Showing Posts For tigirius.9014:

What happened to the anti griefing policy?

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

it’s an open PVP zone…

Which the absolute best example ever of why no one should have open pvp anything. It’s ridiculous to allow such things to go on. And they won’t even be detected because they aren’t the ones attacking the ballistas are. smh.

and people thought I was crazy for saying this was a bad idea.

Balance Team: Please Fix Mine Toolbelt Positioning!

Why wont they just tell us about the anti farm

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

If they told us all about their anti-farming algorithms, bots would use that to further their farming. Take a break, farm somewhere else, play an alt. Get out, see the world they made for us.

Some of us are gathcraftsplorers that’s our play style.

Balance Team: Please Fix Mine Toolbelt Positioning!

Why wont they just tell us about the anti farm

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

I’ve had a serious issue with this from the beginning and not even with the items like blood or venom sacs I’m talking common materials like leather and cloth. It’s like they don’t want us to get any or something. I went and tried to farm coarse leather at the only place I could find where it drops it’s amazingly annoying to get 4 drops and then suddenly ALL greys.

And don’t get me started on MF and how that’s completely BORKED because it absolutely does nothing for my drops in fact at higher levels the more MF I have makes it drop lower and lower quality items. It’s weird I’ve done multiple tests on this and I actually get rares when i don’t have anything but the guild and food buffs on. smh And please to talk to me about statistics and such because it happens enough to me and to others that I know there’s something wrong with it. And yes I posted in the bugs forums.

To give you and example. I had 146% mf while running the highest zone both the events and random creatures along the way. nothing dropped at the 146% not even blues. I went back in my DPS gear with only my guild buff and my food buff on (40%) I got 10 greens and 3 rares. yeah.

Balance Team: Please Fix Mine Toolbelt Positioning!

Under water combat update?

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

I sure hope they updated that sorry excuse for an engineering weapon, can’t keep up with anyone and it’s so full of secondary button mashes you basically have to have fantastic eyesight to hit anything. I vote they revamp that and give us the option to make the potion effects center on the engineer in an AOE bubble that would make things a bit easier.

The grenade kit is okay (tho I wish it would work that well on land) but if you’re not specced for it it doesn’t do much so you end up throwing 34 grenades when usually in RL 2 would do enough damage to kill. (heck 1 would but that’s another post entirely)

Balance Team: Please Fix Mine Toolbelt Positioning!

Why do you not WvW?

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

I personally hate absolutely hate everything and anything pvp. I’ve never changed from this position probably never will.

Balance Team: Please Fix Mine Toolbelt Positioning!

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

I completely agree withe the OP, something must be done. First the legendaries were put in, I guess to keep people from complaining that GW2 isn’t gear grind fest 3000 like other games (because that’s fun /sarcasm) It’s okay if they are on par with legendaries as far as stats are concerned but they don’t need to add anymore tiers that’s for sure. AT ALL end of story, end of line. Not because I say so, but because they would be going back on their promise to so many of us by copying the one thing we hated the most from the other titles, the gear treadmill. I absolutely do not ever want to return to that paradigm ever again, thanks. I can’t express the disgust I feel at that system of progression.

I do hope this trend of making armors more powerful stops at what I’m dubbing is Tier2 (legendary) because we really don’t need that game experience in this title.

And I would like to say that if they do add a Tier 3 or continue this madness, please put into the game actually accessable via karma points craftable armor sets that aren’t soulbound. That way people wouldn’t need to be forced to run dungeons (only one aspect of the game folks, that’s why they have open world content) to keep up with the rest in stats, it would balance it back to the promise that brought me to this game in the first place, keeping it cosmetic.

The other thing I’d like to comment on is that they have been great at shoving out content. So far their track record for a nonsub game has been faster then all the rest insofar as the speed of the content releases post launch. I’m impressed.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

confused about the behavior of MF

in Bugs: Game, Forum, Website

Posted by: tigirius.9014

tigirius.9014

Update: Ran a war run with my guild (basically it’s where many of us get together usually larger then a normal group size and run thru a zone getting all the wp poi hearts etc. We did this in the Shores last night. I was running with all MF gear on. I have everything mf on, which put me at 100%, we have the guild buff and the banner 20% and I had the food which boosted me up to 146%. In typical fashion, greys and whites were the only things dropping. I dropped my weapons for better handling of mobs to my dps weapons which dropped my % to 140, the moment i did that, suddenly blues were dropping off of everything it was like it was raining them. Then it stopped (we didn’t repeat anything mind you we kept moving to the next area). I then dropped a few more pieces of gear and picked up more of my DPS gear dropping me to about 50%. I had spent almost the entire evening running around in MF above 100%. The very moment I dropped it to 50% I got not one but two rares. By this time, the group was disbanding because we had been running all evening. I’m not sure how their calculations are working but apparently when you go above 50% the system puts a lockout or something on your drops in my experience so far. Anything below 50% seems to increase the frequency and quality of the drops. This is a very weird system.

Balance Team: Please Fix Mine Toolbelt Positioning!

