(edited by Penguin.5197)
3 changes you want to see the most on engie
1. More health and toughness for turrets
2. No more self-inflicted knockdowns
3. Lower base cooldowns for offhand weapons
I disagree about gadget passives because 180 to a stat wont fix whats wrong with PBR, rocketboots
1. fix for Scope
2. higher damage on Flamethrower and Elixir Gun kits.
3. make pistol 1-3 skills not the worst weapon skills in the game.
2. higher damage on Flamethrower and Elixir Gun kits.
3. make pistol 1-3 skills not the worst weapon skills in the game.
These two are tricky, do you want these to do more condition or direct damage?
1. Have engineers aim their rifle like a warrior (current method of aiming is immersion-breaking)
2. Faster rifle/pistol fire rate (25% should do nicely)
3. Higher health/toughness for turrets
I’m pretty certain none of these will ever happen, since they actually help the engineer, and we can’t have that.
Grenade auto attack –
Just jumped on my engineer after not playing it for a while, damm i can feel my keyboard and mouse buttons dying from spamming 1….
Thats a seriously bad bit of design there
1. Have engineers aim their rifle like a warrior (current method of aiming is immersion-breaking)
.
Dont want.
Wan more shotgun looking rifles to suit engineers.
1) Make Turrets a Viable Build option rivaling the standard DPS specs (pretty self explanatory)
2) Make Grenade kit more user-friendly (I know people enjoy the higher skill cap, but this one is hurting our class abit due to making the class hard to use, the more people whom play Engineer, the more obvious certain things become (such as #1))
3) The way we use Rifles, (i’d like to see a split, give us 1 shotgun kit, and 1 Rifle Kit, with appropriate abilities for either, this way everyone is happy, and more options is never a bad thing.)
1) Transform Gadgets into Mantras with 10 sec cd + 2 sec cast time + 2 aplications (switch the Rocket Boots -Rocket Kick place )
2) Replace the small hard to notice Kit Ref Icon on the UI , with 4 <<balls>> . Each ball represent 5 sec recharge time .
Or FT Smoke Vent creates a 1.5 sec smoke field
3) More sexy Leather dresses plz
1) 1200 range 35 Sec CD Gap Closer. 1/4 Cast Time
2) Passives on gadgets
3) Lower cooldown on gadgets by 33%
1: Turrets improved.
2: Toolbelt unbound from utility skills.
3: More weapon choices and/or heavy armor.
1. Bugfixes.
2. Turret targeting.
3. Bugfixes.
1) Higher health on turrets, and no penalty CD when they are picked up.
2) Lower CD on Shield.
3) Make it easier to switch heal skills during combat (ie from Med Kit to Healing Turret).
1) Passive on gadgets
2) Improvements to turrets survivability and traits
3) Trait clean up. Some of our traits just have no place in any build.
1. More hp/defence on turrets.
2. Change pistol 1-5 skills to not be so worthless/stupid
3. Replace elixirs with something an ENGINEER would use.
1. Balance other kits to the level of Grenade Kit
2. Balance weapons to the level of Grenade Kit
3. Autotarget option for Grenades (as per underwater)
1. Balance other kits to the level of Grenade Kit
2. Balance weapons to the level of Grenade Kit
3. Autotarget option for Grenades (as per underwater)
I hate to break this to you but I remember the devs saying somewhere that grenades are still too strong. It was on a state of the game video i think.
pfffffffffffffft
chemical engineers exist
why you gotta hate
1,2 and 3.) less random on our skills
1. Cosmetics: kit backpacks improved/have option to be turned off.
2. Pistol skills: Explosive shot count as an explosion, Poison Dart Volley doesnt miss at range higher than 300
3. Gadget or Turret improvements. Undecided. Mostly revolving around lowering cooldowns.
(4. Self-CCs removed from the class)
1. Fix the Turrets by increasing HP/Toughness, make them immune to condition combo fields (they are metallic ffs). If none of this will happen, at least put them on a single “Turret tool Kit” so we can have space for other things.
2. Keep the engineers rifle hip shot position. But understand that sniper looks ridiculous and we need other legendary rifle skins: a Crossbow or a Shotgun.
3. Increase Flamethrower range from 425 to 600 and increase damage by 20%. I know it’s a utility kit but thousands of players prefer to use the Flamethrower as a main weapon. Let them do so!
I want just one: Some fukin Stability.
