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The V.8759

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  1. Tools Traits with Mech skills Mechanized Deployment The Minor Master trait "Mechanized Deployment" is supposed to reduce the cooldown of toolbelt skills by 15%. Yet, it doesn't work on any of the Mech Toolbelt skills. I've been testing it with every single toolbelt skill for Mech, but none of them seem to get a reduced cooldown. Kinetic Battery Simply not working with Mech Skills. Strange Mech skill behaviour Mechanical Genius is supposed to give a 50% cooldown increase on Mech Toolbelt skills if further away than 360 units. However, this malus is also applied when clicking the skill with your mouse instead of pressing the corresponding key.
  2. I've just come back after a few years. I've always been a mostly PvP player and enjoyed it vividly. Now, there may be some nostalgia to my vision, but here we go: Damage output There is just too much damage flying around in the game. With the tankiest amulet out there being Paladin, the game revolves around very short fights, where you either kill or be killed. Everything has to be extremely high dps to function in PvP, except for a slightly tanky elementalist and guardian due to kits. This creates a PvP environment where you aren't really able make smart decisions based on which skills your enemy is using; there are way too many skills to dodge/block etc. Thus the functional builds are A: the ones that can output insane damage in a short time, or B: The ones that have enough skills extremely defensive skills (Defy Pain etc.) that can outlast said damage output. Fights don't feel like you've been outplayed anymore. CC Most CC abilities don't deal a whole lot of damage anymore. Which seems like a fair trade-off. However, stability has for some classes also been extremely tight, especially with the low stability durations it has these days. This creates an environment where you're encouraged to chain CC the enemy, while the rest of the team deals damage, which in my opinion, is not engaging a gameplay. Just focus the target and hope your team stands in the end. A nostalgic view I'm taking triple kit engineer as an example here. We used to run it with Soldiers Amulet, which game an actual good amount of survivability. We had to react to an enemy, and pick the right kit and skill for what we needed at that point. Everything was slower. It was extremely rare to have a lot of might stacks by yourself and stacking might for your allies through purposefully blasting fire fields was actually important. But these days, it is given out like candy. Let alone that there is enough time for these kinds of actions in fights. Those small tactics have become absolete simply because everything else has become overloaded. I wish I had a good time returning to this game, but I guess I got my hopes up. I shouldn't have thought they might have made PvP more competetive after breaking with ESL. No, it has just become an arena hack-and-slash
  3. I'm actually quite happy with hammer from a PvP perspective. On paper, greatsword can offer a bit more defense due to higher mobility and block, but also having a burst skill. However, the ability to have big cleave abilities, on demand CC (with unleashed swap) and quite hard hitting burst abilities, I'm quite happy as it is
  4. Mech Skills and Tools traits Mech skills do seem to function as a "Toolbelt skill". Vigor is gained and Static Discharge works. However, its cooldowns do not seem to get reduced by Mechanized Deployment.
  5. I understand where you're coming from, but as others have pointed out, that would leave the Mech without any real weakpoints, which I personally think should be an inherit design of any class in this game. Aside from that, this has always been one of the biggest weaknesses for engi in general aside from some lackluster FT builds. As for a tip: Try to use the shadowstep signet as a stunbreak. Distancing disallows your enemies to stunlock you again after you stunbreak 🙂
  6. I've come back to the game after about two years, and am really only interest in PvP, so keep that in mind for my feedback: Untamed feels out of place. I'll bring that down to a few bullet points: - Ambush: Some of the ambush skills feel... awkward. I'm mostly referring to the shortbow skill, as you're spamming auto attacks, the ground targeting could fly at any direction where your mouse currently is, but this might be a skill issue as i'm a pleb. But hey, plebs are the majority of the playerbase I guess. Aside from that, it feels weird that only the hammer has untamed versions of its skills. Like, c'mon, that just feels lazy. - Pet: The abilities the pets gets from untamed feel... out off place. The lack of customization in that really doesn't fit the way ranger is. Of course having a projectile dome is useful, however, it follows the pet and is not stationary, making it even more awkward. It would have felt much more rewarding to make good choices in your build to have the right tools. - Role: From one side it feels as if the Untamed was ment to be a cc bruiser, at least when we look at a few traits and the design of the hammer. However, ranger doesn't really have good other weapons to go with that. Some of the longer cooldowns in GW2 in