(edited by google.3709)
100nades was not the reason...
Developer 1: “So ummm… what do we do with the engineers? I mean we gota do at least
something…”
Developer 2: “Errr… nerf stick? At least it’ll fill the patch notes.”
Btw, to support my argument that Anet wants us to play a certain way, for the first time since they game launched, they Deleted a build, did not nerf or tone down but rather took 100nades out the game, that’s a very strong and clear statement they made.
Great. Now i can’t even use my support build anymore. clap clap clap Oh, was super elixir buffed!? It’s still useless because it’s localized healing and you know that people move away from it not to get bursted down in. Screw this, i’m going back to guardian.
Great. Now i can’t even use my support build anymore. clap clap clap Oh, was super elixir buffed!? It’s still useless because it’s localized healing and you know that people move away from it not to get bursted down in. Screw this, i’m going back to guardian.
Actually super elixir was unchanged this patch. The lines about super elixir being changed were left over from a previous patch and included by mistake.
Great. Now i can’t even use my support build anymore. clap clap clap Oh, was super elixir buffed!? It’s still useless because it’s localized healing and you know that people move away from it not to get bursted down in. Screw this, i’m going back to guardian.
Actually super elixir was unchanged this patch. The lines about super elixir being changed were left over from a previous patch and included by mistake.
This made me really sad, especially since they haven’t bothered to fix the patch notes. I thought they had made a reasonable change with elixir gun with buffing it up like that, but they actually just put it down again.
From a numerical standpoint, I can kind of see where they’re coming from. The dual super elixirs was essentially the equivalent of a 20 second CD troll unguent, although you had to remain with the radius and spec into healing power to make it that strong in addition to traiting for it. But I’d just look at that and say “other professions are allowed to do it”.
They seem to have a concern with this trait being too powerful for an adept trait, so I’m a little confused why they don’t just turn it into a master level trait. I mean, leg mods, packaged stimulants, and even scope can really be swapped into the adept tier if they feel kit refinement is too powerful. This would solve their problems since players would now need more investment into tools to get KR (no 10-dipping), and it would then be ok for the abilities in it to be more powerful.
Great. Now i can’t even use my support build anymore. *clap clap clap* Oh, was super elixir buffed!? It’s still useless because it’s localized healing and you know that people move away from it not to get bursted down in. Screw this, i’m going back to guardian.
I know that feel bro, he’s lvl 50 already.
Great. Now i can’t even use my support build anymore. clap clap clap Oh, was super elixir buffed!? It’s still useless because it’s localized healing and you know that people move away from it not to get bursted down in. Screw this, i’m going back to guardian.
Actually super elixir was unchanged this patch. The lines about super elixir being changed were left over from a previous patch and included by mistake.
This made me really sad, especially since they haven’t bothered to fix the patch notes. I thought they had made a reasonable change with elixir gun with buffing it up like that, but they actually just put it down again.
From a numerical standpoint, I can kind of see where they’re coming from. The dual super elixirs was essentially the equivalent of a 20 second CD troll unguent, although you had to remain with the radius and spec into healing power to make it that strong in addition to traiting for it. But I’d just look at that and say “other professions are allowed to do it”.
They seem to have a concern with this trait being too powerful for an adept trait, so I’m a little confused why they don’t just turn it into a master level trait. I mean, leg mods, packaged stimulants, and even scope can really be swapped into the adept tier if they feel kit refinement is too powerful. This would solve their problems since players would now need more investment into tools to get KR (no 10-dipping), and it would then be ok for the abilities in it to be more powerful.
The trait was that not powerful at all, and they did not want to move it, they wanted to remove it completely, lots of players on brought EG because of this trait, and currently they are aiming to get players to stay in kits longer and make builds around them.. and KR got in the way of that..
smoothing mist on Ele is wayyyyyyyy stronger, and party wide and only 5 points
Well besides for 100 nades and double stack healing, it was a fail trait. Nerfing 100nades alone would have just made the trait utterly useless to anyone. Better to just redo it rather than removing the one use of the trait.
