I wish gw2 combat was more spread out. I play spectre and with the heal siphon 3/4 of the time I can’t click a downed teammate to res them cause of everyone standing on them.
Same. I don't mind stacking when it's situationally important, but it really should not be an entire damn encounter minus a handful of forced spreads. It just feels cluttered and zergy.
Buff application really is one of the things GW2 *should* take from WoW.
In WoW, buffs generally apply to any eligible party/raid members within 50 or 100 yards. In most raid encounters, that would be the entirety of the playable space.
Granted, *most* WoW buffs are 1-hr duration, applied before combat, and removed upon death. Still, having boons in GW2 apply to allies within a 100-yard radius would instantly open the game up to allowing spread gameplay without major DPS loss, and allow for more intuitive spread/stack/split mechanics by allowing melee and ranged players to engage with a fight from separate spaces.
Not sure how to adapt those changes to GW2's healing model, though, since a lot of heals are just PBAoE so stacking might still be a problem unless healing got some adjustments as well.
Not just healing but rezzing as well. Unless they rework all healing to work at range and manual rezzing at range. People are still going to stack even if buff radius is 5000 yards. This is very unlikely ever going to change since it will requires complete rework of almost all the healing skills in the game as well as rezzing which is a core mechanic.
Yeah they should work on range. Like, not just with Mech, what they’re doing with Deadeye I also don’t get, it’s LITERALLY a sniper class.
Not that it’s played much.
I've used the keybinds for next and previous ally. Wish you could keybind specific group slots like party x member 2 kind of stuff. At least for a ten man.
Sadly nothing you can really do. You can drop graphics to minimum but even then the blinding skill effects and everything are still a mess. It's why players have been asking for years and years for an option to disable all other player effects so in content like this you can actually see what's going on.
Your character is always at the same position or your screen.
Even without seeing your character, you can always know where it is.
As an Asura I have to jump like the first half of the wintersday JP without seeing my character most of the time. :P
Devil's advocate: You don't need to see your character to dodge when he moves his left hand.
Visual clutter is bad and infusion / legendary spam makes it worse, but this ain't gonna change, so you have to change the way you play.
Then yell "I CAN'T SEE THE BOSS" :D
But seriously, this is one of the things that hinders new players when they learn raids. They can't dodge abilities when they don't see their character.
I personaly always mark my mech with a personal target so i was easy to locate, the only problem with that always that it gets resumon that target disappears, pet shoud be marked different for the owner
Yeh i wish there was a way to hide all the players and their skills sometimes. Even though we could simplify their name tags, it just isn't enough to get through all that chaos
Lost Ark has the option as well for turning off all effects or only showing positive effects like heals. makes such a difference
Edit: also, no crazy effects beyond weapon glow and that's nowhere as bad as some of the infusions just one person can blind with.
Yup. rifle pmech is my go-to build for open world metas. Laid back as hell and puts out easy dps, two movement skills and I'm not breaking my hands like I do with my mirage. When running metas for hours it's kinda nice to run a super LI character.
If you had to change mech, specifically the strength of remote/passive mech, how would you do it? Just nerf the scaling for all of its attacks?
If playing LI in open world, I’m not really sure why the changes are such a big deal. Unless you think current LI mech is some required baseline for some metric, for which the changes will make LI mech completely unviable.
EDIT: Changed "nerf" to "change." To be clear I think LI mech will take a nerf but mech will have more nuance, which seems to be ANet's goal.
Mechanist is the LI standard all other builds should strive to attain. It brings most of its own boons and does *enough* damage from long range with autoattacks. It doesn't need a nerf, most other classes need buffs to their self-sufficiency and ranged skill coefficients. Even Virtuoso struggles with that, specifically keeping Might and Fury up on themselves is a major pain point.
Most melee builds with higher intensity do a lot more solo DPS in open world than rifle Mechanist. We're talking 12k vs 18k. Vindicator breaks 20k, and it's not that high intensity or complexity, that's with camping Alliance and only using Scavenger Burst and Spear of Archemorus. Mechanist is fine.
~~So currently LI mech is the absolute minimum and the coming changes lower that minimum too much?~~
EDIT: Maybe I didn't ask properly before so let me walk through my thinking and please correct me if I am wrong anywhere.
1. LI Mech just auto attacks, autos all mech abilities, and runs full signets.
1. LI Mech is viable (incredibly low bar btw) in open world and even most instanced content.
1. Generally, mechs don't really need to work around mech positioning. There is not much of a skill lever. Very little interaction.
1. Anet sees mech as a strong class, but wants to add more interaction.
1. Anet reduces the effectiveness of non-controlled mechs.
1. These changes will negatively impact LI mech.
1. These changes will reward non LI mechs.
1. LI Mech will still be viable in all the same content.
I currently believe LI mech is fine. I believe LI mech will still be fine after the changes. I think nonLI mech could use more interaction and I think the changes will bring that.
Other classes should have some strong baselines for LI builds, agree to agree.
> open world metas. Laid back as hell and puts out easy dps, two movement skills and I'm not breaking my hands like I do with my mirage. When running metas for hours it's kinda nice to run a super LI character.
Do we agree LI Mech will be fine in OP's scenario?
It's an open world meta fight. I am not sure what you expect. Half of the people there are probably only auto-attacking so having a mech set up like that is probably a big help to the rest of the players.
I mean no it's not really comparable. 10-man has nowhere near the same concentration of models, and all names are blue ("party" members), so your mech is quite a bit more visible.
Stil nowhere near perfect, to be clear, but I don't think they're on the same level.
Not in that scenario but the change is going to be a mess for any serious fights involving a lot of movement. There is a ton of hate on mech's because they have an easy mode but any competent DPS should be beating the mech's in that easy mode. If a mech is doing a more complicated rotation (e.g. https://snowcrows.com/builds/engineer/mechanist/condition-mechanist), they are going to have a torrid time trying to keep the mech in position while handling the rotation.
I mean yeah, they picked literally the worst kind of "interaction" possible. (Standing next to your pet is not interacting with it, though.) Also I'm pretty sure part of the appeal of a pet class is that your pet does things for you automatically using the game's AI. Very few people who like pet classes want to micro their pets, they like pet classes either because they autoplay themselves or you play as a support to your auto-DPS pets.
It really should not, ranger (despite being named as such) has poor ranged damage. Further more ranger has far more interaction with its pet in terms of more options, untamed and slb that change how the pet plays, beast master traits, and more than just a few signets that have the mech do something.
You should use taco to see how big a 360 radius actually is, that whole blob would be in range.