general, make it that you want to be able to swap weapons and have another set of weapons to go with your build, that are off cooldown. Ranger doesn't have any weapons that go well with the hammer. Sword could be seen as a bruiser ish weapon, but the off-hand options lack any CC. - Condi: Some of the abilities seem to be designed for a condition damage role, mostly the exploding spores. This would have been a really cool feature, however none of the traits synergize with that. All the grandmaster traits are focussed on extra strike damage, and the top one is mostly for CC, which only shortbow 5 could really apply. Conclusion The Untamed is cool from the perspective of the idea, but feels unfinished. It is inconsistent and lacks identity. What role do you want it to be? It also lacks any synergies with existing weapons and traits. It has an identity crisis
  7. I'm confused why they didn't change the thematics and made this a ranger class. A more customizable pet? It keeps in line with class mechanics. Now we just get a whole different class, nothing that resembles the playstyle of an engineer. Just thematics are in line
  8. I laughed my kitten off looking at the showcase of Mechanist. The behaviour of the Golem was atrocious, sometimes randomly running off etc. They should 've learnt from Scrapper and not make another AI class
  9. My god. I haven't played gw2 in a while, but I was curious to see wether I should buy the x-pack and start playing again. As an engineer main, that decision was all leaning on this spec. But this is just a spec. Honesty, this class has nothing to do with the playstyle of an Engineer. It doesn't use any of the 'engineer class mechanics' at all Thematics aside, this is literally a weird ranger. Removing the toolbelt skill is like removing swapping elementals on elementalist and giving it a cute pet in return. It just doesn't make sense. I'll keep an eye out for changes they might make, but so far, this is a big nope for me. Btw, haven't they learnt from Scrapper to not go for another AI class?
  10. I love it too! Experience is ruined by bots tho. Im low gold, and encounter at least one every other game
  11. So we no longer have a proper 1200 range weapon?
  12. Totally aggreed. Utility Goggles are completely out of line with their concept. One thing that also off-puts me a lot on current utility-goggles, is that the toolbeld skill is quite niche. In PvE, it is rarely going to be of any real use, and in PvP, it really depends on your matchup. One thing to note, is that utility goggles also have overlap now with rocket boots, both functioning as a counter to soft cc (albeit in a bit different way). To be honest, a full scale gadget rework is long overdue. A few changes are really needed in general: - The toolbelt skills should categorize as gadgets, just like elixirs. - Gadgeteer should have a general effect that is the same on all gadgets, just like HGH, to streamline them a bit. As for now, it's really hard to go for a 'gadget build', since they have vast different usages. Making it really hard to pick gadgeteer while you only have 1, maaaaaybe 2 gadgets.
  13. I see there's quite a few different reactions. Some saying about complaining. I'm not complaining, I was actually looking for constructive feedback. A few people suggested it's fine since it aso gives AoO. Which is a fair argument. Other's kind of agreed since it was both nerfed in CD and damage, which might have been a tad much. Anyway, I've come to understand the reasons and arguments behind the current state of Maul better, and that was all I'm looking for 🙂 Thanks for those contributing actual arguments
  14. Maul, one if the hardest single hitting abilities we have, seems to have a really low damage profile in PvP (and also WvW, but it's easier to get more stats there to increase damage). Even with berserker amulet, 25 stacks of might and maxing possible ferocity through traits, it hits 3,8K tops. I understand this can be increased with opening attack and such, but there's so many circumstances needed, that in the chaos of PvP, this is almost impossible to reliably achieve. Do you think Maul should be hitting a bit harder? For comparison, Rapid Fire deals much more damage, can be cast from long range, is multihit (so a large chance that at least part of the attack hits) and doesn't even have a big tell. Already answered enough. Thanks
  15. So, here's the situation. I recently returned to the game, have been playing again now for about two weeks. I used to play mostly PvP, around when real ranked came out (when it was ruby etc). I love the 2v2's, but I started noticing something. I'm low gold, but about every other game, I'm with a player that is an exact copy of this: - Doesn't talk - Mirage - Asura in a automatic character creation outfit There are dozens of these going around in PvP. And as usual, I just report them and block them. But then, even a week later, I'm still getting matched up with them, even after blocking and reporting! Seriously, I don't see how these are going 'undetected' by the system, even by how they play, it is the same every time. I love PvP, but this experience is definetly ruining it for me. Why is there nothing being done about this? Geniune question
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