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PaladinVII.1647

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  1. (Insert fowl language of a subject matter of A.net's incompetence and telling the player base to 'git gud, nub.')
  2. I just tried it with an organized discord group. We got it to 10% then she swept left to right multiple times preventing us from dps. Beating the boss is RNG locked with no margin of error to get said RNG. Whoever tested this should be sacked.
  3. Thank you very much! That was counter-intuitive. I was expecting a specific keybind listing for said commands. I see now that it makes sense that it is additional profession skills as it is above the toolbar. Thank you very much again, Chaba.5410
  4. Am I blind or are there no keybinds for the titular commands for your mech? I think I saw that A.net intended to keybind those keys, but can't remember the details.
  5. Problems: No keybind for "Attack my Target." Why did you remove it without giving a replacement keybind? Similar problem with the new ranger elite specialization. No keybind for "Return to me." Why did you remove it without giving a replacement keybind? Similar problem with the new Ranger elite specialization. Very little condition cleanse. Elixir C, Healing Turret, Healing Kit, and Rocket Boots are the only skills that remove conditions and in the case of Elixir C, it loses the toolbelt cleanse as well. No new skills, traits, or golem command skills remove any conditions from the engineer. The engineer is limited to sigil of cleansing for condition removal and must have a Kit skill to benefit from it as this elite specialization does not remove the engineer's limitation of 1 weapon equipped in combat. Healing Kit's heal skill is removed as it was a toolbelt skill. Whoever thought that was a good idea does not know how this game is played. Every class gets a heal skill to heal themselves with, that is universal. Summary: Unplayable in its current state because of being unable to quickly, through a keybind, command your mech to attack a specific target or return to you. This complaint also applies to the new Ranger Specialization. I am unwilling to further test these specializations due to this issue.
  6. The charm of SAB is the nostalgia factor. I would like to see a new world, but one filled with easter-egg style nods to videogames of yore.
  7. Will you be looking at the Thicc breakbars on the map or are they working as intended?
  8. I ran the program and it started a small pre-launch update. Then it halted right there after applying a small pre-launch update at the pre-launch update screen. It said something to the effect of "GW2 can not access its archive file .dat. Please confirm that the file can be read and written. Closing that popup window showed the pre-launch updater saying to check my internet connection (4) or something. After resetting my computer and finding no change, I moved the .dat file to the desktop. The application then downloaded files via the pre-launcher and is now downloading files from the login screen proper. I am assuming this means the problem has corrected itself and am posting this here for developer review and as a potential solution for others with the same problem.
  9. You bring up an excellent point. I suggest diminishing returns on conditions and boons. Condition / boon application 1 through X (where X is an amount to be determined fair, such as 5 stacks of stability or 5-10 stacks of bleed) will be at 100% duration, effect Y application of the same effect will be at decreased duration. Example : Subject applies 5 stacks of Stability through Stand Your Ground. This Subject then stands on a stability road from a Revenant using the Dwarf Legend. The pulsing stability has its duration reduced by say 10%. Subject then has 6 stacks of stability and is effected by another Stand Your Ground, bringing the stability count up to 11. The third application of Stability is reduced in duration by 50% or more. I suggest including a checksum to ensure that each condition / boon has a duration of at least 1 second if it has a duration over 1 second.
  10. That is my question as well. Is this a new direction the company is taking? Is this why A.Net has hinted that they may be moving away from expansions? I'm even more worried now.
  11. Sneak Gyro: I agree with the change to 60 seconds for sneak gyro. I feel that is justified without going too far. Good job. If my suggestion helped decide this, I thank you and vow to be less cynical in the future as gratitude for listening. Purge Gyro and Superior Rune of Antitoxin: If the interaction between Antitoxin and Purge gyro was the concerning factor, then other skills could replace this problem: Elixer gun 3 and 5, Medkit 3. Engineers traited in Inventions (Anticorrsion Plating) so that protection they apply removes conditions; remove 3 conditions in an aoe on heal skill use (1 from Cleansing Synergy, 1 from Reconstruction Enclosure triggering Anticorrosion Plating, 1 from Antitoxin. This same combination would also remove 6 conditions in an AOE mobile water field for scrappers traited this way with Reconstruction field. I believe the problem lies only with the Superior Rune of Antitoxin. I did not see the power of that rune set. This runset would also be used by tempests overloading water or using ether renewal for personal denial of all conditions. Thieves would also benefit with the shadow arts trait Shadow's Rejuvenation. I say that this runeset is too powerful for support condition removal. I recommend an ICD of 5 seconds but no more than 10 seconds. Every 5 seconds, when you would remove a condition, remove an additional condition. This skill can effect multiple targets before initiating the cooldown. This holds precedence with other runesets that have ICD's on their T6 ability. This also would still make the runeset useful, especially at a 5 second ICD which would give just enough time to get one cleanse skill off at a bonus before moving to the next. Most mass condition removal skills have a use duration under 5 seconds, allowing each skill a chance to get a small boost as was likely intended in the initial redesign of the rune set. This would also encourage more use of blast finishers in light fields by users of this rune set, to get a 2 aoe blast cleanse instead of just one. If the change is made as presented, I doubt the runeset would be used at all except perhaps by a few organized groups. With the proposed ICD change, I believe the rune set will still see use without being overpowered. Alternatively, the rune set could be reworked to be selfish. When you would remove a condition on yourself, you remove one additional condition. (Possible ICD) As the problem with the rune set is mass condition cleanse, this may alleviate the balance concern. Holographic Shockwave: Yes, please! For what it does, compared to the warrior burst hammer bash, it has a rediciousaly huge aoe! Chemical Field and Detection Pulse: I again suggest that Detection Pulse have some additional usage beyond stealth removal. Please consider comparing it with the ranger skill "Sick 'em" which does the same thing, but single target, but also gives a damage buff for your pet or yourself if merged with your pet as a soulbeast. I recommend an application of vulnerability or weakness for the theme of the skill, or go for synergy with the scrapper trait Expert Examination and have Detection Pulse apply a short daze - but that can be dangerous as it would be an aoe intterupt; but then again, it would be unique that way and always useful; I'd recommend reducing range to 600 in turn if this suggestion is considered. Alternatively, Detection pulse could do the following:Reveal targets in a large area. For X seconds, when you damage a foe, you apply 1 stack of vulnerability for Y seconds. (Possible ICD) Either way, I do not suggest simply re-inserting the skill as it was seen previously. As previously stated, it does not work in PvE, even on the rare monsters that use stealth. Its use is focused so that it is either useless the majority of the time, and slightly useful in rare situations. The skill should always have some benefit to the player if the player is to consider it a part of their build. As previously discussed, Chemical Field was useless and I have no problems with that skill being replaced with Detection Pulse - as long as the above is considered.
