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insanemaniac.2456

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Posts posted by insanemaniac.2456

  1. 15 hours ago, Kusumura.8642 said:

    As there is a lack of a genuine negative, "I don't like this/I disagree with this/I would like to express what I'm really feeling about this.", option, most people use Confused as a pseudo-downvote.

    ah well, i hope anet reads szbalko.3928's first post and responds with the logic because i would be interested in knowing it too. 🤔

  2. if it retained your heat and they called that a bug and switched it to deleting your heat after 2 years, the complaints would just be opposite.

     

    apparently someone thought changing it was important though i guess.

     

    but also maybe consider if the gameplay loop of 'mount -> strong engage skill -> huge dps and big cc -> mount -> immediately repeat' for free trash clearing wherever mounting is available is what photon forge is supposed to be, because it has heat specifically so you cant use it all the time, unlike every other kit.

     

    edit: what's confusing?

    • Like 1
    • Confused 2
  3. 1 hour ago, MrForz.1953 said:

     

    You know... a Thief is already an assassin. And an Engineer is already an alchemist. It's all over the core trait lines.

    thief doesnt have a core trait line named assassination and assassin was a gw1 thing. and an icon that is 2 katanas or wakizashis with initiative diamonds? itd be too much to not name it ninja or assassin.

    engi on the other hand, has alchemy. exactly. yuck.

  4. as long as were speculating here im gonna go with
    mesmer, warrior, thief, ele, necro, rev, ranger, guard, engi

     

    virtuoso is pretty out of theme for a name when clearly bladedancer takes about 5 secs to think of, but if thief doesnt get ninja/assassin im gonna flip tables, and if engi DOES get alchemist im gonna flip tables

  5. From a wvw perspective, there are 2 short periods I will never forget because I enjoyed the game more than any other point in time.. first, being a leg specialist warrior on an arrow cart (obviously that can't ever come back). Second, the short time when slick shoes was entirely unchained and rocket boots got ammo and gadgeteer was new. It's the only time that as an engi I've felt like I really brought something to the table beyond being a warm body while zerging, since healing is my last resort.

    I wish anet would unchain slick shoes in just wvw. That would be a skill worth splitting, since clearly it was pretty strong at a small scale in pvp and we prolly don't need engis soloing raid boss break bars.

  6. @"Samug.6512" said:Good suggestions, but I think it's core which should get more stability, holo could benefit from that. Right now the only reliable source of stability on core is Elixirs and Juggernaut (meh). A grandmaster trait in Tools: "gain 2 stacks of stability for 4 seconds on weapon swap" with ICD of, say, 20 seconds, would benefit both holo (as entering and leaving p-forge counts as weapon swap) and playing with kits.

    Basically random proc (after the first use) is something I think we all want less of in this game, yes?

  7. @Vagrant.7206 said:

    @Stand The Wall.6987 said:engi now has zero stab. I guess holos can always meme with the holo ranged trait lel.

    So? All the cc skills get their power damage taken away. Getting chain cc'ed will no longer be a death sentence from those skills alone, and any particular uncleansed cc really only ensures the next hit. The cc skills are all so good and overused because they all do at least as much damage as an autoattack
    and they also lock you into getting hit more
    and that is the issue being addressed. This will create a choice between lockdown and damage, a choice that HoT, and PoF even more so, took away with their power and utility creep.

    In a duel, yes, chain CC's are no longer a death sentence. But in teamfights, they still will be.

    Trying to think of when engi has been an in-the-fray teamfighter. I mean photon forge is aoe and big plays; but it's targeted at dps not bruiser. And hammer didn't lose its stab and it's supposed to be bruiser, so there's one. Why should dps have stability? Why should dps have stability when bruisers and tanks need it to get their skills off and do anything because they are supposed to eat attacks and ccs, while dps should be an opportunist instead of facetanking to do big damage?

  8. @Stand The Wall.6987 said:

    @Stand The Wall.6987 said:engi now has zero stab. I guess holos can always meme with the holo ranged trait lel.

    So? All the cc skills get their power damage taken away. Getting chain cc'ed will no longer be a death sentence from those skills alone, and any particular uncleansed cc really only ensures the next hit. The cc skills are all so good and overused because they all do at least as much damage as an autoattack
    and they also lock you into getting hit more
    and that is the issue being addressed. This will create a choice between lockdown and damage, a choice that HoT, and PoF even more so, took away with their power and utility creep.

    no stab + 2 long cd stun breaks = deathI guess its elixir b's time to shine

    Remember core where you used to take 3 kits and only 1 of those had a stun break?

