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Shirlias.8104

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Posts posted by Shirlias.8104

  1. @Chaith.8256 said:My proposed Juggernaut competes with Incendiary Ammunition. It's not free might and Stability for all because you have to take Firearms, be in combat, and wait 5 seconds in Pistols/Rifle/FT to get anything. What builds do that and don't go into Elixir S, or Photon Forge, or Elixir Gun, Bomb, Grenade, or tool kit? You'll only get a nice uptime of stability uptime from a Pistol condi build that's giving up incendiary ammunition, or a rifle camping build like static discharge.

    The point is that modifying skills enough to get em competitive as the meta ones could bring a new powerful meta instead.What i mean is that while you tried to modify some skills in order to get them at least viable, some of them could probably replace existent skills or traits, which are currently meta ( and which means, the eng will indirectly get a buff ).

    The meta is something dynamic, which eventually change because of modifies.Working on a skill which is way too op in order to balance it is a thing.Working on different skills which are way too underpower in order to get em competitive is imho more risky.

    That was my point ( though, as thief, i do understand the fact that having some better traits and skills would really be something ).

  2. @Chaith.8256 said:

    @Shirlias.8104 said:I see only buffs.Is this the way to balance eng ( didn't see in SPvP but, currently in wvw can 1 sec oneshot a 15k health class zerk )?

    Well this is a thread about balancing the
    bad
    things on Engineer. If you don't know every build choice in every Engi spec across all game modes you may assume there are straight buffs to already meta things, but there are none.

    I do understand your point ( my toughts were about the possibility that spike dmg could somehow have been incrased ).But also some modifies seems to transform him in a way better jack of the trade ( which, as all hybrids, is something imho not needed ).

    ie

    Turret Related Changes:3.) Advanced Turrets: Currently: Turrets create reflective shield, take reduced damage. New: In addition to it's current effects, turrets knock back when destroyed.

    Utility Skills1.) Utility Goggles: Currently: Break stuns, gain fury and immunity to blind for ten seconds. New: Break stuns, gain fury and immunity to all debilitating conditions (blind, weakness, vulnerability.) (Note: Lesser Utility Goggles also provides immunity to all debilitating conditions, but reduced duration from 10 to 6 seconds to compensate.)

    Remember this is also a passive trait, and the immunity to all of those contidions would mean ( +0%/25% dmg reduction, No endurance penalty or critical hit limitation ). Seems too strong. Also, what does immunity means? Suppression? Cleanse and cannot be applied?

    3.) Slick Shoes: Currently: Spray oil, knocking enemies down for 2 seconds, affects once per target. New: Given two ammunition, ammunition recharge, 20 seconds. 2s ICD between using ammunition. (Note: Using a second ammunition allows you to knock a target down a second time.)

    One single use is really good, but 2?

    4.) Throw Mine: Currently: Throw a mine that damages, knocks back, and removes a boon. New: Instead of removing a boon, Throw mine can only remove stability.It will remove stability after of before detonation? i mean, will be the only skill which cleanse the target from stability before making its cc or it will knockback those without stability and also cleanse stability?

    6.) Toss Elixir R: Currently: Remove conditions and Revive allies. New: Cooldown Reduced to 75s, now only removes damaging conditions.This would definitely be too good.

    Healing Skills2.) Toss Elixir H: New: Grants all boons at 50% of base duration instead of RNGWouldn't this be too good?I don't know if these mod is because the healing turret is broken as hell if compared to the other heals or anything else.

    Core Engineer Traits1.) Juggernaut: Currently: Gain might and stability while wielding a flamethrower. New: Interval extended to 5s, stab duration increased to 5s, might stacks increased from 1 to 2 to reflect larger interval. Effect extended to wielding Pistol mainhand & Rifle as well. Now in combat only. (Note: The five second interval until the boons are given are now always reset to 0 when swapping to a weapon/kit that's not affected by this trait. This 5 second wait time is to prevent Photon Forge or other kit users from gaining Stability until a full interval has passed.)

    Endless stability + might without using a not that good kit?

    5.) Serrated Steel: Currently: Bleeding duration increased by 33%. New: In addition, all poison you apply no longer reduces healing effectiveness - bleeding now reduces healing effectiveness by 33%

    Boom.

    Inventions5.) Bunker down, now 'Short Fuse'. Currently: Bombs have shorter fuse time and 20% reduced recharge. New: In addition to its current effects, the first Bomb Kit #1 skill used inside a Bomb Kit combo field will generate a blast finisher.Free blast ( not sure they could make it work only inside a bomb kit combo field though ).

    Alchemy5.) Iron-Blooded: Currently: Reduce damage taken by 2% for every boon on you. New: When inside an Engineering Kit, gain protection. Interval: 1s, duration 1s. In combat

    You mean that in combat you will have, if wielding and eng kit, prot 1s every 1s?

