Anyone else giggled at the AMA like a madman?

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: insanemaniac.2456

insanemaniac.2456

Really, only one worry of mine remains.

I hope that they remove the minimum range requirement that plagues the current mortar. It’s extremely finnicky when something is closer, it doesn’t really make play more intelligent and it just shuts down the entire kit futher close.

Rather have the barrage spread out more at a short range fire. Plus, grenades are supposedly better at close range anyway, no? So that minimum range seems even more pointless that way.

If the mortar kit -does- get freed of its current problematic situation though? Squees and happiness shall be had.

I suspect that it won’t. I think the plan it to always be swapping kits so you start with the mortar (now a kit and has no real recharge) at long range and when they get close you have to swap to grenades (now short range only).

that significantly increases the skill cap in pvp situations (maybe?), but its just plain annoying in pve… running away from your group is a bad thing cuz buffs like might blasts dont have long range

plus missing out on your own healy shot is lame

JQ: Rikkity
head here to discuss wvw without fear of infractions

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: Sold Out.7625

Sold Out.7625

Really, only one worry of mine remains.

I hope that they remove the minimum range requirement that plagues the current mortar. It’s extremely finnicky when something is closer, it doesn’t really make play more intelligent and it just shuts down the entire kit futher close.

Rather have the barrage spread out more at a short range fire. Plus, grenades are supposedly better at close range anyway, no? So that minimum range seems even more pointless that way.

If the mortar kit -does- get freed of its current problematic situation though? Squees and happiness shall be had.

I suspect that it won’t. I think the plan it to always be swapping kits so you start with the mortar (now a kit and has no real recharge) at long range and when they get close you have to swap to grenades (now short range only).

That would be broken then. It does not increase skilled play with the small minimum range, it just makes the kit something inferior to supply crate then. Seeing three “the target is too close” messages and having to switch to grenade kit to not have that issue is not skilled play, it’s a broken mechanic that oughta be removed. The aoe explosion is big enogh to hit the area around yourself already, but having to use a minimum range just makes it not worth the effort because you will need twice the time / attempts to aim anything.

Imagine ranger couldn’t use longbow at 200 range because it’s supposed to be a ranged option. Imagine it literally said “target too close” until you switched weapons.

Now, giving it extra damage / less spread at a range I can accept. And that -rewards- skillful play, doesn’t make it impossible instead.

And it would be pretty hurtful for spvp too. Having to stand outside the circle to use your skills? Yeah, people are going to use a crate instead if that is the case.

Leader of the Free Winds – RP, community, and all kinds of fun.
Jara Ariasdottir (Soon all classes proper!)

(edited by Sold Out.7625)

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: Urdhgag.2450

Urdhgag.2450

I know there is a little chance for that – but could Arenanet explain how big of a nerf comes with the healsplosions? I mean – bomb healing is half of my build and it’s pourpose – otherwise i wouldn’t even play the kitten class and it is kind of… dissapointing to see it go. I don’t kittening want to roll zerk warrior, I want my kittening healgeneer.

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: Gern.2978

Gern.2978

I know I did haha!
Sure it isn´t as detailed as the other profession´s traitlines, but…
It´s all I could ever have asked for!

Explosions is finally.. EXPLOSIONS! EXPLOSIONS EVERYWHERE! Mwahahahaa!
Andandand you know, heal on explosions… hihi…
Also we can FINALLY ditch nades and use motar instead! bout time!

I fear for humanity xD

Just wanted to share some excitement here. What were you guys excited about/what did you not like at all?
Personally I found Tools a little underwhelming.

I watched the whole video with this face the entire time:

Attachments:

Hi, my name is Gern, and I’m an altoholic….

