(edited by digitalruse.9085)
Baseline changes and clarification
Wasn’t ‘offered’ but can we add Deadly Mixture to that list?
The flamethrower could really use the boost. E-gun a little less so but would still help.
Also, perhaps a small buff to downed-state? Always Prepared was dropped and Engie has a really bad downstate so perhaps a lesser downed state damage buff could be made baseline without the bandages and oil.
I don’t know but am curious about this as well. I did not see any confirmation on it though do remember some of those being talked about. Maybe there will be some confirmation on the status of these items soon
After looking at the traits I just realized explosive packed turrets isn’t baseline anymore. It’s a grandmaster minor trait in the explosive line. I guess it was too op to have it always on regardless of build?
Armor Mod.
The synergy with omnomberry-ghosts and runes of the defender was awesome for s/d builds.
No cooldown reduction on pistol skills? i get that we get condi duration bonus but still…
Only rifle gets it aditionaly with speed bonus so its 2 bonuses for rifle but only 1 for pistol.
(edited by Cold Hearted Person.6154)
Details on Blowtorchs and Airblasts new Burning applications would be nice.
Jump Shot was said to be classified as an Explosion.
Will update once Path of Fire releases.
Added elixir question brought up in another thread
Would like to know about these as well.
only thing im sad is fragmentation shot doesn’t seem to be an explosion. Was looking foward to bleed stacks with the explosion + shrapnel trait
From stream:s today, but they made it clear this is not the final build we get tomorrow:
Acid Bomb and Super Elixir count as ‘Elixirs’ for HGH. Not Elixir F for some reason. =/
Rifle Range 1000
Bombs are 180
Coated bullets were not applied
Elixir Gun range is 900
Some elixir gun skills have shorter cooldowns, some doing (EG#2 is still 8 sec, EG#5 is on 16 second now)
Those were the questions I was able to get answered. We’ll see how things go, but it is disappointing that some of the things they had considered making baseline doesn’t appear to have made the cut.
Welp, no chance to increase bomb radius beyond 180 basically kills a lot of the builds I had in mind. Meanwhile, grenades actually got better because of the velocity/radius trait.
Indeed. I think the bomb one is the one that hurts me the most.
Updated first post with all info I’ve been able to get today.
well that is disappointing.
also, “not final build”.
uh.. so is any of this actually being playtested before going live?
well that is disappointing.
also, “not final build”.
uh.. so is any of this actually being playtested before going live?
Some streamers were getting new build notifications as they were playing on the dev server, so lots of changes still going on. I’m holding on to hope that forceful explosions baseline will make it in.
well that is disappointing.
also, “not final build”.
uh.. so is any of this actually being playtested before going live?Some streamers were getting new build notifications as they were playing on the dev server, so lots of changes still going on. I’m holding on to hope that forceful explosions baseline will make it in.
Yep, technically nothing is actually finalized until tomorrow. The best we can do is pre-complain about things, we can’t make actual complaints until tomorrow.
For all we know those things will be there, as I’m not aware of anyone stating that they are simply not there.
Just gonna bump this to the top because importance. The 240 range bombs really would be heavily needed to make the entire kit more… usable.
Jara Ariasdottir (Soon all classes proper!)
I really hope forceful explosions is getting baseline, they said it in their stream, this things are BOMBS, they shouldn’t have such a tiny radius.
But I’m really worried about coated bullets, this trait would make pistoles finally be a good condition weapon for pve especially if the AA is becoming an explosion for shrapnel. The bleed stacks on the AA are singletarget without the trait and very few of them, without this trait pistole is worthless.
And another thing: hope devs are noticing that ELIXIR F isn’t actually an elixir in the tool tip. It is even called ELIXIR F, come on guys. ^^
And another thing: hope devs are noticing that ELIXIR F isn’t actually an elixir in the tool tip. It is even called ELIXIR F, come on guys. ^^
I don’t think they’ll make that an “elixir” because it just has too short a cooldown. That could be used to stack insane amounts of might and eat away condis, even just firing it out into the open at nothing (which you might as well do since it can hit worth a kitten ).
What I don’t understand is why they are going ahead with making things like acid bomb and super elixir count as “elixirs” while also not doing things like having no baseline bomb radius or coated bullets. Do they just want elixir builds to start running more kits now? Doesn’t that defeat the entire point of being an “elixir” build.
My brain is having issues in sense comprehension.
180 bomb is a joke
Oh, come on, give us the FT buffs as baseline already. Even when traited its not competitive right now!
that it makes every other class in the game boring to play.”