Well besides for 100 nades and double stack healing, it was a fail trait. Nerfing 100nades alone would have just made the trait utterly useless to anyone. Better to just redo it rather than removing the one use of the trait.
Right, the trait was only good for 100nades (the barrage was useless outside of a glass cannon build) and condition removal. It wasn’t even the double stack healing IMO, it was the second option to elixirs to have any condition removal at all.
The new effects are way cooler than the old effects. They just don’t help new builds become viable.
Its like they only know what Engineer shouldnt be. And are expecting some blank-slate profession they can put their directions into at a later date.
So up untill now its been nothing but nerfs. Everytime we piece together contrived mechanics and figure out a half @$$ed way to do something half decent their response is “no, sorry. this isnt what we want” and it gets nerfed.
Well we got nerfed in so many different roles, that at this point its like they dont want us to do anything at all.
Watch this this is exactly what you’re talking about, this is april’s update
Watch this this is exactly what you’re talking about, this is april’s update
CANNOT HOLD BACK THESE LULZ!!!
:: |SPvP | Rev | Engi | ::
The change to kit refinement (yes the trait was good, perhaps too good for a lvl 10 trait) took away a lot of fun for me. And this especially due to the global CD. If you use more than one kit it’s just clunky. We can switch kits without CD and a lot of combos also need this.
The new changes simply discourage you to do so. So let’s try to bring all the good arguments to make them think about it again. I really like the idea of moving it to a higher tier and also remove the ‘global CD’.
not nearly as good as ele’s traits, 5 points for soothing mist ? really.. they simply did not like KR and how people were using it so they decided to “take it out”, the trait is nothing but an RGN of useless effects unless you’re standing right on the enemie’s face or running away
It’s a clear indication the devs want us to tax engineer on all fronts, no access to weapon swap, and not have multi-kitting as any sort of offset, the loss of crucial utility slots, the weaker nature of most kits, and weaker by design weapons with extremely poor selection and the clunky nature of our F mechanic which basically requires 2 skill casts to do what other get with one cast time.
It’s a clear indication the devs want us to tax engineer on all fronts, no access to weapon swap, and not have multi-kitting as any sort of offset, the loss of crucial utility slots, the weaker nature of most kits, and weaker by design weapons with extremely poor selection and the clunky nature of our F mechanic which basically requires 2 skill casts to do what other get with one cast time.
I know you got more keep it going…..
The original reason i played gw2 is that they were saying every class can play every role, depends on how you build the character. I want my engi to actually kill some ppls fast and dev said no about this, you gotta to support your allies or use those pathetic one shot killed turret to control the whole fight. -V- Good on you Anet =]
I think im gonna give this game a break and wait for the next patch, hoping for some gd news to the engi…
It’s a clear indication the devs want us to tax engineer on all fronts, no access to weapon swap, and not have multi-kitting as any sort of offset, the loss of crucial utility slots, the weaker nature of most kits, and weaker by design weapons with extremely poor selection and the clunky nature of our F mechanic which basically requires 2 skill casts to do what other get with one cast time.
I know you got more keep it going…..
toolbelt actually have some of the strongest skills avaible to us! as long as it allows me to get Big ol bomb and Bandage Self! i will always love this
and actually most our kits, are stronger than our main weapons! :P
Compare Lamethrower to warrior longbow. It’s sad that our kits are better than our weapons.
(edited by Kalan.9705)
Compare Lamethrower to warrior longbow. It’s sad that our kits are better than our weapons.
But wouldn’t it also be sad if our weapons were better than our kits?
Compare Lamethrower to warrior longbow. It’s sad that our kits are better than our weapons.
But wouldn’t it also be sad if our weapons were better than our kits?
No, we have turrets for being worse than our weapons.
It feels sometimes like an inside joke profession, based on a Goonie’s character and Desktop Turret defense, and until the Devs get serious about fixing our broken traits instead of nerfing the useful ones, it is going to stay that way.
-Miss Fisthammer [CSI]
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