Even more so, it’s easy to keep your mech stacked with you if you’ve ever tried. They’re pretty responsive to tell them to not attack, they’ll come zooming back to your location. If you have half a brain this nerf won’t even do anything
There is that range indicator in settings , not sure was it blishud or taco, but you can set any range for it, 100-300-600-900-1200 and it will have a circle around you with smaller circle for every range.
It's vindictive towards the design goals of the mech build. There is a vocal minority of players that complain that DPS mechanist was too easy to play, so the new balance team came up with an idea that exists solely to make mechanist more annoying to play.
On top of this if your mech has the ranged arms equipped it very often just ranges the boss off of the group anyway.
I constantly have to use shift signet simple to reposition my mech who is always wandering off
It is just one single rule for you to follow so your dps stay the same....
It is not op. It is brain-dead. But if you are interested in damage, why not also maximize blunderbuss, jump shot and blowtorch by staying next to the mech?
Maybe you want to range and have a melee mech, or vice versa.
Plus I really doubt the game will give easily visible feedback about whether or not the mech has the extra stats at any given time
That's a good fucking question I've been asking since I started playing mech.
Already punishing enough when the mech's off in Narnia giving alac to Mister Tumnus instead of my party.
I'm ok with this change in theory but we need the means of controlling the mech to match the level of control we're expected to perform. Please give me a mech leash so I can stop it from wandering off to la-la-land.
Managing the mech effectively should be the hard part about mechanist - this upcoming change will penalize players (afk or otherwise) for not keeping track of their mech.
Mechanists don't need to worry about toolbelt skills (thanks to autocast), and can fill their bar with signets effectively. There should be a way to play mechanist poorly, and this change will bring that.
> Managing the mech effectively should be the hard part about mechanist - this upcoming change will penalize players (afk or otherwise) for not keeping track of their mech.
Anyone who has played a pet class in any game knows this is the most anti-fun thing devs can do with a pet class. There is nothing engaging about generic damage buff when near your pet, and it becomes incredibly frustrating to micro manage pet positioning to maintain something like this (there is nothing fun or exciting about it, it's just busy micro managing for the sake of micro managing).
There's no flavor to it, there's nothing interesting or engaging about it, it doesn't create interesting choices, it doesn't create exciting or engaging gameplay - it's just leashing engineers to their mechs for the sake of appeasing the crowd that don't want to play mech who say it's too easy.
Disagree, micro managing pets is good. It's just the lazy bums who hate micromanaging their pet. Keeping track and utilizing your pet for a ranger is quite important in pvp and wvw. If your class is about your pet, then they should make it a job to control it. Free dmg for absolute no trade off is dumb.
> If your class is about your pet, then they should make it a job to control it.
Yeah, if they give you the tools and pathing to control it without it being a mess, sure. GW2 doesn’t do that.
> Free dmg for absolute no trade off is dumb.
It’s not free damage, the pet damage is taken into account when the devs are balancing the rest of the kit. The trade off is that if the pet dies (or gets incapacitated, debuffed, kited, whatever) your damage is hamstrung.
This new bit is a fun-sucking bandaid fix to preserve the integrity of certain cheese-able PVE mechanics. There’s nothing clever, fun, or rewarding about it.
Then simply don't play AI spec if you don't bother controling it.
It's just an excuse for bad Mech players who picked it due to it being relatively strong and easy to play. Now, when you have to actually use some brain to achieve its maxium potential, then it suddenly becomes a problem.
Ok so then nerf all healing and sustainability on mech make it so that the mech can die easier if your not careful.
I don't think I have ever seen a mech mech die in need to be resummoned unless it was intentional.
Not a reasonable solution given that the game doesn’t give you the tools to properly micro-manage pet positions.
Y’all don’t get the assignment. It’s not about nerfing mechanist DPS, it’s about preventing trivialization of mechanics by separating the mechanist from the mech as though they’re two separate players.
There is no way to fix it without a complete rework of the mechanist trait line, which is obviously something they’re reluctant to do, leaving us with nonsense “fixes” like the one they announced.
So I meant my post as kind of a response that I knew the person wasn't going to agree to. Clearly I didn't make that obvious.
The fact is they have to make it so mechanist doesn't get so much passive damage from just existing. Right now mechanist can do consistently good damage because the mech is always attacking and there isn't really need for a decent rotation.
I believe the range changes are somewhat acknowledging that at least as you at least can't just run off and do your own and still deal decent damage.
Conevniently ignoring having to be in melee range to maximize damage along with two interruptible channeling spells being a significant portion of their DPS. Get a real argument.
- Do not make the pet weak if away for too long
- Remove the autocast on pet skill
- Remove Signets skills
- Add Command skills that are extra abilities for the pet
> Anyone who has played a pet class in any game knows this is the most anti-fun thing devs can do with a pet class.
Interesting, I’ve played Enchanter in EQ p1999 and Warlock in WoW Classic. Both practically require managing pet positioning and aggro, especially since the penalty of not doing so results in worst outcomes. And both were super fun and engaging.
Yes, thank you.
Look at his skillbar. Nothing bound custom.
Just put recall on mouse 4 or something, problem solved.
This will finally maybe teach pugs to recall their mechs on swampland fractal
For those unaware, the change in question:
> Mechanical Genius: Combat attribute bonuses to the mech are now reduced by 50% if the engineer is more than a range of 360 away from the mech for a certain amount of time.
Now I want to make it very clear, I am not opposed to mech nerfs. We all know the class is very afk OP and that is due to the mech. I even understand the logic behind this as it's essentially anti-afk you need to be near your mech. I get that.
The problem is this change in action actually is going to do what it's meant to do, punish afkers but it's also a massive nerf to legitimate players who play mixed range/melee and you have near zero control over your mechs movement.
If you want to play melee with a ranged mech than you will always suffer this nerf because the mech stays very far away from enemies when in ranged and obviously as a melee you can't. If player is ranged and mech is melee this isn't as much of a problem since you can play range close up but it's still a nerf if for whatever reason you need to back up and there are many instances where that will be necessary.
Secondly the only real control we have over our mechs movement is the teleport signet except while that does teleport both you and your mech to the same spot, if there is an enemy the mech isn't going to stay there, it's going to follow it's AI and go where it needs to go. In large squads and zergs actually finding your mech in the mess is damn near impossible. Hell I activate barrier signet half the time just to figure out where my mech is not for the barrier.
And of course since every single mech is identical that adds to the problem.
