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Serafina.8357

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Posts posted by Serafina.8357

  1. Suggestion: Make the border around boons more consistent.

    Instead of having them tick down relative to the duration that was granted, have the border generate relative to that boons maximum duration, for example, granting 15 seconds of Quickness only has half the border filled no matter what, 20 seconds is 2/3rds, etc. That will make it easier to track at a glance how much duration you've granted, and how much you have left.

    It's not as much of an issue for Stability or Might, but tracking the longest remaining stack might be a good idea for that.

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  2. Suggestion: Change to Research Notes

    As it stands, Research Notes are essentially bought for the resources you spend on crafting, which is a bit annoying if you have a lot of easy to get ones, but not a lot of hard to get ones. My simple suggestion: create a vendor tab that sells research notes for raw materials, at a slightly less efficient rate, as a way for us to get research notes without having to have a specific combination of them, create the thing, then destroy it.

    • Like 3
  3. On 8/24/2023 at 9:27 AM, Roadkizzle.2157 said:

    I have a Scrapper that I thought was interesting but never used very much...

    I really dislike the change to the Quickness generation...

    But I'm getting very interested in trying to figure out how it would play with the new Weapon Mastery.

     

     

    I expect Mace to help make a Quick Heal Scrapper giving Barrier and helping to maintain Quick easily with the single leap and the Shields Blast.

     

    But how will the Sword work with Scrapper?

    I love the idea of a Sword and Shield brawler Scrapper. Making use of the Gyros and defenses of the Shield. Would it only be usable in Open World due to lack of DPS compared to the Hammer?

    Mace/Shield and Sword don't really do that much for Scrapper, honestly. Thumper Turret alone provides 3 blast finishers, if you count blowing up the turret along with the toolbelt skill. Healing Turret combos itself with a Water Field/Blast Finisher for detonating it. Hammer 3 is two finishers.

    Truth be told, as a Scrapper apologist, I actually have been learning a LOT about what has fields, what has finishers, and how much they can add to a fight. Purge Gyro has a Light field, and its toolbelt has a zero cast time Poison field, which I didn't actually think about before this update.

    • Like 1
  4. On 8/25/2023 at 4:22 PM, Antrix.4512 said:

    Hey Engies!

    Let me start by saying that I'm head over heels for this class, even though my heart was initially stolen by the Thief. Some of you may have noticed that I take a rather active stance in defending this profession and eagerly await much-needed bugfixes. But... putting all those details aside, I began wondering today: isn't it time for the devs to show some love to the engineering devices without changing their core mechanics and gameplay? What do I mean?

    From Turrets to Photon Swords: A Tech Gap?

    So, let's paint a picture. On one hand, we have the Holosmiths, masters of photon forging, manipulating light and energy. Their tech is so advanced that I think Tony Stark must either be a distant descendant of Charr or at least have had his ancestors consult the engineering geniuses in the GW2 world. I mean, the class aesthetics scream "burn your foes with napalm and blow up cities while The Prodigy - Spitfire plays in the background". Then, on the stage come these spitball turrets made from junk and sticks that we've scavenged from peasants by demolishing their shanties. I mean, seriously?

    How about we freshen things up cosmetically? Yes, yes, we all know too well that with ANet, "better" is always the enemy of "good". But still, my hopes are bolstered by the fact that in this case, improving the models will, firstly, be extremely difficult to mess up, and secondly, there seems to be nothing left to break.

    It's been a long-standing request from players to at least make Jade Mech's color customizable, and I wholeheartedly support this idea.

    So, what do you think, friends? Is it time to update the engineer’s devices, or should we say, "ANet, please leave the engineers alone"?

    Peace, love, and gears! ❤️⚙️

    I think it'd be neat if your Elite Spec changed the aesthetic of what you use. Normal Engineers have well put together, if basic, turrets. Scrappers get cobbled together airship salvage. Holosmiths get hardlight. Mechanists get jade tech.

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  5. As someone whose main character is an Engineer, and really likes Elementalist as a secondary, there's one big awkward thing both of them share: weapon kits.

    Conjured Weapons have some great uses, but they become very awkward to use in more difficult content, since they can easily be placed in a bad spot and prevent easy interaction with some mechanics during tense sequences.

    As such, an idea occurred to me on how to make better use of them: making them the Elementalist's version of a weapon swap, similar to how Engineering Kits are active until put away.

    Since Ele can't use Weapon Swap in combat, assigning the Conjured weapons to that function would be a sleeker way to integrate it into the standard kit. Swap to "Conjured Weapon" mode, use Attunements to swap weapons, change out Fiery Greatsword for a temporary buff Elite Skill that empowers all Conjured weapons. Mechanically, it leaves them all accessible in an intuitive way that plays off of the Attunement class mechanic. It can also present interesting new mechanics for Weaver in particular (not that it needed to be any more complex but shush) and provide more reliable access to healing and defensive options regardless of primary weapon set. It would also help eliminate the awkward interaction prompt hanging around the battlefield to remove the duration and instead have it function more like an engineer kit, as something that is put on and taken off as needed, rather than having to quickly grab the second copy before the first wears off. Furthermore, it would pack a little more value into Core Ele, keeping them very versatile as the Attunement mechanic feels representative of. The existing skills could be rebranded into a new set of skills for further utility, a one-off useful ability like a projectile shield, or more boon access.

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  6. It always struck me as weird how every single mesmer uses purple for their effects. Makes it a bit easy to tell when a mesmer is involved. Have a spare dye slot to change their particle effects colors would probably go a long way to meshing with player appearances, and be a good lore bump. Mesmer effects are already pretty easy to read by their shape and texture, broken glass shards, floating, broken spheres of rock, and rings of distorting crystals, so it shouldn't damage readability as long as it retains transparency and shape.

    That, and I want to feel extra fancy.

    • Like 2
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