Grenadier condition damage?

in Engineer

Posted by: tigirius.9014

tigirius.9014

The sad thing is that none of the kits benefit from the gear equipped. They need to scale with the weapons equipped and not just the level that would bring them to being on par with the rest of the professions. They also need to eliminate the clumbsiness of the attacks on some of the kits like making the #1/#2 ability on the grenade kits to be a tab target thing so that at least part of the damage is always hitting our enemies much like the pistol. The other abilities on that kit are basically fine the way they are but it’s extremely clumbsy to try to attack and point with the thing especially when mobs, notably those that like to get behind you in Orr, are just annoying.

Balance Team: Please Fix Mine Toolbelt Positioning!

Engineers: What do you want to see that we don't have?

in Engineer

Posted by: tigirius.9014

tigirius.9014

Reading through the thread I was struck by this:

I want more traits to affect Gadgets. Currently, the only trait that affects them is the reduced cooldown one. Right now Gadgets are overshadowed by other utility skills we have that have equal or greater use.

and

Injecting some of my own ideas here. Skill type; “Augments”. Arms, legs, chest and head (chest = healing augment).
……

(sorry just trimming for sake of space).

I thought that the body augments is a cool concept for the engineer so why not combine the two?

Idea: steampunk exoskeleton components that get damaged and less effective as the engineer gets hurt. (It would be awesome to have the visual components show damage).

Mechanics: Make gadgets into the engineer’s form of signets, with important differences.

First, the passive effects are only gained via traits. Second, the passive effect is always active, unlike signets. However, the passive effect’s magnitude is linked to three different mechanics 1) the engineer’s current health, 2) the ability cooldown, 3) the toolbelt cooldown.

My reasoning is that the gadgets are already balanced for the current numbers, so by adding on all of these requirements for the additional effect it would avoid making them overpowered.

All the numbers and effects below are just my initial guesses. The main core of the idea is just to add more depth, complexity, and flavor to the gadgets which are my personal favorite parts of the class.

Inventions
Stabilized Armor: You take 5% less damage when your endurance is full.
Slick shoes passive: Grants 15% faster endurance regeneration.

Energized Armor: 5% of your toughness is converted to power.
Throw Mine Passive: 25% chance to drop a mine when hit

Power Shoes: 10% faster movement speed in combat.
Rocket Boots Passive: 50% chance to grant 2 seconds of stability after dodge

Tools
Speedy Gadgets: Gadgets recharge 20% faster.

Always Prepared: Drop bandages and a flamethrower or elixir gun when downed.
Personal Battering Ram Passive: +10% condition duration

Scope: Gain 10% critical hit chance while standing still.
Utility Goggles Passive: Engineer Projectile finishers gain +80% combo chance

Personally I think the rocket boots should have the passive of faster run speed and the trait for power boots to give stability when wearing rocket boots (meaning having the thing on the toolbar and getting the speed buff). They could even turn off these buffs for the duration of the cooldown like they’ve done on other classes to ensure that if it’s used it takes some time to build back up to be used again for balance.

Balance Team: Please Fix Mine Toolbelt Positioning!

Engineers: What do you want to see that we don't have?

in Engineer

Posted by: tigirius.9014

tigirius.9014

The reason why I want Boon Removal is because the Engineer has effectively zero sources of stability. Anyone who has played serious PvP for more than an hour has seen how rampant it is and how much of PvP revolves around people either having it or not.

Among all the classes, let’s see:

Warriors have a solid stability source in Balanced Stance.

Guardians have some of the best stability sources in the game in their shout and consecration.

Rangers have to put in a hefty trait investment to receive signet active bonuses, but in doing so he can receive an invulnerability signet on top of his stability signet.

Thieves has stability only in the related Steal item and his Dagger Storm elite. However, this is likely to compensate for the numerous stunbreakers and sources of stealth that he gets. After all, we’re talking about the only class that gets a stunbreaker on a weapon skill, and the one with the most teleports in the game.

Mesmers receive stability only in the associated Mantra, but they have numerous sources of invulnerability, which I will count as a pseudo-stability.

Elementalists have an invulnerability and a stability, as well as having one of the best stability traits in the game.

And finally, the last two: The Necromancer and the Engineer.

The Necromancer is in a similar situation as the Engineer, although even he isn’t in as bad of a situation. The Necromancer can at least trait to receive a reliable stability if he really wants it, even if it is a hefty trait investment. Beyond that, he can only receive it from his elite.

The Engineer, however?

Let’s see:

He gets an invulnerability, and on that skill he gets a (maybe) stability for 4 seconds. Beyond that, he can only receive stability on his elite skill.

Absolutely, it seems to me that something went wrong in the testing phase of the classes because all of the scout classes got shafted on this one thing. None of the medium armor types have regular abilities that give them stability for any amount of time without a special circumstance or some extremely long timer.

