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Ten.2617

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Everything posted by Ten.2617

  1. Horrible! I was excited by the concept but the implementation made me retreat... Basically the weapon doesn't exist. No damage, no survivability, no mobility, the support is not enough even properly geared. The skills 2 - 5 never hits a minimally mobile target. The skills 2 - 5 takes too long time to toggle their icons. The skills 2 - 5 do not buffer before landing. The skills 2 - 5 have that fuse time that completely breaks the weapon. Looks like somebody balanced the kit (shortbow) upon the golem of special force training area considering the scenário where all arrows hit all pulses at same time... Must be reworked! Here my thoughts about each skill: 1 - 5: All arrows definitely must be able to hit mobile targets. The travel time must be short enough to allow this. All arrows from 2 - 5 should trigger manually or by other arrows. All arrows should not have that fuse time. The explosion should be instant, like a mine (gadget). All arrows should be bufferable on air, so they would instantly explode on landing. Each skill should have unique identity, role and effect to allow a proper deployment. Each arrow should replicate its animation and pulse effect on other affected arrows but without trigger their animation nor initial effect. (e.g. 4 arrows => 4 magic sands). 1: The discharge is ok and helps a lot but both, the initial impact and the discharge, have very low damage. The discharge phase is not applying weakness (which is dismissible). The 1st strike should be an explosion. Both impacts must have their damage increased. 2: Both, the initial and the pulse barrier are very weak. The cripple is dismissible. The skill should only apply a strong barrier on initial pulse and an almost strong barrier on each pulse (e.g. 2000/1000). 3: No idea here... 4: The engineer already has too many source of might... The kit (this shortbow) lacks a true damage source. It's weird a fire that doesn't burns... Just replace might by burn. Turn this skill damage true by apply burn on initial and subsequent pulses. 5: Here is where the cc arrives. The concept is good but the implementation can be adjusted. The initial stun is ok, just make each subsequent pulse to: Grant swiftness, quickness and alacrity to allies. Apply Slow and Chilled to adversaries. It's that! Sorry for any mistake or offense.
  2. I liked the concept. Apparently each arrow has part of some profession mechanic. * Yellow: Necromancer, barrier, vulnerability, Sand Shade; * Blue: Guardian, might, fire, Justice; * Purple: Mesmer, daze, Diversion; * Red: Revenant, corruption, Mally. The unblockable fact is needed. It will help a lot. Waiting the beta to check more.
  3. Actually, the Engineer's Rifle doesn't have that good damage that had right after its "modernization". Even with berzerker gears, the damage is way far (likely half) of the damege of some others ranged types like Ranger's LB, Mesmer's GS, Thief's Rifle, Elementalist's Staff and Warrior's Rifle. It's not the Engineer's case, but you might be right about some types.
  4. Ethereal theme also makes sense for Engineer. It could involve time/space/reality warping as a mix of high level engineering + the incomming magical enviroment (wizards, etc...).
  5. Hypersonic shots: Unique mechanic that allows the warheads to self launch from the arrow.
  6. I don't see the Engineer using tho bow like ninja, ranger or warrior. They do acrobatics, shots several arrows at once, etc... With the Engineer, everything is about the arrow. Ex: - A skill like the Batman's grappling hook gun that pulls the user (much like thief's Infiltrator's Shot). - A skill that shots a truly explosive arrow (yes! a vary big and large boooooom!). - etc... I think they did fun things on this shortbow. I am optimistc 🙂
  7. I planned suggest this change, but they realize quick the necessity. Good job! But... The fluence problem was not solved yet... Mace 1: The auto attack chain still very slow and way weaker that the Hammer one. It should be speeded up to at least same speed than the Hammer. Mace 2: In pvp the barrier amount is invisible, it should be increased to at least 600 (about 100 per second). Mace 3: The cooldown is very high yet... It could be reduced to something between 8 and 10.
  8. In the past, the "turret" skill was ground target like the "Supply Crate", and the "overcharge" skill was activated manually. At some update the "overcharge" skill became auto-cast after the turret be deployed, then the "turret" skill become repleaceable by "detonate" skill after the deploy. At some update the "turret" skill no longer was ground target, limitating greatly its usability. ... I think that turrets would be something close to: 1 - Let the "turret" skill (land version) again be ground target. 2 - Let the "turret" skill be a manual chain of skills. 2.1 - Skill sequence: "turret" skill -> "overcharge" skill -> "detonate" skill. 2.1.1 - Skill sequence 1: "turret" skill: A turret is deployed (like Supply Crate). 2.1.2 - Skill sequence 2: "overcharge" skill: Specific for each turret. Ex: 2.1.2.1 - Rapid Fire (Rifle Turret overcharge skill): Rifle Turret greatly increases its rate of fire from 1 shot per second (updated rate of fire) to 8 shots per second for 1 second (much like Thief's Unload), and if possible, switches its target to the current player's target. 2.1.2.2 - Saturation (Rocket Turret overcharge skill): Rocket Turret greatly increases its rate of fire from 0.5 shot per second (updated rate of fire) to 4 shots per second for 2 seconds, and if possible, switches its target to the current player's target. 2.1.3 - Skill sequence 3: "detonate" skill. ... Obs: 1 - All skills should be activated manually. 2 - The "overcharge" skill should have a cooldown (much like those on mantra system or Ammo system). 2.1 - If the "overcharge" skill is used, it enters on cooldown and it's replaced by the "detonate" skill. 2.1.1 - If the "detonate" skill is not used until the "overcharge" skill ends its cooldown, the "overcharge" skill becomes available again. 2.1.2 - If the "detonate" skill is used before the "overcharge" skill ends its cooldown, the turret explodes and the "turret" skill enters on cooldown. ... Just some examples...
