Engineer Document

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Posted by: Benjamin.8237

Benjamin.8237

Hello. As we all know at the moment there is a very strong emphasis on Warriors, Elementalists and Engineers in the current celestial meta. I don’t play Elementalist or Warrior enough to try to suggest balance changes for them but as an Engineer main I can comment on what needs to be done to bring Engineer into a better place overall.
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Incendiary Powder | Critical Hits inflict burning 10s icd
Change this to Critical Hits inflict burning 10s Interval. Every 10s an icon will pop up on your bar similar to sigil of doom that will notify to you and the enemy that your next critical hit will apply burning. This makes it avoidable and can allow the Engineer to plan it.

Metal Plating | Reduces damage dealt to turrets 33%
Change this to Reduces damage dealt to turrets 25%

Autotool Installation | Turrets are self repairing 5% 3s interval
Change this to Turrets are self repairing 5% 4s interval

Kit Refinement | Equipping a kit creates an attack or spell 20s
Change this to Equipping a kit creates an attack or spell 10s icd per kit.

Overcharged Shot | Foe Launch 450, Self Knockback 300, 15s cd
Change this so that it has a 3/4s cast time during which an animation similar to killshot occurs. Roots Engineer during the animation but the self Knockback is removed. No longer cures crippled, chilled and immobilized.

Jump Shot | Buffthis so that it now cures crippled, chilled and immobilized to compensate for Overcharged Shot.

Box of Nails | Scatter nails that bleed 2s and cripple 2s foes
This skill acts as good area denial, a way to slow people down and to remove blind from you. However I think this skill should be slightly buffed to apply torment equally. Change this to Scatter nails that bleed 2s, torment 2s and cripple 2s foes.

Gear Shield | Block attacks 3s 20s cd (16 when traited)
Change this to Block attacks 3s 25s cd (20 when traited).

Magnet | Pull your target to you
Change this so that the magnet animation is visible to opponents during stealth.

Slick Shoes | Spray oil behind you, knocking down foes. If underwater, foes entering the field are blinded kitten
Change this by increasing it’s cooldown to 60s. The tool belt skill should remain at 30s.

Elixir R | Drink Elixir R to refill your endurance and remove immobilizing effects 30s
Change this so that it has no cast time and is a stunbreak again. Signet of agility is instant cast for obvious reasons, and this should be too.

Rocket Turret | Explosive Rockets
Remove the knockdown from the overcharge effect of the rocket turret.

These are just some general ideas and I’d like to keep this constructive. I believe these changes will tone some parts of Engineer down and bring it into a much more balanced state.

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Posted by: William C.6195

William C.6195

A 3/4s cast time for Overcharged Shot would be a bit steep. Make it 1 1/2 or something. Long enough to allow enemies to dodge/counter, but not so long that it’s incredibly risky for the engineer to use. The self-inflicted knock back should stay: Engineer’s have enough CC already.

Adding torment to Box of Nails would make this a seriously OP skill. It’s a huge AoE cripple and bleed already, torment would just be ridiculous.

As for Slick Shoes, I don’t think you need to change the cooldown, just how it works. As it is, you get knocked down again and again if the engineer runs around you. Increase the interval on the knockdown and it’ll be okay – it’ll still punish those that are stupid enough to stand in it, or try to cross it, but won’t will knockdown then allow the person to move.

Other than that, some good suggestions.

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Posted by: oneply.9586

oneply.9586

honestly, engi, ele, and warrior do not seem “broken” to me. all 3 can be easily countered when you know the game well enough.
also, anet has to decide what game mode they want to balance for. engi in pve is so-so, and they do ok in wvw, but they shine in pvp. you start nerfing them for pvp and then you make them useless for the other 2/3rds of the game.

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Posted by: Benjamin.8237

Benjamin.8237

Adding torment to Box of Nails would make this a seriously OP skill. It’s a huge AoE cripple and bleed already, torment would just be ridiculous.
Other than that, some good suggestions.

I potentially agree with you that overcharged shot should be longer than 3/4s, but it shouldn’t be so long that it hampers the engineer a lot. Longer cast time shorter self knockback in my opinion, otherwise it becomes too high risk in teamfights. I’m still not sure on the box of nails, if they choose to stand in it we’re talking 3 torment, but that’s unlikely. However I feel that it would help improve engineers sustain in the kit to compensate alongside the other changes. Maybe it’d be OP, but It depends on the duration I think.

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Posted by: Mike.4830

Mike.4830

A 3/4s cast time for Overcharged Shot would be a bit steep. Make it 1 1/2 or something. Long enough to allow enemies to dodge/counter, but not so long that it’s incredibly risky for the engineer to use. The self-inflicted knock back should stay: Engineer’s have enough CC already.

