Changes are great, but still lacking

Changes are great, but still lacking

in Engineer

Posted by: Goloith.6349

Goloith.6349

First things first, thank you Arena Net.

However, when I really look at a lot of these changes I’m still shocked at how detached the balancers are from WvW. Don’t get me wrong a lot of these changes are great in sPvP & PvE, but let’s be honest what’s the point of having a lot of more damage if the turret stills dies in a few seconds? What they need to do is increase turret health in WvW by 100-200% or give it a drastic resistance to AoE damage.

Also with the kit refinement, the 20 sec cd kind of sucks. It does nothing to encourage players to swap between kits rapidly like you want us to. I though the entire point of having a mixed bag of direct & condition damage skills in the kits was so that we could rapidly pick through them, hence the 1 second cooldown between kits. That was supposed to be the huge advantage of the profession. The problem is that the cooldown actually discourages us from swapping to our kits rapidly. If you don’t want us swapping to kits rapidly you still have an aweful ways to go. You need to either make kits condition or direct damage based, not both (well maybe one kit both).

In good faith this was a really appreciated patch, but maybe for next patch can we get an internal cooldown timer for kit refinement? Would definitely help a ton.

Thank you.

i7 920 OC 4.2Ghz, 2x 6970s in Eyefinity mode
Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)

Changes are great, but still lacking

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Posted by: Ayestes.1273

Ayestes.1273

Hey Goloith, have you tested Giver’s weapons yet? Are they fixed?

Virydia – Hearld
Tirydia – Scrapper

Changes are great, but still lacking

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Posted by: Goloith.6349

Goloith.6349

Hey Goloith, have you tested Giver’s weapons yet? Are they fixed?

No idea bud, just asked in Bug forums if they have fixed the condition duration runes.

i7 920 OC 4.2Ghz, 2x 6970s in Eyefinity mode
Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)

Changes are great, but still lacking

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Posted by: Kontrolle.3514

Kontrolle.3514

This class is dead now. They really did it. Cant belive it. Was a fun game, bye.

Changes are great, but still lacking

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Posted by: Rfreak.6591

Rfreak.6591

Changes are great, but still lacking

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Posted by: daydream.2938

daydream.2938

Turret health is also a major issue in spvp where its easy for a turret to die very fast to ambient aoe in a teamfight.

Changes are great, but still lacking

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Posted by: Ayestes.1273

Ayestes.1273

I’ve never actually read the General Discussion forums, crazy.

Virydia – Hearld
Tirydia – Scrapper

Changes are great, but still lacking

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Posted by: Halcyon.7352

Halcyon.7352

In good faith this was a really appreciated patch, but maybe for next patch can we get an internal cooldown timer for kit refinement? Would definitely help a ton.

Thank you.

Er… you mean back to seperate cooldowns? Because this patch just cemented the trait’s internal cooldown, and doubled it to 20 seconds.

Seperate cooldowns (Ones that are also reduced) is a step back in the right direction, but KR will still be a shadow of it’s former self.

Edit: Ah, you mean a timer to keep track of the cooldown. I suppose that’d be nice, but, there aren’t many other traits with internal cd’s that are tracked like that, are there?

Tarnished Coast Engineer and… general alt-o-holic.

For the toast!

Changes are great, but still lacking

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Posted by: NevirSayDie.6235

NevirSayDie.6235

There was a line in the patch notes that condition duration bugs for some gear pieces had been fixed. It didn’t specifically mention giver’s.

Changes are great, but still lacking

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Posted by: tigirius.9014

tigirius.9014

So I’ve had a chance to play around with the changes and have to say there’s still alot that’s bothering me. Particularly dealing with physics.

Here’s what I’m seeing:

  1. Kit refinement: too many changes to some of the skills. I like how the FT, and MK were changed but some of the abilities when switching should have been left alone like the Toolkit, it makes the caltrops so much easier to access when you can temp switch to that kit and back again while running off. The other thing that bothered me was the way they did these abilities on these kits. They literally barely last 2 seconds notably on the ones that should take a while like the EG glue effect, supposed to spill while you’re running away has a total of three small globs. Really? who’s going to actually run directly behind someone like that when chasing them in WvW? The time for these definitely need to be increased to at least 5-7 seconds. Seriously.
  2. The randomness is still there for many a thrown elixir despite the change to the one they listed. Doesn’t really help with planning if you don’t know what the power will do.
  3. 20 seconds is a little extreme for these abilities methinks that someone over there is one of those people who tries to fix problems that aren’t broken yet and jumped the gun just like they did with the grenade nerf. Wait until it’s actually tested by the players and you get feedback on it before making such a drastic change and you’ll notice that there will be less flaming in the forums in the future.
  4. physics for many a weapon/kit is still not accurate. Grenades still fly as slowly as the pistol shots, pistol shots still fire as slowly as the Rifles, rifles and pistols haven’t been given improved damage output to give them at the very least the same base damage that the kits have so they are worthless pretty much, not to mention the repairs to the condition damage still have not occurred on this class which would help it tremendously.
  5. Turrets still die entirely too quickly, tested the thumper to see the changes and I like that it stuns but it shouldn’t die from two hits from a regular troll at level 80. That’s just wrong.

So basically, they did make some positive changes but the overall is still nerfed to the point of why-bother-fighting-an-uphill-battle-both-ways-while-carrying-chains. It’s like they know somethings wrong but no one over there is getting the point of just what they should be fixing and why, and what we keep seeing is an attempt at fixing things that really aren’t that big of a problem while things that are essential are being neglected entirely.

Balance Team: Please Fix Mine Toolbelt Positioning!

Changes are great, but still lacking

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Posted by: Ayestes.1273

Ayestes.1273

There was a line in the patch notes that condition duration bugs for some gear pieces had been fixed. It didn’t specifically mention giver’s.

Yeah that’s why I’m hopeful, but I figure some testing needs to make sure of it.

Virydia – Hearld
Tirydia – Scrapper

Changes are great, but still lacking

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Posted by: google.3709

google.3709

That’s the thing, Anet is not encouraging us to swap kits, they want us to stay in 1 kit and make builds around that 1 kit.. at least that’s what it feels like.. a dev official response should be nice

Changes are great, but still lacking

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Posted by: Ayestes.1273

Ayestes.1273

I admit, it would be a whole lot easier to balance if they made those the only viable builds. Even if it was strictly a bunch of 1 kit builds with condi, direct-dmg, and bunker variants you’d have plenty of build diversity.

I don’t think that they want specifically 1-kit builds though, that’s just speculation.

Virydia – Hearld
Tirydia – Scrapper

Changes are great, but still lacking

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Posted by: tigirius.9014

tigirius.9014

That’s the thing, Anet is not encouraging us to swap kits, they want us to stay in 1 kit and make builds around that 1 kit.. at least that’s what it feels like.. a dev official response should be nice

That’s not versatility that’s pidgeonholing which pretty much goes along with their new November 2012 revised manifesto, I wasted $60 bucks on this game and it’s sad. Guess it’s time to truly move on. Bye all, have fun fighting uphill.

Balance Team: Please Fix Mine Toolbelt Positioning!