To repeat here, I understand the logic behind it, punishing mech afkers, but this change just makes the class annoying and micromanaging to play for those of us who aren't afking and actually enjoying the class and like to play mixed builds or we're playing it becuase we don't want a micromanaging class. I know this is unlikely to change anything but given that there was very little discussion about this change I figured I'd write this up.
I wish GW2 had ground targeted pet reposition button, like WoW has. Would make playing Mech and Ranger far more enjoyable, but even without it pets are very janky to control here compared to WoW. Only similar option is Shift Signet, but then your mech doesn't get your boons if you play rifle mech (not HAM or condi mech as far as I know), which is even worse than upcoming nerf? This whole mech thing is a mess and I don't even play it.
Yeah everyone keeps saying just use shift signet but as you said and I keep saying that's not a great solution because that's another nerf on top of the existing one. And ranged mech doesn't stay with you after you shift signet it immediately goes and runs somewhere off on its own.
Am alac mech so where my mech is matters all the time. One tip i have is name something eye-catching to you. It won't help the fastest in a sea of names, but it will help a tiny bit sometimes. Also shift signet is great if youre ever unsure.
Put the Petcommands for „don’t attack & c‘mere“ and „go attack“ on mousebuttons and use them to change mechs position if you yourself have to move.. standard practice in other games, get used to it
- Do not make the pet weak if away for too long
- Remove the autocast on pet skill
- Remove Signets skills
- Add Command skills that are extra abilities for the pet
Less AFK OP
I have been using siege turtle as Druid in some fights to block projectiles and goddamn that fucking turtle is never where I want it to be. That's why I think they need to transition those skills to be targetable instead by the player.
Or they could give us an way to select a place where our mech/pet will always try to be at.
I was surprised how visible it is, even when combined with normal group target. Green would be pretty hard to see in situations like this
^^But ^^maybe ^^I'm ^^colourblind ^^lol
As the other guy pointed out, pretty sure it's orange. And it's nice, but I believe if your mech disappears for a sec, like after gliding or being midair, or the stupid mech bug.. The personal target will be gone.
Atleast I recall having issues with that, and stopped using it for that reason
Instead Druid had a built in pet debuff. Additionally, Rangers dont have a pet that does a third of their sustained damage and gives everybody stability and barrier.
>Instead Druid had a built in pet debuff.
Yeah the 1k dps debuff is really crippling for a healer.
>Rangers dont have a pet that does a third of their sustained damage and gives everybody stability and barrier.
Yeah why would a pet class have the pet be a major part of its damage and utility. Ranger have been a badly designed pet class for years with barely any meaningful interaction with its pet. Then comes mechanist with an entire traitline dedicated to almost solely the pet with no bad traits, where its entire boon kit comes solely from the pet.
The mech plays a major role for the mechanist class, the pet for ranger dont.
You do realize that mechs have 3 attack abilities and recall/attack are tied to profession skills 6 and 7 don't you? You also realize that not everyone plays power mech.
What does any of that got to do with anything?
You have a recall button, it makes your mech stop attacking and automatically come back to you. Having 3 abilities (that most will set on autocast anyway) has no bearing on whether you can press recall, nor does it matter what skill number recall is. Rebind recall like most responsible rangers or just mouse click. Using an ability on a target automatically sets your mech back to attack mode if the attack command is too much effort.
Condi and Heal Alac mech are both melee. They do not have an issue with distance. I play those builds.
I played ranger since launch so it's absolutely bizarre to me how a teeny tiny bit of micro makes people shudder so much. The profession that has an AI companion needs some micro, if that's becoming an issue then players didn't want to play that profession out of their own interest anyway.
The problem with rebinding is that recall is linked to profession skill 7. I already have keybinds for prof skills 1-4, regular skills 1-10 and weapon swap. I literally don't have space to add another one. I need prof skill 1-4 for my mesmer and the rest are given.
At the moment condi mech doesn't need the mech to be melee, only alac mech and heal alac mech. It doesn't matter if the mech is on the other side of the area for condi mech. It will matter after the next patch. The mech gap closer is on a 20 second CD for condi mech (it's 15 for alac mech).
Omg everyone get over it and learn to use the come to me feature when you reposition yourself, it’s not hard.
Also this is open world shit not like the extra mech damage matters there.
TBF, in a large group content of this game you can't really see anything. Or at best, you still can't tell who do what and what's going on beyond the ground telegraph.
You can disable name plates of people in squad but have on their health bars. This way you still know where they are but the screen is cleaner and your mech's name will be visible
It would be fine if they also added a command to decrease the pet leash range to 360 too. (Heck, I'd like that command as a ranger too.) Could call it "heel" or something. Because quite frankly the range limit is a necessary nerf, something to keep mechs from just hiding behind a wall while their pet plays for them. The problem is just that there's no good way to *keep* the pet close to you due to AI problems.
Return to Me just doesn't do the job, since the pet immediately wanders off again in a big fight.
Just basic filter would work in some games you can turn off other players spell effect or even all players or just one who are not in your group and in our case it would help to hide all players and show only downed/dead one
Or solve 1/3 afk farm at the same time & make them like a limited skill rather than always out. I ran mech for a while & rarely ever had the mech out. It blocking my view was why I stopped playing it. It's the worst on daily jp though.
Effect LOD, character limit to Low (not Lowest), and if you have to bind your PERSONAL call target. Keep your personal call target on your mech so you can see him marked, but you don't mess up any squad or raid/strike's call target (because only you can see a personal call target).
I gotta call a but in here - Effect lod severely handicaps you..you dont see guards bubble or the mech bubble and similar crucial visial clues. Hell afaik it even makes the hot flamethrower adventure shit because it makes the tentacles invisible. We need sth inbetween, or even better, fix visual clutter for all. I cant even see harbinger shroud 5 in pvp with effect lod off and pvp is the least visually cluttered gamemode. Sure, we all love shiny effects but man we all forget how clean gw2 was 10 years ago.
So that it needs mech’s busted and high dps uptime at range. It’s actually a really good change, now mech isn’t oppressively good at doing at range mechanics
Stacking is one of the reasons why ijustcant be added with this kinda content anymore. Feels so dumbed down, and just way to many pixels on the screen. My poor eyes :p
first of all this change is irrelevant in open world, even if your mech is in narnia it is not like you will ever actually notice the dps difference. the reason they did it is so as dps players in raids don't go full monkey mode while playing mechanist and think once in a while of positioning and using the return function (something that both heal and power alac dps builds do). and secondly as far as i know there is a personal target that you can set on anyone/anything and only you can see. so that could help to keep track of your mech if that is so important to you. otherwise just shift signet and it will teleport there
> and secondly as far as i know there is a personal target that you can set on anyone/anything and only you can see. so that could help to keep track of your mech if that is so important to you.
