(edited by Ovalkvadratcylinder.9365)
Ideas of engineer skill reworks
Addendum for the suggested Turret rework: Include a timer, counting down from the moment of first placement, to when a Turret’s health would be reset entirely if it were picked up.
Timer’s value should be derived from the Turret’s cooldown – Rifle Turret would count 20 seconds, Thumper would count 50.
Make timer visible on UI in the same fashion as an Elementalist’s Attunement, perhaps as a small portrait of the turret with a cooldown-style effect on it.
Why:
Provides counterplay (keep the Engineer from picking up their Turrets, by any means, to keep them from being able to just ‘refresh’ them at X point; essentially, force them to eat a cooldown if they don’t pick them up quickly).
Answers “But how much health will [Turret] have if I pick it up during a fight and then don’t place it for [amount of time]?”
That’s a really nice idea to be honest!
I play Engi only but I also play sPvP only. AI should not take a big part in sPvP so I would be happy if they remove the turrets from the game.
But anyway they will stay but I would like to see that the turrets are useful to remove condtions. If you play a 3 turret build you have no condition removal beside the healing turret. It would be nice if the turrets remove condis if you overcharge them
Boon ripping turrets, that’s a very nice idea. As you say engineers lack some condi cleanse, especially with three turrets.
Redeploying turrets as you describe it sounds nice, but I think it might work better as a trait, instead of a basic feature.
Right now, a good engi with the right turret build can hold a point pretty much indefinitely against just about any one attacker, and can last pretty long against two, as long as a staff ele or a condi-focused build doesn’t show up. Giving that sort of build the mobility to chase other players down without exposing themselves might be a little too good, unless they have to give up something else in the trait tree to do so.
I agree the engineer needs a way of re-deploying turrets quicker than now or else the whole interesting turret mechanic will remain limited to this single scenario.
It’s quite acceptable if specific builds are useless outside their specific niche, but in this case it’s an entire class feature. What a waste.
Also, this faster re-deployment needs to come with a price, ofc, to keep it balanced. We’re not asking to become a second warrior class, after all.
Pet project: Outfit overhaul.
Redeploying turrets as you describe it sounds nice, but I think it might work better as a trait, instead of a basic feature.
Right now, a good engi with the right turret build can hold a point pretty much indefinitely against just about any one attacker, and can last pretty long against two, as long as a staff ele or a condi-focused build doesn’t show up. Giving that sort of build the mobility to chase other players down without exposing themselves might be a little too good, unless they have to give up something else in the trait tree to do so.
And this is why engineers can’t have nice things. The whole profession is so tuned for SPVP it is sickening.
rocket does about as much damage as kill shot in an aoe, it needs to be telegraphed and easily dodgeable
head here to discuss wvw without fear of infractions
Redeploying turrets as you describe it sounds nice, but I think it might work better as a trait, instead of a basic feature.
Right now, a good engi with the right turret build can hold a point pretty much indefinitely against just about any one attacker, and can last pretty long against two, as long as a staff ele or a condi-focused build doesn’t show up. Giving that sort of build the mobility to chase other players down without exposing themselves might be a little too good, unless they have to give up something else in the trait tree to do so.
And this is why engineers can’t have nice things. The whole profession is so tuned for SPVP it is sickening.
I agree. Me and my guild enjoy some good pvp time, but we enjoy the other areas of the game just as much. Probably more where wvw is concerned. The problem is that they push Esports on the community, instead of having allowed Esports to have developed organically, thus punishing the other aspects of the game. They need to get over the self made inhibitors they created for themselves and balance pvp 100% separately, and commit to that rather then only giving it partial effort
Redeploying turrets as you describe it sounds nice, but I think it might work better as a trait, instead of a basic feature.
Right now, a good engi with the right turret build can hold a point pretty much indefinitely against just about any one attacker, and can last pretty long against two, as long as a staff ele or a condi-focused build doesn’t show up. Giving that sort of build the mobility to chase other players down without exposing themselves might be a little too good, unless they have to give up something else in the trait tree to do so.
And this is why engineers can’t have nice things. The whole profession is so tuned for SPVP it is sickening.
I’m sorry if I came off as an sPvP snob, that wasn’t my intention. Though I’m somewhat amused that just because the last big patch has been given them one really good bunker build, Engineers are suddenly “tuned for SPVP” after more than a year of being declared “mediocre at almost everything” with necros and rangers (not that it’s something I ever agreed with).
Anyway, now that I think about it, it wouldn’t be too bad, so long as redeploying had it’s own cooldown, one that started every time the turret is redeployed so you can’t simply chase people willy-nilly across the map with your 2-3 turrets; I think the fact that it leaves you kinda rooted in one spot is a balancing point for turrets, even in PvE; The ease that a turret Engi can hold against waves of (non-AoE-happy) mobs is almost too great for them to be able to deploy at any moment with no regards to how long it’s since the last time they were used.
rocket does about as much damage as kill shot in an aoe, it needs to be telegraphed and easily dodgeable
Either you’re wrong or the wiki needs an update.
http://wiki.guildwars2.com/wiki/Kill_Shot
http://wiki.guildwars2.com/wiki/Rocket
The damage of kill shot is noticeably higher at level one, and more than double of the rocket at the third level. And the rocket is more dodgeable, anyway. Assuming it doesn’t destroy itself by colliding with the eventual ceiling.
Redeploying turrets as you describe it sounds nice, but I think it might work better as a trait, instead of a basic feature.