It does effect more then just pvp. There are plenty of jump puzzles I can’t do as a scout class (which is all I play BTW) because in order to be effective at them you basically have to have a stability ability usable every 1 minute. smh

The other thing that bothers me is that in order to run faster out of combat I have to either use a potion with an extremely long timer, use my rubber boots which usually has 45 sec timer for 4 seconds of run speed, or trait myself to gain run speed when i put on a kit, but not permanently mind you like the seals ans sigils of other classes (even the ranger gets a perm one) but a temporary where I have to constantly switch back and forth between kits to keep the buff going to travel well. It’s not good in Ore either because if you aren’t traited to use kits in Orr but you have to have them on the toolbar to run, then when you get attacked (which happens every few steps) you’re stuck with what you have on.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

Rocket boots

in Engineer

Posted by: tigirius.9014

tigirius.9014

I pretty much used it once to see what it did and then never equipped it on my utility slots again.

this fits alot of the engi skills imo.

I agree, utility goggles, rocketboots, battering ram, flame turret…

Rocket boots: Remove immobilize. Break stun. Blast finisher. Remove cripple/freeze, etc. 30s cooldown (24s if traited). Good toolbelt. It only does everything on a 24 second cooldown.

Yeah, someone’s going to mention that rocket boots knocks you down on landing, but the difference between being down/immobilized exactly where your opponent wants you down and being immobilized 900 units away is huge. Doubly so if you use the blast finisher to be invisible for 4 seconds, which gives you more time as your opponent looks for you and/or rendering fails in your favor.

Not useful on all builds to be sure, but useful on a great many.

Hardly! HA! try that in Orr. And as someone who plays a thief let me explain to you just how hard it is to kill some of these mobs when they run away at breakneck speeds to leash back to where they came from instead of walking while you are trying to backstab, now apply that to your engineer flying away landing on your back invisible while the mob has already reset like nothing happened. Not a good combo.

Balance Team: Please Fix Mine Toolbelt Positioning!

What's killing the game, and possible solutions

in Suggestions

Posted by: tigirius.9014

tigirius.9014

Epic skins for Engineer kits and/or turrets: it doesn’t matter how sick my pistols look when I’m all most always running around with my grenades and flamethrower I’d just like a way to look a tad awesome when using said skills.

Absolutely a must for me too, it shouldn’t look like a pile of junk from the movie Labyrinth sitting on my back at level 80.

Balance Team: Please Fix Mine Toolbelt Positioning!

confused about the behavior of MF

in Bugs: Game, Forum, Website

Posted by: tigirius.9014

tigirius.9014

there is seriously something wrong tho, why is it that you get hardly anything at higher levels. Are the precentage calculations for higher levels that much out of reach for characters with 0% mf? Tonight i finished me set, it has 100% on the armor and weapons and jewelry, I even got the guild 3 day buff and the banner buff which set me at 120%, know what I got from an Orr run? 2 blues. defending a camp from 3 vets and hordes of attackers. There is something wrong with this big time. You know what i got on my ranger last time played him? 90% of my drops were blues, the rest were actually useful crafting items (which almost never drop in Orr btw for me) like bones claws blood etc, and I had 4 dyes. I haven’t had a single Rare drop since they did their last patch that supposedly only touched dye drop rates.

Balance Team: Please Fix Mine Toolbelt Positioning!

confused about the behavior of MF

in Bugs: Game, Forum, Website

Posted by: tigirius.9014

tigirius.9014

With each new patch it seems to change. At first being in level 80 gear all MF gear “explorer” all superior runes with the 1-5 bonuses “pirate” and eating the food that gives me 22% I thought I was set. Almost nothing drops half the time, most of the time I get blues. What’s even stranger is I get more drops blues/greens/rare/dyes from my simple 3 day 10% buff on my level 20 ranger then i do off of my 80 engineer with mf on every piece of armor even my weapons and accessories.

So I have to wonder, is this how this system was intended? Is this MF system broken? Should i be doing something special to make this work properly? I don’t understand how my level 20 with 10% gets more drops more often of higher quality then my 80 with 82%. (still getting the pieces together for jewelry.)

Balance Team: Please Fix Mine Toolbelt Positioning!

please return herbs to karma vendors end game

in Suggestions

Posted by: tigirius.9014

tigirius.9014

Even if it’s a requirement to do a heart in a 75-80 zone please allow us to buy herbs and vanilla beans from vendors end game. It’s incredibly difficult to get the herbs we need to drop like Thyme to drop from areas that are supposed to be booming with them and keeping low level recipes that require an herb thats really hard to find like vanilla beans just doesn’t make sense because new players do not have gold lying around in the bank to try to buy these things from the TP. Thanks.

Balance Team: Please Fix Mine Toolbelt Positioning!

