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Mardomus.6984

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  1. I thought Scrappers were going to be similar to FB in terms of "Supportive Boons (multiple types instead of Might, power, and fury)" with a bunker Dmg playstyle, but there have been so much done to this Specialization I have no idea what they're tying to do as a end result unless they sit down and formulate a rework that fits its theme with a fun and polished playstyle. That being said, they need to do something to Sneak Gyro. Maybe that could be what you were referring when you said "a range Scrapper that commands Gyros". The orbiting Gyros sound very interesting. FB has a way to swap tomes when you use them, so Gyro's could use a style that allows us to swap providing boons, dmg, or barriers, and be effective. Another problem Engineers face too are our Core Abilities and Specializations, which I think need reworks as well.
  2. If that was the case, then it would make sense. Luckily, I'll be going for my Raid armor soon, but still sad the WvW ones isn't great.
  3. The WvW Legendary Armor Appearance and the Mistforged appearance are very lack luster compared to the raid one(s).I haven't seen anyone write about this, or maybe I've glossed over it, but I would like for the Devs/Artist to take a look at the WvW Legendary Armor Appearance, and give it the same treatment as the PvE raid one. Unless, the WvW Legendary Armor look is supposed to look like that due to it being PvP focused? I hope that isn't the case, since the WvW Trinket and Backpiece looks amazing as a Legendary. For those who've already received the Legendary WvW Armor, can get it from the Skirmish Supervisor (Skirmish Merchant) for free in a different tab.
  4. I'm not sure what Devs are trying to do with Engineer, to be honest. Core Engineer Spec and Skills need some major rework. I like Explosives/Firearms, and it could use some fixing, especially Juggernaut, Modified Ammunition, and Incendiary Powder, but the rest of the Core Specs are complete trash, lack synergy and don't have fun build composition compared to other Professions I've tried. Tool Kit and Elixir Gun need to get the same type of rework Med Kit got or just remove them. The other kits need better damage tuning; along with their given Specs; Juggernaut/Grenadier. Turrets have been god awful for a long time. Them trying to make turrets last longer through Experimental Turrets/Tool Kit didn't work, since they still get one shot like rabbits. Turrets need a MAJOR rework along with other skills/utilities. Holosmith should be similar to Firebrand, considering its Lore, "By harnessing the power of the sun, holosmiths can create semi-solid constructs of light". Firebrand has more burning skills then Holosmith and can still play well hybrid 🫠 Scrapper has been gutted so many times, I have no idea what they're trying to do with it. It seems they are destroying other kits/skills when used with scrapper rather then fixing the Spec itself, which needs some serious rework. Mech is actually fun. I like what they did to it; imagine if we had some fun core Specs. The only three complaints I have is 1. No water Mech. 2. I would like to merge with our mech similar to Rangers' Soulbeast Beastemode granting effects. 3. I wish to have the ability to ride inside the mech like how we do in WvWvW Siege Golem, Summon Power Suit skill, and Tami. They missed the mark on this one. 4. I wish we could customize our Mech, considering the amount of Golems and Mechs we have. I don't know... 🫠
  5. Some people in here are weird man. You guys forget that there are people who live behind the development team who have to earn some sort of income to survive and continue to make content? You can choose to NOT buy the expansion if you don't want to pay for it or pay for it later when you have the funds to do so. Players complain about content, which needs money to make, and when content can be consistent with the support of the player base, ya'll get mad? You want content for free? Ok and when the game can no longer support its servers or Devs due to the lack of funds then who faults does this ride on? The only questionable thing that you all should be talking about is the direction of said content with better management towards class balancing/fixing of core/specialization, with other cool Quality of Life things, and etc. 😬
  6. I'm disgusted with how Devs have treated Engineers throughout the years. You guys really need to sit down and fix this profession. Core abilities/specs need work, Scrapper needs work, and turrets, and our talents as well as improvements on kits with unique talents for them. There are MANY suggestions in forums and you continue to turn a eye. The "F" are you doing? At this point, I'm sure me and many are fed up to want to curse the crap out this Dev team. Straight disgusting. Play the spec dang spec. You call this Balanced? Trash Btw what Rapid Regeneration going to do? Heal for 121 HP?
