Jump to content
  • Sign Up

Nero.7369

Members
  • Posts

    266
  • Joined

  • Last visited

Everything posted by Nero.7369

  1. A friend and I joked about how we did the meta 3 times to fill up that stupid bars and expected we have to do it again then for another story sequence just because of stupid reasons 😉 At least that was not the case. But yea way to much filler again, i'm always annoyed by those fill bar with events story "aspects".
  2. Once leaving and reentering guild hall i have to select the balance mode again. Not sure if intentionally or not: but shouldn't be the balance mode forced on everyone? Really strange that ppl could use different balance sets at the same time. Is it so that there could be seperater fight stages? Some do PvP while others do WvW?
  3. Thank you! Finally! This skill struggles the most with being unreliable in a small scale enviroment like pvp and wvw roaming because ppl dodge or port out often and the port and heal does not happen. Also hfb often struggles with bad mobility. I'd raher see a higher cool down and the port restriction removed. Alternative a bigger aoe would help a lot for friends who dodge out of it. Another option would be to make it only work when you select a friendly player and always port onto them/ in their direction. This could also possibly help with porting targets, unless they port out of range ofc
  4. Endgame is Fashion, would be really nice to see a storage system for different styles independent from the actual equipment (stats). Similar to the Build Storage.
  5. I never said it's unfair. Also: harbinger can still use them, same for druid, both can weapon swap. Yes we can't weapon swap but we have kits. So we can take those. All fair. Would be also fair if we can weapon swap when we don't use a kit.
  6. Hey if you take tools and middle upper trait you also get goodies so it's fine 😉 Fun aside yea the depandancy is my biggest issue. There are also other crazy ideas on my.minds, like fixed toolkit slots. So we can always take two kits, and won't lose the utility slot anymore. But it wouldn't be that simple probably. Imo the initial suggestions are simple wouldn't break the balance if only one is applies. Both changes without further adjustments might be a bit rough tho.
  7. Oh I don't mind the 1500 range.. really strange tho that it surpasses even that range limit, which is not the case for other weapons. And even more strange that rifle range is also shorter than rifle. So yea the rifle range should be bumped up or the lb range turned down. But that's another topic 😃
  8. toolkits are not the only the point of the engineer. Cause there is stuff like necros shroud which also provides 5 skills for free. Or soulbeasts, dragonhunter, willbenders which also got good 3 additional F-Skills. And if we want Sth like elexier u as a stun break, we get this incredible toolkit skills with 3 sec superspeed, which I don't need and want in that build. And that's the case on many of those utility skill and toolkit dependencies. It's the combination of tool belt skills and kits which were more specially to be engineer. And I'm not talking about ele here at all that's a whole other topic. Could be interesting there as well yes. But much more complicated. For engineer.it.could be simply limited a check if you also have a kit with you. And no I am not restricting my self, but I'd guess sth like a hammer+rifle engi could be a lot of fun to play. "Wait behind rev" lol rev was released much after engineer. And yes I also asked for an utility skill pool per legend for the rev in beta. And there is no priority. Also rev beta without weapon swap was annoying for me. Just making suggestions and provide ideas. The game changed a lot in those 10+ years. There is no reason why stuff like that can't change too.
  9. 😅 Ranger still needs to trait for piercing, seems like other classes are masters of bows, but Rangers are not. Lol
  10. Suggestion A: Enable Weapon Swap in Combat when no Kit is equipped. Many build use 1-4 Kits. Would really like to see more love and options for kitless builds. But I feel like the missing weapon swap is keeping engi behind. SD Engi in Core times was really lovely imo. And even better with Holo, but got kinda nerfed to the ground years back. It kinda is okaish now in some matchups. But in others absolutely pain. And ofc there shouldn't be a 3Kit + Weapon Swap DPS Rota in PvE. Suggestion B: Don't fixate Toolkit skills on Chosen Utility Skills, let us Pick our Toolbelt Skills. There are many interesting utilities but often those come with Toolkit Skills we don't need. Specially when we have to use kit's the selection of utilities in a competitive environment is hard, because we need stun breaks, cleanse, stab, boons and already sacrificed a slot. It would help a lot if we could pick those freely. At least F2-F4. Being able to pick Medkit Toolkit Skill with another Heal than Med Kit would mess the balance for sure.
