeon only focus they have out.
And yes I’ve tested these new changes :P that’s what I spent last night doing for an hour.
(edited by tigirius.9014)
Engineer was my first class, and I had a blast making it to 80, but I now find that I don’t know what build to make. I cant find one that does a good amount of DMG, even a glass cannon rifle power build is underwhelming, and I would rather not develop arthritis early in life by spamming grenade skills, which have been nerfed by 30% anyway.
ArenaNet: I really like the IDEA of your Engineer class, and would enjoy it SO much more if I felt like an effective member of a party or even Dynamic Event. Please stop nerfing me.
Thank you,
Keynor
Why should we have to change every time there’s a patch. See i went thru this in WoW when they put that marine biologist in charge of class balancing and guess what Every week I had to relearn my class EVERY WEEK. in this game however if you have to change your build you have to change your entire expensive as hell gear and rune sets and even weapons. So guess what, more money more money or endless farming hours just to make a new set that might not work.
So here we are again, with yet ANOTHER broken spec that no one can use so people will be scrambling to get the gold they need to make a new armor set and weapons with the appropriate sigils so they can actually do something with this class again.
It’s NOT versatility when you keep breaking every single viable build we have left!
And now we have people denying engineers into dungeon groups because they can’t support, they can’t dps. What’s left CC? Yeah show me Jon show me the engineer that is viable in a dungeon run that can only do CC. Seriously.
There are soooooooo many other things we’ve had to deal with since launch that they still haven’t touched….smh
yep would like an answer as well. I have rage on both my weapons, exactly HOW would my attack be OP since I have to carpel tunnel my attacks since here it is 3 months later and they are STILL not a tab target ui???? Yeah…..
please stop insulting our intelligence and hire some prior military personel to fix and balance this class so it can be given the proper attention and not illogical and dishonest excuses.
You’re surprised they nerfed grenade 1? It was way out of line with the rest of the 1 skills in the game. Find it hard to believe people are surprised it got nerfed.
We’re just surprised three grenades don’t do as much damage as 1 bomb. And that it’s STILL a target only attack. It’s useless because it is. You see between that and the tiny explosion radius that’s no larger then my thief’s long sword and the whole long drawn out make a soufflet while waiting for it to land and blow something up along with the nerf that makes two handed swords in other classes look like they are the most dangerous weapons in the universe, yeah it’s imbalanced big time. Saying it’s due to sigils is just ridiculous and insults our intelligence.
Has anyone noticed a change in open world drops of rares since last night patch?
Has anyone noticed a change in rare loot drops since last night’s patch?
Has anyone noticed a change in drops?
I have to agree, in the darkest hour of the engineer quest for equality, the storage was actually a nice touch.
You gotta think there are only two employees working on skill balance so don’t ever expect a meaningful update in the future. Don’t set yourself up for disappointment and you won’t be.
Thief update was totally useless and doesn’t address any concerns with the class but w/e like I said expectations and what not.
oh it’s only been three whole months since people started complaining about the glaring issues with this class. Let them do what every other major company with a AAA title has done, hire more people to handle the bugs and balance.
So they changed bags drop rate, anyone else notice a change? how often do the bags drop the items needed now?
Ele
- We see the elementalist as the king of versatility.
Engineer
- The Engineer is a highly versatile class. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.
Engineer the second most versatile class, biggest slap in the face since they launch Nov 16th update.
If they scale and soon that would explain the grenades nerf because it would function with scaling in this way I think.
Here’s to hoping I mean the only other thing we can do is stop playing entirely and pickup a game like “gulp” World of Warcraft! EWH! gets the chills
Looking through the patch notes, I see that arrows had their travel time sped up for Rangers.
If they would do that for grenades, all might be forgiven. The only way we make back the dps we lost is to be able to viably hit things with grenades. Making them travel faster would go a long way to accomplishing that.
-Travail.
nades/pistols/bomb timers all need faster speed. It’s ridiculous honestly. just another disappointment.
Anet absolutely crushed this patch. they addressed almost everything i can think of that had been wrong with some of the professions i use, and the problems i’ve heard on the forums.