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: insanemaniac.2456

insanemaniac.2456

I know there is a little chance for that – but could Arenanet explain how big of a nerf comes with the healsplosions? I mean – bomb healing is half of my build and it’s pourpose – otherwise i wouldn’t even play the kitten class and it is kind of… dissapointing to see it go. I don’t kittening want to roll zerk warrior, I want my kittening healgeneer.

i think well have enough blasting that youll be able to play a healgeneer, but you wont need bomb kit to do it and bomb kit will be more for melee cleave and field utility than anything. youll need to go explosives and inventions instead and youll end up blasting water about 932041x instead of mashing 111111. and blasts are a bit more potent healing too…

JQ: Rikkity
head here to discuss wvw without fear of infractions

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: Bran.7425

Bran.7425

It worries me a bit as I see it a peek at the timeline of the development and that could mean either a long wait or rushed content which could really put any of the profession in a worse place than they started in.

Pets have been hidden due to rising Player complaints.

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: Terrahero.9358

Terrahero.9358

Now, lose nades… and gain other stuff like water fields+blast, all the changes from pistols to rifle to mortar… we can’t say it will not open up some build.

We lose builds to gain builds. But they are different kind of builds.

oh right, nades. 900 range wont affect them in pve. irrelevant change.

We dont even know how the new pve encounters will be like, and in current pve events its also very relevant as there are quite a few worldbosses where 900range will not cut it. It is only irrelevant for “stack in a corner” bossfights, which arenanet wants to crack down on.
And this will certainly be a very relevant change in wvw.

Lose the utility slot grenade kit for long range, to now have to pick up the elite slot mortar kit. And hope it’s going to fullfill the job just as well for everyone. The grenade kit was well designed in the sense that it was a viable choice for every kind of orientation. Power, condition or hybrid.
We lose something we know worked well and are left hoping the new thing is just as good. And honestly, arenanet has not earned that trust not by a loooooong shot. I mean for god sake, engineers are still just a Power Point.

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: Arleon.5921

Arleon.5921

nope – that range nerf won`t effekt an open wvw fight.
Any necro is working with this 900 range right now, so it`s is tecnically possible to be a backline with that range.
Furthermore it´s simply suicide to get to far away from you`re own mele when you´re opponents have a good focus party, which means that this 1500 range isn´t usefull at all in a GvG.
However you will not be able to exploid the camera to destroy defense – which is quite fair i think.

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: runeblade.7514

runeblade.7514

I predict that grenades greatly falls out of favor.

For PVE not at all, you generally used them in close range already. It’s the 3X explosions for vuln that makes them strong not the range. It was certainly a plus though. Now we’ll probably carry around Mortar if we need a far range optoin, combined with a traited rifle which I’m hoping will still boost the range.

Yeah, I should have clarified, I was thinking PvP and and definitely WvW

For PvP, I disagree.

The velocity of nades were very slow, so it is impossible to hit anything moving. I wouldn’t even use them at 900 range either. But with the velocity increase trait, I would.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

I know there is a little chance for that – but could Arenanet explain how big of a nerf comes with the healsplosions? I mean – bomb healing is half of my build and it’s pourpose – otherwise i wouldn’t even play the kitten class and it is kind of… dissapointing to see it go. I don’t kittening want to roll zerk warrior, I want my kittening healgeneer.

I can understand that you liked that trait, but saying healgineer is dead, when we get tons of new superior healing options, to the point that we can heal on every dodge, and heal our team everytime we heal, is not true.

That been said, the devs themselves said that if the changes weaken or destroy a build, they are listening to feedback. Everything is still a work in progress and engineers doubly so, according to the dev team.

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

i mean for god sake, engineers are still just a Power Point.

Honestly, to me, this means they are working on the class and it showed on the stream.

I was more disappointed with Necros, who didn’t get a power point, but their changes felt like number tweaks.

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: Gern.2978

Gern.2978

Anyone who thinks that grenades are useful at 1500 range in any kind of PvP or WvW fight, never used grenades at 1500 range. They move so slow that it was near impossible to hit anyone at that range with them. The only thing they were useful for at that range was hitting targets on walls.

As far as dungeons, I don’t know of any dungeon fight where it is useful, much less required to be at 1500 range. There are almost none where it is even possible.