  9. There's an issue about keep the robot close to the Mechanist: At least in some pvp maps, when the player jumps up or jumps down to a different elevation, the robot doesn't directly follow the Mechanist. It instead walks the whole closest path to the Mechanist, even if the player presses the "Return to Me" button/function. In Forest of Nifhel, at Keep point, when the player are fighting at the upper panel and then goes down to the circle area, the robot just walks around the whole path from the upper panel to the circle area. In Skyhammer, the same thing described right above happens, the robot just walks the whole path to the Mechanist's position... In Coliseum, again the same thing happens... These are just few examples of situations that the Mechanist becomes unable of get assistance from his/her robot... The robot takes too many time until get the Mechanist's position. Proposed solution: Just make the robot teleport to Mechanist's position when "Return to Me" function is used. By extension, "Crash Down" and "Recall Mech" could work similarly, the robot would just teleport in or out the scenario.
  10. The major master tier already has 2 better options to self sustain, one them are group sustain (Comeback Cure). I think that an ofensive oriented option would be better, so the tier would have one option for group support, one option for self support and one option for offense. As example, the role could be changed from Backpack Regenerator to Backpack Infusor/Injetor. It could infuse the attacks with some poisonous substance/element/thing, so the attack would inflict poison. Just an example.
  11. I think that might be better for the system if superspeed get removed from the game. Any player that aim an enhanced version of swiftness could rely on trait or equipment to get it. About the stealth i agree with the op but with some adds: 1- It could be a boon but it's name could be Camouflage. 2- It could just end when the user successfully hits someone (no revealed effect would be applied). 3- As any boon, Camouflage could be corrupted/stripped. 4- For corruption/convertion purposes, the pair of the camouflage could be the already existing revealed (prevents from get camoulflaged). 5- Revealed could be cleansed as any boon or even converted into camouflage. Some advantages for this approach are: 1- More fair and accessible way to deal with invisibility/revealed. 2- System healthy because interacts with boon/condition system.
  12. It would be nice! but... I think that would be "Traveller"... The concept would be about someone with the technology able to travel over the space (inclusive across universes or even minds) and the time (past, present, future and probabilities). It would be a concept similar to the Kang the Conqueror (Marvel), Ant Man (Marvel), Trunks (Dragon Ball), Doc Brown (Back to the Future), Javier (The Terminator), Cooper (Interestellar), ..., and many others fictional characters. Basically the Traveller would be able to transport itself, other characters, things and events across the space/time. Ex: Call itself (Main mechanic): The Traveller calls itself from another space/time/probabilitie to assist him/her. The Call would be activated by F1 - F4 skills (ground target), each one having its own cooldown (obs: The skill would become blocked while the respective Traveller's point of view is active). While the others (Traveller) stills in the same reality/space/time they share the same stats, health points and endurance. The Traveller could summons up to 3 other Travellers from other realities. F1 - F4 skills would switch the point of view to respective Traveller (like elementalist attunement), basically the player would leave the current Traveller performing auto attack in order to begin to control the other Traveller. The F5 skill could dismiss the other Travellers in order to merge statuses, endurance, health points, boons and even conditions (or not 😄). The pro would be initially the flexibility and the speed. The con would be primarily the fact of the player have his/her statuses spread across 4 characters and become more vulnerable. Travel (Utility skill): Just a teleport like Blink (Mesmer), Swift Signet (Mechanist), ... Wormhole (Utility skill): The Traveler sets the entry point and the exit point of a wormhole which other allies can travel through, very similar to the Mesmer's portal. Shambles (Utility skill): Same as the Wormhole/Portal but with the sligh diference that would work only on foes. The entry point would pull foes into itself, then it would force those foes to travel to the exit point (the skill would be treated as a pull). Weapon: Greatsword for melee option (personally, i want a skill that blocks, so i also can transform the exordium into a shield 😄) These are just some examples of skills and mechanic that i think that might be added to the Engineer. Sorry for any misspelling or trouble 🙂
  13. Yesterday i took 12k from True Shot while using using Barrier Signet and Rune of Divinity. The problem might be the 12% dmg reduction of the Barrier Signet... It could be 15% or 20% instead, so i'd take 10k or at best 9k from that skil...