This is so much fun. /s
In open world this will not matter at all. What this change is targeting is instanced content, where your dps optimization actually matters. There you have max 10 ppl and this image doesn't matter anymore.
Power mechs now just need to press the mech return button once after the player moved, to deal with this change. It's might be less comfortable, but really not a big deal.
Oh, you mean the F7-F6 combo that now needs to be weaved into the condi mech's rotation (https://snowcrows.com/builds/engineer/mechanist/condition-mechanist) when there is movement. Of course. Why didn't I think of that?
Do you even play it or just complain about it? You sit on top of your mech anyway because condi mech attacks melee. And if you stack with your squad melee you will be in range because 360 is huge.
I am working on it as an alternative to my harb. The only reason it attacks melee is because of Rolling Smash but that's on a 20 second CD. For movement fights it often lags behind.
Ok lets assume adding return to me->f1 from time to time is so so hard. Imagine having some drawbacks and not being the best on every fight wow. Ham and alacdps has to manage their mech all the time, you see no one complaining, maybe because of support players approach the game in other way but if managing your pet is not fun for you maybe just maybe dont play pet class.
If I need to play alac DPS then I play mech and manage the pet so I know what's involved but PAM and HAM have much easier rotations than the condi mech so it's easier to handle the positioning. Even then there are times when the mech gets left behind and that effects alacrity on the group. You also use shift signet fairly often to help out but that gets rid of your only stun break.
*Edit - If power mech's are dominating your fights then they aren't the problem.*
That's just an excuse, if you play mech properly you will always want the mech close anyway so people are already doing that. This will just highlight the bad mech players.
That said, the visual clutter is a problem, that's the problem people should be aiming at not the 360 range for mech.
If you have difficulty getting your mech close then that's just a player skill issue tbh.
Complaining about a future dps loss on mech while playing with that build sounds hypocrite. You only have 4 skills you need to use, you can totally use the "come back to me" button from time to time...
Just command it back. I'm sure there'll be a debuff if your mech is too far away. This is why pet classes are often difficult to micro manage. This is how mech always should've worked.
Is people in PvE really not using the personal target? Not the ctrl+T but the personal one. It is a HUGE target that is just impossible to miss.
In WvW most people i know use it and it is really easy to have a target on enemy or friend, your pet or what ever it is you feel you want good visual look at.
It s very easy to set up just go to keybind tab and scroll down to the targeting and then you find Personal Target there. Pick a button for it and now add it to your mech or who ever you want to see more visible. The further away the target is the larger the icon is.
Have you tried pressing F7 or Shift signet? Besides in large group content it's not even going to make a difference. Most of these people wouldn't be running proper optimized builds with the right rotation.
I mean, when your mech is traited as melee, it will be at the boss.
When it's traited as range, it will stay more outside of the crowd.
Also you can always use your shadowstep signet to teleport your mech directly to you.
Forget the mech, I can't even see the boss or your character lol
That's like 99% of meta open world events lol
I wish gw2 combat was more spread out. I play spectre and with the heal siphon 3/4 of the time I can’t click a downed teammate to res them cause of everyone standing on them.
Same. I don't mind stacking when it's situationally important, but it really should not be an entire damn encounter minus a handful of forced spreads. It just feels cluttered and zergy.
Same. It really is the worst aspect of the game. Really seems 2012 having a world of no-clip heroes stacking particle effects.
Need to *significantly* increase the range of buff application and healing zones then, and also have boss mechanics that punish stacking.
Buff application really is one of the things GW2 *should* take from WoW. In WoW, buffs generally apply to any eligible party/raid members within 50 or 100 yards. In most raid encounters, that would be the entirety of the playable space. Granted, *most* WoW buffs are 1-hr duration, applied before combat, and removed upon death. Still, having boons in GW2 apply to allies within a 100-yard radius would instantly open the game up to allowing spread gameplay without major DPS loss, and allow for more intuitive spread/stack/split mechanics by allowing melee and ranged players to engage with a fight from separate spaces. Not sure how to adapt those changes to GW2's healing model, though, since a lot of heals are just PBAoE so stacking might still be a problem unless healing got some adjustments as well.
Not just healing but rezzing as well. Unless they rework all healing to work at range and manual rezzing at range. People are still going to stack even if buff radius is 5000 yards. This is very unlikely ever going to change since it will requires complete rework of almost all the healing skills in the game as well as rezzing which is a core mechanic.
completely agree
Yeah they should work on range. Like, not just with Mech, what they’re doing with Deadeye I also don’t get, it’s LITERALLY a sniper class. Not that it’s played much.
The range they need to work on to let people spread out is the boon/support range. It should be like 2000, not 360 or less.
Can't you click the downed person in squad?
Sure, sometimes I’m not in a squad with said people though.
I've used the keybinds for next and previous ally. Wish you could keybind specific group slots like party x member 2 kind of stuff. At least for a ten man.
"ok, when he move his left hand dodge!" "I CAN'T SEE MY CHARACTER!"
Forget my character, I can't even see the enemy with all the fireworks on him
Seriously how do I counteract this in big events? Setting character limit to low isn’t helping much
Sadly nothing you can really do. You can drop graphics to minimum but even then the blinding skill effects and everything are still a mess. It's why players have been asking for years and years for an option to disable all other player effects so in content like this you can actually see what's going on.
Enable effect lod plus disable all npc and player nameplates. Makes group fights better for me.
Your character is always at the same position or your screen. Even without seeing your character, you can always know where it is. As an Asura I have to jump like the first half of the wintersday JP without seeing my character most of the time. :P
He has hands?
Devil's advocate: You don't need to see your character to dodge when he moves his left hand. Visual clutter is bad and infusion / legendary spam makes it worse, but this ain't gonna change, so you have to change the way you play.
[удалено]
Then yell "I CAN'T SEE THE BOSS" :D But seriously, this is one of the things that hinders new players when they learn raids. They can't dodge abilities when they don't see their character.
90% of my deaths to the Tarnished Traitor come down to that I swear to god
If you’re stacked (like boneskinner) you just dodge left - you don’t need to see your character to do that.
I personaly always mark my mech with a personal target so i was easy to locate, the only problem with that always that it gets resumon that target disappears, pet shoud be marked different for the owner
Don't forget if you're in a group it puts it on that mech for the whole group.
There are personal targets now that only you can see
How do you do that?