Hi, my name is Gern, and I’m an altoholic….

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: Death Scythe.9738

Death Scythe.9738

Anyone who thinks that grenades are useful at 1500 range in any kind of PvP or WvW fight, never used grenades at 1500 range. They move so slow that it was near impossible to hit anyone at that range with them. The only thing they were useful for at that range was hitting targets on walls.

As far as dungeons, I don’t know of any dungeon fight where it is useful, much less required to be at 1500 range. There are almost none where it is even possible.

Ok let admitted, yes we actually almost never use nades at full range without sacrifice almost the entire effectiveness, but I still sad, not get me wrong, yes is probably for the best , I know, but I love that kit, I has been using nades since my early days.

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: Jerus.4350

Jerus.4350

Anyone who thinks that grenades are useful at 1500 range in any kind of PvP or WvW fight, never used grenades at 1500 range. They move so slow that it was near impossible to hit anyone at that range with them. The only thing they were useful for at that range was hitting targets on walls.

As far as dungeons, I don’t know of any dungeon fight where it is useful, much less required to be at 1500 range. There are almost none where it is even possible.

Ok let admitted, yes we actually almost never use nades at full range without sacrifice almost the entire effectiveness, but I still sad, not get me wrong, yes is probably for the best , I know, but I love that kit, I has been using nades since my early days.

I don’t see what’s to be sad about though. Sure we lose the completely innacurate super long range grenade option… instead we get a mortar kit! Seems like a lot of fun. And a built in rifle range increase.

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: RabbitUp.8294

RabbitUp.8294

I don’t see what’s to be sad about though. Sure we lose the completely innacurate super long range grenade option… instead we get a mortar kit! Seems like a lot of fun. And a built in rifle range increase.

This. Grenades are not gutted without compensation.

Long range grenades never made sense thematically, while a 1500 (hopefully) range mortar fits the theme, and since it’s an elite, we get tons of combo field and blast finisher goodness.

Grenades, on the other hand, are made more reliable at <900 range with the increased velocity.

Anyone else giggled at the AMA like a madman?

in Engineer

Posted by: insanemaniac.2456

insanemaniac.2456

Anyone who thinks that grenades are useful at 1500 range in any kind of PvP or WvW fight, never used grenades at 1500 range. They move so slow that it was near impossible to hit anyone at that range with them. The only thing they were useful for at that range was hitting targets on walls.

As far as dungeons, I don’t know of any dungeon fight where it is useful, much less required to be at 1500 range. There are almost none where it is even possible.

i love nading zergs from 1500. it pressures them into doing something. makes the fight happen (or not), but its better than just staring at each other. the key is, no matter how well a zerg is following a commander, theres always a lag time when they reposition and thats what gives you enough time to get all the tags in the world. i dont expect kills at 1500, unless some stupid uplevel doesnt move out of barrage. thats what i have pull for, to get single kills.

in a small scale fight? no, i switch to rifle and turn away if my leaps are down and im out of range. usually. im bad about squirreling.

dungeon fights… hmm… archdiviner, grawl shaman. ill hover in 900-1500 maybe 1/2 the time, especially if i judge the pugs to be not so great, but i still move to melee. when molten berserker teles, its nice to have 1500 range (but that already means your partys doin it wrong in some way). coe — when the turret golem decides he doesnt wanna stand by the prot/retal turrets, but hes usually controllable enough that im not outside of 900 range. i usually position myself on those turrets permanently so i can bomb spam when they respawn. quite often the golem is in range as im killing the turrets. most hotw pugs range troll. in cof p1 1500 range is great for killing the acolytes and helping your friends at the gate with the fire bubbles, and to some extent p2 as well if you dont kill the boss in 1 go like pugs often dont. i just consider all these things an inconvenience with the range nerf though, not impossibilities.

oh oh, arah p4 — grenth. nades so good. i might cry if i ever do that path again. i hate arah, cuz i like pugging, and arah pugs suck kitten .

JQ: Rikkity
head here to discuss wvw without fear of infractions