The thing that struck me the most was for every class it was almost all huge buffs and hardly any nerfs that i saw, and significant buffs at that. I had kind of been getting the feeling that the first few months of patches were to fix exploits, broken things, and bugs, but patch after patch the professions were getting harder to stomach playing because the nerfs weren’t balanced out with the buffs they deserved.
This patch went buff crazy on many of the important things wrong with the ones I’m most familiar with, Ele, ranger(longbow arrow speed increase!), Engineer (weapon sigils with kits, oh happy day!). They’ve improved all the barely noticeable run speeds, improved revives, made huge increases in damage, And even things i was fine how they were they improved.
Best Patch Ever, thanks Anet!
Guess you don’t play an engineer either, sokay apparently according to Anet no one does. We’re only the customers after all.
Third patch in a row where some kit that wasn’t functioning properly in the first place was nerfed. yeah wtg.
It was a nerf, the balance part was just to soften the bad news… At least, the other weapon kits got a buff.
I’m sorry which ones were those again?
Other than that we are still the best class to run supplies in WvW. With the 25% increase speed in combat, nobody will be able to catch us.
You realize that just about EVERY class had the exact same buff, right? And nearly all of them don’t have to spend trait points to get the 25% movement speed, either..
Not to mention that perma-swiftness negates the “buff” for Engineers anyway.
yep it does. This trait should allow us to run like this all the time it would eliminate the waste of it all.
So just did some testing.
Grenades: With the nerf, three grenades doesn’t even equal 1 bomb anymore. The explosive radii of the 3 grenades still isn’t as wide as my thief’s sword. They did some work on the damage ticks of the cond damage I see but as far as burst damage is concerned we might as well be poking things with a stick. 3 grenades still does not equal a single bomb attack. Doesn’t that bother your math, because it bothers the hell out of mine? I am still throwing out 30 grenades to kill things in level 80 areas, there’s still a miss problem because they are still no tab targeting so that 30 can sometimes turn into 39 grenades before killing the enemy.
FT/EG/Torch: is STILL missing about 40% of the time altho they have widened the area in which this occurs in. Until they completely remove this miss problem this won’t be viable. The napalm does significant damage when it lands but it still does not explode on impact, something that is absolutely necessary to make this kit viable.
EG heal zone: Is still not a water zone, something we absolutely need as engis in the support role as we have way too many cond removal tools. And now that’s nerfed so no more dungeons as they say, no one can survive off of ticks to 150 hit points when bosses can one shot you. sorry….just the facts.
Speed of Attacks: for pistols/grenade flight times/bomb timers is still entirely too slow. You have to understand that when you slow attacks like these especially when they are up close you are harming the class not helping it. Just set the delay at the same percentage that the drop percentage for rares is set at that should be good.
Toolkit damage: was not increased at all. It barely does enough damage as any other class with a one hander. It might be considered a support class but if you don’t learn from the mistakes of other gaming companies who made classes like this then you are only harming yourself. Support classes need to solo just as easily as the rest of the classes and engineers are no different. Setting this kit up to only have two burst damage attacks one of which barely can keep up or kill anything in 12 hits rather then the 3 we see in other classes isn’t the best thing to do imo.
So even tho we did get sigils working, all in all, this class has suffered again had the focus be underwater again, and almost nothing was done to make this class playable on land. I guess you really don’t listen to your fanbase after all. I know what’s coming and I hope it’s not too damaging but I do hope it opens your eyes to what you have started.
Engineer
The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012
Its on second post. Man I don’t know what to think of kits anymore. Considering we still give up a utility slot I thought that was a price enough for “versatility”
I really isn’t even traited for versatility. What they dont understand is even the versatile classes have to be able to solo easily and when you take away damage like they have EVERY patch, then it means we can’t solo anything without loooooong drawn out fights every single time.
When healing doesn’t even keep you alive anymore there’s a big problem.
So just did some testing.
