Jump to content
  • Sign Up

Panda.1967

Members
  • Posts

    652
  • Joined

  • Last visited

Recent Profile Visitors

669 profile views

Panda.1967's Achievements

  1. The toolbelt was devised as the class mechanic under the concept that every tool in an engineer’s toolkit is can be used in multiple ways. Toolbelt skills act as the alternative use of each utility skill. That is a Bad faith argument. Every class is fundamentally different from one another. Those of us who want weapon swap on engineer WANT TO PLAY ENGINEER. Also, it being capable of performing well doesn’t automatically make all the problems with the profession and many of its ability types go away. Engineer has a fundamental problem because of its lack of weapon swap. If you don’t play holosmith and you don’t slot a weapon kit, you are at a fundamental disadvantage in almost all content. Engineer is the ONLY profession where this problem exists. Elementalists always have attunements available, Bladesworn always have their gunsabre available, and Holosmiths always have their photon forge available. What do all other engineers have? The option of being forced to slot a weapon kit in place of a utlity… Believe it or not, there are plenty of players who love what the engineer has to offer but hate kits and want to be able to play the class to its fullest still. Weapon swap is a necessity to achieve that.
  2. disclaimer: my wishlist may trigger some people due to the sheer number of off-hand weapons… Elementalist: Off-hand Pistol Ele Pistol feels so incomplete without and off-hand, and I still feel it should have just been an off-hand to begin with. Mesmer: Main-hand Pistol I’ve been asking for main-hand Mesmer pistol since day 1… Thief: Any off-hand… Focus, Axe, or Sword preferably Thief desperately needs a new off-hand weapon, it doesn’t really matter which one it is… Focus would be a great pairing for Scepter, and both Axe & Sword main-hands could use an off-hand counterpart. Engineer: Off-hand Axe or Main-hand Scepter I feel off-hand Axe is self explanatory… Main-hand Scepter though requires a little explanation… the thought is to have it function like a stun baton… short range or electricity themed melee auto attack, an AoE ground slam that creates an electric field, etc… I’ve been throwing this idea around since around when HoTs came out… I always thought a melee scepter stun baton was a perfect fit for engineer and paired perfectly with their shield. Guardian: Warhorn Much needed off-hand support weapon. Ranger: Shield, Rifle, or Pistols These have all been long time requests for Ranger… I’d be happy with any of these three as the next ranger weapon. Warrior: Main-hand Pistol Warrior is running out of available new weapons… MH Pistol is about the only one left that makes any sense… Necromamcer: Shield Bone Shields were an iconic item for Necromancers. Revenant: ??? I honestly have no clue what Revenant should get next… all of their weapons are so closely tied to their Legends anyways… even the new Scepter feels as if they designed it specifically to fit in with the Shield under Legendary Dragon.
  3. That is NOT why toolbelt skills were made. Toolbelt skills were made because every profession has a class mechanic to interact with. Warriors have Adrenaline and Bursts, Mesmers have Shatters, Necromancers have Death Shroud, Rangers have Pets, Guardians have Virtues, Elementalists have Attunements… Engineers were given Toolbelt as their class mechanic way back before the first alpha test. It was stated by myself and many others back then even that the class felt incomplete with its very limited weapon selection (Pistols, Shield, & Rifle) and having to give up a utility to weapon swap. It would have been better if, and even seemed as if it was originally meant to be, that Kits were to be the Engineers class mechanic. A lot of early toolbelt skills were very poorly designed, and kits felt like they were meant to give engineer builds their identity. Med Kit originally had 4 copies of the exact same skill, Drop Med Pack, and one “stonger” version Drop Med Packs on skill 5 that dropped 5 packs at once. It was a rush job to give engineers a healing weapon kit. Mortar as others have mentioned didn’t exist at launch. Tool Kit was designed to be used with Turrets… and still is… it is quite clear in its design that it wasn’t meant to be a utility skill hut rather a class mechanic originally. the devs have even stated before in the past that Engineer had some major changes before the first alpha. Kits most likely were the original class mechanic and honestly probably should have remained that way.
