If engi had no downed state

If engi had no downed state

in PvP

Posted by: Ven Zehn.6573

Ven Zehn.6573

Yea, I understand the need for defenses on 1 weap set due to the lack of weap swapping, but do you really not think it’s overtuned?
I’ve played scrapper a bit, though honestly, not as much as my other classes, and I find it notably easier to play with, and to deal with the various types of things we might run into.
I’m trying to not take things out of context, but can only do so much without creating a wall of text:)

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Posted by: Agemnon.4608

Agemnon.4608

The class just seems too good especially on a node. Since conquest is all about holding nodes the scrapper’s strengths are amplified with this in mind.

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Posted by: coro.3176

coro.3176

Hammer is the problem. I just hope that if/when they decide to nerf Scrapper, they balance Hammer and not make rifle/pistol even more unplayable than they already are.

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Posted by: Shadow.1345

Shadow.1345

They already have nerfed Scrapper each season in some way or another. They are a B-tier class now along with thief. Healing turret is pretty much garbage now since it has such a long cast time. Elixir S proc causes you to lose the node and you still die from the condi bomb on you while Signet of Stone and Endure Pain allow point capture and you can still use skills. Bulwark Gyro can be killed with one good crit. Any kind of weapon swap you want on an engi involves using a utility slot. Sneak Gyro is far from being OP since you can see the gyro and the utility belt skill for it is pretty much useless since so few classes actually use stealth. The reflects are easily countered by simply not firing any projectiles while either of them are up and dodging as soon as you see them use it on your projectile. Besides projectiles shouldn’t just be a “I can pewpew you for dayz from a ledge” without any kind of counterplay besides closing the gap.

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Posted by: zinkz.7045

zinkz.7045

I also think giving up on “one skill fits all” for PvP, WvW and PvE might help bring the class in line without destroying its ability for other game modes.

It barely has any ability in other game modes, for PvE raids this http://gw2dnt.enjin.com/forum/m/37173123/viewthread/27286030-raid-team-composition-guide-52516 is the sort of thing that is meta, as you can see engi is pretty much sub-par and surplus to requirements.

For WvW, engi is pretty ineffective in blobs/zergs, some guild raids run 1 (occasionally 2), but really they don’t compare to how required guard, ele, necro, etc are and for roaming they are medicore.

That is the problem when the main PvP game mode involves fights over a point and pretty much everything else does not, even other PvP modes, when fights are forced over a point a defensive weapon like hammer is strong, outside of that it is pretty bad at applying damage, can be kited ridiculously easy because engy damage dealing range kits suck at any sort of real range, has very little chasing ability because hammer 3 is one of the slowest gap closers in the game and pretty much moves the same distance as someone using swiftness and so on.

The balance in this game would have been much better if they picked literally any other PvP mode as their “e-sport”.

(edited by zinkz.7045)

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Posted by: Agemnon.4608

Agemnon.4608

Besides projectiles shouldn’t just be a “I can pewpew you for dayz from a ledge” without any kind of counterplay besides closing the gap.

Okay that I agree with but if you have too many reflects on too short of a cooldown you could never get your ranged burst in and marauder scrapper beats mender’s druid in an autoattack standoff where one waits for a reflect before bursting while the other saves the reflect for the burst.

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Posted by: shion.2084

shion.2084

Yea, I understand the need for defenses on 1 weap set due to the lack of weap swapping, but do you really not think it’s overtuned?
I’ve played scrapper a bit, though honestly, not as much as my other classes, and I find it notably easier to play with, and to deal with the various types of things we might run into.
I’m trying to not take things out of context, but can only do so much without creating a wall of text:)

Well I can kill a scrapper with my scrapper who has hammer. When they go to reflect I switch to FT and EG poison spray. So its not overtuned against another engi. I can’t speak well about how other classes deal with it, but I can tell you how I do. And though I do use hammer, its not hammer i use to kill an engi using hammer defenses… if that makes sense.

I use AOE and avoid directly aiming at the engi. So you can also land a mortar and get them with AOE overlapping the area they are in if I aim appropriately (not hit their field but land to side of it). I can get them with a wall of fire. Alternatively I bait the reflect with regular mortar shell. Wait for it to end and then hit them with poison and chill and blind. I can bait the reflect with the EG auto attack. I can run up to a whirling one and use my block. Then my block beats their whirl and causes them damage but I take none. I could also thunder clap I guess which AOE should get them maybe… can’t recall.

As a class I take a vialbe short range and projectile ange weapon options and apply appropriately, baiting as needed. It helps that I inherrently understand the weaknesses of the class I’m fighting… it hurts they know mine.

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Posted by: Fergus.4208

Fergus.4208

The hammer is very strong for a high-sustain bruiser build.
Skill #2, #3, #4, and #5 all help mitigate damage.
Hammer is not an amazing burst weapon.

The most effective method to reduce the sustain potential of hammer is to slightly increase the cooldown of skills #2, #3, #4 and #5.

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Posted by: Shaogin.2679

Shaogin.2679

The hammer is very strong for a high-sustain bruiser build.
Skill #2, #3, #4, and #5 all help mitigate damage.
Hammer is not an amazing burst weapon.

The most effective method to reduce the sustain potential of hammer is to slightly increase the cooldown of skills #2, #3, #4 and #5.

This would be great if they either a) shifted the damage elsewhere on the hammer or b) split the skills between sPvP and PvE. Engis/Scrappers along with many other professions are constantly taking unnecessary nerfs in PvE due to something being too strong in sPvP.

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Posted by: Aenaos.8160

Aenaos.8160

The hammer is very strong for a high-sustain bruiser build.
Skill #2, #3, #4, and #5 all help mitigate damage.
Hammer is not an amazing burst weapon.

The most effective method to reduce the sustain potential of hammer is to slightly increase the cooldown of skills #2, #3, #4 and #5.

This would be great if they either a) shifted the damage elsewhere on the hammer or b) split the skills between sPvP and PvE. Engis/Scrappers along with many other professions are constantly taking unnecessary nerfs in PvE due to something being too strong in sPvP.

This is most needed.
I’m having a lot of fun on my Scrapper in PvE,but there you need all the oomph to deal with the hordes of mobs.
In PvP you need a lot less powerful classes,and that goes for all professions not just Scrapper.
All the AoE and spam and OPness in the game is great for PvE,but it takes away from the PvP mode.
And when you try to balance for both modes you end up with less fun to play classes in PvE or overpowered classes in PvP.

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Posted by: Chaith.8256

Chaith.8256

Hammer is the problem. I just hope that if/when they decide to nerf Scrapper, they balance Hammer and not make rifle/pistol even more unplayable than they already are.

I don’t think ArenaNet will nerf Elite specs’ basic damage or survivability. They’re finally balanced in PvP, and they’ve never done profession tweaks all at the same time.

The only way you’ll ever want use a Shield or Rifle (no use in PvE either) is if they buff Shield or Rifle.

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Posted by: ellesee.8297

ellesee.8297

It’s pretty disgusting how tanky scrappers are called such even though they wear Marauders. Any build with such high defense and sustain should not be so powerful offensively. This is the fundamental rule of balance. More offense = less defense and vice versa. Unfortunately Anet has from the start has allowed hyper sustainable high offense builds to exist and the current state of the game is no exception.

The role of the bruiser should strike a balance between offense and defense. Instead they’re wearing max power damage amulets. #esports

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(edited by ellesee.8297)

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Posted by: Chaith.8256

Chaith.8256

It’s pretty disgusting how tanky scrappers are called such even though they wear Marauders.

Often don’t… probably at least 50% of Scrappers in PvP wear Paladins

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