Grenades: With the nerf, three grenades doesn’t even equal 1 bomb anymore. The explosive radii of the 3 grenades still isn’t as wide as my thief’s sword. They did some work on the damage ticks of the cond damage I see but as far as burst damage is concerned we might as well be poking things with a stick. 3 grenades still does not equal a single bomb attack. Doesn’t that bother your math, because it bothers the hell out of mine? I am still throwing out 30 grenades to kill things in level 80 areas, there’s still a miss problem because they are still no tab targeting so that 30 can sometimes turn into 39 grenades before killing the enemy.
FT/EG/Torch: is STILL missing about 40% of the time altho they have widened the area in which this occurs in. Until they completely remove this miss problem this won’t be viable. The napalm does significant damage when it lands but it still does not explode on impact, something that is absolutely necessary to make this kit viable.
EG heal zone: Is still not a water zone, something we absolutely need as engis in the support role as we have way too many cond removal tools. And now that’s nerfed so no more dungeons as they say, no one can survive off of ticks to 150 hit points when bosses can one shot you. sorry….just the facts.
Speed of Attacks: for pistols/grenade flight times/bomb timers is still entirely too slow. You have to understand that when you slow attacks like these especially when they are up close you are harming the class not helping it. Just set the delay at the same percentage that the drop percentage for rares is set at that should be good.
Toolkit damage: was not increased at all. It barely does enough damage as any other class with a one hander. It might be considered a support class but if you don’t learn from the mistakes of other gaming companies who made classes like this then you are only harming yourself. Support classes need to solo just as easily as the rest of the classes and engineers are no different. Setting this kit up to only have two burst damage attacks one of which barely can keep up or kill anything in 12 hits rather then the 3 we see in other classes isn’t the best thing to do imo.
So even tho we did get sigils working, all in all, this class has suffered again had the focus be underwater again, and almost nothing was done to make this class playable on land. I guess you really don’t listen to your fanbase after all. I cannot imagine how a set of people who are supposed to be unbiased can pick on a class like this and think it’s okay. I also can’t imagine how you can’t seem to separate the damage ratios of pvp and pve. Making them the same really doesn’t solve the problem it makes it worse. I know what’s coming and I hope it’s not too damaging but I do hope it opens your eyes to what you have started.
Both bugs already in Engineer Bug Mega thread. Also Deployable turret was bugged like that before the patch as well.
we do need a new thread to see what bugs weren’t fixed with this patch so it’s easier for them to see what is still not working.
soooooo we still don’t have a FT/EG/torch fix? All of our cone damage is worthless still after three months of launching…..???? who does the priority calendars over there? I’m far less worried about whether or not the explosion for my torpedo looks like a normal splosion and far more worried about whether the kits that are supposed to be hard hitters are working properly.
So now even more engis will be leaving the game making this even less of a played class then before. Ima be testing it but I didn’t see anything so far.
Anet balances around tournament PvP, not PvE.
If they balance around PvP, then why make PvP nerfs affect PvE nerfs?
I thought for sure they had learned from this mistake as well, from looking at it it definitely looks like they mixed the two once again. Instead of increasing the damage output of pve to the pvp damage ratio, they did the opposite. Now maybe pvpers will listen to us pve’ers that have been steadily complaining since a month ago about this issue the last time they did this to our profession!
Who is going to stop playing engineer and roll another class for pve and wvw? (good thing they didnt touch bunker engineers)
30% grenade damage nerf is too much and sigils are really not worth 30% of damage.
The only other option is the flamethrower that still cause crap damage and the miss miss miss…Well I’m going to play on my warrior since they never get nerfed.
As you can see from my signature I completely feel you, i think tho we should at least let people spend some time testing what this is like now before complaining that way we are backed with figures and numbers. I’m the first person to complain trust me.
We’r the only class that gets “only-in-combat” mov.spd buffs instead of overall like others’ utilities do (thieves’ signet skill and such)… our only reliable swiftness really is speedy kits, that or centaur runes…
That’s actually kinda messed up. This system doesn’t make any sense if they are something that we trait they are in essence unchangeable in combat anyway. If they were something that we switch on, they should be something that we can use either or….this is so weird.
AHH okay thanks! i wondered about that. I guess I’ll have to continue to spam the medkit to run thru Orr sigh.