  4. Engineers are long overdue for weapon swap. They never should have been without it in the first place. I said it during Alpha, Beta, and every expansion, and I’ll say it again now. If Kits are the reason that Engineers can’t have weapon swap then they should have been the profession mechanic instead of, or in addition to, the toolbelt. They’ve added weapon swap to a profession that was originally designed to not have it before. In all honesty kits do not supplement the lack of a weapon swap in the first place, many of them are really no better than an extra set of utility skills anyways. Medkit is just 5 healing utility skills, bomb kit is just a bunch of CC utlity with some damage, elixir gun is just support utility, tool kit is literally just all utility skills and an auto attack… that leaves Grenade Kit, Flame Thrower, and Mortar Kit as actually functioning like weapons… Grenade & Mortar are virtually identical to eachother and a little awkward to use with them being entirely ground target. Flamethrower being a midrange weapon makes it a bit of an awkward weapon swap too… it’s got half the range of Rifle, Shortbow, & Pistol, and it gains barely any range over melee weapons. Also should note, Mortar kit is a waste of an elite skill if taken on any elite spec… Mortar kit is only really a good elite skill for its toolbelt skill, which you don't even get with elite specs, without its toolbelt skill it is not woth being an elite skill. People keep claiming it will cause balance issues… the same claims were made about revenant when the community demanded it get weapon swap. Adding weapon swap to Revenant hardly caused any balance issues if any. Stop making baseless speculation about how something that NONE OF US CAN EVEN TEST IN THE FIRST PLACE is going to affect balance. You DO NOT KNOW if it will cause balance issues, stop acting like you do. If you think it will, then state so as your personal opinion, stop claiming it as fact. It is your opinion, it is not a fact. It is my opinion that it won’t cause a ton of balance problems. The only “balance issues” I can see it causing would be that some engineer builds may have slightly greater access to CCs in PvP… ooo so scary… it would fix far more problems than it would create.
  5. Its all because they have gotten stuck on this misguided kick of “passive playstyle traits are bad and need to go away” which at a surface level may seem fine, but the real problem is that the more passive traits you push into more active traits the harder it becomes to make a coherent build and the more homogeneous builds become. A lot of “passive” on crit, on projectile hit, and on (skill type) trigger traits have been reworked into on disable, on dodge, and on elite/heal skill trigger traits over the course of SotO and the second half of EoD. These changes force everyone into a specific playstyle and restrict build diversity since now you have to include specific abilities just to even have a chance of seeing the same performance your build had before and you are now burning healing and elite skills for effects you would have had from a utility skill, weapon skill, or profession ability. (Or in the case of Chronomancer’s attempting to shatter clones more often since alacrity was moved from wells to shatters for no good reason)
  6. Changing the trigger from on Crit to on Disable is infact a MASSIVE nerf. The ICD reduction & potency increases effectively add nothing to the skill because engineer doesn’t have that much access to CC outside of a few very specific builds. Bunker Down was an engineer staple that could be used on. Any build, now it requires heavy access to CC. In PvP it may still be very potent, but in PvE it has been completely gutted in usefulness by this change. Enemies with breakbars or CC immunity cause this trait to do absolutely nothing, which actually makes it undesirable and useless in most PvE content.
  7. About time the mine spawn location was fixed… but changing it from on critical to on disable is an absolutely MASSIVE nerf… you just utterly gutted its use against anything that has a breakbar or is just flatout CC immune… good job Anet, you simultaneously finally listened to the engineer player community and proceeded to nerf yet anpther engineer staple onto oblivion under the guise of improving it…
  8. I think a simple change could make a big difference… for instance, the lower your initiative the higher your initiative regen is. This would make it so you spend less time waiting on initiative for low cost abilities and can reliably use high cost abilities in a more timely manner without having to camp your auto attack for long periods of time.
