Community's Voice: Engineer
Well from a previous post (https://forum-en.gw2archive.eu/forum/professions/engineer/Generell-questions-about-kits-sigils) we already know positive changes are coming so we engies should wait a few more days to see what gets patched first.
And yes we have had plenty of topics about it already :P
How engies could improve upon are almost the only thing we post here in our forums
Hey guys,
Another Community’s Voice from me (previous one bringing up the Dungeons).
I would love to hear some stuff of what you like to see changed or added at the arsenal of the Engineer.
I don’t know if there was some sort of topic already from it? Maybe I can try to summary them in the first post so now and then?
Anyways one of the favorites of the engineers are:
Weapons: Hammer, Torch, Dual Shield.
Turrets: Make them sturdier, better AI and let the Mortar actually be usefull.
So what you guys think of more? Thought someone had stated spiderlegs augments for turrets so they can walk behind you :p.
It’s funny you should mention the dual shield thing, because I remember a dual shield specialist from my D&D days in a desert like plane. Those shields had small daggers or blades around the edges also, some were rounded blades to follow the contour of the shields.
now THAT would be awesome since they have a damage ratio anyways.
1. deployable turret trait working with ALL turrets (currently does not).
2. less concerning looking abilities (one engi brought this up in one of my guilds, utility ability for healing turret – healing sweat, maximum perspiration of healing, acid bomb of elixer gun.. well… let’s just say I rarely use the gun now).
3. over the shoulder rocket launcher
4. deployable cover
5. spider turrets (mobile turrets that fire while moving with you)
Uhg. Not this thread again. They are so common, I bet you didn’t even try to see if one already existed.
I do not like the torch as a weapon in general.
Duel shields sound cumbersome and in my eyes, would look awkward. Tome, the concept seems clumsy and just an all around bad idea. Hammer, eh.
Mostly what I would personally like to see for the engineer, is kits to have a stun breakers. Not a stun breaker for each kit. Just a stun breaker on one kit, and a condition removal on one of the gadgets. As I see it, elixirs get stun breakers and condition removal, while kits only have condition removal, and that is via the elixir gun. Kits get stun breakers but no condition removal.
If a players focus’s on traits that favor kits, they are still forces to get a gadget or elixir to break stuns. If a player focus’s on traits for gadgets because that is how they wish to play, they must still take a kit (elixir gun) or an elixir for condition cleansing. If a player desires to to gave a turret build, the condition removal is on a long recast, stationary, and they have no stun breaker option either.
Not all, but a good deal of utility sets in other classes that are effected by the same traits, offer both stun breakers and cleansing. Much like our elixir utility set works. It seems very unequal, unfair, and unbalanced, that I can get all traits for elixirs and have stun breakers and cleansing, but I do not have that option with any of our other utility sets.
I would highly value some turret bug fixes/upgrades, over any kind of new weapon right now.
I just want a hammer. I mean, Rangers have greatswords! I would enjoy this so much, I cannot even describe. When I think about which class I really want to be my main, I think of what it would be like to do lower level content. Yeah the bombs of an engineer would be cool, but I just like the idea of being able to have a two handed weapon on a medium armor class, especially the “hearty” one. All to say, I really think that it would add to the class, and I don’t feel it would subtract from the game. I feel it really fits our class, and I would love it oh so very much. Do Devs not agree?
dual shield? could work. kind of kratos-ish, i guess. one of the offhand skills could be like warrior’s dual strike. “slam both shields at target/target location, doing xx damage and stunning for y seconds”
giving turrets mobility could also make them detonate at targets as well, not sure why that isn’t in the game already now that you mention it.
As true as Odin’s spear flies,
There is nowhere to hide.
hoho i would love using a hammer. man i love using that ele hammer conjure all the time if my friend conjured it. not so much swords. seems to barbaric using swords. hammer yeah a hammer would be nice.dual hammer heheh. yeah yeah o to much day dreaming.
Give me an over the shoulder rocket launcher, and i will be a happy engineer.
(Something like a rocket ‘kit’?)