Edit: Uhm I tried twice now to be in combat, every time something attacks me I run at the same speed as when I’m out of combat. Is that intended?
(edited by tigirius.9014)
I haven’t had enough time to test out the changes. for one thing before they nerfed it 30% they brought pve and pvp damage on kits up to the same levels so it should work a little better now. They changed two of the chances for cond’s to occur more often now (poison and bleeding) so I shall work to see if these changes are well placed and work like they should compared to the damage of my thief.
Also, I have yet to test the explosion size. or the flame thrower.
No one has been more critical of the mistreatment of this class then me, if they are pulling a fast one I will be the one complaining the most in these forums trust me, give us time to see what these adjustments have done. Not to mention they stated it is a work in progress. (can’t expect all of the bugs to be fixed at once) tho I do agree with you the miss problem with FT should have been priority number 1, unless it’s something gamewide in all classes.
Not sure if there is something special I’m supposed to be doing to get these to work but when my power shoes are traited my character doesn’t move any faster. I don’t think these were supposed to stack with the swiftness I’ve been having to use this entire time is it?
And keep in mind that those do not necessarily drop 1 lodestone/h
The RNG is strong within that spot, really strong
You’re right. Once I got 6 Charged Lodestones in 1 hour!
My suggestion to people remains the same however. Find something they like, and just do it!
Although another farm I’m eying out is grabbing a group of 5 people and farming the first part of Volcano Fractal.
People are complaining there’s nothing to farm. So I’m telling people things they can easily farm, and they still complain. What? No wonder ANET hasn’t commented…
you get there and typically people have mf on. when they start sure there’s a few drops. then it stops because of DR, so we dunno how long that lasts and some have mentioned that it’s account wide. so we switch to another character bam nothing again, another level 80 that can’t get anything. this time with no mf on. then we try to do dragons, we wait we wait kill it and get the chest bam nothing just some blues for about three hours of time, then we try to go do wvw we kill and we kill and nothing drops accept a few trinkets at the beginning and usually nothing T6. So then we try to go do one of the launch dungeons, we run in there after about 10 mobs suddenly the dungeon DR kicks in.
So basically you guys who are suggesting that it’s easy to farm these things are not telling the truth because I’ve been there done that. DR sets it on everything, mf is completely useless, and the loot drops off of the harder mobs are just not there. So you want us to basically play the same thing 12hours a day because it takes an enormous amount of time for DR to stop is that it? It’s not an exaggeration when it happens every day.
The only time I’ve gotten anything since this all started was right after two resets of the servers on two different days. It’s like the changes they made are so deflated that even the game has to figure out what to do just after all the numbers and timers reset. (the ones we can’t see) I got three rares from trash mobs the last time this happened two weeks ago when i was on, since then nothing.
I’ll be keeping a very close eye on what happens after this content patch before making any further comments. I’m hoping that they have accomplished what they set out to do and will now make open world content viable again for those of us who do not enjoy dungeon crawling. As it stands today the changes have crippled solo play advancement for me and I have now played a full month with the only exotic I have received from the loot table since reaching a week prior to the Lost Shore nerfs.
Oh please. A casual, unless leveling up, should be earning at least half a gold per hour doing almost anything. Don’t exaggerate.
Talk about exaggeration. HA! yeah try paying for teleports, repairs because no one is in those zones to help you, and get to the end. Well lets say you manage to get 8-10 gold in the process. Guess what, doesn’t help you when each piece of armor costs 4-5 gold each in the TP, doesn’t help you to earn karma when you can’t free the temples solo to get to the vendors to buy the armor pieces.
Soooo how are we supposed to gear? oh yeah FoTM RNG, yeah I’ll pass. I played enough of that nonsense in vanilla WoW 7 years ago.
And no, this thread should not be closed because it’s a testament to just how many people this is happening to with no response from anyone not even the community manager.
Orr is dead, most group/temple events can not be done.
Orr is not dead on my server. Unless you frequent all servers, which I suspect you haven’t, you have no business making such false blanket claims.
His statement is based in his perspective, which is his server. Just because your server is not “dead” in Orr doesn’t entitle you to throw out his concern. You did exactly what you bashed him for — nice work.