What's killing the game, and possible solutions

in Suggestions

Posted by: tigirius.9014

tigirius.9014

Things I agree with that need changing:

No Dungeon finder
DR’s in the open world. (Dungeons I’m not so worried about, but when you’re trying to farm common items like leather from enemies that should have leather in abundance and you can’t because it stops you after the fifth or sixth kill then it becomes a serious issue. There is no skinning so what are we supposed to do?)
Scaling Rewards: (You said you wanted us to explore the world well, when we are in a level 30 zone and we happen across a champion with a chest, give us the level 75-80 rewards for finding that chest.)
Economy: To me the dungeon tokens aren’t the issue, it’s charging people gold for items that should cost Karma that’s the problem. Right now the racial armors and the runes of holding cost enormous amounts of gold, it’s not economical to buy gems and convert them to buy these items, why are these costing gold when this isn’t a good system of getting gold in the first place?

Balance Team: Please Fix Mine Toolbelt Positioning!

Karma for cultural armour.

in Suggestions

Posted by: tigirius.9014

tigirius.9014

cosmetic armors in the game should all be sold with Karma. I think there was an original intent on people using the store for gems more and then converting those into gold but they didn’t take into account how terrible the exchange rate would be. I for one would never do that at this point because there’s hardly any gold to be made this way. The exchange rate is almost always at 45-50% what it should be.

The same goes for bags. The runes of holding should not cost gold to purchase they should cost Karma.

Balance Team: Please Fix Mine Toolbelt Positioning!

Can minipets NOT deposit to collectibles?

in Suggestions

Posted by: tigirius.9014

tigirius.9014

I just think they need to add a few more UI elements really, they need one on the bar for switching gearsets and they need one for pulling out a minipet, that way they can keep the minis in the collectibles and still allow people easy access to the ones they have

Balance Team: Please Fix Mine Toolbelt Positioning!

Autoguesting.

in Suggestions

Posted by: tigirius.9014

tigirius.9014

I’m not going to mention the name of the game that’s doing this, but it seems to me that since we do have the tech for it now it would be so much easier on the players to have crossover early/mid zones alongside the ability to guest with players who are in party because let’s face it, sometimes it does get a bit discouraging when you see no one in a zone late night and you need to finish an event, and people need to learn to work as a team pre-Orr anyways. I vote for automatically placing people of lower-mid level zones who don’t meet a certain quota of people at a certain time to be moved to an overflow style midway point of the same zone so they crossover a bit, an underflow server if you will. Would solve a few problems.

Balance Team: Please Fix Mine Toolbelt Positioning!

Gear Set Swapping

in Suggestions

Posted by: tigirius.9014

tigirius.9014

Definitely need this! I’ve been needing a good gearswapper for a while in this game. Also, would love to see if there would be slots for gear in these outfits so that they don’t take up bag space when switching. When you add fishing to the schpeal please oh please add an outfit display for fishing outfits.

Balance Team: Please Fix Mine Toolbelt Positioning!

Engineers: What do you want to see that we don't have?

in Engineer

Posted by: tigirius.9014

tigirius.9014

I would like to place the request, that if indeed it is true that the FlameThrower kit’s #1 ability only hits 3 enemies, this is definitely inconsistent with the reality of the actual weapon and needs changing ASAP please. Even if it hits 5-6 enemies at a time that would be more realistic. And if it’s a bug I apologize for posting this here.

Balance Team: Please Fix Mine Toolbelt Positioning!

Orr farming with flame thrower

in Engineer

Posted by: tigirius.9014

tigirius.9014

I’m definitely agreeing with the OP first, they don’t all fly the same some go high and some go low and the high ones really do take longer. 1 second can mean life or death. Second, I’ve already put in a petition to make them tab target instead of reticle especially for the #1 ability. The grenades do not have the same radius as the #1 ability in Flamethrower kit, i hate to break that to some of you but it doesn’t notably because many of the mobs in Orr are running around like Honey Boo Boo child on her special drink and get out of range of the tiny AOE field engineers suffer in the grenade kit whereas the field for the flamethrower 1 ability moves with the enemy and is far more effective even with the miss bug. And finally, OP I use the flamethrower to farm Orr events have no issues you just have to pay attention to your positioning to maximize how many mobs you are hitting at once. I always hang back and start off with my napalm attack into the crowd. just learn where they spawn and see the patterns of where they normally run to you’ll be fine.

I use the explosive tree, with a little in the rifle for extra burning, I use crits cause 2 seconds of burning, 20% burn time, bomb defense to make myself invis if knocked down, juggernaut is a must imo. precise sights doesn’t hurt either.

Even tho I’ve never had an issue farming with this build, If it’s true that it only hits three targets for the flame thrower, this definitely needs to be changed. (clicks to visit the other forums)

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

Pets you'd like in the future...

in Ranger

Posted by: tigirius.9014

tigirius.9014

would love rare versions of the pets, like those spirit pets in Orr and things like that. Possibly with new abilities but that’s not required. Part of the fun of taming was being able to tame those that were challenging to get to or required a special strategy to obtain. Would love to see this expanded. Right now this system is okay, but it really lacks what made it fun for me in the games that had taming.

Balance Team: Please Fix Mine Toolbelt Positioning!

Engineers: What do you want to see that we don't have?

in Engineer

Posted by: tigirius.9014

tigirius.9014

Tab targeting for grenade kit on land.