    Tools:1.) Static Discharge: New: Damage Increased by 25%. All static discharges now deal consistent damage with the tooltip and are always directed to the current target.

    ScrapperTraits1.) Shocking Speed - Currently: Leap & Blast finishers in lightning fields applies 3 seconds of superspeed around you. New: Instead of current effects, Decisive Renown grants shocking aura those affected by it for 3 seconds.3.) Impact Savant - The duration of all outgoing disables are increased by 25%, and the duration of all disables are reduced by 25%, instead of just affecting stun/daze.

    4.) Expert Examination - Disabling (not just stuns and dazes) a Foe applies vulnerability and weakens them. Duration of Weakness and Vulnerability decreased from 6 seconds to 4 seconds. (With condition duration and a CC focused build this could stack too much weakness otherwise.)

    Shocking aura + 25% more disable duration ( every kind of disable effect ) + vulnerability and weakness on disable?Scrapper ( or eng ) could have different cc and not necessarily stun/daze, ok but i woah... control + debuff + damage mitigation.

    Holosmith

    Utility Skills3.) Spectrum Shield - always has 15 second cooldown, activating Spectrum Shield above the heat threshold causes it to (corona) burst when it's duration ends.Really? not only down from 30 to 15 sec ( 20% of the time you will have a -50% dmg from physical and condi dmg, and also it can be used as BS. but also a corona burst when it expires? )

    Traits1.) Solar Focusing Lens: Currently: First few attacks after entering Photon Forge or Overheating do 10% more damage and burn. In addition to its current effects, prevents the Engineer from suffering from the self damage over time component of overheating. (Note: This trait combined with Photonic Blasting Module will allow you to take no damage from Overheating.)

    2.) Heat Therapy scaling with Healing Power - increased from 0.006 to 0.025. With 500 healing this allows Heat Therapy to heal around 19% more than with a Marauder stat load. (Note: Currently, 500 healing makes heat therapy 4.6% better, needless to say, that's a pitiful increase for the opportunity cost on running an amulet like Avatar/Sages/Celestial over getting Power/Precision/Ferocity/Vit/Toughness)

    That's why is bad.Every build which goes celestial is bad ( as it were the core eng, the elementalist, and so on ).Why would you push in a tanky invincible ( a little slower ) meta?

    5.) Crystal Configuration: Zephyr - Currently: Holo Leap removes movement impairing conditions and grants superspeed instead of swiftness. New: Instead of granting superspeed, increases the attack range of Holo leap from 600 to 900, (travel distance of Holo Leap from 450 to 750.) Adds .75s evade. This trait increases the cooldown of Holo Leap to 5s, and increases swiftness duration to 5s.

    2 sec cd remove imparing movement effects and 900 travel dinstance.Better than unhindered comabatant ( which works on dodge and block base regen and vigor regen for 4 sec if you remove any imparing movement effect ).Broken as hell ( TIER 2 )

    I don't really know the eng ( i just play sometimes with the holosmith ), but many modifies seem too good compared to the alternatives ( and other classes alternatives ).

  3. @YuckaMountain.3786 said:How about luck eater or hourglass that you can buy stuff, obsidians or currencies?

    It won't work because eaters are supposed to eat a really small part of the used currency.I will try to explain this better:

    It's not something which is needed in order to make a profit or an equal exchange.The currency has no use once you hit 300% MF but it does still drop.Not knowing what would be avaible in the future, as for karma, tokens, golds, quartz and so on, we do simply not trash it.

    But since it's

    • Not usable for any recipe
    • Not able to being refined into something else ( like bloodstone dust or other stuff which has multiple uses )
    • Not able to be exchanged for items
    • Not able to be stacked in bank ( but due to fact that you gain too much would be pointless. i do currently have around 400 slots occupied by exotic essences stacks ).
    • Not able to be consumed because of the cap
    • Not used with any eater ( though it would be a joke because of the way you get it. I mean that eater would eat 6x250 and you will get XX x 250 per day ).

    We do currently save it ( i currently have 4 full characters, which due to MF stacks can't be played. Fortunately i don't play them but i am also gaining more MF so the problem is getting real ).

  4. @YoukiNeko.6047 said:

    @Daniel.5428 said:I have a suggestion. Maybe we can create some gabling based on them. You know, like the ecto gambling. Gold + essence of luck for items that drops junk(=gold) and ecto(not as many as the ecto gambling). It would be a good way to get rid of them and convert them into some money. Or maybe another kind of gambling. Those are essences of luck so I think it would be best if we can use them for gambling.

    Being able to change MF for gold will lead to the need for even bigger gold sinks.I wonder how many of the game population achieved max MF.

    Regardless how many players achieved 300 mf, they should at least allow players to have their bags empty.

    Those who overcapped mf like me would like to begin with to have their bags empty. Then ANET could take as much time as it needs to find the solution they want to introduce.

  5. @sephiroth.4217 said:I like how you made Joko a sick kitten. The map is beautiful.