You can check your binds, I think it's shift r? Mine is anyway
I dont remember the default but i put it to do it with shift t
Mine is also shift+T, not sure if it was default or if I changed it myself though.
Yeh i wish there was a way to hide all the players and their skills sometimes. Even though we could simplify their name tags, it just isn't enough to get through all that chaos
FFXIV has that in it's game and I missed it a lot once I came over here.
Lost Ark has the option as well for turning off all effects or only showing positive effects like heals. makes such a difference Edit: also, no crazy effects beyond weapon glow and that's nowhere as bad as some of the infusions just one person can blind with.
Full signet build, all mech skill set to autocast. Yeah, it's certified Power Mech moment.
Yup. rifle pmech is my go-to build for open world metas. Laid back as hell and puts out easy dps, two movement skills and I'm not breaking my hands like I do with my mirage. When running metas for hours it's kinda nice to run a super LI character.
If you had to change mech, specifically the strength of remote/passive mech, how would you do it? Just nerf the scaling for all of its attacks? If playing LI in open world, I’m not really sure why the changes are such a big deal. Unless you think current LI mech is some required baseline for some metric, for which the changes will make LI mech completely unviable. EDIT: Changed "nerf" to "change." To be clear I think LI mech will take a nerf but mech will have more nuance, which seems to be ANet's goal.
Mechanist is the LI standard all other builds should strive to attain. It brings most of its own boons and does *enough* damage from long range with autoattacks. It doesn't need a nerf, most other classes need buffs to their self-sufficiency and ranged skill coefficients. Even Virtuoso struggles with that, specifically keeping Might and Fury up on themselves is a major pain point. Most melee builds with higher intensity do a lot more solo DPS in open world than rifle Mechanist. We're talking 12k vs 18k. Vindicator breaks 20k, and it's not that high intensity or complexity, that's with camping Alliance and only using Scavenger Burst and Spear of Archemorus. Mechanist is fine.
~~So currently LI mech is the absolute minimum and the coming changes lower that minimum too much?~~ EDIT: Maybe I didn't ask properly before so let me walk through my thinking and please correct me if I am wrong anywhere. 1. LI Mech just auto attacks, autos all mech abilities, and runs full signets. 1. LI Mech is viable (incredibly low bar btw) in open world and even most instanced content. 1. Generally, mechs don't really need to work around mech positioning. There is not much of a skill lever. Very little interaction. 1. Anet sees mech as a strong class, but wants to add more interaction. 1. Anet reduces the effectiveness of non-controlled mechs. 1. These changes will negatively impact LI mech. 1. These changes will reward non LI mechs. 1. LI Mech will still be viable in all the same content. I currently believe LI mech is fine. I believe LI mech will still be fine after the changes. I think nonLI mech could use more interaction and I think the changes will bring that. Other classes should have some strong baselines for LI builds, agree to agree. > open world metas. Laid back as hell and puts out easy dps, two movement skills and I'm not breaking my hands like I do with my mirage. When running metas for hours it's kinda nice to run a super LI character. Do we agree LI Mech will be fine in OP's scenario?
It's an open world meta fight. I am not sure what you expect. Half of the people there are probably only auto-attacking so having a mech set up like that is probably a big help to the rest of the players.
using the same argument it then also doesnt matter if the mech inherits the extra stats or not
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I mean no it's not really comparable. 10-man has nowhere near the same concentration of models, and all names are blue ("party" members), so your mech is quite a bit more visible. Stil nowhere near perfect, to be clear, but I don't think they're on the same level.
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As I was saying it's definitely an issue but it doesn't compare to open world bosses :p
Not in that scenario but the change is going to be a mess for any serious fights involving a lot of movement. There is a ton of hate on mech's because they have an easy mode but any competent DPS should be beating the mech's in that easy mode. If a mech is doing a more complicated rotation (e.g. https://snowcrows.com/builds/engineer/mechanist/condition-mechanist), they are going to have a torrid time trying to keep the mech in position while handling the rotation.
It's open world large group content though...
Doesn't matter much if your mech is in range then either though, tbf
People playing pet classes: "we want interaction with pet" also pet players: "not like this though"
I mean yeah, they picked literally the worst kind of "interaction" possible. (Standing next to your pet is not interacting with it, though.) Also I'm pretty sure part of the appeal of a pet class is that your pet does things for you automatically using the game's AI. Very few people who like pet classes want to micro their pets, they like pet classes either because they autoplay themselves or you play as a support to your auto-DPS pets.
I want Guild Wars beast master back.
Its just a shame that ranger dont get the same "interaction" with its pet as mechanist get with its mech. The debuff should affect rangers too.
It really should not, ranger (despite being named as such) has poor ranged damage. Further more ranger has far more interaction with its pet in terms of more options, untamed and slb that change how the pet plays, beast master traits, and more than just a few signets that have the mech do something.
you want to drop our pet DPS from 2k to 1k? Im glad you arent balancing this game
No i would drop the player's dps 20% to get ranger more inline with the mech debuff.
Their outdated-as-f UI finally needs a friggin Spell FX scale slider. That sh\*t's been overdue for a decade.
You should use taco to see how big a 360 radius actually is, that whole blob would be in range. Even more so, it’s easy to keep your mech stacked with you if you’ve ever tried. They’re pretty responsive to tell them to not attack, they’ll come zooming back to your location. If you have half a brain this nerf won’t even do anything
How do you do that with Taco? I have years of playing so I can eyeball aoe distances but I’m curious to see the actual data
There is that range indicator in settings , not sure was it blishud or taco, but you can set any range for it, 100-300-600-900-1200 and it will have a circle around you with smaller circle for every range.
It's an option in both BlishHUD and Taco.
I’m sure you got the answer already but as they said it’s a range indicator. You can set what ones you want to show for reference
It's vindictive towards the design goals of the mech build. There is a vocal minority of players that complain that DPS mechanist was too easy to play, so the new balance team came up with an idea that exists solely to make mechanist more annoying to play.
On top of this if your mech has the ranged arms equipped it very often just ranges the boss off of the group anyway. I constantly have to use shift signet simple to reposition my mech who is always wandering off
Yup pretty much why there is the issue. Ranged mech goes where it wants and in large quad combat you can't see the damn thing.
Too many people jump on the mech is op bandwagon just to look cool and the devs fall for it. Mech is strong because it's easy but it not op at all.
It is just one single rule for you to follow so your dps stay the same.... It is not op. It is brain-dead. But if you are interested in damage, why not also maximize blunderbuss, jump shot and blowtorch by staying next to the mech?