Mines to change while underwater, like depth charges, or the barrel shaped ones. Closer mine spawning and wider detection of enemies on land.

Spherical zone spawning for the Elixir Gun Kit #5 healing zone centered on the engineer and spherical zone spawning tab targeting of underwater #5 poison grenades, last time i used them they were still circular as if i was on land.

Change Shotgun #3 to multiple shots.

Change rocketboots to no longer cause a mini knockdown when used and allow them to release stuns instead of the potion.

Change one of the grenade kits abilities to allow for occasional or single use stun from concussion instead of confusion for better CC or even on the bomb kit as well not broken by dots.

Change the nets from the harpoon gun to autodeploy as soon as they hit the target.

Change underwater potions to disperse in a sphere with the engineer as the centerpoint instead of hitting a the potion button twice to disperse it.

Lower the cooldown on being able to redeploy turrets when they are simply picked up and not blown to bits.

Give us an item slot or ability to run 10% faster like most of the other professions in the game. (without having to press a button, just a passive buff please) I switch from my thief or ranger and feel like my engineer is walking thru mud.

Give us ammo slots for all professions that use bullets, so we can place a specific type to cause a specific type of damage without the need for them to be limited to cooldown abilities.

Improve the duration on the flamethrower kit’s #5 ability, Vent Smoke, so that it will blind for about 5-6 seconds like the thief dagger/pistol ability Black Powder. That would help with survivability in places like Orr.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

Any words on Engineer changes?

in Engineer

Posted by: tigirius.9014

tigirius.9014

the only thing i see that they need to change is a faster series of shots. It’s like oh the thief can unload and occasionally the warrior can shoot really fast or even snipe but when you play the engineer and you look at the abilities besides 1 that don’t have a special CC purpose what are you left with, an overload that does bleeding and I’m sorry, but bleeding and poison in all other classes other then necro are inconsistant. At the very least that overload ability should cause burning at least then it will have increased damage and duration.

Balance Team: Please Fix Mine Toolbelt Positioning!

Is 'Reserve Mines' Telent pointless?

in Engineer

Posted by: tigirius.9014

tigirius.9014

they do seriously need to make these mines and the other mine abilities not have so much distance between them. I’ve noticed on many occasions where they just never explode as for example the giant champion troll actually graphically steps on them and never sets them off. Dunno how many times I’ve see that kind of thing. And they are absolutely useless underwater, we need underwater versions like barrels or spherical mines that cause shockwaves when they explode. (like they use against subs)

Balance Team: Please Fix Mine Toolbelt Positioning!

Torch - Engineer Weapon!

in Engineer

Posted by: tigirius.9014

tigirius.9014

I see a lot complaints about engineers not having enough weapons (barring kits), and I’m surprised that torches are never brought to the table as a possibility.

As far as actual current in-game weapons go, I think the torch would be a great option aesthetically and conceptually for the engineer; fire is chemistry in one of its most impressive forms! …unfortunately we’ve got the whole lighting $#!% on fire thing pretty well covered at this point via flame thrower, flame jet, and fire bombs; the the big challenge regarding the torch is gonna be coming up with abilities that wouldn’t be redundant to what we already have.

One thing to keep in mind is that the torch doesn’t necessarily need to be an offhand item; pairing the torch with an offhand pistol or shield could lead to to some interesting combinations.

Post as many ideas as you have! If you don’t have a complete 1-2-3 or 4-5 abilities in your head – no problem! Post what you have, and we can mix and match until we come up with something(s) suitable for in-game use!

________________________________________

Idea List:
(will keep this updated as the thread progresses)

Brand:
(melee) Press the torch into your target’s flesh, causing direct damage and applying burn. Possible additional mechanic – ability could be channeled, causing the torch to be held out infront of the engineer; the longer the torch is in contact with a target, the resulting burn will be exponentially longer.

Chuck it!:
(ranged) Throw the torch at your target, causing direct damage, knock down, and burn.

Spit Fire:
(cone AoE) Withdraw a flask of rum, take swig, hold the torch infront of your face, and spray! Applies burning and confusion. Also applies inebriation to the caster and target(s).

Chemical Flare:
(cone AoE) Throw a handful of powdered magnesium through your torch. The resulting flash applies burning and blindness.

Ignite:
(melee range -or- GTAoE) Adds a Fire combo field to any Light, Lightning, Poison, or Smoke combo field in the target area. Adds duration to any existing fire combo fields in the target area. (may also apply a fire combo field to other plausibly flammable substance, such as the glue from “Glue Shot” or the oil from “Slick Shoes”, etc.)

__

…that’s all I got. Feed the list!!

- Hal

Torch would be a good option, especially since we only have two options for offhanders with a pistol. The torch would be enhanced by cond damage bonuses. I’d love to see this. It’s arguably easily in the lore just look at the torches found in the Asura zones, they make plasma.

Balance Team: Please Fix Mine Toolbelt Positioning!

