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Old Jun 29, 2006, 03:48 AM // 03:48   #41
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well, here's something to think about, AN is using other countries in their expantions, some contries are technologically advanced farther then others[please don't kill me for saying that], so maybe that can effect a expantion.
also, if you've played TCF, think about the engineer turret size, who said they had to be big to do what they had to?
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Old Jun 29, 2006, 04:08 AM // 04:08   #42
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i like the class, it should just as functional and diverse as the ritualist was. The bombs sound awesome in aspwenwood kurzick side lol
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Old Jun 29, 2006, 04:13 AM // 04:13   #43
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I like the material pool idea, A lot.
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Old Jun 29, 2006, 04:20 AM // 04:20   #44
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be kinda creepy if they added this class and had a mesmer illusion skill... or a domination to destroy materials
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Old Jul 01, 2006, 07:45 AM // 07:45   #45
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With the upcoming conceptual class contest going on I would like to thank everyone that has offered their insight my idea of the engineer... good crits and bad crits as well. I put alot of deep thinking on the mechanisms of the class and its interaction with the other classes of the Gwars universe. Thanks to everyone's input the concept of the engineer has reached a very balanced state and has become a very realistic class in design and balance.

I'm looking forward to see how this class does in the grand scheme of things. Ty all for support.

Engineer spike ftw!
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Old Jul 01, 2006, 12:23 PM // 12:23   #46
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Good job on the whole idea and the details. I like it alot. As for the critics:

Overpowered?
-This is just a draft. Skills can be balanced.

Does not suit Guild Wars theme?
-Engineers already exist. Explosives are present. It is not like OP is suggesting UFOs, robots, laser beams etc.

Just does not fit your taste and perception of Guild Wars world?
-That is just your personal preference and will not apply to other players.

Sorry if I sounded a bit blunt, but I feel that alot of good ideas in this forum section were shot down because many are jumping to conclusions on first impression of the unbalanced ideas (can be adjusted) and personal tastes (e.g. This idea is bad because I simply do not like the playstyle).

P.S. I notice quite a number of players suggested skill rebalancing ideas, which is a much better response than ---> just plain "No, just no" or "Nah, this class doesnt suit GW".
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Old Jul 03, 2006, 03:58 AM // 03:58   #47
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I agree with nightwish. When I first saw this thread, it reminded me alot about the ascalon missions where you get to blow the charr up with trebuchet's

Also, well done on the updates, your profession is coming along very very nicely^^
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Old Jul 05, 2006, 12:57 AM // 00:57   #48
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ty for the comment terra, I'm working on adding new skills as they come to mind.
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Old Jul 05, 2006, 02:42 AM // 02:42   #49
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Big skill update and change the kinds of weapons an engineer uses to better match the class. The hand cannon weapons have half the range of a shortbow, making them untrue "guns" and the crossbows have about shortbow range. I tried to design the crossbow skills to be used in manipulating things like bomb fuses and stances since ranger arrows pretty much cover everything else.
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Old Jul 05, 2006, 02:45 AM // 02:45   #50
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i think the signet thats in the other skills needs a buff, sorter recharge time, maybe down to 40 seconds at least?
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Old Jul 08, 2006, 09:00 AM // 09:00   #51
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Good call on the buff (:

I think the weapon changes are for the better.
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Old Jul 08, 2006, 09:37 AM // 09:37   #52
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I think this is a very well designed class, and I like it.

The main complaint from people seems to be that it doesn't fit into the Guild Wars world. In Medieval times they certainly had siege engines. Trebuchets, catapults, ballistas, that kind of thing. Any explosives would have been primitive, they would have been more likely to launch barrels of burning oil that explode into a wall of enemies - not much use against only a few people, because the accuracy was crap.

But I don't like the idea of cannons and muskets etc. They don't belong in this kind of game, it would have just been unfeasible in Medieval times.

Tbh I always wished rangers could wield crossbows, after all warriors have three types of weapons. A crossbow would have the shortest flight time, but probably longest time between shots.
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Old Jul 08, 2006, 10:09 AM // 10:09   #53
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Quote:
Originally Posted by Carth`
I think this is a very well designed class, and I like it.

The main complaint from people seems to be that it doesn't fit into the Guild Wars world. In Medieval times they certainly had siege engines. Trebuchets, catapults, ballistas, that kind of thing. Any explosives would have been primitive, they would have been more likely to launch barrels of burning oil that explode into a wall of enemies - not much use against only a few people, because the accuracy was crap.

But I don't like the idea of cannons and muskets etc. They don't belong in this kind of game, it would have just been unfeasible in Medieval times.

