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Posted by: TokyoGhost.6492

TokyoGhost.6492

They have same builds and winning.

I remember when arena net was saying skill > build but seems its different…

Had to change to warr cuz everyone played thief at my group…….

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I made so much mistakes that I now make mistakes without mistake.

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Posted by: Shaogin.2679

Shaogin.2679

Please don’t tell me this is another “Ranger op, what is reflect/dodge/skill” thread. >. <

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Posted by: Necrotize.2974

Necrotize.2974

Aside from having no idea what build they’re all playing or if they’re organized or not, one thing stands out. If you were trying to point out how all the rangers have much higher points than the other classes, why does your team’s ranger only have 40 points? Obviously he’s doing something different than the other rangers.

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Posted by: coglin.1867

coglin.1867

Aside from having no idea what build they’re all playing or if they’re organized or not, one thing stands out. If you were trying to point out how all the rangers have much higher points than the other classes, why does your team’s ranger only have 40 points? Obviously he’s doing something different than the other rangers.

That was my immediate thought before I read your post.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

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Posted by: TokyoGhost.6492

TokyoGhost.6492

that was solo arena and everyone plays rangers. Since they buffed them, rangers surpassed warriors by rolling. GG

I made so much mistakes that I now make mistakes without mistake.

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Posted by: Junkpile.7439

Junkpile.7439

Ranger is op. After 30 min playing i play ranger better than i play ele after 2k hours.

Low quality trolling since launch
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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

that was solo arena and everyone plays rangers. Since they buffed them, rangers surpassed warriors by rolling. GG

Still… out of personal experience in SoloQ, you can easily win if you run Warriors or Elementalists, since they got way more on point potential when compared to almost any Ranger build

Granted, I rarely que up nowadays, but when I do, I am usually split between picking my Hambow in groups with less sustain (multiple Thieves/Mesmers/Rangers), or my Necromancer depending on the enemy comp…

To me, it is all about how your team will handle them ~ get sustain, or Projectile Negation (I sometimes picked up Guard with Shield of Avenger), and you can easily shut down groups as shown in your picture

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Posted by: Rym.1469

Rym.1469

Ranger is op. After 30 min playing i play ranger better than i play ele after 2k hours.

You know nothing about the Ranger, Jon Snow. Every fotm 30-min-rdy2go roller is ready to be roflstomped by any good Ranger player.

And -1 for being SFR.

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Posted by: DejaVu.9825

DejaVu.9825

Ranger is op. After 30 min playing i play ranger better than i play ele after 2k hours.

I would like to see much your video while you play Elementalist or ranger.

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Posted by: DejaVu.9825

DejaVu.9825

What would you like to see in the next Profession Balance?
I would like to see the following changes:


Magneti Wave (Elementalist)
Remove the removal of three conditions
—————————————————————————————————————————
Whirling Axe (Warrior)
Reduce the cast time to 2 1/2 seconds
—————————————————————————————————————————
(Ranger)
Improve AI pet ranger….
—————————————————————————————————————————
Dark pact (Necromancer)
Reduce the cast time to 3/4 seconds
Reduce the cast time of all the minion to 1 seconds
—————————————————————————————————————————
Shelter (Guardian)
Increase time cast to 2 seconds
—————————————————————————————————————————
Withdraw (Thief)
Increase CD of 5 seconds = 20 seconds CD
—————————————————————————————————————————
(Engineer)
Add 5 seconds CD when changing kit.
—————————————————————————————————————————
Mirror (Mesmer)
Increase time cast to 2 seconds

To you?

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Posted by: TokyoGhost.6492

TokyoGhost.6492

Its ironic how bad this game balanced is, and how much lies anet tell us before we buy game. Its such good marketing….

I made so much mistakes that I now make mistakes without mistake.

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Posted by: Carighan.6758

Carighan.6758

Its ironic how bad this game balanced is, and how much lies anet tell us before we buy game. Its such good marketing….

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Posted by: Sorel.4870

Sorel.4870

Well, the CD on the engineer’s kits messes with one of the core mechanics of the engineer : being able to use any tool he has at any moment. So it won’t happen, and it shouldn’t. A slight nerf to celestial builds could be good, or make the pistol AA stronger while tuning down IP a bit, if you want to balance engineers.