Let's face it.

in Engineer

Posted by: tigirius.9014

tigirius.9014

I think your use of the term “convoluted” is a bit misleading here, and I think I understand the point you are trying to make. I have to disagree with it though. So what if I have to hit 2 key strokes? or hit a key twice for a secondary function on a skill? Engineers use those skills all day for their general and original purpose of said skill. The only difference in using that skill in a fields, is to do the exact same thing we do all day to execute the skill, only we direct it through a field. That doesn’t actually make it more tedious. At least not in my opinion. I think it is your perception that makes it appear tedious.

My point really wasn’t about taking advantage of combos; I was more trying to point out how many more key presses we have to make to use our abilities. <— This is what I am alluding to when I use the term “convoluted.”

Absolutely correct there, just look at the #1 ability in grenade kit on land. perfect example. The other thing that strikes me is the extremely long time after picking up a turret before one can put it down again, this shouldn’t be more then ten seconds because we didn’t destroy it so we don’t have to build it again which technically would require more time to do then just setting it down and turning it on.

Balance Team: Please Fix Mine Toolbelt Positioning!

Rocket boots

in Engineer

Posted by: tigirius.9014

tigirius.9014

It’s definitely not your imagination. There shouldn’t be a knockdown from this at all, you are using the device you know the extent of it’s force and therefore can brace against it to land properly. Things like this ruined engineering the profession in another game I won’t mention the name of. I do hope it’s fixed in this one. I also wonder why it doesn’t remove stun. Last thing that should remove stun is a potion that keeps you right there in front of whatever is attacking you, like oh say in the Zombie Apocolypse zone for example.

Balance Team: Please Fix Mine Toolbelt Positioning!

Let's face it.

in Engineer

Posted by: tigirius.9014

tigirius.9014

PotatoOverdose.6583
I honestly doubt we’re the least played profession.

The statement that engineers are the least played class are based on empirical data provided by Anet themselves. My post was to illustrate possible reasons why.

Balance Team: Please Fix Mine Toolbelt Positioning!

Let's face it.

in Engineer

Posted by: tigirius.9014

tigirius.9014

some problems I’ve noticed with engineer that make it more difficult and simultaneously inconsistent with the similar abilities of other professions that have the same purpose.

1: flamethrower kit, smoke vent, only blinds 1 time even though it takes just as long graphically (and if it were real physically) as the thief dagger/pistol ability called black powder. Both are mechanics to prevent enemies from hitting you for a short time because you are in melee range. It is inconsistent on the engineer. Both are scout professions they use the same armor and if I’m not mistaken the engineer loses his improved toughness shield trait when he equips a kit.

2: Elixir gun, Fumigate, inflicts poison on enemies, does not stack, and does a very minimal amount of damage per tick even in all pow/prec/cond exotic gear. Neither it nor the damage caused by the poison grenades are in any way consistent with the AOE poison Mark that the equivalently equipped Necro uses, it’s very noticeable. It’s well known that if this were a RL situation, chemical warfare would be far more deadly than this. Both the engineer poison attacks listed here do not do a relatively normal amount of damage initially.

3: Grenade kit/ poison grenade Does hardly any initial damage when compared to the staff abilities of a similarly equipped necromancer.

Now don’t misunderstand I enjoy what the class does and it’s abilities, I love this game and how they designed it and I like playing it, but this post is simply to point out just some of the problems to support my statement as to why Engineer is not played that often. Because of inconsistent abilities and because of things that would normally be common sense realities concerning the weapons involved.

I only post anything to the forums because I care about the game and people’s enjoyment of the game and I only post requests and the problems I while playing the game as a means to improve upon what they’ve already got going here. And before someone comes in and says , well those are different professions, let me just say, the mechanics for combat are relatively the same across the board, every class has condition removal/stun removal/AOEs/CC they were meant to be unique only in the name of the ability and the type of weapons used to accomplish their attacks.

Balance Team: Please Fix Mine Toolbelt Positioning!

Let's face it.

in Engineer

Posted by: tigirius.9014

tigirius.9014

Zef there is a reason why it’s the lowest played class. Because there are problems. Sure some other classes have that miss thing with the objects but not like this. There are about ten ticks of damage from one use of flamethrower, they shouldn’t ALL miss when something moves a little to the left or better yet, doesn’t move AT ALL and it still reads as a miss. Secondly, I don’t care what other classes are doing Siofra, the fact of the matter is this, the grenades need some work. They were working fine before they nerfed them before launch as far as explosion radius is concerned but targeting this way for EVERY attack is just wrong. No other class has to do it this way and it shouldn’t be like that for every grenade. Sure the poison cloud grenades should be an AOE target but not every grenade and certainly no the #1 ability in that kit. And no sniper kit or tab targeting for the grenade kit isn’t too much to ask for. We won’t stop asking, that’s what these forums are for.

Balance Team: Please Fix Mine Toolbelt Positioning!