I would like the toolbelt skills for the turrets to have shorter cool downs when the turret isn’t deployed. They are just prohibitively long and prevent a few odd ball builds were you carry turrets with the plan of rarely deploying them. Is it needed? no, but it would at least be fun.
I wanna see the flamethrow be changed a bit to be more usable.
since my mesmer hit 80 im barely play the engi anymore.
Mesmer is just so much superior in PvE, PvP and WvW.
Things that drives me nuts on engi are,
1. We came from perma stability to no stability at all and throw elixir S doesnt count. Random 4 sec stability is a joke.
2. The damage of nades is a joke somehow now even if the changes shouldnt apply to WvW it somehow is lower now. Also they are reflectable which makes engi the only class that can actually kill his mates…
3. The worst stunbreakers in the entire game and i usually like the 4 kit builds, having no stunbreaker in a 4 kit build is kitten
4. No teleport.
5.A total screwed up queing mechanic. I cant count the times i screwed up a situation because of this, Bombs like smokebomb dont drop if i hit the button. You constantly have to watch your qbar to make sure the skill is used when you press it..
6. way to long castimes. supplydropp can even be interrupted when the crate has landed wtf…
The efford you have to put into engi is way to high for the results you get.
Mistakes are deadly in almost every situation, used to wrong bomb order? = dead, accidently pressed the number 4 when youre on the wrong weapon? = dead, (overcharged shot, acidbomb).
I have no problem with the fact that you have to be very carefully but the game is just not designed for that with the ridicoulus high bursts it has.
meanwhile i can play my mesmer with a steering wheel it almost doesnt matter how or in which order i press my buttons i just have to make sure to press them when they are off cooldown.
(edited by Kontrolle.3514)
Before any major upgrades or changes i would like to see current stuff working atleast for once. I really cant build as i would like to neither in PvP neither in PvE because i always need to avoid not working stuff which makes it impossible to make a solid build.
But if to brag about changes i would like to see major upgrade to turrets and somekind of fortification system. I ‘ve played lots of TF2 and guess what my fav class was? YES engineer!. I just love to build defences and take care of them. Turrets, walls, traps and stuff like that. That may be the reason why my first toon was guardian.. nothing too ’guardinshin’ in him sadly. Thats why i came to Engi.. sadly turrets are at such poor state its not worth even botherting setting up any defence at capture points so i just went Condition Build and roll faces in that way for now.
(edited by FLFW.3105)
I’d like Turrets to scale with gear – it honestly kinda pisses me off that I bothered crafting my gear, even to the point of making Exotics, and could be going completely naked into every situation with no difference in the power, etcetera, of my skills, aside from the layout of my traits. Even Kits, the thing that people constantly bring up not getting bonuses from sigils, or weapon stats, scale with your total stats, while Turrets function entirely off of traits (not that they get sigil bonuses or weapon stat bonuses) – and the difference is clear, even in the potential playstyles involved in the use of each. Kit Engineers can go toe-to-toe; Turret Engineers get the hell out of town and hope their turrets can forget they’re tissue paper long enough to be distracting, or have to put on one hell of an acrobatic pyroshow to fight just about anything level-appropriate, if the enemy doesn’t just wave their hand and erase the turrets to begin with.
Since Deployable Turrets only working with two is a bug, I figure they’ll eventually figure it out (though at this point I’m wondering if they’re having to rewrite all code involved), and will not mention it further.
I’d also like for them to do something about Fast-Acting Elixirs – either make it stack with Tools Trait cooldown reduction and Fireforged Trigger, or take the Elixir tag off of Elixir Toolbelt skills and the Elixir Gun’s Elixir skills.
On Elixirs: The unpredictability of so many of them is incredibly irritating to me. I’m big on having a basic plan of action, even if it’s very loose, and having to plan around “Well, uh, I guess I can hope this does this effect, and not this one” makes having one difficult due to the number of “But if I get this instead of this, what next? And if…?” issues. Something involving context sensitive buffs might be interesting, probably based on profession type – soldier, adventurer, or scholar.