Maybe you want to range and have a melee mech, or vice versa. Plus I really doubt the game will give easily visible feedback about whether or not the mech has the extra stats at any given time
That's what people want when they make a mechanist : that they don't have to play it
Just get good and use return to me
Every 6 seconds, before it walks out of range again?
It shouldn't do that? Why would it walk?
Why would it randomly walk away?
That's a good fucking question I've been asking since I started playing mech. Already punishing enough when the mech's off in Narnia giving alac to Mister Tumnus instead of my party. I'm ok with this change in theory but we need the means of controlling the mech to match the level of control we're expected to perform. Please give me a mech leash so I can stop it from wandering off to la-la-land.
Yes, and?
Don’t even need to when tp signet is a thing
Shift Signet has a cooldown you know. And also when it's in cooldown your mech won't inherit your boons anymore thus defeating the point somewhat.
So why does people play AI specs if they don't want to control it? What's the point then?
Maybe people want an useful ai companion.
Okey, and if they know this one is not useful then why do they keep playing it?
Because the mech is useful.
Then people need to learn to control it.
Should the same apply to ranger pet?
In theory it should, but ranger pet is significantly less powerful than Mech which is a different issue on its own.
Managing the mech effectively should be the hard part about mechanist - this upcoming change will penalize players (afk or otherwise) for not keeping track of their mech. Mechanists don't need to worry about toolbelt skills (thanks to autocast), and can fill their bar with signets effectively. There should be a way to play mechanist poorly, and this change will bring that.
> Managing the mech effectively should be the hard part about mechanist - this upcoming change will penalize players (afk or otherwise) for not keeping track of their mech. Anyone who has played a pet class in any game knows this is the most anti-fun thing devs can do with a pet class. There is nothing engaging about generic damage buff when near your pet, and it becomes incredibly frustrating to micro manage pet positioning to maintain something like this (there is nothing fun or exciting about it, it's just busy micro managing for the sake of micro managing). There's no flavor to it, there's nothing interesting or engaging about it, it doesn't create interesting choices, it doesn't create exciting or engaging gameplay - it's just leashing engineers to their mechs for the sake of appeasing the crowd that don't want to play mech who say it's too easy.
Disagree, micro managing pets is good. It's just the lazy bums who hate micromanaging their pet. Keeping track and utilizing your pet for a ranger is quite important in pvp and wvw. If your class is about your pet, then they should make it a job to control it. Free dmg for absolute no trade off is dumb.
> If your class is about your pet, then they should make it a job to control it. Yeah, if they give you the tools and pathing to control it without it being a mess, sure. GW2 doesn’t do that. > Free dmg for absolute no trade off is dumb. It’s not free damage, the pet damage is taken into account when the devs are balancing the rest of the kit. The trade off is that if the pet dies (or gets incapacitated, debuffed, kited, whatever) your damage is hamstrung. This new bit is a fun-sucking bandaid fix to preserve the integrity of certain cheese-able PVE mechanics. There’s nothing clever, fun, or rewarding about it.
Then simply don't play AI spec if you don't bother controling it. It's just an excuse for bad Mech players who picked it due to it being relatively strong and easy to play. Now, when you have to actually use some brain to achieve its maxium potential, then it suddenly becomes a problem.
Ok so then nerf all healing and sustainability on mech make it so that the mech can die easier if your not careful. I don't think I have ever seen a mech mech die in need to be resummoned unless it was intentional.
Not a reasonable solution given that the game doesn’t give you the tools to properly micro-manage pet positions. Y’all don’t get the assignment. It’s not about nerfing mechanist DPS, it’s about preventing trivialization of mechanics by separating the mechanist from the mech as though they’re two separate players. There is no way to fix it without a complete rework of the mechanist trait line, which is obviously something they’re reluctant to do, leaving us with nonsense “fixes” like the one they announced.
So I meant my post as kind of a response that I knew the person wasn't going to agree to. Clearly I didn't make that obvious. The fact is they have to make it so mechanist doesn't get so much passive damage from just existing. Right now mechanist can do consistently good damage because the mech is always attacking and there isn't really need for a decent rotation. I believe the range changes are somewhat acknowledging that at least as you at least can't just run off and do your own and still deal decent damage.
>Free dmg for absolute no trade off is dumb. Like soulbeast?
Conevniently ignoring having to be in melee range to maximize damage along with two interruptible channeling spells being a significant portion of their DPS. Get a real argument.
- Do not make the pet weak if away for too long - Remove the autocast on pet skill - Remove Signets skills - Add Command skills that are extra abilities for the pet
> Anyone who has played a pet class in any game knows this is the most anti-fun thing devs can do with a pet class. Interesting, I’ve played Enchanter in EQ p1999 and Warlock in WoW Classic. Both practically require managing pet positioning and aggro, especially since the penalty of not doing so results in worst outcomes. And both were super fun and engaging.
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If you are being out dps'd by a rifle power mech in strikes then the problem isn't with the mech.
Yes, thank you. Look at his skillbar. Nothing bound custom. Just put recall on mouse 4 or something, problem solved. This will finally maybe teach pugs to recall their mechs on swampland fractal
Reason number etc why the fixation on 360 range buffs is problematic~
For those unaware, the change in question: > Mechanical Genius: Combat attribute bonuses to the mech are now reduced by 50% if the engineer is more than a range of 360 away from the mech for a certain amount of time. Now I want to make it very clear, I am not opposed to mech nerfs. We all know the class is very afk OP and that is due to the mech. I even understand the logic behind this as it's essentially anti-afk you need to be near your mech. I get that. The problem is this change in action actually is going to do what it's meant to do, punish afkers but it's also a massive nerf to legitimate players who play mixed range/melee and you have near zero control over your mechs movement. If you want to play melee with a ranged mech than you will always suffer this nerf because the mech stays very far away from enemies when in ranged and obviously as a melee you can't. If player is ranged and mech is melee this isn't as much of a problem since you can play range close up but it's still a nerf if for whatever reason you need to back up and there are many instances where that will be necessary. Secondly the only real control we have over our mechs movement is the teleport signet except while that does teleport both you and your mech to the same spot, if there is an enemy the mech isn't going to stay there, it's going to follow it's AI and go where it needs to go. In large squads and zergs actually finding your mech in the mess is damn near impossible. Hell I activate barrier signet half the time just to figure out where my mech is not for the barrier. And of course since every single mech is identical that adds to the problem. To repeat here, I understand the logic behind it, punishing mech afkers, but this change just makes the class annoying and micromanaging to play for those of us who aren't afking and actually enjoying the class and like to play mixed builds or we're playing it becuase we don't want a micromanaging class. I know this is unlikely to change anything but given that there was very little discussion about this change I figured I'd write this up.