  9. @Stand The Wall.6987 said:engi now has zero stab. I guess holos can always meme with the holo ranged trait lel.

    So? All the cc skills get their power damage taken away. Getting chain cc'ed will no longer be a death sentence from those skills alone, and any particular uncleansed cc really only ensures the next hit. The cc skills are all so good and overused because they all do at least as much damage as an autoattack and they also lock you into getting hit more and that is the issue being addressed. This will create a choice between lockdown and damage, a choice that HoT, and PoF even more so, took away with their power and utility creep.

  10. @Cal Cohen.2358 said:

    Engineer

    Firearms

    • Sharpshooter: Reduced bleeding duration from 3 seconds to 1 second
    • Serrated Steel: Reduced bonus bleeding duration from 33% to 15%
    • Thermal Vision: Reduced expertise from 150 to 60
    • Juggernaut: Reduced might duration from 12 seconds to 6 seconds. Reduced bonus might duration from 20% to 10%
    • Incendiary Powder: Reduced bonus burning duration from 33% to 10%. Reduced burning duration from 8 seconds to 4 seconds

    As I flipped through engi changes the only request I really have is please make serrated steel and incendiary powder provide the same amount of additional duration. Don't care which you pick of the 2, just make them the same so it's easier for us to build around when optimizing for multiple condi durations since the 100% additional duration cap is a thing and having 95% or 105% in one or the other feels bad.

  11. im a bit skeptical of almost all of the changes, to say the least... but losing the oldest true counter to stealth gameplay is a travesty. its a solid skill thats always been in a good spot balance wise that gives a drop of real meaning to the metagame of class choice or group composition. stealth users have to develop strategies to manage it, and it makes scrappers a huge threat and excellent disruption to their typical juking strategies.

    this is a big, weird, unnecessary step backwards.

  12. wow. this. sounds. awesome.

    at this point im nostalgic for the good old days of wandering around t8 soloing and 1v1ing over keeps/towers, but i realize itll never come back and that sort of thing was prolly never intended anyways. i miss it. but so far this sounds like a much better system than server links. much more fleshed out. without the kind of cracks i seem to fall into and get lost in that make the experience a long term eye roll. i look forward to it.

  13. @Forestnator.6298 said:Imo all Kits should work as Photon Forge.

    the problem with this idea/trope/thesis/theme is that if it was to happen, engi would be functionally the same as an ele, different only in flavor and minor semantics.

    so if you want all kits to works like forge, seriously, forget about the techy/steampunk theme and just go play a damn ele. youll be happier.

  14. @Cerberus.4315 said:

    @HnRkLnXqZ.1870 said:I have not reached 300% and I do not plan to do it. There was a short time I cared about MF in this game, which was in my first year when I owned MF gear for Dungeons ^^. Since I learned what the numbers mean, I do no longer care and rather focus on optimizing my karma-gain. I just convert my luck to exotic essences, collect them in my bank/mules. During the new year events I exchange the luck essences for Red Lanterns, as @insanemaniac.2456 mentioned above. Those are cool and useful guildhall decorations and the key-ingredients for lunar-year decoration-crafts. We get new decorations every year. The umbrellas improve nearly every location in the GH and make them look more lively. The other decorations are also cool. I wish there were more decorations to trade for luck essences, or at least more lunar-year decorations, or even some real cantha decorations ^^.

    Sounds like u spend a lot of time looking at your guild hall. I on the other hand go to my guild hall once a month or less and have never seen anyone in there, the guilds i'm in aren't small with over 200 members in each. I would like to use essence of luck for what it was made for or something that benefits my toons in some way.

    you can gray market sell your luck to a guild as they may want the lanterns for something. at your own risk. it will benefit your toons. its a sink. its there. anet doesnt usually whimsically add infinite sinks when one already exists. if you dont want to use it, that isnt really their problem. you choose to value your currency as you see fit. they rather add new currencies and new ways to spend new currencies than keep building on old systems. because new and shiny. its kinda their schtick.

  15. it needs to be said over and over in these threads that once you reach the cap, compress and store your luck in a toon/bank and spend it yearly on red lantern guild decorations at the new year event. several other esoteric items and upgrades require relatively small amounts, but red lanterns are an infinite sink and turn into some decent decorations at what should probably be considered "really expensive" in terms of sunken luck.

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