An Elite for each type of skill the Engineer possesses (Gadget, Elixir, Turret, Kit) of both the 10-point and 30-point varieties would also be nice, but probably a terrible idea, considering the amount of bugs that would inevitably crop up. (I don’t even consider the Mortar to be a proper Turret, either – it’s a gimpy Kit that makes you stand still. The best use for it is to place it, use #5, get out of it while it’s firing, and ignore that it exists thereafter – especially if you’ve got grenades, since apparently a Mortar and your throwing arm are evenly matched. Beef it up, automate it, or get it out and give us one that isn’t a joke.)
Some more Elite skills being usable underwater would also be nice – more underwater skills in general, really.
On the subject of underwater combat and the Engineer: I’d also like there to be a different set of toolbelt skills for Elixirs, at least. As they stand, trying to use an Elixir on an ally is difficult, to say the least, if in deep water, and a pain in the kitten in shallow (what with having to unlock off an enemy, aim at the ground near them and hope they get the bright idea to stay still). Perhaps some sort of cloud dispersal, either centered on the Engineer or special-targeted to fly toward the ally nearest the target before detonating upon contact.
(edited by Anymras.5729)
1) They need to look at turrets. The targeting, damage scaling, health, cooldowns, the amount healed by the wrench, everything about them needs to be looked at, really.
I’d also like to see a way for us to use 3 turrets at once, instead of 2 turrets and the Toolkit. Perhaps offer the wrench as an equipped weapon, or allow us to equip maces and trait them to heal turrets, or something.
there also needs to be some sort of stun breaker with turrets, or some way to grant stability. I mean, you are forced to remain near your turrets, after all. We need a way to not be such an easy target while remaining relatively stationary beside our turrets.
2) Thrown elixers underwater. Ground targeting for every class while underwater needs to be addressed. For the Engineer, this could be as simple as changing the action of throwing the elixer to simply applying the elixers effect in a radius around your character. That’s a simple solution which, while not perfect, at least makes these abilities usable and reliable.
3) Random buffs. Hate ‘em. I’d rather them reduce the strength of these buffs, but make them more reliable. Same with the “summon a random wall” effect of Toss Elixir U. Walls in general aren’t very good to begin with, and the randomness doesn’t help. At least make it a guarantee that it will stop projectiles (2 of the 3 do that already) so I know at least one of the effects I’m getting out of the ability.
-Travail.
(edited by Travail.7390)
With the shield idea, shields now are off-hand weapons, but they can add main hand shields but just design them differently so they could be considered weapons
Like someone mentioned blade around them or wtv.
I would like to see a tesla kit in the future. There are plenty of lightning type abilities in the game already.
Bionic fist weapons..
More protection for tankier engi’s
less rng on elixirs if speced into it
Much better turrets (visuals/and AI) Bunker engi’s should be feared.
Viable elite skills that match the effectiveness of supply drop
engineer specific armor/weapons
BUG FIXES.
Grenades could be given an auto attack
Weapon kit dyes and skins
That is all.
While I eagerly away changes supposedly going in on friday, I have to say adding more weapons to engi’s is NOT what we need right now. Just take a look at this post https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Bugs-Compilation-1
That’s like 3+ pages of bugs, most of which have been around since beta.
I also agree with what coglin said about the utility of kits, gadgets and elixers being horrendously unbalanced. Not to mention half our traits don’t synergize at all or are just useless. The Alchemy line is the only one that seems ‘finished’ followed closely by Explosives.
It would be much better to get the weapons/Kits working as they should. New weapons are not necessary right now. Half the kits aren’t playable at all now. You must have in mind that weapon stats on kits could mean a 8% crit chance increase on FT/EG/Bomb/grenades/prybar. I to think it would be nice to see Engi working as intended
5.A total screwed up queing mechanic. I cant count the times i screwed up a situation because of this, Bombs like smokebomb dont drop if i hit the button. You constantly have to watch your qbar to make sure the skill is used when you press it..
So true… I wish they fixed that
I would like to see a tesla kit in the future. There are plenty of lightning type abilities in the game already.
Sounds interesting. Should come with a tesla turret.