  7. After delving more into the Mechanist, I noticed some major issues. These issues revolve around other specs and traits that don't have good synergy with the Elite Specs and have been a problem. For example: Firearms is universal and can not only be used on any Spec, but it can also be fun to build around power, condition damage, or hybrid. I do think that "Modified Ammunition" and "Juggernaut" need to be fixed or moved into the Tools or Invention Spec. Me writing this, because Mechanist Spec could have introduced a new and improved version of Inventions and Tools. The only thing I see that is worth using in the Invention Spec is "Experimental Turrets". Sadly, we have stationary turrets that do bad damage and can get one shot by a rabbit. On top of that, is has a long cooldown, like the mech. At least the Mech can do enough damage, survive longer, and can move around, but the mech still needs work. The Invention Spec could have been an opportunity to improve Engineer Kits, and build synergy with other specs. I mentioned this before in one of my post that turrets should be mounted on the engineer shoulder or float around like the "Function Gyro" and be used similar to Revenant's Herald Elite Spec abilities. The Engineers talent "Experimental Turrets" in Inventions Spec could have similar usage to how the boons work on the Revenant's abilities in Herald Spec. All Turrets can be placed into the ability slot, and when used they have a couple of seconds to do what the ability does while losing the boon on that ability. Tools could have been used to improve tool belt while providing synergy with kits and elite specs. Explosives have a good meta, but it's nothing compared to the flexibility of Firearms Spec. Mechanist Elite Spec doesn't have much synergy with other specs and the Mech cooldown causes concerns. Also, there are problems with AI movement and commands. Signets need a boost as well as the mace. I hope Devs take a look at Core Engineer Specs and take them into consideration, mainly Tools and Inventions. If we can summon a Mech and still have weak stationary turrets, then we have a major problem.
  8. I like the concept of the Mechanist specialization and would like to hopefully see some improvements on it. First, will there be different types of customizations to the Mech? Color and different parts. Second, will there be an improvement on the downtime for the Mech? 90+ seconds is a long time, especially if the Mech contributes to damage and support. If there will be no improvement for the cooldown, how about improving Tool and Invention Specialization? Both Specs could add synergy with the Mechs build improving turrets as well as adding synergy to Signets, boons and "Experimental Turret" talent. Please consider these in the discussions.
  9. I mean, they could change Engineer turret style similar to what revenants have with "The Legend of Dragon Stance". When activating abilities for certain boons, and when using said ability, the boon is removed through duration and activates what that ability does. For example; "Facet of Elements" provide swiftness and, upon usage, you lose swiftness on duration, but gain the ability Elemental Blast for couple seconds with a 10 second recharge. In the invention build for Engineers (Experimental turrets), we already have that setup, in way; instead, we lose our turrets to 2 damage aoe attacks and have a very long cooldown making it useless. "Flame Turret" gives Might, "Rifle Turret" gives Fury, etc. Keep the tool belt skills the same, but give the abilities a couple of seconds of duration usage. For example; when using "Flame Turret" once, you and everyone around gains Might. If you use it again, you deploy a flame turret in said spot for a couple of seconds with a 10 second cooldown and it detonates once duration is over; plus it can't be target or destroyed when deployed. Maybe have the tool kit provide damage buff for deployed turrets, or something.
  10. thank you for this friendly reminder that there are STILL people playing elementalists ! oh boy you have no clue ... ele are the worst class in WvW and pvp ... ( yes there are some roamer weaver which thinks that their unkillable no damage applying build is great - its not.) Elementalists so bad their AoE crits for 8-11k. just tear down a bit of meteor dmg is enough. just dont stand in the MASSIVE Aoe Field that you can see Aoe isn't the only issue when you have Rangers/ Warriors, etc. with their one shot builds. Even Revenant's teleport Hammer skill does about 11.5k crit through 2.3k Toughness and 3.5k Armor. The problem is they need to fix Power/Crit/Ferocity, and make Toughness/Armor work properly or even have how much Dmg% you can take from crit/dmg through those stats. If they like where this Power/Crit/Ferocity one shot builds are, they may as well bring back condition damage and buff it. You can only dodge so much. There are so many red dot AoE spammers in WvWvW that all the red dots on the ground spread around are bigger than contested zones. Before you even dodge, at times, you're already in the down state. So don't even come in here writing "Learn to Dodge", "All you have to do is just Dodge" nonsense. You can always step outside the area to avoid the bomb but if you stand in the bomb and die to it, no point complaining about how strong skills are just because you can't see what is coming and can't dodge, this is a l2p issue Not a learn to play issue, but continue to think that like others. You're right... its not a learn to play issue because literally everyone knows how to use movement skills to step outside of the big red circle. You could literally press the autorun button. Yes and you can also gather 50+ AoE spammers many using Crit/Ferocity gear creating a big AoE area. Don't be a fool acting like don't see this, unless you are one of those players who play this way and don't want your builds nerfed. "But you COULD just move". LOL, or they could JUST fix power/crit/ferocity and toughness/armor the right way. Please. You can argue/debate as much as you want on your single reasoning which is "movement", but you fail to realize that movement is very limited on stamina and ability, but you SHOULD know this since you "hence" the master of movement. If you don't have anything beside movement, don't even respond waste of me typing. Ok... show me 50 players on staff elementalist then. And you're right.. I would prefer it if they didn't nerf my Tempest again because people don't want to move outside of the big red circle. Of all things to complain about... its a big red circle with a very slow cast time and long CD from elementalist. I didn't write 50 elementalist, but I did say their AoE does 8k-11k dmg, if you caught that, but people only tend to read what you want. Also, its not only elementalist, which I've also wrote, but continue. My apologies, we were talking about Elementalist and I didn't realise you had trailed off topic to actually discuss power/precision and ferocity as a seperate subject, I thought you were using a build example for what Meteor Shower would use to accomplish "8-11k dmg".I was using that build along with the other abilities that hit hard I've seen from other professions. I didn't trail off the topic, but ok.