Skinning?

in Crafting

Posted by: tigirius.9014

tigirius.9014

since there seems to be an issue with gathering this common resource i would like to request that this be an option for this discipline. combining lower level leather into higher level panels much like the gems of the jeweler.

as far as the issue goes, when farming humanoid enemies that would normally drop the leather needed as a common drop, even while wearing all magic find armor with the runes to match, the drops suddenly stop after about 4-5 minutes of farming. even the armor items that normally would be salvaged stop dropping. doesn’t help when you can’t skin common animals for this resource or that animals themselves that normally would be harvested for leather, don’t actually drop leather. What I mean to say is, the animals that normally drop leather stop in the same fashion after you try to get started farming, and those few that do drop anything isn’t enough.

Balance Team: Please Fix Mine Toolbelt Positioning!

Let's face it.

in Engineer

Posted by: tigirius.9014

tigirius.9014

Engineer actually is the least played class according to information posted by Arenanet a month or so ago (Mesmers have gained huge popularity since then). But the class is definitely not weak.

Engineer is one of the hardest classes to play well. However, to say that we’re one of the worst classes is just wrong. We may not be as strong as Thief, Guardian, or Mesmer but I think we’re in one of the best spots. We’re very viable in PvE, WvW, and tPvP; what more could you ask for?

What class doesn’t have a lot of bugs and broken aspects right now? Once Engineers are a bit more tuned and bugs are fixed, I would bet that we’re going to see some nerfs.

Nerfs are the last thing Engineers need. Even the flamethrower doesn’t do that much damage with power prec cond and specced for extra burn.

They have some targeting issues but nothing needs nerfing.

Balance Team: Please Fix Mine Toolbelt Positioning!

Let's face it.

in Engineer

Posted by: tigirius.9014

tigirius.9014

Love the posts people are placing in here that eles rangers are unfinished. REALLY no… they are fine.

Let me give you two examples of how i know something needs to be done about the engineer class. ground targeting is a pain for every grenade skill, it’s just unecessarily hard to target anything effectively. and have you ever tried to destroy a simple object like a turret or a wooden barrel with a flamethrower kit? try it. You’ll see the miss fest I’m talking about.

Bottom line is there are things missing things that are redundant and things that need addressing. I sure hope they are listening to us. Would love to see some changes notably to how grenade targeting works on land and on how flamethrowers #1 ability affects surrounding target hitboxes.

Oh and don’t get me wrong the damage I think is fine, it’s just it needs polish.

Balance Team: Please Fix Mine Toolbelt Positioning!

couple of things about explosives and flamethrower that bother me

in Engineer

Posted by: tigirius.9014

tigirius.9014

I would like to make a few requests. Please if I sound demanding it’s not because I’m trying to I’m just sometimes very passionate about what I care about notably in this game.

One is the underwater grenade vs the on land grenade targeting thing. Targeting is a serious issue on land. It is almost not worth messing with on land because the targeting and the sheer lack of speed at which the grenades land near the enemies to do any meaningful damage and at which they can simply run towards me and dodge the damage entirely is just wrong. The explosions have a larger radius trait should improve grenade explosions as well. I would like to see this change soon, the targeting mechanism should be the same for both or the explosive radius for grenades increased. I would love to see the simple tab targeting for everything but the poison grenade if that’s at all possible.

With this in mind, AOE fields underwater for both the poison clouds on the grenades and the healing clouds on the elixir gun should be a sphere. there should not be ground targeting of anykind underwater, and the spell when switching kits thing should be changed so the elixir gun’s AOE heal is a sphere as well to make it more realistic because we are dealing with liquid dynamics underwater here.

Flame thrower should NEVER miss at least on it’s #1 slot ability. When enemies and objects are in the full cone of the blast of this weapon there should never be a miss. I don’t know how many times some enemy has run to my side while attacking me which then even tho my character turns appropriately while blasting, suddenly turns this attack into miss fest 2000 OR how even tho i’m at the right distance from the object or door I’m destroying it says miss miss miss miss miss miss. Please address this if you aren’t already. This ability should be just like an AOE as far as hit boxing is concerned.

the last thing I’ve noticed is that if the enemy is in a certain position the smoke cloud ability on the flame thrower 1: never blinds them 2: blinds them only once in the few seconds it has to dissipate. I would like to see this improved please so that it would at the very least match in functionality the black powder thief ability because we’re not very mobile while attacking with the flamethrower and being that we are a scout profession 200 toughness and leather padded armor only goes so far.

Balance Team: Please Fix Mine Toolbelt Positioning!

How do you stop perma stealth Thieves?

in Thief

Posted by: tigirius.9014

tigirius.9014

I’d like to know their secret (unless it’s an exploit) because they didn’t help me much in pve with the three second delay between stealths. sigh smh. I thought PVP and PVE abilities would be separate in this game title so we wouldn’t have to deal with these issues in the first place. I feel I’m reliving the “it’s OP in PVP so let’s nerf PVE” nightmare all over again.

Balance Team: Please Fix Mine Toolbelt Positioning!

REAL stealing

in Thief

Posted by: tigirius.9014

tigirius.9014

I’ve searched and so far i haven’t found someone addressing the PVE side of this.