Thief: withdraw is actually a very balanced heal, proof is that many thieves use HiS instead in pvp as well as in WvW. A lot of classes don’t have two viable heals, if your suggestion came through thief would become one of them, and we don’t want that. Maybe it’s strong against a specific build you’re playing ? Unlike HiS, it doesn’t remove poison, so you should try poisoning the thief and withdraw becomes useless.

Whirling Axe: why not ? I don’t understand the thought behind it though.

I have no opinions on the other change you suggested.

Personally, I kinda like the current profession balance, but I’m not fond of the build balance. I would like to see might tuned down a bit (maybe only 30 power, 30 condi damage per stack instead of 35), but see fire field blast combos give 4 stacks of might, to favor active play. Another good option would be to nerf the might duration on sigil of battle, and/or the increase in might duration on strength/hoelbrak/noble runes. There may be a problem when strength rune/sigil is the way to go on so many meta builds.

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Posted by: Domey.9804

Domey.9804

Guardian: no need to buff the Best heal it Has. Buff the others
Mesmer: seems fine, still Not strong enough
Engi: absolutely no, that Would be too much of a nerf. (and i Dont Even have an engi) nerf ip
Thief: no, withdraw is fine. Buff venoms as always :-D
Ranger: yep
Ele: i Dont care, nerf might stacking
Warrior: i Dont care, nerf might stacking
Necro: i Dont care, nerf passive fear procs from runes

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Posted by: Atherakhia.4086

Atherakhia.4086

Ranger: Improve their group utility some so they’re more acceptable in competetive groups. How? Where? Wish I knew….

Ranger: Make a balance pass over Ranger pets so all F2s are more evenly balanced and each are effective (for example, castable while moving, track targets, global .5second cast time regardless of pet, etc).

Ranger: Find someway to either make pets work in groups or give Rangers some way to work around the terrible mechanic in WvW (10+ players).

Ranger: Make healing well a 900 yard ground targeted AE instead of the PBAE ae we have now.

Ranger: Make Heal as One a survival skill and cut cast time in half. Balance heal output if too high.

Goal is just to make the Ranger more attractive to WvW groups and GvG. If pets worked under pressure and they tried to give the class some vital group utility elsewhere it would probably be great.

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Posted by: Dack Saris.2418

Dack Saris.2418

One day i have done a mythic match in soloQ = > 4 mesmer+1 other (my team) vs 4 ranger +1 other.
Ranger op?

Maybe, when we reflect all their skill 2 it’s like instakill, if not just give a second to cast any spell for finish. Be carefull, use the land and it’s easier.

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Posted by: style.6173

style.6173

Ranger is definitely NOT OP. Ele and Engi are the problems right now.

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Posted by: DejaVu.9825

DejaVu.9825

The changes that I propose are targeted to make certain abilities more balanced.

5 seconds CD kits engineer is not a nerf but a change that would make his game more calculated and less -> change kit spam spam -> change kit spam spam. 5 seconds are few.

I would like to hear other ideas for the next Profession Balance. I know that the current game is the best we’ve ever had, However there are still skills and traits to fix.

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Posted by: Jerus.4350

Jerus.4350

The changes that I propose are targeted to make certain abilities more balanced.

5 seconds CD kits engineer is not a nerf but a change that would make his game more calculated and less -> change kit spam spam -> change kit spam spam. 5 seconds are few.

I would like to hear other ideas for the next Profession Balance. I know that the current game is the best we’ve ever had, However there are still skills and traits to fix.

Sorry, I mean you’re entitled to your own opinion on what balance is but saying that’s not a nerf is a complete joke. That’d be one of the biggest nerfs they could do.

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Posted by: DejaVu.9825

DejaVu.9825

The changes that I propose are targeted to make certain abilities more balanced.

5 seconds CD kits engineer is not a nerf but a change that would make his game more calculated and less -> change kit spam spam -> change kit spam spam. 5 seconds are few.

I would like to hear other ideas for the next Profession Balance. I know that the current game is the best we’ve ever had, However there are still skills and traits to fix.

Sorry, I mean you’re entitled to your own opinion on what balance is but saying that’s not a nerf is a complete joke. That’d be one of the biggest nerfs they could do.

Do not nerf nothing, it just makes the engineer more complex = less spam and more reasoning. I know that 90% of the players do not want to engage in play (they want easy game) … but come on guys, we want to or not seek to be E-sports?

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Posted by: STRanger.5120

STRanger.5120

The changes that I propose are targeted to make certain abilities more balanced.