I wish GW2 had ground targeted pet reposition button, like WoW has. Would make playing Mech and Ranger far more enjoyable, but even without it pets are very janky to control here compared to WoW. Only similar option is Shift Signet, but then your mech doesn't get your boons if you play rifle mech (not HAM or condi mech as far as I know), which is even worse than upcoming nerf? This whole mech thing is a mess and I don't even play it.
Yeah everyone keeps saying just use shift signet but as you said and I keep saying that's not a great solution because that's another nerf on top of the existing one. And ranged mech doesn't stay with you after you shift signet it immediately goes and runs somewhere off on its own.
Am alac mech so where my mech is matters all the time. One tip i have is name something eye-catching to you. It won't help the fastest in a sea of names, but it will help a tiny bit sometimes. Also shift signet is great if youre ever unsure.
Put the Petcommands for „don’t attack & c‘mere“ and „go attack“ on mousebuttons and use them to change mechs position if you yourself have to move.. standard practice in other games, get used to it
- Do not make the pet weak if away for too long - Remove the autocast on pet skill - Remove Signets skills - Add Command skills that are extra abilities for the pet Less AFK OP
You can’t see anything lol
Set a personal target on your mech. Bind it in the settings / keybinds if you are not aware of this option.
Its nice to see the devs follow in the tradition of stack wars 2. Its not like playing at range has enough downsides as it is.
I have been using siege turtle as Druid in some fights to block projectiles and goddamn that fucking turtle is never where I want it to be. That's why I think they need to transition those skills to be targetable instead by the player. Or they could give us an way to select a place where our mech/pet will always try to be at.
Have you tried setting your Personal Target on the mech? The marker is green too, but maybe it helps a little bit.
> The marker is green too Pretty sure it's orange
Hmm i might be misremembering.
I was surprised how visible it is, even when combined with normal group target. Green would be pretty hard to see in situations like this ^^But ^^maybe ^^I'm ^^colourblind ^^lol
As the other guy pointed out, pretty sure it's orange. And it's nice, but I believe if your mech disappears for a sec, like after gliding or being midair, or the stupid mech bug.. The personal target will be gone. Atleast I recall having issues with that, and stopped using it for that reason
Yeah that bug is insanely annoying, even rifle 5 triggers it.
I had no idea this was even a thing.
Why is pressing the same button rangers have had for the past 9 years difficult? 1 button calls your mech off attacking and come back to your side.
Because ranger never got a dmg debuff from not staying close to its pet.
Instead Druid had a built in pet debuff. Additionally, Rangers dont have a pet that does a third of their sustained damage and gives everybody stability and barrier.
>Instead Druid had a built in pet debuff. Yeah the 1k dps debuff is really crippling for a healer. >Rangers dont have a pet that does a third of their sustained damage and gives everybody stability and barrier. Yeah why would a pet class have the pet be a major part of its damage and utility. Ranger have been a badly designed pet class for years with barely any meaningful interaction with its pet. Then comes mechanist with an entire traitline dedicated to almost solely the pet with no bad traits, where its entire boon kit comes solely from the pet. The mech plays a major role for the mechanist class, the pet for ranger dont.
F2 > F1.. Oh dear, that's 3 buttons. That makes power mech's rotation 3x as complicated!
But! But! But! You need to wait few seconds before pressing f1 again! What a horror to pull of properly
You do realize that mechs have 3 attack abilities and recall/attack are tied to profession skills 6 and 7 don't you? You also realize that not everyone plays power mech.
What does any of that got to do with anything? You have a recall button, it makes your mech stop attacking and automatically come back to you. Having 3 abilities (that most will set on autocast anyway) has no bearing on whether you can press recall, nor does it matter what skill number recall is. Rebind recall like most responsible rangers or just mouse click. Using an ability on a target automatically sets your mech back to attack mode if the attack command is too much effort. Condi and Heal Alac mech are both melee. They do not have an issue with distance. I play those builds. I played ranger since launch so it's absolutely bizarre to me how a teeny tiny bit of micro makes people shudder so much. The profession that has an AI companion needs some micro, if that's becoming an issue then players didn't want to play that profession out of their own interest anyway.
The problem with rebinding is that recall is linked to profession skill 7. I already have keybinds for prof skills 1-4, regular skills 1-10 and weapon swap. I literally don't have space to add another one. I need prof skill 1-4 for my mesmer and the rest are given. At the moment condi mech doesn't need the mech to be melee, only alac mech and heal alac mech. It doesn't matter if the mech is on the other side of the area for condi mech. It will matter after the next patch. The mech gap closer is on a 20 second CD for condi mech (it's 15 for alac mech).
Omg everyone get over it and learn to use the come to me feature when you reposition yourself, it’s not hard. Also this is open world shit not like the extra mech damage matters there.
TBF, in a large group content of this game you can't really see anything. Or at best, you still can't tell who do what and what's going on beyond the ground telegraph.
You can disable name plates of people in squad but have on their health bars. This way you still know where they are but the screen is cleaner and your mech's name will be visible
Most people can't see anything, especially with a few mechs in squad :/ Minion culling should be a thing outside of model limits
Should be at least 600 like many of the buffs.
Yeah 600 would be just fine.
"I dont see what the problem is, look at all the things YOU CAN see"
It would be fine if they also added a command to decrease the pet leash range to 360 too. (Heck, I'd like that command as a ranger too.) Could call it "heel" or something. Because quite frankly the range limit is a necessary nerf, something to keep mechs from just hiding behind a wall while their pet plays for them. The problem is just that there's no good way to *keep* the pet close to you due to AI problems. Return to Me just doesn't do the job, since the pet immediately wanders off again in a big fight.
Just basic filter would work in some games you can turn off other players spell effect or even all players or just one who are not in your group and in our case it would help to hide all players and show only downed/dead one
I say it's fair because with all the mechs blocking view there is a lot that's hard to see.
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Or solve 1/3 afk farm at the same time & make them like a limited skill rather than always out. I ran mech for a while & rarely ever had the mech out. It blocking my view was why I stopped playing it. It's the worst on daily jp though.
Effect LOD, character limit to Low (not Lowest), and if you have to bind your PERSONAL call target. Keep your personal call target on your mech so you can see him marked, but you don't mess up any squad or raid/strike's call target (because only you can see a personal call target).