Tbh I always wished rangers could wield crossbows, after all warriors have three types of weapons. A crossbow would have the shortest flight time, but probably longest time between shots.
I understand this view, but with the introduction of luxon siege turtles I believe this arguement is outdated. Otherwise, ty for the crits and input (:

Last edited by Lordhelmos; Jul 08, 2006 at 10:13 AM // 10:13..
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Old Jul 08, 2006, 10:30 AM // 10:30   #54
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Great idea and concept. GW needs an 'Assault Engineer' or 'Pioneer'.

The Romans and Greeks had engineers as did most major Empire builders. The Chinese invented gunpowder hundreds of years before the West knew about it - so it can easily fit in with the Guild Wars realm.

This engineer could also be developed along the 'Sapper' line, with laying mines (mines already exist in GW), they could have an anti-trap skill (mine/trap clearance), for defence work a trench or berm making skill or dragon's teeth type defence - these are just some ideas, maybe workable, maybe not.
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Old Jul 08, 2006, 11:43 AM // 11:43   #55
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I don't like the use of guns and stuff in medieval fantasy setting, it just seems so wrong.
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Old Jul 08, 2006, 11:57 AM // 11:57   #56
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/signed


Majoho, there are no guns.
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Old Jul 11, 2006, 07:33 AM // 07:33   #57
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nope just old 10th century powder weapons
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Old Jul 16, 2006, 10:25 AM // 10:25   #58
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I updated some of the skills and added new "wire" based skills to the crossbow line to add some unique attributes to the weapon and further separate it from ranger bows.

<Edit>

Wow, just looking over the progression of skills I realized this idea has come a long way in evolution from when I first posted it! Ty all for community support and feedback.

Last edited by Lordhelmos; Jul 16, 2006 at 10:41 AM // 10:41..
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Old Jul 16, 2006, 03:53 PM // 15:53   #59
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I will make some comment on the weapons (which was later added in if I remember)

I like hand cannon better than cross bow, just because they are more stylize and with bigger boom. But the devs can decide the level of technology in the world, and one can easily replace another. The thing is, they need to be differnt from that of bow.

I would want to see an inherient stat difference of crossbow. Following the "general sterotype" of a game crossbow, it would be slower in reloading time, greater damage, and possibliy a bit shorter in range than that of bow.

The skills also need to be differnt, in that I don't want to see too many condition applying or interuption skills, but more of raw damage for crossbow. And surprising you didn't use this, but why not use the Materials as the bases of your crossbow skills? This seperates it from yet another energy base shooter, and ties better with the overall class.

Aiming Scope (Crossbow Skill):
For the next 12...24 seconds, your crossbow shots can not be evaded. It also allow you to shoot a further distance.
<Preperation, Cast time: 2, Material Cost: 2, Cost: 5, Recharge: 25>

Armor Piercing Tip (Crossbow Skill):
For the next 12...24 seconds, your crossbow shots have 50% armor piercing.
<Preperation, Cast time: 2, Material Cost: 3, Cost: 5, Recharge: 25>

Also more skills, in the Demolitions and Craftsmanship, need to use Material as cost for their skill (but will reduce the enrgy cost needed) Think of it as Adr for warrior. Its what you need to make it not another Elm clone.
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Old Jul 17, 2006, 03:47 AM // 03:47   #60
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Quote:
Originally Posted by actionjack
I will make some comment on the weapons (which was later added in if I remember)

I like hand cannon better than cross bow, just because they are more stylize and with bigger boom. But the devs can decide the level of technology in the world, and one can easily replace another. The thing is, they need to be differnt from that of bow.

I would want to see an inherient stat difference of crossbow. Following the "general sterotype" of a game crossbow, it would be slower in reloading time, greater damage, and possibliy a bit shorter in range than that of bow.

The skills also need to be differnt, in that I don't want to see too many condition applying or interuption skills, but more of raw damage for crossbow. And surprising you didn't use this, but why not use the Materials as the bases of your crossbow skills? This seperates it from yet another energy base shooter, and ties better with the overall class.

Aiming Scope (Crossbow Skill):
For the next 12...24 seconds, your crossbow shots can not be evaded. It also allow you to shoot a further distance.
<Preperation, Cast time: 2, Material Cost: 2, Cost: 5, Recharge: 25>

Armor Piercing Tip (Crossbow Skill):
For the next 12...24 seconds, your crossbow shots have 50% armor piercing.
<Preperation, Cast time: 2, Material Cost: 3, Cost: 5, Recharge: 25>

Also more skills, in the Demolitions and Craftsmanship, need to use Material as cost for their skill (but will reduce the enrgy cost needed) Think of it as Adr for warrior. Its what you need to make it not another Elm clone.
Ty for the constructive comments as always actionjack. I agree with your stand on the crossbow leaning more towards an armor piercing damage weapon rather than a condition and interrupt tool. I will definetly make some changes based on this. I do like the wire ideas so those will remain, but I will change and add attacks with very high armor pen. effects. I am also leaning towards making the hand cannon act as a double edge sword, dealing good area damage and effects but also hurting the user in the process.
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