5 seconds CD kits engineer is not a nerf but a change that would make his game more calculated and less -> change kit spam spam -> change kit spam spam. 5 seconds are few.

I would like to hear other ideas for the next Profession Balance. I know that the current game is the best we’ve ever had, However there are still skills and traits to fix.

Sorry, I mean you’re entitled to your own opinion on what balance is but saying that’s not a nerf is a complete joke. That’d be one of the biggest nerfs they could do.

Yeah, it would indeed be quite a big nerf.
But the thing I haven’t got since beta is, why Engi has just a “global CD” on changing the kits while Ele has CD 13 secs base on changing attunements?
Yeah, kits are taking utility slot, but also give F-key skill, which basically is an utility skill (A lot of them are even better than some of the other utility skills).

I’m not suggesting any change there or something, I’m just wondering why it was made like this, doesn’t seem logic to me It basically makes Engi much more versatile than Ele is…

#ELEtism 4ever

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Posted by: Sorel.4870

Sorel.4870

Lol, the fact that there is no cooldown actually requires skill: we don’t play like warriors or bad eles: 2,3,4,5,1111,swap, repeat. The entire charm of kit builds is to place the right bomb at the right moment. Look at the toolkit: only utility skills. Adding a CD would make no sense: gameplay wise, we’d just be elementalists who could choose their attunements. I doubt you ever played engineer, but that’s what makes the class fun, and that’s why I and most engis never go to battle without at least one kit!

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Posted by: STRanger.5120

STRanger.5120

Adding a CD would make no sense: gameplay wise, we’d just be elementalists who could choose their attunements.

This is exactly what I was talking about in my previous post, except that I was looking from the other side, Ele is my main, Engi is one of my alts….

#ELEtism 4ever

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Posted by: Jerus.4350

Jerus.4350

Why do Ele’s get attunements? Why do Rangers get pets? Why do necros get DS? Why initiative instead of cooldowns for Thief? Why Virtues for Guard? …

We’re talking fundamental game play design here.

Promoting slower, less active game play to me is never a good idea.

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Posted by: Lugubras.2365

Lugubras.2365

I respect the engineer would suggest the opposite, remove the cooldown to change weapon of each class.
Why only the engineer can benefit from the versatility of being able to use 5 to 20 skills when you want?
It seems to me a fair change as all get more chances to play and new combos possible.
Of course … the Elementalist repeat purchase much power as that is, but if it’s a balanced class (it is not, has the basic skills most powerful utilities) should not be difficult to deal with, or at least it would be like to face an engineer with 3 kits and utility would be the tool belt.

Another alternative would be for me to get my weaponry into the slot of the utility.
To simplify, imagine a warrior equipped with:
Hammer / Greatsword
Healing Signet
Bow (As if it were a kit)
Berseck Stance
Balanced Stance
Signet of Rage
However, this idea can not be considered as the engineer kit would become weapons that do not exist, while the Elementalist skill would have access to 40 or more by putting D / D and utility staff as …

I conclude by saying that it does not seem fair that some classes have more chances to play than others, and that the balance should also faces this problem.

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Posted by: Necrotize.2974

Necrotize.2974

At that point you’re essentially just saying that because x class has this, why doesn’t my class have that too. The classes have differences for a reason. For example, elementalists have much longer cds in general on their weapon skills to account for the fact that they have twice as many as most classes. Its just the warriors comparing adrenaline to death shroud again. They’re completely different classes with completely different ways to play them.

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Posted by: DejaVu.9825

DejaVu.9825

At that point you’re essentially just saying that because x class has this, why doesn’t my class have that too. The classes have differences for a reason. For example, elementalists have much longer cds in general on their weapon skills to account for the fact that they have twice as many as most classes. Its just the warriors comparing adrenaline to death shroud again. They’re completely different classes with completely different ways to play them.

Hahaha maybe we do not play the same game.
Each class to his game of course, but from what you say you do not know.

Elementalist: 4 Elements with 5 different skill
Warrior: Burst according the weapon
Ranger: Pet ………………………………….
Necromancer: Death Shround
Guardian: Virtue
Thief: Steal
Engineer: 4 different skills depending on utility
Mesmer: 4 Shatter

Here is what differentiates the various professions. Add CD Kit (or remove the CD when you change weapon) is not copying the game of the classes because what differentiates them is another (see above).

