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WipZedKay.5316

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  1. I have noticed that skysage's helm clips on female Charr regardless of what bodytype and height you have on your character. I did also check that it does not clip on male charr, only female. It is only on the neck but it kinda sucks since you view your character from behind most of the time. https://imgur.com/a/s9ZipLQ here is a gallery displaying the issue.
  2. Can't load into guild halls either, guessing it's every instance at this point.
  3. Doesn't really explain why F3 doesn't work with relics, unless that is coded as a separate thing. Still feel like Barrier Burst and the other forms of barrier given through the mech should count for relic effects.
  4. Barrier signet also gives you monk rune stacks for each barrier tick even with your on the ground. Guess it's because you activate it or something? A theory I've heard is that mech F2 is considered a toolbelt skill and is the reason the relic works with it.
  5. Done quite a bit of testing regarding different relics that proc effects when you apply boons or barrier now and to put it simply, none of them are activated from your mech. Mechanist's main boon and barrier output come from the mech, not you the player. From my understanding, the relic effects only trigger when you, the player preform an action that satisfies the relics conditional effect. Example of this would be Relic of Mabon, Monk or Scourge which are activated when you apply might, boons or barrier respectively. Despite your mech providing and satisfying the relic requirements, they won't activate from your mech but only from you. Mech's auto attacks, mech command skills, barrier from mech core: barrier engine will not activate any of these relics because the mech is a pet and not a player which means it does not inherit the effects from the relics. This feels quite unfair and makes this specialization a lot worse than it needs to be. The previous iteration of monk runes gave you stacks when from the mech but the relic equivalent does not. This also means that no future support relics will also not work with the mech. So I ask only that the requirements needed to activate the various support relics works off the boons and barrier applied from the mech since it's the main source of barrier and boons.
  6. Relic of Mabon gives you stacks when you provide might and improves the might you provide. Problem is that basically all of your might comes from the mech which isn't you and doesn't benefit from relics meaning that this really powerful support tool can be used on every boon provider except mechanist. This might be intentional but it feels more of an oversight in how relics work.
  7. Getting the same error when trying to enter a raid wing. Guessing it's a general error for people trying open instances as a whole then.
  8. Appears the login servers are down again.
  9. Looks like we're going to be stuck with the current implementation of Mechanical Genius for quite a while then. The patch notes didn't mention the trait so I went in-game to see if it perhaps there was an undocumented change but it's exactly like it was yesterday... So if anyone from Anet ever sees this post or comment, it feels terrible to play mechanist as it is currently the only spec that actively punishes you for playing it. Not playing it poorly like overheating on holo but punishes you for just picking the spec. If it's too difficult to rework the trait, just give us back the grace period we had before; it wasn't a good solution to afk mech but it ''worked'' and didn't punish you for dodging away from the mech!
  10. Ignore this, realized that I posted something redundant thanks to a friend of mine and a brain fart on my end. Still hope this post's discussion and activity has given enough to get some changes in for tomorrow though.
  11. Nothing on engineer, at all!? Been a very clear sentiment that mechanist feels terrible to play at the moment due mechanical genius having no grace period any more and the scrapper changes are also quite controversial and got many to go away from it! So we're going to be stuck in this state where support engineer either feels like crap or is fundamentally different from what many fell in love with? At least fix one of the problems that have been discussed on the forums for the past month!
  12. While the new way to play scrapper isn't necessarily bad or wrong by any means, it does pigeon hold you like before except with leap/blast finishers instead of gyros. While this has opened up heal and condi scrapper quite a bit, it has also made power scrapper fundamentally different to play. While the numbers are fine, it does suck for me and many others who loved the gunho berserker gameplay power scrapper had before the balance patch. I do agree that removing the restriction that leap and blast finishers to give scrapper the flavour of ''look buddy, just do combos okay?'', as all the gyros all provide a combo field or finisher it would therefore make sense to have quickness not far away. While it does promote gyro gameplay, it doesn't limit you too it which is also very healthy for experimentation and access to bring utility or skills you prefer over the meta choices.
