(edited by Bargaw.4832)
Dream January patch notes.
errrrr dreams of nerfs are called nightmares
head here to discuss wvw without fear of infractions
Only one thing from this list what we will see is “Kits now benefit from weapon stats – damage on all kits reduced by 33%”
Tekkit’s Workshop
It is most likely we will see the weapon stats and not the weapon damage given to us. If the weapon damage was also given to us then a nerf to all kits would most likely happen.
mr OP, I must respectfully disagree with almost the entirety of this list.
Much of what you said would destroy certain traits/abilities, while making others essential gets, which would reduce the number of viable builds drastically.
personally, I would be content with weapon stats on kits, and fixing flamethrower and dart volley constantly missing, along with other similar bugfixes.
mr OP, I must respectfully disagree with almost the entirety of this list.
Much of what you said would destroy certain traits/abilities, while making others essential gets, which would reduce the number of viable builds drastically.
Examples please, I’m sure nerfing static discharge and buffing individual toolbelt skills would make more choices viable.
Most likely it would be:
- Steelpacked Powder now has a 20 sec CD.
Examples please, I’m sure nerfing static discharge and buffing individual toolbelt skills would make more choices viable.
to list a few of the more obvious ones:
Empowering Adrenaline – gain stack of might whenever you are hit and below 50% endurance
This would depend on the duration of the might, and ofcourse the possiblity of a cooldown. However based on how you have described it, it would either become a must-have ability (for the huge stacks of might) or a waste of space ability (if the duration was lower than 5s) rather than an ability that seems fine to me as it is.
Precise Sights – increases accuracy of poison dart volley
This needs to be addressed as a bug (in my opinion). Having this as a trait would make it a must have for any build involving pistols, just to get it to work as it should. (assuming it kept its original effect aswell)
Mortar can be picked up and used as bazooka
even if the Bazooka was a tone down version of the mortar (which would essentially make it useless anyway) this would go against the idea of the mortar being a portable (minor) siege kit. I agree the mortar needs a buff, but not like this.
I will only post more if you wish, because I dont want to seem like a flamer or derail your thread any more. I only specified because you asked
- Static Discharge – now has 5s cooldown.
You seriously want to remove the one way engineers can do burst damage? Are you insane?
You have got to be a thief or something.
Kit refinement – removed. What?!
Naraku no Kitsune, Necromancer
Fort Aspenwood (GODS)
While most of this seems silly (nerfing the engineer’s good traits), I will say that I agree on things like merging 20% elixir CDR with 20% longer elixir duration. Other classes get traits that increases their utilities two-fold (Physical Utility skills deal double damage and recharge twice as fast, Rifles & harpoon guns pierce and recharge 20% faster, might on greatsword crit & recharge 20% faster, banners apply to a wider area and recharge 20% faster, warhorn – wow why does warrior get all these, oh right, etcetera etcetera), while engineer’s all apply exclusively to one/two kits, except shield (every class that uses a shield gets the same crappy bonus of 90 toughness + 20% CDR).
Also I like the thought of unblockable bombs. Necros can get unblockable marks, right now all engineers have that is unblockable is (off the top of my head) poison grenade (the poison field itself can’t be blocked, but the damage can), box of nails, glue bomb / glue shot, and.. I’m not actually sure if concussion bomb is blockable or not, but I’m going to guess yes.
i see nothing in there about other engineer weapons, just pistols. although, thought it was funny how many times i saw ‘actually works’
shows you how disdained we are.
As true as Odin’s spear flies,
There is nowhere to hide.
Aside from general long-withstanding bug fixes, all we really need right now is a damage buff via kits receiving stats — and ArenaNet said they are working on it.
Kit refinement – removed
no, but instead:
- Kit refinement – Med Kit now gives an AoE replenishment on use (15 sec CD); Flamethrower now adds an AoE burn
(edited by Gilgamesh.2561)
I would be interested in scope getting a critical chance increase from 10 to 25% since 10 seems so little if your are forced to stand still.
But of course they have to fix it first to see if 10% is actually worth the stand or not. I’m just doing a preemptive complaint
I would be interested in scope getting a critical chance increase from 10 to 25% since 10 seems so little if your are forced to stand still.
But of course they have to fix it first to see if 10% is actually worth the stand or not. I’m just doing a preemptive complaint
I would like to see scope give 50%. Or perhaps a stacking buff that gives 10% more crit, every X seconds, upwards of 80-100%, for the longer you’ve been standing still (the buff is reset when you move). Standing still in PvP is doom, and a trait that encourages it should give some pretty amazing benefits.
Nice list OP.
Can’t say I would be happy with everything you listed but I would be happy overall just for the fact that with a few impracticalities aside your “dream patch” does seem to bring more organization and synergy to the trait tree as oppossed to the current pigeon-holing all over the place mess that it is now.
I would love to see the devs actually start to try a develop the profession into something more than just a Name with some generic gimmick skills to go along with it.
