Jump to content
  • Sign Up

archmagus.7249

Members
  • Posts

    438
  • Joined

  • Last visited

Posts posted by archmagus.7249

  1. > @"Tiagoht.7549" said:

    > Next change based on the cry of the players: removing the only feature released for wvw in the last 10 years. The warclaw

     

    Sure. PvE gets mounts and WvWers complain about not having a mount, and now that you have a mount you want it removed? Next you're going to say that we shouldn't have gliding.

  2. I like the turrets idea. But I think there's a few things which could make things better.

    -remove ANZ wall that's destructible from smc and make the only wall that's destructible dredge facing. This will stop it from being constantly trebbed by smc

    -do the same thing from wildcreek, and move it more towards the dredge. Same reason as anz.

    -Remove ambient, hostile, champ creatures. Mobs will spawn for defeat veteran events.

    -remove centaur/skritt events, or turn them in to mercenary events.

    -3s of invulnerability on first mapping into the EWP. To prevent you from getting killed before the map full renders.

    -Banners can only be used inside the territory of the Objective they were pulled.

    -warclaws are considered siege, and the engage, chain pull, and throw spear are affected by siege might. Incoming damage is affected by siege defense (this includes while you're downed). Sniff removes stealth, reveals, and marks enemies.

    -memories of battle and tickets can be looted from enemies. At the end of every week, a bonus chest containing tickets, memories, weapons/armor depending on your participation level and world ranking (1st gets gold, 2nd gets silver, 3rd gets bronze)

    -Camps get destructible barricades and turrets (turrets are active tactic) similar to how control points work in VB

    -WvW "Seige Armory" using special action key. Blueprints are a consumable now. Consuming them adds them to the Siege Armory, which shows them as skill icons. If you have multiple of the same type of siege (15 ac blueprints) it will display the AC blueprint icon with the ammo count of 15. Using the elite skill cycles standard > superior > guild > traps and tricks. If you don't have any of a siege type, it will skip that category. The Siege armory can be toggled via the special action key at any time.

  3. > @"aspirine.6852" said:

    > Right now its more movement impairing is out of hand... Immobilize anyone? Of course together with trapper runes, so we are back to invis being OP..

     

    Immob and other snares aren't OP. People just aren't running skills/traits/runes which remove them or make snares less effective because those typically also increase movement speed, and why would you want better movement speed when you move faster on a warclaw even without traits? Pre-warclaw nearly every engineer build needed a way for permanent movement speed buffs. That meant you needed either the anti-snare inventions mecha-legs, or the tools streamlined kits. Not exactly good for the engineer's already limited build diversity.

     

    At least you can defend yourself when snared. Put up a block, protection, invulnerability, skills which evade will still work.

  4. > @"SweetPotato.7456" said:

    > People using free account to troll in WvW is out of hand, it needs to be handle by not letting free account plying in WvW.

     

    No trolls are both free accounts and paid.

    > the only reason anyone would go to WvW with free account is to troll / spy tactivator pulling , I do not see any other reason anyone would go to WvW with a low level trial account.

     

    You need to be level 60 before free accounts can go to WvW that's hardly "low level".

    > it is also damaging to Anet's income when player dont buy gem from the gem store to transfer.

     

    I highly doubt that a significant source of Anet's income is world transfers. Given how you can't transfer for 7 days after transferring worlds.

    > please stop allowing Free Account into WvW. You will have cut down griefing in WvW by a whole lot.

    >

    > Thank You

     

    The problem with trolling is how tactivators work. Blocking deployment of seige, food, and banners near the tactivators will certainly help. Blocking the tactivator use until a defense event is up is a good start. Guilds having private tactivator activation so only members of that guild can pull tactics (will revert to public when nobody of that guild is on the map).

  5. > @"Smoosh.2718" said:

    > Just a minor correction:

    > The latest 'balance' was done on the 13th October, however this is not what I'd call a balance patch at all, as its failed to hit the key issues that have been said over and over again for the last year.

    >

    > https://en-forum.guildwars2.com/discussion/116445/game-update-notes-october-13-2020

    >

    > This balance patch I almost missed as I didnt even notice what they had changed. We have had the most static meta for a long time now, where are the big changes? the changes that make people rethink their play style every time for PvP, changes that keep the mode feeling fresh than the current stale moldy air.

    >

    > I really thought we were going to get a balance patch around this time, due to the time that has lapses with almost no real changes. (Also please learn that just number tweaks of skills does not fix some outright broken mechanics, some changes do also need to be the animation/skill timing/order of skill (Brutal shot, shoot > dodge (sometimes fails to shoot if the target walks into them, or just doesnt dodge.))

     

    Technically those were all skill splits, adjusting coefficients.

     

    What I'm taking about with the balance patch is where skills/traits are reworked; where they tell us what they are thinking when they are making the changes and going forward.

  6. > @"Kodama.6453" said:

    > > @"archmagus.7249" said:

    > > It would throw off the class balance for how many skills we can have use in combat. We already have the most skills available for use in combat (Holosmith with Holoforge, medkit, 3 utility kits, elite mortar kit, 4 toolbelt skills. (+1 if static discharge as it technically casts an elementalist skill) you want to add more available in combat skills.

    >

    > I don't think it would throw off class balance. You mention holosmith as having the most skills available, but this suggestion is for **core engineer only**. So it doesn't affect holosmith at all.

    >

    > Core engineer is terribly weak right now and could use a strong boost. And btw, your claim that engineer is the class with the most skills available is not correct. That title goes to elementalist.