  14. Engineers often use some kind of knife. The tool kit #1 would be another option to knife or switchblade.
  15. Unviable! Too many skills without porpose and high cooldown... It would be at most another AA setup.
  16. It could be on any slot... The main point is that P/P doesn't have a hard CC option, like Warrior and Ranger's LB #4 for example. P/S grants some CC, but P/P is the most offensive configuration due Blowtorch. An other option would be, for example, replace the glue on 5th skill (Glue Shot) by ice (Freezing Shot), so the skill would produce an Ice Field that freezes and chills instead of an AOE glue.
  17. These are good steps to modernize and bring Engineer's pistol to a viable level. Great job, people! But... * Poison Dart Volley: It could, in addition to the mentioned improvements, also have an 100% Projectile Finisher fact. It's a damage true skill with a cooldown, so a strategic interaction with one of the several Engineers' combo fields could reward a well timed and positioned use of this skill. * Static Shot: This skill must be a hard croud control option to the Engineer because the pistols don't have one. It could allow the P/P set up to grants a CC option at the proper slot (the 3rd slot). Suggestion: Replace Blind and Confusion by Stun and reduce the cooldown to better sinergy with mech's Rocket Punch. The skill would look like a Taser shot (improved) that totally disables the target. * Blowtorch: A 10s cooldown across the board could grant a better offensive aspect to DPS oriented builds, including Mace/Pistol ones. * Glue Shot: 20s cooldown is too long for only 1.5 seconds of Immobilize... This skill could have either a lesser cooldown or extra effect.
  18. Before all, my apologies for any misspelling or accidental offence. ... I think that the robot could behave like a drone only while "dismissed". ... The reasons are: Allow underwater use of the robot. Turn the robot less passive. Turn the robot more interactive and fun to use. Raises the skill ceiling of the Mechanist. Proposed steps: The robot could have 2 modes, the "land mode" (the current land robot) and an "aerial mode" (while "dismissed"). The initial state of the robot could be "dismissed" (as the Mechanist in Guild Wars 2: End of Dragons Launch Trailer). The "aerial mode" could provide to the Mechanist an aditional set of 3 skills (F1, F2 and F3). These skils would be things that a drone or aerial unity can do for example. The F1 skill could follow the concept of "drone launched aerial attack". This skill already exists, it is the current "Aerial Support" of the overloaded Mech Core: J-Drive. The skill no longer would be passive, but instead could be moved to F1 active skill with a short cooldown (max 10 seconds) and a ground target fact. A range of 900 or 1200 would be perfect. The underwater version could require a target. The F2 skill could follow the concept of "reconnaissance". For example a ground target version of "Invisible Analysis" but with a differential that could work also on non-stealthed targets and always grant swiftness. A range of 900 or 1200 would be perfect. The underwater version could require a target or be triggered at the Mechanist's position. The F3 skill could follow the concept of "concealment". For example a ground target smoke screen much like "Shadow Refuge" but with a differential that additionaly heal downed allies. A range of 900 or 1200 would be perfect. The underwater version could require a target or be triggered at the Mechanist's position. The F4 skill (Crash Down) could be moved to F5 but the robot could start to move at most in 1 second after landing. The "land mode" robot could be drastically less passive. The "land mode" robot could be less passive by have less DPS capabilities with its auto-attack. It could for example only be able to auto-attack with the "High-Impact Drivers" version using the "Hard Strike" chain with a reduced damage. F1, F2 and F3 skils still would be chosen via traits. The F1 skill could have a very short cooldown (max 10 seconds) with enough DPS capability. The F2 and F3 skills could have their cooldown drastically reduced. The F4 skill (Recall Mech) could be moved to F5 but the robot could start its "aerial mode" at most in 1 second.
  19. Tools trait line: * Mechanized Deployment: Still bugged in PvP, not working with Mech Commands. Must be fixed! * Lock On: Would have to grant at least 5 seconds of fury in all scenarios. Gadgets: * A.E.D.: 1- The conterplay to this skill is do not kill the engineer while it's active, so the cast time would have to be reduced to 0.25 seconds (like Warrior's Defiant Stance) because the player must cast it when the HP is very low. * Throw Mine: 1- Cooldown is too high in PvP and WvW; it would have to be reduced or an extra ammo would have to be added. 2- This skill would have to infict heavi bleed, because things are mutilated after accidentally trigger a mine. * Rocket Boots: 1- Update the skill to instead of only makes the engineer fly away in a fixed direction and in a fixed distance; it additionally allows the player to controls the direction and the distance traveled. 2- Additionally update the skill to allows the engineer to use skills while travels. Obs: The purpose is to make this skill viable in scenarios with few available space to travel, and additionally grant it some extra utility. * Personal Battering Ram: 1- Must go! Its relative toolbelt skill has its value in some scenario, but always there are slot for improvements. 2- Replace this skill for this skill. I don't know its name but looks better than the goonie skill.
  20. Hipshot was horrible! The modernization on rifle was the right direction. About damage reduction of auto-attack; it could come with an equivalent damage increment in Bunderbuss or other skill (example: The Blunderbuss could have a cooldown reduction in trade of an AA nerf).
  21. They are late with these 100% heat bonuses implementations. They are welcome and long date waited, but again "late".
  22. If a weapon do not have kill potential, it is useless as weapon.
  23. My suggestions about some proposed changes:
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