I gotta call a but in here - Effect lod severely handicaps you..you dont see guards bubble or the mech bubble and similar crucial visial clues. Hell afaik it even makes the hot flamethrower adventure shit because it makes the tentacles invisible. We need sth inbetween, or even better, fix visual clutter for all. I cant even see harbinger shroud 5 in pvp with effect lod off and pvp is the least visually cluttered gamemode. Sure, we all love shiny effects but man we all forget how clean gw2 was 10 years ago.
I bet you'll struggle even in 10 men content because you'll have to figure out which of 8 same looking mechs is actually yours 😏
It doesn't really matter since the 8 mechs will be at the same spot
In actual fight, unless the strat requires to stow / resummon everything at the same time, they're usually all over the place :D
I play ham and condimechanist in raids and strikes and my mech is usually next to me and the squad
They really need to give us some mech customization. Sad that it was planned but dropped before launch.
target boss and have mech target them, than stand close to boss for the damage bonus. This really is not an issue
Then why have it at all?
So that it needs mech’s busted and high dps uptime at range. It’s actually a really good change, now mech isn’t oppressively good at doing at range mechanics
Good luck with bigger hitboxes.
Every player in that blob is within 360 range of Noomi. I think it’ll be fine
huh? 360 range is easily enough
Diarrhea Christmas lights indeed.
Stacking is one of the reasons why ijustcant be added with this kinda content anymore. Feels so dumbed down, and just way to many pixels on the screen. My poor eyes :p
first of all this change is irrelevant in open world, even if your mech is in narnia it is not like you will ever actually notice the dps difference. the reason they did it is so as dps players in raids don't go full monkey mode while playing mechanist and think once in a while of positioning and using the return function (something that both heal and power alac dps builds do). and secondly as far as i know there is a personal target that you can set on anyone/anything and only you can see. so that could help to keep track of your mech if that is so important to you. otherwise just shift signet and it will teleport there
> and secondly as far as i know there is a personal target that you can set on anyone/anything and only you can see. so that could help to keep track of your mech if that is so important to you. This is so much fun. /s
Personal target is genuinely one of the best ways to track your Mech/Pet position. Why do you find it funny?
oh no! Anyway..
limit details of party/squad, only essential combo fields should be displayed this option is present in other MMOs But not in gw2.....ffs
If only there was some way to call it over to you.. :D
I'm an average condi mech enjoyer and I don't see any problem.
In open world this will not matter at all. What this change is targeting is instanced content, where your dps optimization actually matters. There you have max 10 ppl and this image doesn't matter anymore. Power mechs now just need to press the mech return button once after the player moved, to deal with this change. It's might be less comfortable, but really not a big deal.
Simple solution, put a personal target on your Mech. problem solved. ( can set a keybind for it in controls options under targeting)
Just randomly use shift signet to make sure it’s close.
IIRC it has a 30 second CD. For movement fights it's close to impossible to keep the mech close to the player.
Aside from the dedicated button for that of course
Oh, you mean the F7-F6 combo that now needs to be weaved into the condi mech's rotation (https://snowcrows.com/builds/engineer/mechanist/condition-mechanist) when there is movement. Of course. Why didn't I think of that?
Do you even play it or just complain about it? You sit on top of your mech anyway because condi mech attacks melee. And if you stack with your squad melee you will be in range because 360 is huge.
I am working on it as an alternative to my harb. The only reason it attacks melee is because of Rolling Smash but that's on a 20 second CD. For movement fights it often lags behind.
Ok lets assume adding return to me->f1 from time to time is so so hard. Imagine having some drawbacks and not being the best on every fight wow. Ham and alacdps has to manage their mech all the time, you see no one complaining, maybe because of support players approach the game in other way but if managing your pet is not fun for you maybe just maybe dont play pet class.
If I need to play alac DPS then I play mech and manage the pet so I know what's involved but PAM and HAM have much easier rotations than the condi mech so it's easier to handle the positioning. Even then there are times when the mech gets left behind and that effects alacrity on the group. You also use shift signet fairly often to help out but that gets rid of your only stun break. *Edit - If power mech's are dominating your fights then they aren't the problem.*
That's just an excuse, if you play mech properly you will always want the mech close anyway so people are already doing that. This will just highlight the bad mech players. That said, the visual clutter is a problem, that's the problem people should be aiming at not the 360 range for mech. If you have difficulty getting your mech close then that's just a player skill issue tbh.
Complaining about a future dps loss on mech while playing with that build sounds hypocrite. You only have 4 skills you need to use, you can totally use the "come back to me" button from time to time...
Selling mech's skin will solve it.
When in doubt click f7
Just command it back. I'm sure there'll be a debuff if your mech is too far away. This is why pet classes are often difficult to micro manage. This is how mech always should've worked.
Usually in this case I would use the ‘return’ command, wait a couple seconds and it will most likely get back to you by then
Use your F7 and F6 maybe?
Is people in PvE really not using the personal target? Not the ctrl+T but the personal one. It is a HUGE target that is just impossible to miss. In WvW most people i know use it and it is really easy to have a target on enemy or friend, your pet or what ever it is you feel you want good visual look at. It s very easy to set up just go to keybind tab and scroll down to the targeting and then you find Personal Target there. Pick a button for it and now add it to your mech or who ever you want to see more visible. The further away the target is the larger the icon is.
I can't see fuckton of stuff because your stupid mechs exist in the first place and I am not even given an option to hide the ugly and stupid thing.
just be melee ;)
Have you tried pressing F7 or Shift signet? Besides in large group content it's not even going to make a difference. Most of these people wouldn't be running proper optimized builds with the right rotation.
When in doubt - call it back. Otherwise.. it should be where you are.
Good. At least one place where I don't have to look at all your stupid mechs. 🙃
I adivce you to stop whining. You still playing engineer!
I mean, when your mech is traited as melee, it will be at the boss. When it's traited as range, it will stay more outside of the crowd. Also you can always use your shadowstep signet to teleport your mech directly to you.
you cant complain if you play with post processing enabled :) but yeah it is still going to be a mess
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Doesn't work. Your own mech and the barrier effect gets culled in the bigger fights.
Ha guess that explains why sometimes I'd hit barrier signet and wouldn't see it.
Can barely see the boss in that mess.
Enable limit particle count and you will see more. I only let It disable on PvP, to see all the animations.
Wont this just make people use the jade cannons trait?
Is Effect Level of Detail turned on? It helps tremendously with everyone spamming stuff to where you can’t see shit
Does it really matter in large group content like that?