  12. I am a main engineer nearing 10,000 account hours. My primary game mode is WvW small group havoc. Chemical Field : Replacing this with detection pulse sounds plausible. Chemical Field is useless. It is a literal waste of time to use. The only situation it has use is to slow reviving of players near you, which is better served by just cleaving your target. That said, Detection Pulse is equally useless. It has a very specific use (mass removal of stealth) and nothing beyond that. It also does not function in PvE even against the few enemies that do use stealth such as jaguars. If Detection Pulse is re-introduced, it must have some other purpose, such as the application of vulnerability and or weakness. Compare the skill with "Sick 'Em," which has a damage boost. Purge Gyro : I see no use of this skill in WvW and no precedence for reducing its functionality. I used it and found the condition removal to be sub par. It removes 1 condition a second in a game mode where constant condition pressure can be applied. There are better condition cleanses that are more potent and equally mobile (Mesmer Mantra of Cleansing, Mallyx Revenants, Any Guardian Build, etc, etc, etc.) The argument that it is a mobile light field that could be blasted for condition cleanses is equally ludicrous. Guardians pollute the battlefield with so many light fields that it is difficult to find a place to combo a different field. I suggest leaving this skill alone, it is in adequate place. It's not great, but it's not terrible either. Sneak Gyro : I believe that an increase to 60 seconds can be justified when the skill is compared to Mesmer Mass Invisibility. This would make Mesmers traited in Manipulations be competitive for group stealth (60s / 48s traited stealth for Mesmer, 60s compared to current 45s Sneak Gyro). I do not feel that 75s is justified with Mass Invisibility in its current state. Feedback on Proposed Changes : Changing Chemical Field into something useful would make me consider the skill again, the proposed changes to Purge Gyro would again make me disregard the skill as useless. My Gameplay would not change if these proposals came to pass, I would still not use Purge Gyro or its counterpart toolbelt skill. I would still occasionally use Sneak Gyro over Supply Crate on my Engineer, the class has few good elite skill options. The consequences I see from these changes would be the few who use Purge Gyro would stop using it and replace the skill with something else; Fumigate from the Engineer's Elixir Gun might be used more, if it was not already used in conjunction with Purge Gyro as a support condition cleanse Scrapper. A large, unprecedented increase in cooldown to the Sneak Gyro I forsee causing Scrappers to again play other classes in WvW. Engineers fill few roles in WvW, the Sneak Gyro gave them a place. The power of the Sneak Gyro is potent, but comparable to Mass Invisibility. It should be competitive with that skill, not better or worse. Finally, I wish to continue to admonish whoever has been handling the balance of the Engineer. I do not know why you have a clear vendetta against this class, but please stop. You turned Flamethrower 2 into a soggy pasta launcher - the only other attack skill the kit has - and in the underwater update, the Flamethrower was again passed up for underwater use, continuing the tradition of having a useless build if a Flamethrower focused engineer sets foot in water. Now this nonsense is proposed to reign in Purge Gyro which probably sees no use, swap in what way the associated toolbelt skill is situational and usually useless, and incentivize Scrappers to once again play another class in WvW. I know how cruel this sounds, but I was honestly hoping whoever has been responsible for these nonsensical and inconsistent balances updates was among those laid off. At least you are giving an illusion that the players have some say in your upcoming changes - I do not think for one moment, based on past precedence, that any feedback will be considered and that the proposed changes will be implemented no matter what is said. As I said, precedence says otherwise, change my mind.
  13. We needed to hear that the game is alive and well. There has been a lot of negative going in in Guild Wars 2 lately. Mount skins. You added randomization when people wanted pick and choose. You set the price at obscene levels. $20 for a single skin is Electronic Arts level of gouging.The two toxic developers that were fired. Their names are not even worth mentioning.The huge layoffs.Developer commentary that seems to indicate that Living World may replace expansions. I bought this game because A.Net chose the Expansion model of funding. If you switch to gemstore marketing, season passes, Saga passes, whatever, I will say you are no better than EA, Bethesda, and 2k. What we needed to hear, on stage, was that after season 5, or whatever you want to call it, there will be an expansion. That was what we needed and you failed to deliver. That tells me you have something working in the back that players may not like, such as a new monetization scheme. If you are going that route, stop now and go back to what works.
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