Anyway, Orr is dead on my server as well (Yak’s). I’ve been waiting for days for Melandru’s to open up or enough bodies to show up to do it.
It’s a mixed bag for ANet to put in the temple content. It’s there to encourage participation, but at the same time it’s unusable by the few in Orr if there are insufficient players to perform the content.
There are a few ideas floated already about reviving activity in Orr. However the introduction of Fractals has really killed the “end game” for everything but fractals. I don’t see that changing as long as fractals remains more compelling than anything else in the game (you can fill in the blank with your own reasons for “compelling” as it’s different by Player).
The other glaring part of this particular problem is not just the fractals it’s also the lack of reward for doing anything open world. If they’d just restore the loot and remove DR that would go a long way to restoring open world participation even in harsh lands like Orr. People would be alot happier and less inclined to complain if someone anyone would just talk to the public, if they do any hiring I think they need to get someone in here (forums) that can spend all day handling our questions.
But we can’t even get a response from anyone regarding why loot is like it is in the first place.
They really need a new PR department, we can’t ever seem to get answers from anyone no matter how long we wait or what we try. Pre-launch they were all about talking to people now all we get are closed threads, infractions for asking questions, and silence.
No it isnt’t. I’ve done Lyssa/Dwana 2x each in the last week. The trick is to get people to come join in on the events. Spam map chat in LA and orr zones “doing X temple” and link the waypoint.
Done it for half an hour at Melandru’s Priest, nobody even answered and we had to give up.
Yep, and that’s IF you can get a message in before the thing tells you that you can’t post anymore because you’ve posted too many times.
smh. since when did it become okay to have to go to an overflow section of the world to poach people away from FotM just to get an open world event to occur on your server in a game that was supposed to be all about open world events? Does anyone else find that amazing? or is it just me?
The drop rates and DR haven’t hurt the bots either, it’s only hurt the legitimate players whether it be the casual or the hardcore.
Exactly the point of all these threads. If they are doing so well on taking out the bots then why keep these game breaking features.
And before someone comes on here and says something like “DR wasn’t about bots” uhm yes it was, they actually used that as the excuse for putting DR into the game, to keep bots from affecting the economy. It was the loot drop bug that no one saw coming and is worse then the DR.
Both need to be removed before I ever log back in again and there are thousands of players who share my sentiment.
Does anyone have any solid figures on population in different servers or is this “growing”/“declining” just subjective depending on the author’s outlook?
Show me numbers and graphs.
The only numbers anyone has to show the population is stable/growing is that they read “full” and “high” all the time. Otherwise, no- there are no numbers to support it.
Same with zones. There are no distinct charts for those either, though the dead map chats on full servers and inability to find another player physically do a decent enough job of getting the point across.
Yep my point exactly. The servers saying full is the equivolent of the 1.7 million player myth that was put forth for so many months by another company that suddenly lost a ton of a players as well. It’s typical of the industry. someone in the PR department is sitting around going…..
“no no everything’s fine nothing’s wrong all the players are here, see?”
It’s not that their original design was flawed it’s that their nov 16th patch and sudden new focus has disenchanted many a player.
This game was never meant to have a gear treadmill of any kind, even a temporary one. It was never meant to be dungeon focused. And countless interviews (not just the manifesto) pointed to these two things not being their focus for obvious reasons, obvious we thought even to those devs they interviewed.
When ascended gear was released as the focus along with FotM everyone in the community who was experienced in mmo’s told them this exact thing would happen. (along with all of the other things that have since come true, like the requests for gearscore, dps meters, cross server LFG) and yet they ignored us.
It’s just like the loot issues of the game. If there aren’t fixes coming today in todays patch, you can best believe there will be very few players left even after this holiday fix.
I’m not saying this because I want them to fail quite the contrary but the honest hard truth of the matter is that you cannot manipulate your players gameplay and then say absolutely nothing when questioned about it and expect everything to be sunshine and rainbows.
I think we’ve worked out it isnt a bug, its fully intentional and they have no plans to fix or adjust the drop rates.