What happened to the thief receiving extra goods from enemies? Shouldn’t the fact that thieves in every setting like this, go around and steal from enemies (notably humanoids mind you) to gain extra coin or a bag full of goods is the common reason for the existence of this archetype be enough to change this little thing? It doesn’t have to be gamebreaking but stealing is one of the things that makes a Thief well a Thief. Stealing abilities is nice when in a pinch to survive but in reality it’s the acquisition of goods pilfered from enemies that made this archetype what it is.

It doesn’t have to be gamebreaking, it could be a few extra coins or a bag of coins. It could be a bag of goodies used in crafting, it could be anything really. And if Anet finds it in the kindness of their hearts to make it be affected by the % magic find so be it. (charming wink)

Balance Team: Please Fix Mine Toolbelt Positioning!

PVE shadowstepping.

in Thief

Posted by: tigirius.9014

tigirius.9014

I’ve read somewhere that Anet is separating PVP and PVE behaviors for abilities so as a PVE player I would like to submit a request. Could we please change shadowstepping abilities to place us on the side or behind enemies? Thanks.

Balance Team: Please Fix Mine Toolbelt Positioning!

Upcoming nerf called for?

in Thief

Posted by: tigirius.9014

tigirius.9014

completely agree it doesn’t need nerfing. They do need to look at how the exploits are being done instead. I’ve seen people just teleport to someone far far away suddenly and do massive damage all at once, that’s not normal. (and I’m sure they are looking into it). There also seems to be some confusion over the stealth. stealth is not as powerful as people are making it. It’s certainly not like it is in other titles. This stealth is already a nerfed stealth and shouldn’t be messed with. (again only to improve the removal of exploits)

You do realize that there’s a three second delay between stealthing keep people from jumping from stealth to stealth over and over, AND that AOE’s still do their normal damage to those in stealth. It’s not an issue.

Balance Team: Please Fix Mine Toolbelt Positioning!

exceedingly long "in combat status"

in Account & Technical Support

Posted by: tigirius.9014

tigirius.9014

I’ve noticed on quite a number of occasions (particularly on my thief) that when i do something that would normally take me out of combat entirely after 30 seconds the combat status hangs on for 5-10 minutes instead. I’ve stealthed run off and still I remain in combat for a very long time before reaching the location I’m traveling to. OR when I’m on a platform WAY above the enemies having the slightest clue where I am I remain in combat status. Is there anything that can be done about this?

Balance Team: Please Fix Mine Toolbelt Positioning!

Backstab, time to nerf.

in Thief

Posted by: tigirius.9014

tigirius.9014

I honestly don’t see the issue. First and foremost thieves do not automagically appear behind you when stealthed or teleporting (a big no no imo) second that isn’t very much health. My engineer has more health then that in his green explorer stuff. I always thought one of the goals of PVP was to put on something that gave extra health to improve survivability.

Balance Team: Please Fix Mine Toolbelt Positioning!

UI and simple mechanics requests.

in Suggestions

Posted by: tigirius.9014

tigirius.9014

Did a quick search didn’t find these as requests from the searches i did.

Requests:

1: Dual spec traits

2: A small notification retangular box just above the chat box that indicates when someone comes and goes offline on our friends list.

3: The ability for Leatherworkers to change lower level leather into higher level leather.

4: An instant messenger style chat tab for easy access to whispers recently sent and received.

5: The ability to make the character names be completely replaced with the nickname of your choice in both the Guild Roster and the Friends Roster.

6: Occassional key drops for chests. Notably in higher level zones off mobs that would drop such things, champions, veterans.

7: Allow the chest in each zone above level 30 to scale their drops to the level of the players.

8: A window on the character screen that has messages to the players on important world events. The halloween event was very confusing for not just me but for many people in map channel in LA on my server. The simple used of a phrase like “Halloween has started for Tyria, click on the cauldron in LA to begin your journey. Talk to so n so to begin searching for the history of the Mad King”

9: On the map, players of the same party should easily be seen by a small pulsing ring emanating out from the central point of the players dot.

10: Discoverable skills.

11: The ability to click on the map and put a marker for later use with a small message. If we were to think about these characters as real people, as if they were carrying around a large map of the world with them wherever they go, they’d definitely be able to mark their map with symbols telling them what to find there. It would help with things like farms, those areas that have a high concentration of plants, or with treasure chests, or marking locations for jump puzzles for future reference. It would help alot.

12: Fishing where you catch more then just fish. Tyria has a huge history and I’m sure the skritt haven’t found EVERYTHING yet. hehe. I’m sure there would be pleanty to fish up out of the muck. Gear, dye, etc and let it be affected by luck and magic find %.

13: Items one can build for temporary RP. Like if one goes fishing, a lawn chair and parasol. Or a picnic blanket with food. Or a campsite with a tent.

14: REAL stealing. Even if it was just a simple extra baggie being found with goodies in it, that would be ample enough for the thief profession.

Balance Team: Please Fix Mine Toolbelt Positioning!