Hawks
Yeah. It’s a little frustrating with the generally positive nature of the patch. I tried to ping Jon Peters and Karl Mclain in Twitch chat about some of this yesterday, but couldn’t raise them. I also missed the few times Grouch was on (since he seems to be the one fielding Engi inquiries) to try and ask him.
Now it’s waiting game to see what they changed in the 11th hour. Based on the feedback in and out of game, Forceful explosives is what has the most hurt when it comes to loss. I’ll start a new thread after the patch when everything is confirmed and we can hopefully discuss it more there.
The devs likely have their hands full today and will for the next couple of weeks as they add spit and polish to this.
Looks like the bomb radius is just a tooltip problem, the fire field is the same size as Super Elixir (240).
Need to find a way to test pistol / rifle range now…
Bill Kilgore – [BIER] –
Excellent news! I am hoping to test some more when I get home as well.
Pistol / rifle / harpoon gun / elixir gun all have their “old” untraited range.
Under water we’re now officially outranged by all other classes.
Bill Kilgore – [BIER] –
Updated with testing results post patch. Now… some comments for the devs to consider:
Coated Bullets – Many of us were excited when this was considered in the first stream as it was a fun trait that made pistol actually effective. If this is not going to be made baseline, can you consider adding it to Chemical Rounds in some fashion?
Rifled Barrels – This one was also mentioned in the first stream for consideration. If you guys are trying to keep Engis contained to 1000 range (and force us to play closer) then would you mind confirming that and explaining the design decision more? If not, would you please consider making it baseline? We are now out ranged by every class in underwater environments.
Fragmented Shot & Jump Shot being “explosions” – Again, Pistol is not a strong weapon to choose so many of us were interested in this change combined with Coated Bullets in the first stream to make it a stronger weapon. There was a lot of effort with other Professions to try and synergize their skills with traits by categorizing them. Engineer feels a little slapdash in that respect.
Forceful Explosions – At first blush it looks like you dropped this, which is really quite sad as Forceful Explosions was basically mandatory if you took bombs. The tooltip shows a range of 180, but all the bomb effects behave in a way to suggest that they are 240. I hope it was just a simple error and this is a bug and it was made baseline as talked about in the streams.
Deadly Mixture & Flame Forged Trigger – People are still testing this to confirm strength and cast times, but this is a bit of a gut check for Flamethrower/Elixir Gun centric builds, but especially Flamethrower that really struggled to put out damage. I’m not saying we make it baseline, per se, but a wink and a nod of 10% might be a good place to start. Then keep an eye on it to see what happens and if it needs that last push.
Always Prepared – This trait made our down state less frustrating, but without it our downstate is basically a guaranteed kill. Please, please, please take a look at our down state.
Skills being made “elixirs” – Thank you so much for finally bringing this to Elixir Gun and Mortar kit. It was always weird to me that these things did not count. I’m curious why Elixir F didn’t make the cut though.
That’s what I have for now. I’ll keep updating the original post as I or others get more info.
(edited by digitalruse.9085)
They announced everything to be baseline in the first stream, and nothing…
I’m MAD !
Some of the changes seem very arbitrary. I’m mostly disappointed in the weapon range nerfs.
engineer pistol range 900
engineer rifle range 1000
warrior rifle range 1200
Why is has the warrior a greater range on rifle than the engineer?
Figured I’d go ahead and post this here. While the visuals on bomb 2-5 do show the old 240 radius traited animation, the effect still seems to be limited to 180 radius. You can test this pretty easily in HotM. So yeah, bombs are kittened.
Great. Will adjust post and add to bug thread.
Deployable Turrets, Autotool Installation, Rifled Turret Barrels?
My main engineer is a turret user, and the only two turret traits I can find are pretty bloody useless.
while Im very happy with most changes (yay no more hobosacks!), the pistol 1 is back to its bad mode now with no way to make it pierce (which was said to become baseline). Also its still not an explosion…
Were these ideas scrapped (and if so, then why exactly), or were they just forgotten?
too much lies……. baseline this, baseline that. all lies.
too much lies……. baseline this, baseline that. all lies.
Exactly my thoughts.. I had all those false statements/lies in mind and while playing: Rifle range 1000? Wasn’t it supposed to be 1200? Explofinisher for Jumpshot? Nope. Coated Bullets? Nope.
Gadgeteer and Kinetic Charge got ninja nerfed between the streams and the final patch.. and Mortar got nerfed without anyone complaining about.
Now I’m pretty much disappointed.
FWIW, I have added these as bugs to the Engi bug mega thread:
https://forum-en.gw2archive.eu/forum/support/bugs/Engineer-Bugs-Updated-Consolidated/
We’ll see how they are treated.