Adding torment to Box of Nails would make this a seriously OP skill. It’s a huge AoE cripple and bleed already, torment would just be ridiculous.

As for Slick Shoes, I don’t think you need to change the cooldown, just how it works. As it is, you get knocked down again and again if the engineer runs around you. Increase the interval on the knockdown and it’ll be okay – it’ll still punish those that are stupid enough to stand in it, or try to cross it, but won’t will knockdown then allow the person to move.

Other than that, some good suggestions.

LOL
A. 1.5s is a ridiculously long time, super risky, not worth reward….. if you cant dodge a 3/4s you have a bigger problem than engineers….. honestly though, as an engineer, removing the self CC will make it too good….. even if you can “dodge” it, i have enough pressure to force two of ur dodges, then use it, OR cancel cast it and force a dodge….. and without the self CC< i can land chill and shrapnel grenades, throwwrench and immob before you can move again..

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Posted by: xDudisx.5914

xDudisx.5914

The only thing I believe that should be changed is the block on tool kit. The cooldown is too low.

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Posted by: Wyrden.4713

Wyrden.4713

u r totally destroying the rifle for non celestial specced engis

aka u balance stuff around one build, dont consider there r more than that build that u destroy along the way

just my ytb channel

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Posted by: Benjamin.8237

Benjamin.8237

u r totally destroying the rifle for non celestial specced engis

aka u balance stuff around one build, dont consider there r more than that build that u destroy along the way

Not really. One skill being changed which is considered over the top. What magical build is going to be destroyed by overcharged shot?

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Posted by: insanemaniac.2456

insanemaniac.2456

Slick Shoes | Spray oil behind you, knocking down foes. If underwater, foes entering the field are blinded kitten
Change this by increasing it’s cooldown to 60s. The tool belt skill should remain at 30s.

why?

Elixir R | Drink Elixir R to refill your endurance and remove immobilizing effects 30s
Change this so that it has no cast time and is a stunbreak again. Signet of agility is instant cast for obvious reasons, and this should be too.

if it saw use in a meta build, people would complain about too many dodges. anet has been trying to reduce dodging to keep it skillful instead of spammy.

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Posted by: Chaith.8256

Chaith.8256

Slick Shoes | Spray oil behind you, knocking down foes. If underwater, foes entering the field are blinded kitten
Change this by increasing it’s cooldown to 60s. The tool belt skill should remain at 30s.

why?

Elixir R | Drink Elixir R to refill your endurance and remove immobilizing effects 30s
Change this so that it has no cast time and is a stunbreak again. Signet of agility is instant cast for obvious reasons, and this should be too.

if it saw use in a meta build, people would complain about too many dodges. anet has been trying to reduce dodging to keep it skillful instead of spammy.

It would not play out that way, it’d be a stun break that should be saved accordingly, it would get used when you were full endurance on occasion, and it’s cool down is sufficient enough to prevent a ton of random dodging. I think it would be border line OP though, especially on a cele rifle. For the revive utility.

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Posted by: BlackBeard.2873

BlackBeard.2873

Kit Refinement | Equipping a kit creates an attack or spell 20s
Change this to Equipping a kit creates an attack or spell 10s icd per kit.

Trying to sneak this one there, huh…. Keep dreaming, that would be OP again.

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Posted by: Atherakhia.4086

Atherakhia.4086

Your change to Incendiary Powder is silly. If they want to change ALL passive applications to this kind of mechanic, it would be one thing. But to introduce this mechanic for one trait for one class is a waste of time and effort.

Just drop the burn to 2 seconds or up the iCD to 20-30 seconds.

Your change to overcharged shot also doesn’t seem reasonable. Most people are complaining about its cooldown. Your change wouldn’t impact much because a lot of people just net before it. The other changes to it also don’t seem reasonable. Just increase the cooldown to encourage the use of hair trigger.

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Posted by: ukuni.8745

ukuni.8745

u r totally destroying the rifle for non celestial specced engis

aka u balance stuff around one build, dont consider there r more than that build that u destroy along the way

Not really. One skill being changed which is considered over the top. What magical build is going to be destroyed by overcharged shot?

ahhhhh, for all non celestial specced engis.

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Posted by: insanemaniac.2456

insanemaniac.2456

Slick Shoes | Spray oil behind you, knocking down foes. If underwater, foes entering the field are blinded kitten
Change this by increasing it’s cooldown to 60s. The tool belt skill should remain at 30s.

why?

Elixir R | Drink Elixir R to refill your endurance and remove immobilizing effects 30s
Change this so that it has no cast time and is a stunbreak again. Signet of agility is instant cast for obvious reasons, and this should be too.

if it saw use in a meta build, people would complain about too many dodges. anet has been trying to reduce dodging to keep it skillful instead of spammy.