  11. It exists and is even better than just blind immunity it's called Relic of Resistance https://wiki.guildwars2.com/wiki/Relic_of_Resistance 30sec cd and on elite tho
  12. Well nice to have it on top but usually Zealot's Embrace is a Burst Setup Skill for me 😄 I'd really with to have Ring of Warding to give Intial Barrier and also placing the symbol of protection below you. ofc with either reducing cd or giving out 2sec prot per pulse and removing the symbol from aa.
  13. General feedback +++ I really welcome the Main hand for a Healing Build -- Force of Nature Stacks last to short, when you only play one of those weapons -- Force of Nature Stacks take ages to stack when you are only play one of those weapons, specially with the mace in offhand. Plus I dont see any point in using both in a build right now. Skill 5 ++ Good that we can move while using it ++ Good DPS, could even a tiny bit more Skill 4 + Condi Cleanse on a Weapon Skill? Nice! --- Feels really wired to use, I dont get this facetank the hits with some barrier thing, often the barrier is not enough and you'd prefere to dodge, i'd prefere a block or an evade here. - Damage is also really low Skill 3 ++ Good skill over all with stun and prot - Leap range is a bit to Short: Could really need an increased leap range of 600! Skill 2 ++ Good Support Utility overall - DPS is a bit low if Mace/Mace Bruisher shall become an option this has to be higher Skill 1 ~ It's an autoattack after all 🤷‍♂️ Skill 1 Ambush + Nice to see some ranged aoe stuff on it - A Bit Weak Damage wise - No Support effect. Would really like to see some AoE healing and Boon/support effect on this, so support untamed become more of a thing
  14. I didnt test mesmer too much. But i really appreciated another kind of playstyle with the rifle. Rifle Clones should be attached to allies as tho. Specially for those Ambush skill to actually being able to hit you allies reilable.
  15. Well my feedback was mainly on the flow of hammer gameplay in wvw. As xellink said it just has a much better combo play now. Specially With the port on Skills 2 Also the speed up of the skills like Skill 3 help the better flow feeling. Tho i still feel it could be a bit wider, because it still misses quite often. Hitting multiple people with hammer skill 4 was really needed as well in larger fights. Imo It's still not on par with the greatsword imo, specially when fightinting those nasty cele stuff who just facetank your hammer 2 with about 3k damage. But that's not an issue of the hammer but the overall current state of the gaming with all those damage reductions. Over all it offeres a different kind of playstyle that is enoyable and i really like that. The 30k autoattack is a really a nice meme build gaining profit of a faster autoattack chain with those symbol procs. The faster autoattack was really needed tho^^
  16. Sadly all my concerns applied, and its even worse with those tiny radius of 180 lol... and lets not talk about the numbers 🙈 IMO the worst weapon in the game now. Original concerns: Please consider throwing this prototype of a weapon concept away and come up with a new one. I'd be really grateful.
  17. Overall Concept and feeling ++ Feels Smooth ++ Nice animations ++ Good Condi Damage output. Should be kinda similar to sword + torch right now maybe a bit higher. You might have to keep an eye on this ~ Low Strike Damage, I really hoped this might be an option for ranged power builds as well. I don't think it will see anyplay on power builds tho. Guess we have to wait for scepter rework. - It feels really dps oriented. I Kinda miss some setup tooling and defensive tooling, like Blind, Daze, Immob, evade or blocks. The last two might be justified with the current damage output. Skill 5 - Jurisdiction - Feels kinda bad ++ Nice animations! --- The knock back is annoying and not helpful at all, you want to stack opponents not push them away from each other. SUGGESTION: Make it a pull in! Maybe even along the line it passes so opponents align nicely for piercing -- Feels really unrewarding in wvw because you miss the power damage there and a cc with such a long charge time doesnt feel impactful. Often i use it at lowest level to interrupt a single target. You might reduce the cast time to 1,5sec -- The double hitting of the skill to make it explode early or later feels really bad. Please just let it explode right after passing the target. Skill 4 - Hail of Justice ++ Feels impactful, thanks to the synergy with the Symbol from Skill 3 -- This skill actually might be on Slot 2, so you have the synergy in one weapon. ~ You might increase the bleeding to 2 stacks per hit but reduce the overall hits from 5 to 3 for a lesser burn impact. Skill 3 - Symbol of Ignition - split in two AoEs ++ Impactful and nice synergy and game mechanic, which is rewarding if you play around it ~ I still dont think it feels