  13. My guess is to nerf the capability heal mech had to go full ranged support. Would explain why it dropped at the same time as the changes to Mechanical Genius as it heavily punishes you for playing mechanist for playing ranged support. Boons and such have been focused on stacking close to each other and the boss, so making the range shorter means you have to be closer if you want to do ranged heals than before. This of course doesn't take into account WvW or PvP where you kinda need the additional range since everyone moves constantly but of course, Anet would only know that if they played the game modes 🙂
  14. After having gone through the preview for the July 18 balance fixes, it's quite disheartening to see no mention of engineer at all. Given that there were a lot of active discussions here about both the scrapper and mechanist changes, to see none of the feedback be substantial enough to be at the very least mentioned kind of doesn't bode well for us engineer players. So let's summarize the main pieces of feedback in case anyone from Anet does read this post. Core The cooldown reduction from Power Wrench (for tool-kit skills), Gadgeteer (for gadgets) and HGH (for elixirs) was removed and instead moved into the skills baselines, except not for all of them. There are notable examples for PvE such as Elixir S and more notable for WvW/PvP such as Box of Nails, Prybar, Gear Shield, Magnet. It feels quite bad that these cooldown reductions were added onto the skills baselines except for ones that were used quite heavily. If they were given less cooldown reduction because of their common use that would be okay but keeping them at the old base cooldown doesn't feel too good, especially for some which don't become broken from the lowered cooldowns. Instead of the 20% HGH used to give, perhaps giving Elixir S 10% would be fine? Scrapper Being limited to leap and blast finisher to provide quickness give you less room to move freely as leap finishers tend to make you move. Requiring combo fields makes it rather punishing to dodge attacks overall since you need have access to the combo field when the combo is completed. This makes you more stationary as opposed to the superspeed runner that made a lot of people fall in love with Scrapper to begin with. The type of combo requirement makes it a lot more tedious to pre-stack for fractals since you need to swap a lot of utility skills to have more blast finishers since leap finishers will most likely throw you off a cliff. For PvP and WvW which is very focused on movement makes the combo requirement detrimental. Leap finishers would most likely lead to death since you are animation locked for quite some time or are usually used to escape from a situation. In a similar vein, you can't guarantee that you will be within a combo field when you need the boons since you're usually dodging stuff forcing you in and out of combo fields. When it was tied to superspeed, you could give yourself boons before an engagement without having to worry about waiting for combo finishers to trigger or provide boons independent of your positioning, movement and active evasion. Some ideas to solve these issues I have seen was to change the combo requirement from leap/blast to just be completed combos but with lower base boon duration as to not re-create the current thief problem. This would allow you to use shredder gyro in conjunction with some other gyro to provide boons that follows you independent of your evasion and movement again. It would also let you have more superspeed like previously since you could run more gyros for combo fields and finishers. This wouldn't directly remove the current iteration either since leap and blast finishers would still provide quickness as it does not. Is this the right answer for scrappers boon application? Hard to answer but it's an idea I have seen floating around. Mechanist Mechanical Genius is currently too punishing since it applies the penalty instantly. The removal of the 6 seconds grace period give you no leeway when it comes to dodging or moving into better positions. The fact that you usually have to wander outside of the MG range in order to properly position the mech does not help the fact. Likewise, the mech has a tendency to overshoot your position when recalling it making it even more annoying place it properly in order to receive the buff. Mechanical Genius forces your eyes to be more on the buff bar to see the icon now that it is so punishing. It being small and now flickering as you try to place yourself correctly is rather annoying. This is due to the mech being so easily lost in any fight with more than 5 players and the lack of dedicated marker on the mech when it's so essential to be close to it does not make it any better. The cooldown penalty in combination with the current iteration of Mechanical Genius is far too punishing. Playing around your mech with zero leeway is bad enough but is it really necessary to give the player +50% longer cooldowns on top of that? Mechanical Genius makes Mechanist the only build in the game that punishes you just for playing it. Not playing it poorly but just playing it overall since you cannot exactly control where it goes and you need to stay within it's range in a game with emphasis on movement and active evasion. The previous iteration was okay, it punished you for just letting the mech be AFK with some leeway to correct where it stood. This doesn't change the fact that original pet class, ranger, does not punish you for just playing the class. It lets you experience the fantasy of having a companion without a care in the world yet the mechanist players have to micromanage something that cannot be fully control and are punished for trying. Returning Mechanical Genius to the previous iteration is an okay solution. Removing the proximity mechanic in its entirety would let you focus solely on your own movement and dodging attack while making the support mech players need to learn to properly position the mech to maximise its effect. Moving barrier application from mace auto attacks to mace 2 has made it practically speaking, impossible to maintain permanent alacrity without using F2 or barrier signet. Heal Alacrity Mechanist uses F2 and barrier signet to great effect in the hands of experienced players as you can react to mechanics with them. Need to stunbreak or provide stability? Use F2 when needed. Need to block projectiles or need more barrier to reduce incoming damage? Use barrier signet. It's understandable that alacdps doesn't retain this given it's heavier focus on doing damage at the cost of utility but it doesn't make much sense for HAM, the dedicated healer who uses utility slots for utility to be forced into the same requirement of using utility skills for boons. There are different ways to solve this problem. Easiest would be to revert the change to put barrier on mace AA3 instead of mace 2. Power alacdps and condi alacdps doesn't use mace at all so it wouldn't indirectly buff them by accident. If you were to increase the amount of alacrity given when you provide barrier, then it would allow the alacdps variants to bring less boon duration and I don't think we want every boondps option to do 40k now would we? cough cough thief cough cough. This post is meant to summarize the feedback from the latest balance patch to show that the changes negatively affected both performance and playing experience for these specs. While the scrapper changes are mixed from some not really caring to many (myself included) preferring the berserker playstyle scrapper used to have. The changes to mechanist punishes you for just playing it and has forced the healer to use reactive skills to maintain boons when healers sacrifice damage to provide utility. All I hope is that these issues are at the very least addressed but ideally fixed by July 18:th when the next balance fix is released. If I have forgotten anything, let me know and I will edit it into the post!
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