  9. You’re conflating optimal with complex. There is nothing complicated about the ele pistol. Using the skills in the wrong order won’t stop you from doing damage, nor will it radically change how the weapon works. It is optimal to use the skills in a specific order, but having an optimal rotation does not equate complexity. Complexity comes from mechanics. Engi shortbow was complex because you had to reactivate skills to make them do anything and what skills you used before detonating as well as which one you detonate changed how things worked. You had to track positioning, order, and effect simultaneously to even make use of the weapon. Now that they detonate on impact though they are on the same level of complexity as most other weapons in the game. Leaving them to now just have an optimal order and the most complexity they have is simply being ground targeted.
  10. It is impossible to please everyone in this community… hell people can’t even really agree on what is complex and what is simple… you call the Ranger’s Mace braindead simple because all you do is use the skills in order and repeat… well so what? In all honesty thats every weapon in the game… even the Elementalist’s Pistol that people call overly complicated is in actuality no more complicated to use than Ranger’s Mace. Use skill 2 or 3 stock bullet, use skill 2 or 3 again expend bullet… swap attunement and repeat… stock all bullets and use autoattack for weak elemental unload and regret not just repeating the simple uncomplicated rotation that actually does damage… it’s not actually complicated at all, its just stupid. the only weapon that actually had a complicated gimmick was Engineer Shortbow, and that gimmick got reworked into something braindead simple because it was proven to be unnecessarily complicated… with its rework the most complicated weapon mechanic in the game is Necro Staff… and its so braindead simple that it’s constantly being used by bots… if you want a complicated weapon mechanic, I’m sorry to tell you, you won’t actually find one in this game. Complicated mechanics are only on classes themselves not their weapons… complex interactions between class mechanics and weapons are a thing though with all Elementalists… as well as Holosmith with its Sword.
  11. Necro Swords, Warrior Staff, and Ranger Mace are all implemented fairly well with minimal issues… Guardian Pistol and Mesmer Rifle have a few usability issues that need addressing still but are otherwise well done. Revenant Scepter and Engineer Shortbow are great in concept, but need some major work to make right… Elementalist Pistol and Thief Axe… there are so many issues with both of these weapons its not even funny… however the vast majority of their issues could easily have been fixed by simply converting them to offhand weapons. Elementalist pistol directly competes with Scepter for the exact same role and purpose when it should be an off-hand complement instead. Thief Axe similarly is conpetkng for a mainhand role that is already filled while its design would have worked perfectly as an offhand complement for other weapons (scepter/axe would have been amazing).
  12. The biggest problem with it is that it really doesn’t actually do anything… it has a weak auto attack, and 2 skills that both grant the exact same buffs that are barely noticeable.
  13. Absolutely… many of us gave feedback about charge level 3 detonating on skill reactivation only during beta… it NEEDS to detonate on contact. The skill reactivation option is fine… as an OPTION If you want to detonate it early…
  14. Was it worth losing real expansions for? Absolutely not… this is literally attempt #3 of Anet attempting to not have full expansions in GW2… attempt 1: original Living World… Living World was intended to be how GW2 story expanded originally, but updates were too sparse and the original design for them was unsatisfying and wasn’t inviting of new players… so we got Season 2 reformatting Living World into an episodic and then the first Expansion… attempt 2: Sagas… Icebrood Saga was literally a rehash of their original plan to use living world to expand the world and story… and it failed epically… as expected… so we got a rushed ending to IBS and the release of EoD… attempt 3: mini expansions… SotO is the first of these living world seasons packaged as an expansion… and I hope anet gets the message that we are not happy with this experiment…
  15. Will people stop misusing “maintenance mode” already… its a very old and tired joke… this game is not now nor has it ever been in maintenance mode. Maintenance mode means no active or planned development, the game is to be maintained in its current state updated only for stability and bug fixes. We’ve had content droughts, sure, but every time we knew development was happening and an update was coming. Development has never once stopped for GW2.
×
×
  • Create New...