    Why are there no updrafts? Does gliding not exist anymore?

    Why Volatile Magic? Is Unbound Magic useless now?

    Updraft and gliding is something hot related.Since the expansions are standalone they won't put anything that players which only own pof couldn't use.

    Volatile magic is the new currency for ls4, as unbound magic was for LS3. Simply and neat.Depends the items you want to get, you will farm different zones and magic.

    Praise Joko, fool.

  6. Played before the nerf.

    It was easy and smoothly ( boss fights could have been difficult but it's ok i guess ), and both the map and the instances were good.The new map is indeed a good mix, and even though i still didn't play the meta ( except some events ) i managed to explore it all with my griffon.

    About the story itself, i didn't like it that much for some reasons.

    1.Braham random apparition with a change of behavior ( the last time we saw him it was pretty different ). It does not fix that good, and it's apparition seemed a little forced ( Batman? )

    1. Taimi's kidnap. There was no chance that Taimi could have been killed, and even if the story wanted a Deux Ex Machina in order to develop portals, there would have been plenty ways. Shortly, it was like "Oh, Taimi was kidnapped. Oh well there's no way she's going to die because reasons".
    2. Pirates which throw away they safety in order to get back their coin. The most reasonable choice would have been they bring in the commander and then wait at their base for his return. Really, it's senseless.

    You can do better than this, though the map and instances are really cool!

    Ps: Thanks for lowering the number of Hearts. Trust me that many players are thanking you for this.

  7. Guys the problem is that MF is not something you can chose to get and sell... it happens, and it fills your bag.Recipes, vendor items, eaters... are all solutions which can't solve the problem, though they are some nice extra which could be implemented as a choice for those who reached the cap.

    The possibilities here are

    1. make it wallet currency and when the devs would like to add something they will be welcome. I don't care about having milions of unused mf until they block inventory spaces.
    2. Raise the cap ( unlimited and eternal. dozens of milions are welcome for a very long term job as MF from achievements ).
    3. Declare that MF will stop dropping for those who reached the cap. Existent stacks will be trashed and recipes which require Essences will be changed.
    4. Whatever allows you not to have MF in your bags. So timegated things are not a solution.

    It's not about making extra golds, it's a needed QoL upgrade, whatever it takes.

  8. @YoukiNeko.6047 said:Nah better stop it from dropping once you reach cap.

    Would be even better ( no time sink ), but i doubt they could manage to do this since some items requires essences of luck in order to be purchased ( or built ).

    @Teratus.2859 said:What about an eater item?Would be an easy way to dispose of tons of excess luck..Could base the loot tiers on what tier luck is consumed.. naturally exotic lucks giving you the highest chance of getting good loot from them.

    An Eater won't do anything.We just need a progression like for achievements

    https://wiki.guildwars2.com/wiki/Achievement_rewards

    You have an extra 1% every 2/2.5k AP, so it would mean something like milions of Luck each level ( in terms of time needed to achieve the ones from achievements ).

    not sure about how many millions for every level, but i would make it more than impossible ( but still better than have a full bags ).To make an instance i currently have almost 4 characters full ( 400 slots occupied with 20 milions of unused essences of luck ).

    Even if they decide to remove the drop of essences and change items which require essences ( craft or purchase ). Whatever would be fine.

  9. @Zedek.8932 said:As they are 100% cosmetic the whole thread makes me facepalm..

    For some funny reason, people seem to complain massively about this stuff but then buy smartphones, TVs, cars with a equally ridiculous profit margin without a blink of an eye. I never heard "Let's boykott Samsung, Apple or Lamborghini for this". It's premium. Don't buy it if you can not or do not want.

    I actually like there is some premium stuff here and there where people with gold and/or money can buy themselves some nifty stuff; GW2 this is not socialism/communism after all where all players are forced to be equally poor.

    Excelsior.

    I do agree ( though this shouldn't be an excuse to put everything behind the gemstore even with the gold>gems exchange. It's a game afterall. ).

  10. @"Dreamy Lu.3865" said:So, as long as optional, it would be very much OK for me. I would not "touch" it. But I would hate being forced to an UW content.

    This.We do have some UW exploration once in a while, but it's something which overall sucks due to the fact you can move 360 degrees with no limits.

    • ANET stopped to develop UW content as they do in the old Tyria
    • Removed UW combat in both SPvP and WvW, becuase it was ugly, unbalanced and unwanted.

    • ANET stopped to develop UW weapons ( Elonian Weapons, Awakened weapons, etc... )

    Underwater exploration could be an extra, story related ( though we do remember the underwater personal story part ) or map related.Or even an extra, a way to reach a hidden poi or mastery.Or maybe a underwater tunnel which bring you in a underground city with no water at all ( maybe some puddles ).

    And ofc, it must only be exploration related ( no mobs, no bosses, no events ).

    They should find instead a way to reuse the UW skins on ground weapons.

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