I stopped playing/grinding almost a week ago, still no anet reply so i dont expect ill be playing anytime soon
Cracking feedback and customer services i must say
I won’t be logging back either until this is fixed, I’ve actually started looking at the game I used to play instead one of which is the elephant in the room. And tho it pains me to do so, at least I’ll get rewarded for my game time if I do log over there.
It’s really sad that they are alienating their community this way. It’s not right. And I for one refuse to waste my time, time is precious even to gamers.
Logged in for less than an hour, defended the gates of Arah , got lots of greens and two rare weapons (salvaged for three ectos) then killed sparks for about ten minutes got a charged lodestone. Just adding my experience.
was this before or after the server reset? because i have noticed when they reset or restart servers for patches suddenly i get good drops until the game comes to it’s senses and says “oh wait you’re not supposed to have that anymore” that’s the only time I receive anything.
Guys, and gals, read my post here
https://forum-en.gw2archive.eu/forum/support/bugs/Loot-Drop-Rate-Bug/979694
Support say that reporting the issue using the ingame bug reporting system it is the best way to get the issue escalated. But we need everyone to report it, not just one or 2 of us. So play in your favorate loot areas, and when you think you got enough to show its not working properly report it. This system give alot more deatail than we can supply on the forums.
I am hoping support will help bring it to the attention of the developers as well as I stated that we had already been using the forums, as they suggested, with no response, and was concerned the right people were not seeing it.
Unfortunately after all this time has passed, I just see this as an atempt to shuffle us off in another direction, trying to divert our attention toward another fishing expedition hoping against hope we will eventually get a bite (official response).
1) We opened this thread here in Anet’s official forum and have gotten not one reply.
2) We opened a thread in the Bug forum – it got moved to Technical issues. I mean, really?
3) We asked in the AMA – it was “dodged” until the last minute – No follow up was forthcoming but at least we knew THEY knew it was an issue, perceived or not.
4) We continued to post feedback in this thread, begging for some acknowledgement.5) Another thread was opened in the Bug report forum.
And now.. now.. we are supposed to take it to ingame support? If the steps above didn’t get it the “right people”, especially the AMA, there is a serous disconnect going on somewhere.
I have high hopes the patch which brings us the Winter Event will have hidden in it somewhere, the fix for this loot nerf.
That’s the thing with me, I took it to game support they said:
“we’re sorry you are having bad luck, hope to see you in game”
uhm it ceases to be bad luck when thousands of players are experiencing it.
Huge no, that would let botters learn how to better program their bots and make sophisticated patterns and hacks in this game.
Oh I dunno other larger populated titles have been successful at banning bots the same way WITH macros installed in the game.
Historical fact is a kitten isn’t it.
Well..
I play a mesmer.
I agree with you.
But i’d rather them rework the scepter first,
I think mesmers are the only class that have a really really really kittenty weapon.
you’ve obviously never played an engineer before. They need to fix all kinds of speed issues with pistols, grenade flight times, grenade targeting, bomb explosion delays, radii of all explosives with or without traits the list goes on.
I agree they have alot to fix, at least you got an answer on your speed issues, they are only checking into sigils not working on our kits at the moment, who cares if we still miss with the FT/EG/torch or have glaring problems with the other kits missing causing 1/4 of the damage they should be.
alchemists kit.
Would love a kit that I could equip that could create the AOE fields of every class in the game, most of which would do scaleable damage. while down be affected by elixir traits, and sigils.
Each 1-5 would be a different AOE zone, notably some of which we are missing as engis.
This would enhance our choices for gameplay immensely.
I seem to recall reading somewhere prelaunch that the rewards for dungeon chests were to be class specific and that everyone would receive the pieces of the armor appropriate to their class in the final chest. And that each player would be guaranteed a piece of armor or a weapon they could actually use.
Does anyone else remember that?
It’s interesting that another company is doing this but we don’t see it in this title.
The mention was from early interviews i believe and it was due to the focus being on open world, they didn’t originally want people to waste all their time running a dungeon continuously over and over wasting their time for an item to drop.
(edited by tigirius.9014)
This is one of the biggest weaknesses of this title.