It would not play out that way, it’d be a stun break that should be saved accordingly, it would get used when you were full endurance on occasion, and it’s cool down is sufficient enough to prevent a ton of random dodging. I think it would be border line OP though, especially on a cele rifle. For the revive utility.

idk, seems like it would incentivize never having a full endurance bar, like yeah on occasion youll use it with a full bar but… theres no reason to have a full bar ever as long as its off cd. and therefore you can afford to spam more dodges.

2 dodges in 30s is like 66% vigor uptime without having the downside of having vigor. (and of course you arent gonna get the full 2 dodges, prolly only 1, but still).

it would certainly add a lot to engis teamfighting capability.

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Posted by: Benjamin.8237

Benjamin.8237

Kit Refinement | Equipping a kit creates an attack or spell 20s
Change this to Equipping a kit creates an attack or spell 10s icd per kit.

Trying to sneak this one there, huh…. Keep dreaming, that would be OP again.

Shhhhh

And anyway the on kit effects have been changed since it was strong back at launch. As for the changes to overcharge shot it makes the skill telegraphable. This means people can dodge it or you can cancel cast it. That makes the skill a lot better than it’s current press and win function. Also you can’t just exclaim non celestial builds would be destroyed by that one change, explain to us how before saying it just will.

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Posted by: Chaith.8256

Chaith.8256

Kit Refinement | Equipping a kit creates an attack or spell 20s
Change this to Equipping a kit creates an attack or spell 10s icd per kit.

Trying to sneak this one there, huh…. Keep dreaming, that would be OP again.

Shhhhh

And anyway the on kit effects have been changed since it was strong back at launch. As for the changes to overcharge shot it makes the skill telegraphable. This means people can dodge it or you can cancel cast it. That makes the skill a lot better than it’s current press and win function. Also you can’t just exclaim non celestial builds would be destroyed by that one change, explain to us how before saying it just will.

Yep, the new Kit Refinement is maybe 25% as powerful than the original was. The trait was completely obliterated.

10s ICD, no shared CD between kits, I probably still wouldn’t take it. If I had bombs, I would.

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Posted by: YourFriendMarvin.4127

YourFriendMarvin.4127

Hello. As we all know at the moment there is a very strong emphasis on Warriors, Elementalists and Engineers in the current celestial meta. I don’t play Elementalist or Warrior enough to try to suggest balance changes for them but as an Engineer main I can comment on what needs to be done to bring Engineer into a better place overall.
———————————————————————————————————————————————————————-

Overcharged Shot | Foe Launch 450, Self Knockback 300, 15s cd
Change this so that it has a 3/4s cast time during which an animation similar to killshot occurs. Roots Engineer during the animation but the self Knockback is removed. No longer cures crippled, chilled and immobilized.

Jump Shot | Buffthis so that it now cures crippled, chilled and immobilized to compensate for Overcharged Shot.

Box of Nails | Scatter nails that bleed 2s and cripple 2s foes
This skill acts as good area denial, a way to slow people down and to remove blind from you. However I think this skill should be slightly buffed to apply torment equally. Change this to Scatter nails that bleed 2s, torment 2s and cripple 2s foes.

These are just some general ideas and I’d like to keep this constructive. I believe these changes will tone some parts of Engineer down and bring it into a much more balanced state.

For Overcharged Shot, id be fine if they added a cast time, but it needs to keep the self-cc. Engineers don’t’ have much condition removal, so removing this from overcharged isn’t a good idea. I know you proposed to have Jump Shot to have the Chill, Cripple, and Immobilize clear, but the cool down for Jump Shot is too long for such a cleanse. Keeping it on Overcharged makes it so that you have a decision whether to save overcharged for when you have these conditions defensively or for a normal knockback. Jumpshot is often used offensively after landing CC, or to peel off, and it’s a leap finisher. Having to whiff this for a cleanse on such a higher CD isn’t worth it. I suggest just a cast time, and maybe just a 20s CD. The problem is no cast time and just short CD it has.

A 3/4s cast time for Overcharged Shot would be a bit steep. Make it 1 1/2 or something. Long enough to allow enemies to dodge/counter, but not so long that it’s incredibly risky for the engineer to use. The self-inflicted knock back should stay: Engineer’s have enough CC already.

1 1/2 CD is too long, and if you can’t dodge a 3/4ths with a telegraph then yeah theres a problem with mechanical anticipation. Pin down on Warrior is 3/4ths, and sure Overcharged knocks back, but if the main thing is if you dodge then nothing hits.

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