Tekkit’s Workshop
1) Auto attack for grenades (PvE)
2) More diversity in reliable builds : don’t just nerf grenade kits, buff other builds ! Making rifle or P/P or P/S available without HgH would be nice for instance (PvE wise)
3) Auto attack for grenades (PvE)
(edited by KratosAngel.7289)
- Bug Fixes: Jumpshot & magnet pull.
- Reduction to gadgets cool-down(slick shoes is awesome)
- Remove Med kit from Kit Refinement GCD
1. More damage and more useful skills on rifle (most useless weapon there is atm):
- an immobilize, a aoe shot that misses half the times, a knockback that disables yourself and a jumpshot that has a serious delay
- give us a rifle volley skill like warrior: rifle is about 10x stronger on warrior than on engineer
2. Give grenades auto-attack, like bomb kit:
- they have a delay before hitting
- they are hard to target
- they require spamming 1 button all the time (unhealthy for both player and device)
3. Give us elites that actually are good (supply crate is ‘ok’, the rest are rubbish)
1: Grenades #1 attack an autoattack with tabbed targeting. Increase the size of the explosive radius to what Norn Warriors enjoy on their 2 h swords for both bombs and grenades. No more misses.
2: Traits system revamped to match the ranger/thief bonuses so engineers can burst dps in PVE.
3: Gadgets fixed so that they provide a boon while on just like signets do, and fixing of the broken Kit Refinement abilities on the three kits it matters the most on (restoration of the healing field to EG, a shield of some kind to the toolkit, and the AOE fire field on the FT) (the two were kinda related since they were trying to make us use gadgets but failed since gadgets don’t do anything special while wearing them) (add to gadgets the 25% ooc run speed buff for Rocket Boots and Rubber Boots)
1. Give us Shotguns OR make it so we shoot the rifle like warriors so it doesen’t look like were holding a gun for the first time in our lives.
2. ^
3. ^
I actually would like to see blunderbuss become more of a ranged attack may be even a explosive shot with a targeting system like grenades with up to 1200 range may be as well just introduce a new kind of rifle for more bursty builds like a rail gun style
1. Give us Shotguns OR make it so we shoot the rifle like warriors so it doesen’t look like were holding a gun for the first time in our lives.
2. ^
3. ^
Or a Super Utility Steam-punk crossbow
1) Pistol shots faster and cooldown reduction on shield.
2) Rework on the mine, make it a kit with various mine effect (steal boon, corrupt boon, …)
3) Complete rework on gadgets and their traits (goggle toolbelt reveal stealth for 5 seconds, rocket boots became a blink-like with better range and an animation, …)
But it will never happen
1. Megazord Elite: “Deletes opponents character on hit”
2. Rocket Boots: Damage increased by 4000% and range is now 500 AOE.
3. Engineers now wear heavy armor…
Nah, but seriously.
1. Gadgets either get a passive effect, or buffs+shorter CD (except for slick shoes?)
2. Ability to wield a melee weapon (hammer or mace would be most logical)
3. BUG FIXES FOR THE LOVE OF GOD
YOUTUBE.COM/VOZTACTICS
1. Fix skill lag when using throwing grenades/elixirs. More often than not, if there’s any kind of casting involved, lag will affect your ability usage. I play a lot of WvWvW as a grenade engie, and this is my #1 problem for engies. A lot of classes don’t have issues simply because they are not casting spells etc, they’re all insta-cast abilities… You’re pretty much useless trying to fire off abilities that are all cast time when they shouldn’t be.
2. Turrets HP is worthless. Turrets in general are useless. They need to be buffed to survive to be effective.
3. Fix Pistol and Rifle animations and damage. Also, there shouldn’t be any self knockback etc.
I want just one: Some fukin Stability.
Lol yes we are missing stability :/ I would like more too
1. Megazord Elite: “Deletes opponents character on hit”
2. Rocket Boots: Damage increased by 4000% and range is now 500 AOE.
3. Engineers now wear heavy armor…Nah, but seriously.
1. Gadgets either get a passive effect, or buffs+shorter CD (except for slick shoes?)
2. Ability to wield a melee weapon (hammer or mace would be most logical)
3. BUG FIXES FOR THE LOVE OF GOD
Yeah, some melee weapon would be more than nice. We’re adventurers, all adventurers have a melee weapon, except engineer.
