Showing Posts For steinnovels.9675:

Living world S3, ep4 & 5 speculation.

in Living World

Posted by: steinnovels.9675

steinnovels.9675

Episodes in this living world season seem to mostly have to do with elder dragons. With episode 2’s Rising Flames and 3’s Crack in The Ice led us to Primordus and Jormag, Episode 4 and 5 may lead us to Kralkatorrik and The Deep Sea Dragon. I think fitting titles for these episodes could be Swirling Sands and Breaking Waves respectively. I would personally like to see the deep sea dragon to not be what we think. The blue sphere in Fort Trinity was taken from the Krait, how did they get it? Could they have stolen it from the deep sea dragon or could the dragon be using the Krait to deliver a weapon to the enemies of the dragons. I would like to see that kind of twist after all not much if anything is known about the deep sea dragon.

What are your thoughts?

Irenio what type of changes to scrapper?

in Engineer

Posted by: steinnovels.9675

steinnovels.9675

I have heard a lot of hate in this thread. Firstly about the AI, then about how the function gyro is not a class mechanic. Yes the AI is a bit of a disappointment. It would be nice if the gyros did not need AI and just circled tightly around the Scrapper giving their effect in an AOE, sadly that is not the world we live in. The gyros do have AI, does that make them unusable, no. Necromancer minions have AI and they see a lot of play. I for one do not see gyro AI as a problem that will prevent me from using them, if they will serve within my playstyle’s quirks, if not then I will not use them.

The Function gyro is what I think that they came up with as an alternative to changing the Engineer’s class mechanic, the Toolbelt. Think about it, what is the Engineer’s class mechanic, a secondary set of utility skills. What have they done with other classes mechanics, changed how they function by either adding an additional effect, see Elementalist, by changing them entirely to a different skill set, see Necromancer, Warrior, or Guardian, or they have added something new, see Mesmer, Ranger, or Thief. Adding an additional effect like the Elementalist would require changing all existing utility skills to have an additional effect would have the same problem as if they follow the Necro, Warrior, and Guardian, changing each Toolbelt skill. There are 28 current non-detonate toolbelt skills, that is 28 skills to remake and if they did that most would complain about that because they might like certain Toolbelt skills that would no longer be available if this elite were taken, dissuading people from even trying it. That leaves making something new like the Mesmer, Ranger, and Thief. The Mesmer and Ranger each got a new mechanic skill that adds to their profession while the Thief is really in the same boat as the Engineer; they only got a marginal upgrade to the dodge. This from an efficiency point of view was the only real choice that the developers had to give us proud Engineers something new, and with all things new it will face its own hardships and trials because nothing new is ever truly met without some displeasure at the change. While I as a PVE player would like the Function gyro to be more than just a remote rez/stomp and to have more usability for my chosen mode of play, like oh say remote channeling/harvesting, does not mean that it will be bad or useless.

I am willing to give the Scrapper a shot and see where it goes from there. In all reality that is all we can do for any of the Elite specs. Venomous complaining without any real substantial constructive feedback now will only damage what it could be and make the devs who truly love this profession grow to dislike working on any improvement for us leading this wonderful, quirky profession of many tricks to become a hollow husk of what it was once. A fun and challenging profession to play.
Thank you for your consideration.

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: steinnovels.9675

steinnovels.9675

The gyros would benefit if the speed enhancing traits (ie, Mecha legs) and runes (ie, Traveler’s) effected the gyros too.

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: steinnovels.9675

steinnovels.9675

The function gyro would see more use if it could also be used for channeling interactions, and harvesting nodes.

Med Kit Issues

in Engineer

Posted by: steinnovels.9675

steinnovels.9675

What is ironic is that an engineer with a superior sigil of water, and the flamethrower does more healing than Med Kit 1. That only has a 30% chance on hit with a 5 second cool down and it still out performs the Med Kit.

(edited by steinnovels.9675)

Med Kit Issues

in Engineer

Posted by: steinnovels.9675

steinnovels.9675

Personally, I think that if you use the Med Kit you are giving up almost all of your offensive capability to provide support and how it functions now it punishes you for doing so. You give up the ability to harm foes to perform the worst active healing in the game for no reward. If ANet wanted people to use the kit they should make it rewarding to do so.

Med Kit Issues

in Engineer

Posted by: steinnovels.9675

steinnovels.9675

How about changing the 2 -5 skills to be like a mini version of the supply drop elite’s toolbelt skill. Where you have a larger ground target, and throw out more than 1 item.
This would make those support skills actually mean something for group support.

IMO any direction that continues to include ground targeted consumables is the wrong direction.

I can see your point. An other idea would be to pulse out a short field with a 300 range that grants the same effect that skills 2-5 grant to up to 5 targets.

Med Kit Issues

in Engineer

Posted by: steinnovels.9675

steinnovels.9675

How about changing the 2 -5 skills to be like a mini version of the supply drop elite’s toolbelt skill. Where you have a larger ground target, and throw out more than 1 item.
This would make those support skills actually mean something for group support.

Med Kit Issues

in Engineer

Posted by: steinnovels.9675

steinnovels.9675

Additionally, If the 1 skill were changed to leave even a 1 second water field on use then it would see much more use.

Med Kit Issues

in Engineer

Posted by: steinnovels.9675

steinnovels.9675

The Med kit does too little healing in high level areas for it to be of any actual supportive value. It’s 1 skill does heal on a no cool down, but for its cast time It is just too under powered for it to be of any actual help. 113 base heal, traited and geared for healing power is underwhelming at best, triple the base healing and then it might see some play, but when you have an average damage of 1200 per hit coming in, 113 healing +13 per boon will not help anyone’s survival chances. If this is the post 36% buff to base healing then it will still see little to no use in any game type, ever.

Glider

in Guild Wars 2: Heart of Thorns

Posted by: steinnovels.9675

steinnovels.9675

I predict that shortly after HoT releases we will see a new tab appear much like the mail carrier tab and the gem store will have new glider skins for sale. Possibly with skins like flapping feathered wings, dragon wings, a parachute, or Da Vinci style flyers. The list could go on and on.