What you Lugubras ask, is because some classes have more skills than others. The engineer has 15 skills always available (3 Kit) without taking into account of normal CD that everyone has when they change weapon. This makes the engineer the most versatile class in the game. we should find a way to solve this.

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Posted by: Jerus.4350

Jerus.4350

You’re still asking for the game play to massively change years after the game was released.

To me Engi is like playing a Fresh Air Ele, very active and very fun.

I’ll bring bombs, grenades, or flamethrower as a weapon for the 1 skill, then I’ll use other kits for certain skills, be it Elixer gun 4, Flamethrower2, Toolkit4, or Bombkit 2/4.

What you suggest would remove that possibility and again be a huge nerf and massive change to game play. Engi would go from a profession I’m absolutely loving right now, to one I rarely play overnight.

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Posted by: Lugubras.2365

Lugubras.2365

At that point you’re essentially just saying that because x class has this, why doesn’t my class have that too. The classes have differences for a reason. For example, elementalists have much longer cds in general on their weapon skills to account for the fact that they have twice as many as most classes. Its just the warriors comparing adrenaline to death shroud again. They’re completely different classes with completely different ways to play them.

I’m not asking distortion of the mesmer, the engineer’s tool belt or a thief steals.
What the engineer, it is a game mechanic that makes it extra versatility in much better than anyone.
I am not speaking individually, not me (necromancer), everyone should have the mechanics that makes it so versatile play.

The Elementalist has long CD related to the power of his abilities, the main hand weapons all have a low CD (max 25sec Shocking Aura, who knows why …).
Staff instead Progressive CD, 2 CD low, 3 medium, and high CD n4-5.
The off hand weapons all have high CD (exclusive of certain skills) precisely because they are powerful skills, no class draws the power of weapons Elementalist skill so it is right that they have a long CD.

“This was the class I want it too”
too much to ask to be versatile half of an engineer?
too much to ask to use the combo field and combo finisher together in own class that almost does not?
is asking too much to take advantage of defenses that despite the style of play all possess?

I do not have to de-power classes (although some things should be changed), off to play and creates bitterness.
Rather than bring the other to new levels of power while maintaining a certain balance.

To me Engi is like playing a Fresh Air Ele, very active and very fun.

Really? I thought it was like playing Warrior, oh wait … warrior does not have 20 skill exchangeable in quick succession ….

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Posted by: Necrotize.2974

Necrotize.2974

You call engineer the most versatile class in the game because that is what they’re designed to be. Jack of all trades, master of none. Even the class description of engineers covers a huge array of things that they can do ranging from support, to control to dps. But the thing is that engineer in order to become truly powerful in one of those categories needs to sacrifice something, in most cases it’s the ability to deal with condition pressure and stability(as some of their best pressure comes from CC).

Sheer number of skills doesn’t make up for a lot of them being fairly single purposed or restricted. Most weapon sets for classes are setup to be multi-purposed and IMO the only kit that lives up to this multi-purposed idea is Tool Kit. Every other kit pretty much focuses in on either condi/power pressure(not sure what you’d call flamethrower as IMO it is kinda meh in most situations). You also go on assuming that all engineers run 3 kits to get 15 extra skills. I personally rarely run with more than two(giving me only five more skills that others) simply because I don’t gain enough utility from a third one to justify it over something else. I mean, you don’t see necromancers being gods of versatility even though they have 15 skills do you?

I’m sure engineers would love to have abilities to counter condi-pressure. But they can’t if they trade some of their utility for more skills. Sure I could make my engineer 3-kit with P/S and be super versatile, but I’d be leaving one glaring weakness. My main form of condition removal is tied to my heal and apart from that I have almost no way to deal with condi burst or even just consistently applied conditions. Whereas in the case of say warriors, they could trait to passively remove condis, then slot one skill to make them immune to the conditions for a while and problem solved.

Engineer is by far a very active class, especially compared to the many passive defenses of warriors. Active play is stronger than passive play(at least it should be) and the balancing should be centered around that. As it stands, there is almost no reason to take any heal other than Healing Signet on a warrior. That is an example of passive play gone wrong. Even engineers best heal has active play components to it regarding picking up your turret, detonating it or using it for water fields. It has an inherently higher skill floor and skill cap and because of that it achieves much more versatility than more passive builds. You can say that warrior should have more active play, but just from my experience on the forums, a lot of people will disagree with you and defend their passive play to the death.