good that it placed below your self. SUGGESTION: maybe this should be split in 2 aoes. The symbol its self should be placed below the enemy, the effect where you have to shoot through, should be placed at your location Skill 2 - Peacekeeper - Fine as it is +++ No Projectiles, so not blocked or reflected - No Projectiles, leading to no synergy with the symbol from Skill 3. SUGGESTION: As before maybe swap it will skill 4 so the synergy is on one weapon. Alternatively maybe make this an unblockable projectil skill. - Animation is a bit wierd on moving targets Skill 1 - Through the Heart - Decent ~ Does the job for an auto attack I guess, didnt expect more or less Disclaimer: Feedback is mostly from WvW Experience with those weapons
  18. I really appreciate the hammer changes, it feels really good and synergetic now and is a lot of fun to play. We waited really long for adjustements and its finally there. Thank you for that ❤️
  19. Nice a ranged condi weapon! 🙂 Animations Hello Engineer Pistol Animations 😄 I like it, adepted perfectly to the blue class animation wise. The Charged Shot Animation looks dope Gameplay Design Piercing yay 🙂 Symbol - Might be questionable to place the symbol below the guard and not below the target. Could also create an interesting interaction tho in a competitve environment. Not sure if you worded the skill 3 projectilbehavior just strange and this is just a fire combofield with the additional effect that it will also pulse burn when comboed. Or all sort of projectils will inflict burn now. I guess this will be just a combo field and we get some 100% projectil combo finishers. Skill 5 - as dope as it looks, i really hope the slow charge is worth it! 😄 Really looking forward to get hands on these pistols.
  20. Doesnt have to be a smoke field but it needs some changes! - As an elite skill this should be more worth than throw elexier s tho. Which is not a case, thanks to shorter cooldown, and it even lasts longer when playing with elexier trait line. And it has no singal for your enemy - This should be par with other elite skill like mesmers massinvis: 10 Targets and lasts much longer! Imo theree are many options: - Keep 3 Secs invis and add smoke back in - Increase the invisbility to 6~8 seconds - (Increase) the invsibility to 3~5 seconds and add a stunbreak - Increase the invsibility to 5 Seconds reduce cast time and cooldown
  21. First impression ... WOW... JUST WOW... and not the good wow Really questionable combat design decisions. - More slow flying projectiles on engi like we dont have enough with Mortar and Grandes. Always nice to have this kitten in a fast paced wvw/pvp enviroment - Yay we have to stack 4 Skills before activating them for maximum effect... and they are pinned on a specific ground location... also really nice in a fast paced wvw / pvp environment - Another weapon/kit with 4 ground target skills... We got way toan of those - I guess this is just another pve support weapon then, maybe also a good one, but not really needed. maybe with some okayish in wvw zergs if the delay isn't that rough as the video suggests, not sure if you want to give up shield tho. - Okay at least the initial projectil cant be blocked, I give you that 🙂 As an engi main with nearly 4k Hours on Engi, i'm really disappointed. What is this weapon for? We don't need it! An main Support weapon additional to Med Kit, Elexier Gun and Mortar Kit might be nice to have. But not really something we are in need of. Engi lacks in single handed ranged power options for Main- and Off-Hand for more flexibility with dual wielding weapon choices. And a relyable 1200+ Range Weapon that deals damage, condi wise and power wise. - Pistols Max Damage on Short Range thanks to pistol 4. - Rifle Max Damage on Short Range thanks to 2 and 5. - Grenaded and Mortar dont relyable hit on range in a fast paced environment - Hammer, Sword and Mace are already Melee Weapons Sadge Animation/Design Team, you can do that better! I appreciate that you added a new animation, but overusing it on 4 out of 5 new skills, is really lackluster. Yay just like bombs, mortar and nades 😞 This really looks unimpressive and boring, really sad for an creative class like an engineer who should come up with more fancy new inventions and other stuff. ________________________ Hopefully the weapon actually feels and is better than what the video looks like and article reads like... but i dont expect anything now.
  22. Everynow and then when i use the /wiki command in chat the game crashes.
  23. seems to be just a display bug in the tooltip. its actually 50%
  24. YAY disabling of leyline gliding stuff.. not that i needed it can we now finally get autoattack on wvw siege please? lol not entertaining to spam 1 on a ram
  25. Well with the Demon Queen Relic your posion will reduce the healing not by 33% not by 50%, by 83%... Seems a bit to crazy to be intented
×
×
  • Create New...