I would rather they just buff kits. Even in regards to hammer if I want to melee I can just grab the tool kit, so maybe buff the auto-attack to not kind of suck and then we’re in buisness.
And while dual-shields sounds hilarious and awesome, it won’t happen simply because there is only one back to store them when out of combat, and the game isn’t going to allow you to stack their graphics.
Also I can’t for the life of me see the need for a torch when off-hand pistol already has a burning attack. I mean what thematically would the torch do? We’re not going to get a mesmer-style smoke-blind/invis from it.
I thought of something else I’d like to see added to the Engineer class. I’d like to see us able to equip a single kit in the “second weapon” slot most classes get.
This would only apply to kits, no other utility skills could be placed in that slot. Also, you wouldn’t have access to the toolbelt skill for that kit. This would basically make one of our kits a true second weapon for us, and then allow us to build our utilities around both our default weapon, and that one kit. I feel it would bring more parity between the Engineer and other classes if we had a true second weapon.
This would give us access to the Sigils which apply “on weapon switch,” and would also allow us to use 3 turrets + the Toolkit, which is something I mentioned earlier that I’d like to see.
edit: Oh, and for the record, I’m ALWAYS in favor of dual shields. I think the last time I could equip a character with dual shields was Phantasy Star IV. ;P
-Travail.
(edited by Travail.7390)
I am sure I could be wrong but I really think Turrets should act like Ranger pets. So you can only have one out at a time but they should be made much more usefull. You should be able to direct what they target and they should all have an Offensive and Defensive skill while deployed.
So Flame turret would keep Smoke Screen but instead of the Throw Napalm TB skill it would have Shoot Napalm as a longer range attack.
I would be really happy with a much better version of elixer U with increased reliability and benefit to justify its major sideeffects.
Change the Kit refinement for Medkit would be awesome as well. That backfire is getting annoying. More useless than the jagged horrors on necros.
“ALL IS VAIN”
https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboar/page/6#post3486969
(edited by Coltz.5617)
I would be really happy with a much better version of elixer U with increased reliability and benefit to justify its major sideeffects.
Change the Kit refinement for Medkit would be awesome as well. That backfire is getting annoying. More useless than the jagged horrors on necros.
I’d like to see the kit refinement on Medkit either drop a random item from the kit (bandage/antidote/stimulant), or even just a bandage. At least that would fit the theme of the kit; that tiny explosion is just so out of place for a support kit. If they keep the explosion, I think it should cripple, knockback, or chill. Any of those would have synergy with the kit, since you are usually kiting around while using it.
The only change I’d like to see to Elixir U is to have the utility belt skill changed to an AoE that does one of the following (not all, just one):
- cures immobilize/chill/cripple.
- breaks stuns.
- grants stability.
Because kits take up utility slots (and not, say, our “offhand” slot) we have limited room for stun breakers in PvP. We are often forced to make a choice between either Elixir U or a stun breaker in PvP; and stun breakers easily win out. We need to be able to slot Elixir U into a build without completely losing our ability to break stuns in PvP, because currently every PvP build needs a stun breaker (or several) to be effective. This becomes even more true when we are taking such heavy penalties while under the effects of Elixir U.
Plus, the wall is lackluster and unreliable, and has no synergy with Elixir U. Curing movement impairing effects fits the “speedy” theme of the Elixir.
-Travail.
I’d like to see the kit refinement on Medkit either drop a random item from the kit (bandage/antidote/stimulant), or even just a bandage. At least that would fit the theme of the kit; that tiny explosion is just so out of place for a support kit. If they keep the explosion, I think it should cripple, knockback, or chill. Any of those would have synergy with the kit, since you are usually kiting around while using it.
I have to agree. The small explosion is entirely illogical and out of theme.
Melee chainsaw kit.
Joking aside, just the bugs fixed and maybe a slight reworking on the kits.
The ‘numbers’ on some actions feel a touch on the poor side (even allowing for the ‘Jack-of-all-trades’ aspect to the class)
Aurora Glade – EU
ex-Piken Square – EU