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Ranger is really potent, but most Rangers are utterly useless, so it balances out.

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Posted by: Shaogin.2679

Shaogin.2679

I find it useless to argue with people crying for Engineer nerfs or changes. All they see is “Engineer stomped me, thus Engineer is not fair, please nerf.” Might stacking builds are nothing new, before we just ran 2 of each strength rune. What has changed is the Celestial amulet that has made them more viable and popular. IP is a bad game mechanic and every Engineer agrees with this. Many Engineers would much rather this trait be reworked and to be compensated elsewhere to promote more active play.

To sum it up, some balance changes to the Engineer are welcomed. But these crazy changes such as cd on kits and what not, will never happen no matter how much you complain.

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Posted by: Lugubras.2365

Lugubras.2365

You call engineer the most versatile class in the game because that is what they’re designed to be. Jack of all trades, master of none. Even the class description of engineers covers a huge array of things that they can do ranging from support, to control to dps. But the thing is that engineer in order to become truly powerful in one of those categories needs to sacrifice something, in most cases it’s the ability to deal with condition pressure and stability(as some of their best pressure comes from CC).

Sheer number of skills doesn’t make up for a lot of them being fairly single purposed or restricted. Most weapon sets for classes are setup to be multi-purposed and IMO the only kit that lives up to this multi-purposed idea is Tool Kit. Every other kit pretty much focuses in on either condi/power pressure(not sure what you’d call flamethrower as IMO it is kinda meh in most situations). You also go on assuming that all engineers run 3 kits to get 15 extra skills. I personally rarely run with more than two(giving me only five more skills that others) simply because I don’t gain enough utility from a third one to justify it over something else. I mean, you don’t see necromancers being gods of versatility even though they have 15 skills do you?

I’m sure engineers would love to have abilities to counter condi-pressure. But they can’t if they trade some of their utility for more skills. Sure I could make my engineer 3-kit with P/S and be super versatile, but I’d be leaving one glaring weakness. My main form of condition removal is tied to my heal and apart from that I have almost no way to deal with condi burst or even just consistently applied conditions. Whereas in the case of say warriors, they could trait to passively remove condis, then slot one skill to make them immune to the conditions for a while and problem solved.

Engineer is by far a very active class, especially compared to the many passive defenses of warriors. Active play is stronger than passive play(at least it should be) and the balancing should be centered around that. As it stands, there is almost no reason to take any heal other than Healing Signet on a warrior. That is an example of passive play gone wrong. Even engineers best heal has active play components to it regarding picking up your turret, detonating it or using it for water fields. It has an inherently higher skill floor and skill cap and because of that it achieves much more versatility than more passive builds. You can say that warrior should have more active play, but just from my experience on the forums, a lot of people will disagree with you and defend their passive play to the death.

I do not care if the engineer 5-10-15 or 20 skills and / or utility + heal and elite, when I spoke of equal opportunities mean you can swap weapons when you want so that everyone can utilize all the funds as they see fit.
This is the strong point of the engineer, and the fact that it can have more than one skill makes it like you have pointed out jack of all trades.
What I ask is that EVERYONE can swap weapons without CD as the engineer does with the kit, and even if it were possible to engineer would be the jack of all trades because it has more skill, but should only halve CD Elementalist attunements otherwise become more equipped with the engineer.

I agree with you that the engineer does not have many conditions-clear except with specific builds and should have more.
Not only engineer suffers Stability, all classes having no boon removal or can not stall him suffer.
Warriors are junkies Cleansing Ire because in addition to Berserker Stance and Signet of Stamina-conditions are not clear (Mending do not consider it), they should also have greater access to condition-clear.
Necromancer needs to be more balanced as a trait, IA, combos etc.

Passive defenses are horrible, but we have to use all the and we can not otherwise because the game is so structured.

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Posted by: Lugubras.2365

Lugubras.2365

I find it useless to argue with people crying for Engineer nerfs or changes. All they see is “Engineer stomped me, thus Engineer is not fair, please nerf.” Might stacking builds are nothing new, before we just ran 2 of each strength rune. What has changed is the Celestial amulet that has made them more viable and popular. IP is a bad game mechanic and every Engineer agrees with this. Many Engineers would much rather this trait be reworked and to be compensated elsewhere to promote more active play.