  11. ThEy hAvE LoNg CaSt TiMeS, iTs EaSy To AVioD. GeT GoOd. PpL CoMpLaIn To CoMpLaIn. YOu'Re BAd.
  12. thank you for this friendly reminder that there are STILL people playing elementalists ! oh boy you have no clue ... ele are the worst class in WvW and pvp ... ( yes there are some roamer weaver which thinks that their unkillable no damage applying build is great - its not.) Elementalists so bad their AoE crits for 8-11k. just tear down a bit of meteor dmg is enough. just dont stand in the MASSIVE Aoe Field that you can see Aoe isn't the only issue when you have Rangers/ Warriors, etc. with their one shot builds. Even Revenant's teleport Hammer skill does about 11.5k crit through 2.3k Toughness and 3.5k Armor. The problem is they need to fix Power/Crit/Ferocity, and make Toughness/Armor work properly or even have how much Dmg% you can take from crit/dmg through those stats. If they like where this Power/Crit/Ferocity one shot builds are, they may as well bring back condition damage and buff it. You can only dodge so much. There are so many red dot AoE spammers in WvWvW that all the red dots on the ground spread around are bigger than contested zones. Before you even dodge, at times, you're already in the down state. So don't even come in here writing "Learn to Dodge", "All you have to do is just Dodge" nonsense. You can always step outside the area to avoid the bomb but if you stand in the bomb and die to it, no point complaining about how strong skills are just because you can't see what is coming and can't dodge, this is a l2p issue Not a learn to play issue, but continue to think that like others. You're right... its not a learn to play issue because literally everyone knows how to use movement skills to step outside of the big red circle. You could literally press the autorun button. Yes and you can also gather 50+ AoE spammers many using Crit/Ferocity gear creating a big AoE area. Don't be a fool acting like don't see this, unless you are one of those players who play this way and don't want your builds nerfed. "But you COULD just move". LOL, or they could JUST fix power/crit/ferocity and toughness/armor the right way. Please. You can argue/debate as much as you want on your single reasoning which is "movement", but you fail to realize that movement is very limited on stamina and ability, but you SHOULD know this since you "hence" the master of movement. If you don't have anything beside movement, don't even respond waste of me typing. Ok... show me 50 players on staff elementalist then. And you're right.. I would prefer it if they didn't nerf my Tempest again because people don't want to move outside of the big red circle. Of all things to complain about... its a big red circle with a very slow cast time and long CD from elementalist.I didn't write 50 elementalist, but I did say their AoE does 8k-11k dmg, if you caught that, but people only tend to read what you want. Also, its not only elementalist, which I've also wrote, but continue.
  13. thank you for this friendly reminder that there are STILL people playing elementalists ! oh boy you have no clue ... ele are the worst class in WvW and pvp ... ( yes there are some roamer weaver which thinks that their unkillable no damage applying build is great - its not.) Elementalists so bad their AoE crits for 8-11k. just tear down a bit of meteor dmg is enough. just dont stand in the MASSIVE Aoe Field that you can see Aoe isn't the only issue when you have Rangers/ Warriors, etc. with their one shot builds. Even Revenant's teleport Hammer skill does about 11.5k crit through 2.3k Toughness and 3.5k Armor. The problem is they need to fix Power/Crit/Ferocity, and make Toughness/Armor work properly or even have how much Dmg% you can take from crit/dmg through those stats. If they like where this Power/Crit/Ferocity one shot builds are, they may as well bring back condition damage and buff it. You can only dodge so much. There are so many red dot AoE spammers in WvWvW that all the red dots on the ground spread around are bigger than contested zones. Before you even dodge, at times, you're already in the down state. So don't even come in here writing "Learn to Dodge", "All you have to do is just Dodge" nonsense. You can always step outside the area to avoid the bomb but if you stand in the bomb and die to it, no point complaining about how strong skills are just because you can't see what is coming and can't dodge, this is a l2p issue Not a learn to play issue, but continue to think that like others. You're right... its not a learn to play issue because literally everyone knows how to use movement skills to step outside of the big red circle. You could literally press the autorun button.Yes and you can also gather 50+ AoE spammers many using Crit/Ferocity gear creating a big AoE area. Don't be a fool acting like don't see this, unless you are one of those players who play this way and don't want your builds nerfed. "But you COULD just move". LOL, or they could JUST fix power/crit/ferocity and toughness/armor the right way. Please. You can argue/debate as much as you want on your single reasoning which is "movement", but you fail to realize that movement is very limited on stamina and ability, but you SHOULD know this since you "hence" the master of movement. If you don't have anything beside movement, don't even respond waste of me typing.
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