Right now, a good engi with the right turret build can hold a point pretty much indefinitely against just about any one attacker, and can last pretty long against two, as long as a staff ele or a condi-focused build doesn’t show up. Giving that sort of build the mobility to chase other players down without exposing themselves might be a little too good, unless they have to give up something else in the trait tree to do so.
And this is why engineers can’t have nice things. The whole profession is so tuned for SPVP it is sickening.
I’m sorry if I came off as an sPvP snob, that wasn’t my intention. Though I’m somewhat amused that just because the last big patch has been given them one really good bunker build, Engineers are suddenly “tuned for SPVP” after more than a year of being declared “mediocre at almost everything” with necros and rangers (not that it’s something I ever agreed with).
Anyway, now that I think about it, it wouldn’t be too bad, so long as redeploying had it’s own cooldown, one that started every time the turret is redeployed so you can’t simply chase people willy-nilly across the map with your 2-3 turrets; I think the fact that it leaves you kinda rooted in one spot is a balancing point for turrets, even in PvE; The ease that a turret Engi can hold against waves of (non-AoE-happy) mobs is almost too great for them to be able to deploy at any moment with no regards to how long it’s since the last time they were used.
I wish that was my experience. For turrets either do crap all or gets aggro trained in no time if there is more than one mob about, AOE spammy or not.
Redeploying turrets as you describe it sounds nice, but I think it might work better as a trait, instead of a basic feature.
Right now, a good engi with the right turret build can hold a point pretty much indefinitely against just about any one attacker, and can last pretty long against two, as long as a staff ele or a condi-focused build doesn’t show up. Giving that sort of build the mobility to chase other players down without exposing themselves might be a little too good, unless they have to give up something else in the trait tree to do so.
And this is why engineers can’t have nice things. The whole profession is so tuned for SPVP it is sickening.
I’m sorry if I came off as an sPvP snob, that wasn’t my intention. Though I’m somewhat amused that just because the last big patch has been given them one really good bunker build, Engineers are suddenly “tuned for SPVP” after more than a year of being declared “mediocre at almost everything” with necros and rangers (not that it’s something I ever agreed with).
Anyway, now that I think about it, it wouldn’t be too bad, so long as redeploying had it’s own cooldown, one that started every time the turret is redeployed so you can’t simply chase people willy-nilly across the map with your 2-3 turrets; I think the fact that it leaves you kinda rooted in one spot is a balancing point for turrets, even in PvE; The ease that a turret Engi can hold against waves of (non-AoE-happy) mobs is almost too great for them to be able to deploy at any moment with no regards to how long it’s since the last time they were used.
I wish that was my experience. For turrets either do crap all or gets aggro trained in no time if there is more than one mob about, AOE spammy or not.
Well, at least in my experience, my ability to take on more mobs than normal has less to do with their killing potential, and more with the CC I get from many of the overcharges and the distraction they often provide. AI still needs some work (they say turrets now target your current target as long as it’s in range, but I swear I’ve seen evidence to the contrary as recent as last night) before it can become an actual boost to dps and lowering the time it takes to kill when there is more than one baddie in range, but with the right traits and skills, you can certainly last longer and survive against more enemies, even in PvE.
+1 to most of what the OP said….
I like the flame thrower, but it does 10% more damage to burning targets, but it’s burn is on the last hit of Flame Jet, and it only lasts for one tick.
…and the fire field that we get with the flamethrower is one of the straight line ones, that even a stationary target tends to walk off of.
So is it any wonder that the players consider the flame thrower a CC weapon, and not a damage one? And it only has one knock back, so it’s not much of a CC weapon either.
…I think of it like it’s a guards staff, but without the support, lower damage, smaller range, less targets hit, and a higher suicide success rate (retaliation)
;-(
….but just to emphasize how bad engineers are. My server, FA, has a weekly WvW theme event done by one of the larger guilds. We’ve had mesmer night, ele night, asura night, stuff like that…. It’s very popular, and usually insanely fun.
This last Sunday was engineer night.
…and no one showed up.
Playing the engineer “as intended” is simply not viable.
rocket does about as much damage as kill shot in an aoe, it needs to be telegraphed and easily dodgeable
Either you’re wrong or the wiki needs an update.
http://wiki.guildwars2.com/wiki/Kill_Shot
http://wiki.guildwars2.com/wiki/RocketThe damage of kill shot is noticeably higher at level one, and more than double of the rocket at the third level. And the rocket is more dodgeable, anyway. Assuming it doesn’t destroy itself by colliding with the eventual ceiling.
wiki is wrong, base damage is the same as level 1 and it benefits from explosive powder
anet buffed it a couple patches back, maybe december?
you can catch defenders on walls unaware occasionally, something like grenade barrage + rocket will nuke just about anyone to downed
head here to discuss wvw without fear of infractions
Hi guys! It’s very interesting to read your thoughts of the current state of some of the engineer skills.
When it comes to the Rocket I myself have gone full berserker and grenade kit/rocket turret to burst people down.
In WvW the rocket crits for about7k on a lvl 80 medium armour class. Which is pretty nice, however, as I mentioned the flight path takes about 4 seconds. That’s alot of time in WvW and unless, as you mentioned, it’s a wal- defense scenario where the enemies are standing still, the rocket is easily spotted and easily dodged.
Standing right on the target while deploying the rocket still takes enough time for them to Dodge away.
I mostly used it in zerg fights, where I could hit multiple targets, but other than that it’s pretty hard to use.