To sum it up, some balance changes to the Engineer are welcomed. But these crazy changes such as cd on kits and what not, will never happen no matter how much you complain.

I personally have no problem against engineer now, might stacking included, Elementalist’s another story.
I complained (silently) when it had “Automated Response” that made him Immune to conditions 25% hp or less, which forced me to build power (I do not like hybrids).

To be honest a nerf on CD kit is not crazy, engineer makes a class with the same structure than others. All have CD swap which forces everyone to know when to change weapon or keep in mind when changing as a result of runes (this means more skill, if you change your weapon is not needed you can lose your life, a location or your allies), engineer does what he wants when he wants without thinking “hey I removed the shield and now the ranger and the thief that are coming to me open my kitten . was obliged to issue? re-equip block block block”.
This is a fact not a complaint.

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Posted by: Necrotize.2974

Necrotize.2974

Actually found another thread relating to your exact idea regarding weapon swap cds. Some good points were brought up in favor, but some strong points against also came up. No cd weapon swapping would be strong on Thieves and incredibly powerful on mesmers due to how short the cds on clone generating skills can get(namely Mirror Blade and Phase Retreat). Without weapon cds, mesmers would be able to burst with 2 clones+mirror blade then immediately switch back to staff to go on the defensive with another phase retreat, keeping the offensive pressure of Gsword’s mirror blades and Boon strip off cd while maintaining the defensive positioning of staff. Classes that don’t have instant swaps or reduced cd on swaps are designed around that and so are their cds.

Engineer combats this by making all the skills in the kits(except for toolkit) very single purposed and difficult to chain into each other, making them very difficult to land otherwise and thus reliant on skills from other weapon sets. Grenades for example, are good for condi pressure. Assuming you can land them. Missing with them is very easy compared to other ground target skills due to their travel time, so if your enemy runs all over the place and dodges once or twice, you’ve blown all your highest damaging skills in a matter of seconds. The skills don’t really interact with each other like other classes’ weapon skills might. Because of this, they are reliant on soft/hard cc from other kits/weapons to land use them effectively. If all other classes were to get instant swaps, it would require major revamping of their cds on skills to compensate for the fact that they already interact fairly well with each other and have cds keeping in mind that you can’t rapidly switch weapons more than once.

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Posted by: Shaogin.2679

Shaogin.2679

I find it useless to argue with people crying for Engineer nerfs or changes. All they see is “Engineer stomped me, thus Engineer is not fair, please nerf.” Might stacking builds are nothing new, before we just ran 2 of each strength rune. What has changed is the Celestial amulet that has made them more viable and popular. IP is a bad game mechanic and every Engineer agrees with this. Many Engineers would much rather this trait be reworked and to be compensated elsewhere to promote more active play.

To sum it up, some balance changes to the Engineer are welcomed. But these crazy changes such as cd on kits and what not, will never happen no matter how much you complain.

I personally have no problem against engineer now, might stacking included, Elementalist’s another story.
I complained (silently) when it had “Automated Response” that made him Immune to conditions 25% hp or less, which forced me to build power (I do not like hybrids).

To be honest a nerf on CD kit is not crazy, engineer makes a class with the same structure than others. All have CD swap which forces everyone to know when to change weapon or keep in mind when changing as a result of runes (this means more skill, if you change your weapon is not needed you can lose your life, a location or your allies), engineer does what he wants when he wants without thinking “hey I removed the shield and now the ranger and the thief that are coming to me open my kitten . was obliged to issue? re-equip block block block”.
This is a fact not a complaint.

Engineer Kits are not weapons. Professions are not designed to be the same. This whole, X class has this so my class should have it too is just plain old and ridiculous. Our toolbelt skills are not a replacement for missing out on the ability to slot utility skills. Elementalist attunements have cooldowns because their class functions in a completely different manner than the Engineer. You can not compare different professions like this.

You have to look at the Engineer and the Engineer alone when deciding how it would be balanced. For instance, IP being a passive and very effective burning application. This should be redesigned into a more active trait. The cooldown on kits, you can’t tell me why they should have cooldowns other than “because my character has a cooldown on weapon swaps.” It is the play style of the Engineer, it’s part of what makes them so flexible and fun to play. And this change will never be implemented. Ever. Period.

Doc Von Doom – Asuran Necromancer
Gate of Madness
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(edited by Shaogin.2679)