Class balance philosophies

Class balance philosophies

in Engineer

Posted by: Emapudapus.1307

Emapudapus.1307

“Engineer
The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.”

Anyone else see some flaws here?
They can use diferent kits depending on situation…., keep themselves and alies alive in fight….
I have build around using only rifle because dont like kits, but they just stated that because of kits my base dmg is lower + more than half are useless for my build ….. wtf? Boons to stay alive?? If you arent elixir traited engineer, no boons will help you (except stun brakers for the cost of loosing even more dmg) – so i dont benefit from this either. Well i like to use gadgets, turets (for toolbelt skills) and only tool kit for block and pull in pvp.
My utlilities are knocks and dmg (as vertile as any other normal speced class) and you say because of 60% irelevant utilities spells i cant use (because they dont benefit me) i have to have lower dmg?
I thought kits were because of not being able to swap weapons :o . New philosophy of engies is go kits or go home
??

How do you look on that ppl? I supose good luck for those who have at least 3 kits, since all balance is around that (we rifle and turret engies are f. u. c. k. e. d.).

all is vain

Class balance philosophies

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

The thing that gets me mad is, we have to struggle like hell to get the same results of other classes showing MUCH less effort, on top of it ALL classes switch weapons, they HAVE to in order to be truly useful, just we have lower cooldown on it and waste an utility slot for that I think this balances it, but NO they have to nerf us to kingdom come!

And no it’s not just rifle and turret engis, every engi IS

Plus flamthrower’s still bugged even thought the patch was kinda meant for it, can’t but lol at it with a sad face.

Class balance philosophies

in Engineer

Posted by: WithoutAssumption.7936

WithoutAssumption.7936

WoW tried to do that “versatility at the cost of damage” thing way back in vanilla. What it resulted in was every “hybrid” class (already pretty underrepresented) being pigeonholed into healing/support roles (and even fewer people playing them). I think we pay for our versatility in the complexity of play. A warrior shouldn’t do more damage than us because he only has one alternate weapon, he should have fewer options available because all he needs to do is stand still and mash buttons to do enormous damage. This is even ignoring the Engineer builds that don’t use more than one kit and have the same (or fewer) number of weapon skills as everyone else (plus toolbelt skills, but you can’t choose those so I don’t think they count as replacement utilities any more than a mesmer’s shatters). It’s like they’re assuming we’re going to be taking at least 2 kits and forgetting our other utilities even exist.

I’m also not sure where they get medium range from. Rifle’s auto is long ranged, but all of its other skills may as well be melee if you’re looking for damage. Neither of those is medium range. Pistol skills are pretty long ranged, and the only skill they have that require close range is the offhand flame burst. As for kits, grenades and EG are long range, bomb and tool are melee range. Flamethrower might be medium range, but a weapon that’s obstructed by empty space isn’t terribly useful. I guess we’re “comfortable in medium range” because our main-hands require us to duck in and out of melee to do any real work.

Class balance philosophies

in Engineer

Posted by: Terrahero.9358

Terrahero.9358

To add insult to injury they described the elementalist as the king of versatility. Guess the king doesnt get taxed, the peasants get taxed.

The moment a hybrid tax shows up, it screams poor game design. Gw2 does not support being average at everything. It supports being good at one thing. Go bunker, go glass cannon, or go home.
And then i’d argue we dont even have that much versatility. I see Guardians, Necro’s and especially Elementalists with a ton more versatility then we ever had.

(edited by Terrahero.9358)

Class balance philosophies

in Engineer

Posted by: JackWest.8974

JackWest.8974

“Engineer
The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.”

“Elementalist
We see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elemetnalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage.”

Am I the only one who sees something wrong with this?
It seems to me that not only the engineer is a bad copy of the ele, but that it’s meant to be like this… :/

Class balance philosophies

in Engineer

Posted by: digiowl.9620

digiowl.9620

The moment a hybrid tax shows up, it screams poor game design. Gw2 does not support being average at everything. It supports being good at one thing. Go bunker, go glass cannon, or go home.

And even bunker is only partially effective outside of straight up PVP.

Class balance philosophies

in Engineer

Posted by: digiowl.9620

digiowl.9620

“Engineer
The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.”

“Elementalist
We see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elemetnalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage.”

Am I the only one who sees something wrong with this?
It seems to me that not only the engineer is a bad copy of the ele, but that it’s meant to be like this… :/

From a flavor point of view it kinda makes sense, in that the engineer do by chemicals and tools what the elementalist does by incantations. Doing so will inevitably be cumbersome as long as they want to maintain some kind of steampunk flavor, as the alternative is to go out and out Star Trek.

Class balance philosophies

in Engineer

Posted by: Xae.7204

Xae.7204

In WoW they called it a “Hybrid Tax”.

They let a class do two roles poorly then said that was a good as being able to do one role well.

It never worked, and eventually they abandoned it.

As every MMO and RPG has done in the last 10 years.