1) Fix Explosive shot
2) Competitive have nothing to do with Rng
3) Another weapon main hand
1. Grenades #1 as an autoattack.
2. Heavy armor instead of medium.
3. Some more weapon choices maybe?
(edited by Erdem.8956)
1) Grenades have 3 grenades thrown as a base line of the kit. Power of each grenade reduced by 10%, grenadier changed to add +range and 20% damage (over all, so each grenade is getting 6.66%). Why? cause right now Grenade kit is the least splash-able of all the kits, you gotta have Grenadier for it to worthwhile.
2) Elixir X changed to just give you chaos armor for a time. Still random and unpredictable, but actually awesome and useful.
3) Mortar buffed to be viable in general. Needs more range and more damage. Grenade kit with grenadier is just better. Same range, more damage, and you can move with shorter cool downs.
1- Guiding system for turrets, make them attack the same target that the engi is on.
2- More tactical, or lower CD on gadgets.
3- Traits to have better synergy.
1) Pistol shots faster and cooldown reduction on shield.
2) Rework on the mine, make it a kit with various mine effect (steal boon, corrupt boon, …)
3) Complete rework on gadgets and their traits (goggle toolbelt reveal stealth for 5 seconds, rocket boots became a blink-like with better range and an animation, …)
But it will never happen
Make rocket boots work like a damaging blink? That would be crazy fun!
I’d also like to see the rocket kick be a bit easier to land.
For me:
1) Add a melee weapons (a mace or an hammer), that would replace the tool kit (allowing turret only build), and add a new kit instead.
2) Unique transformation for Elixir X (only rampage or a totally new one)
3) Elite kit maybe, working like conjured weapon/charrzooka elite skill? (Why not a gatling gun? XD)
Those are more dreams by the way.
1: passive bonus on gadgets + lower cd
2: improve elixir gun and flamethrower, make elixir gun a complete support weapon.
EX: flumigate removes boons on enemies and cure conditions on allies. flamethrower 4# circle aoe instead of line applies cripple for 5 sec? Or improve 2# cripple duration on elixir gun.
3: Improve turrets so that they really punish people for staying in there range to the same digree a ranger pet, necromancers minion, mesmers illusion feels like. So they become something to be feared
1. I’d like to be able to use grenades without having to go 30 points into a trait line.
2. Fix scope.
3. Make gadgets worth considering against kits and elixers.
1) grenade 1 auto attack
2) melee attack as a secondary emergency option (my 2cents, in combat you always have a primary and secondary weapon, primary for range and distance and secondary for the FML situations…I like the toolkit for this option but only really want #1 skill…think of our melee as a “down state”
3) allow asura engis to wield a mustache
- Pistol buff (Explosive Shot).
- Grenade autoattack.
- Aim rifle like a Warrior.
1) Turrets attack your target.
2) Traits for gadgets
3) Flamethower buffs
Message me any time in game.
1) Pistols tweaks (make them more viable in competitive play)
2) Making tools tree synergize more with condition damage builds
3) skin customization for kits (glyphic, verdant, etc.)
Looks like grenade autoattack is the dominant wish:
Cameirus.8407
JoxerNL.3752
Zenguy.6421
KratosAngel.7289
tigirius.9014
Sirendor.1394
Frightlight.3796
Erdem.8956
The Pork Chop Xprss.3152
Kain Francois.4328
For me it’d be:
1. Turrets with ~35% AE damage reduction (same for Mesmer clones/phantasms, Hunter pets and all other such pets) and ~50% more base health. Reduce the +HP trait if necessary.
2. Mortar fixed so it can crit, scales properly and is affected by the elite trait. On cost of the (odd, it’s not a turret) turret-trait affecting it, if need be.
3. Autoattack on GTAE skills continuing to fire at the given location until a new one is selected.
1. Turrets having their cooldown start when you drop them so we can get them ready for next mob when roaming in PvE, the way it is now force me to wait 30 sec for every mob.
2. Make rifle, pistol and bombs FUN, like faster… or at least not the long fire animations. Bombs with mobile heat-seeking AI would also work.
3. Give us a proper class mecanic, example: a passive that creates an engine every 5-10 sec to a cap. The engines are used instead of cooldowns for skills sutch as turrets, mine or other machine like creations.
1. Turrets having their cooldown start when you drop them so we can get them ready for next mob when roaming in PvE, the way it is now force me to wait 30 sec for every mob.
2. Make rifle, pistol and bombs FUN, like faster… or at least not the long fire animations. Bombs with mobile heat-seeking AI would also work.
3. Give us a proper class mecanic, example: a passive that creates an engine every 5-10 sec to a cap. The engines are used instead of cooldowns for skills sutch as turrets, mine or other machine like creations.
These are all pretty great. +1.