    > Holosmith: 5 weapon skills, 5 photon forge skills, 5 med kit skills, 15 utility kit skills, 5 mortar kit skills, 4 toolbelt skills. Total: 39 skills

    > Elementalist: 20 weapon skills (5 for every attunement), 1 healing skill, 15 utility skills (you can slot 3 conjured weapons in these slots, each giving 5 skills like kits are doing, too), 5 skills from from elite conjured weapon. Total: 41

    >

    > Considering that we are talking about core engineer here, the total number of skills available **with that buff** would be 40. Still less than elementalist.

    > And that comparison is just with core elementalist, weaver and tempest are increasing the number of their skills even further.

    >

     

    The conjured weapons have a cooldown on them, and they don't last forever. Kits don't have cooldowns and don't expire.

  7. > @"Kodama.6453" said:

    > > @"archmagus.7249" said:

    > > > @"Kodama.6453" said:

    > > > > @"wasss.1208" said:

    > > > > > @"archmagus.7249" said:

    > > > > > Why would they want to make core engineer valuable when they are making money off the elite specs?

    > > > >

    > > > > Because elit specs were advertised as a sidegrade, not a straight up upgrade. It was meant to change your playstyle, not giving you advantage over those, who still prefer to play core. That is why we see more and more tradeoffs added, and more core builds becoming viable.

    > > > >

    > > > > On the topic, for those who says F5 skills on core should be buffed: Sadly, for them to be able to carry core engineer, they have to be grossly overpowered. Then we are back to square one, where one skill carries a whole spec, and it becomes an I win button. Also, in my oppinion, the current F5 skills aren't bad. Med Pack Drop is like a second heal skill, that fullcleanses. It could be faster, yes, but it is pretty good in its current iteration. Toss Elixir X can swing a teamfight, if you hit multiple enemies with it. Orbital Strike is.... yeah. The kit it comes with is pretty good at least.

    > > > >

    > > > > To those, who say, that core traits can't be buffed, because it would make elites even more powerful: That is why they need to buff multiple, currently underused traitlines. Elites might pick them up, and become problematic again, but they can nerf that, with a little foresight. Like how they should have touched Hard Light Arena, when Anticorrosion Plating was added. An another point people miss: if you make traits synergise with eachother, and you spread them out between at least three lines, elites just can't get the full package. They will have to give up something, and won't be able to get full value out of a synergy.

    > > > >

    > > > > Alternatively it was mentioned here, and multiple times before: give core engineer a Kit, that can slotted on weapon swap. Currently, because of how bad core weapons are, you are forced to slot at least one kit and you are down to two utility slots. This basicly puts you in massive disadvantage compared to elit specs, which has Photon Forge, and Hammer, as well rounded kits.

    > > > > So basicly, we could get the core revenant treatment.

    > > >

    > > > I like that idea, getting a kit without having to invest a utility slot would boost core engineer quite some and as you mentioned, you are pretty much required to bring at least 1 kit in every build you are using.

    > > >

    > > > Only problem would most likely be that it would require some new UI. How are you going to determine which kit you are putting into the weapon swap?

    > >

    > > The class is balanced around kits, not weapon swapping. The distinction is that the latter has a 9s icd whereas kits effectively don't. The only reason they have the icd is to let the kit animation play, though we can still cancel a kit animation with the stow weapon key.

    >

    > And what does that have anything to do with what I said?

     

    It would throw off the class balance for how many skills we can have use in combat. We already have the most skills available for use in combat (Holosmith with Holoforge, medkit, 3 utility kits, elite mortar kit, 4 toolbelt skills. (+1 if static discharge as it technically casts an elementalist skill) you want to add more available in combat skills.

  8. > @"Kodama.6453" said:

    > > @"wasss.1208" said:

    > > > @"archmagus.7249" said:

    > > > Why would they want to make core engineer valuable when they are making money off the elite specs?

    > >

    > > Because elit specs were advertised as a sidegrade, not a straight up upgrade. It was meant to change your playstyle, not giving you advantage over those, who still prefer to play core. That is why we see more and more tradeoffs added, and more core builds becoming viable.

    > >

    > > On the topic, for those who says F5 skills on core should be buffed: Sadly, for them to be able to carry core engineer, they have to be grossly overpowered. Then we are back to square one, where one skill carries a whole spec, and it becomes an I win button. Also, in my oppinion, the current F5 skills aren't bad. Med Pack Drop is like a second heal skill, that fullcleanses. It could be faster, yes, but it is pretty good in its current iteration. Toss Elixir X can swing a teamfight, if you hit multiple enemies with it. Orbital Strike is.... yeah. The kit it comes with is pretty good at least.

    > >

    > > To those, who say, that core traits can't be buffed, because it would make elites even more powerful: That is why they need to buff multiple, currently underused traitlines. Elites might pick them up, and become problematic again, but they can nerf that, with a little foresight. Like how they should have touched Hard Light Arena, when Anticorrosion Plating was added. An another point people miss: if you make traits synergise with eachother, and you spread them out between at least three lines, elites just can't get the full package. They will have to give up something, and won't be able to get full value out of a synergy.

    > >

    > > Alternatively it was mentioned here, and multiple times before: give core engineer a Kit, that can slotted on weapon swap. Currently, because of how bad core weapons are, you are forced to slot at least one kit and you are down to two utility slots. This basicly puts you in massive disadvantage compared to elit specs, which has Photon Forge, and Hammer, as well rounded kits.

    > > So basicly, we could get the core revenant treatment.

    >

    > I like that idea, getting a kit without having to invest a utility slot would boost core engineer quite some and as you mentioned, you are pretty much required to bring at least 1 kit in every build you are using.

    >

    > Only problem would most likely be that it would require some new UI. How are you going to determine which kit you are putting into the weapon swap?

     

    The class is balanced around kits, not weapon swapping. The distinction is that the latter has a 9s icd whereas kits effectively don't. The only reason they have the icd is to let the kit animation play, though we can still cancel a kit animation with the stow weapon key.

×
×
  • Create New...