Mortar can be picked up and used as bazooka
even if the Bazooka was a tone down version of the mortar (which would essentially make it useless anyway) this would go against the idea of the mortar being a portable (minor) siege kit. I agree the mortar needs a buff, but not like this.
I have to disagree with you. I have never looked at the Mortar as a (minor) siege kit, I have looked at it as a piece of garbage that is only useful when you are defending a keep in WvW and even then you could probally be more useful doing something else.
It is also labeled as a turret.
Making it so you can pick it up and use it like a Bazooka would be awesome.
And yes it would have to be toned down from Mortar mode and I would even say it should limit your movement speed, but it would not be useless at all.
You would have a mobile AOE knock back and heal, along with cripple and chill.
I would accept this entire patch just to get the Mortar/Bazooka.
(edited by CriSPeH.8512)
This guy has lost it. Kit refinement removed?? Static discharge with a cooldown? what the world?
Anyways, I have my own list Ima half to compile it first tho. (been keeping up with the bugs and poor design choices).
Sorry OP, but the static discharge “idea” is just plain bad. No idea how you include that in a dream list, unless you are refering to nightmares…
I love all the people in here going crazy about your proposed static discharge change.
His list is an attempt to streamline traits and open more viable build paths. As it stands now, if you’re using a rifle, you’re using an SD build, with very very few exceptions. Giving SD a 5sec internal CD wouldn’t even seriously hinder it. I’d say more of a 3sec CD though, 5 is a little long and would negate the idea of using Suprise Shot for an SD build, since at 5sec internal CD 4 20sec toolbelt skills would be able to keep it going consistently.
I love your proposed Scope change. It would essentially turn Overcharged Shot into Killshot, which should have been an Engi move in the first place as far as I’m concerned.
Super Elixir now actually removes conditions instead of just saying it does, while you watch the conditions stay on you…
The new class announcement will be instead of working on a new class they will fix the current classes.
-kits now scale with weapons
-turrets are now somewhat viable and scale with your gear
-all kit skills now serve a particular purpose, replacing placeholders with useful skills.
-rifle #5 is no longer clunky
-additional legendary shotgun skin to rifles.
-kits graphics now scale with weapon rarity.
-option to hide backpack, or customise their appearance.
-broken skills fixed
Removing Kit Refinement would break my build. I am a support engi and I use elixir gun. My healing support build isn’t near as good as my guardians or my eles (in rares) and my engi is in full exotics. Why make it worse?
- a coherent idea of how to make a mid-fight role hybrid in GW2 has actually been formed, and it doesn’t require a pet.
Because it is very obvious that Anet is struggling to figure out how to implement this.
I love all the people in here going crazy about your proposed static discharge change.
His list is an attempt to streamline traits and open more viable build paths. As it stands now, if you’re using a rifle, you’re using an SD build, with very very few exceptions. Giving SD a 5sec internal CD wouldn’t even seriously hinder it. I’d say more of a 3sec CD though, 5 is a little long and would negate the idea of using Suprise Shot for an SD build, since at 5sec internal CD 4 20sec toolbelt skills would be able to keep it going consistently.
I love your proposed Scope change. It would essentially turn Overcharged Shot into Killshot, which should have been an Engi move in the first place as far as I’m concerned.
I dont think you fully understand how SD builds work. It is the bread and butter of the spec. With a CD on SD the spec wouldnt be smooth at all. The spec is not about sustained damage from SD.
It plays much like a rogue class, it deals alot of opening damage in the beginning of the fights, its a semi-fragile spec but lacks the stealth of thieves to avoid damage/suprise your target. After the initial burst, its about control. If they add a CD on SD they effectily add a CD on every toolbelt skill F2-F4, because using them without SD being ready you would waste alot of damage. The spec would be very unsmooth. Too many toolbelt skills would be locked up and not used even if you had too, like ram/tool kit TB skill for the cripple.
SD builds would be mindnumbingly easy to take down.
I think SD is very fine as it is, its already easy to avoid the burst, but its there when you need it, when you get the drop on a target or burst people down in a group fight.
Goggles TB skill would be very out of sync with the rest of the TB skills if a CD is added.
I think the people that want to see a nerf are just bitter because its not the spec they want to play as engi. Fine then dont play that spec. Ask for buffs to the other specs, thats whats needed, not nerfs.
And creating more options for more viable builds does not mean nerfing old builds and forcing people into the new ones. It means adding more, otherwise you are back to square one, only with another build type instead of the old and not more.
(edited by SneakyErvin.3056)
Here’s my dream patch note for January:
Engineer:
[Insert a list of all bugs affecting Engineer, and a notice that they have been corrected.]
Here’s my dream patch note for January:
Engineer:
[Insert a list of all bugs affecting Engineer, and a notice that they have been corrected.]
maybe a resend of a few of their nerfs (increasing the condition duration on pistols)
that aside i believe kit refinement could use a little bit of tweaking. the added effect from the flamethrower and elixir gun are great the way they are; but the added effect from the bomb kit, grenade kit, med kit and tool kit are all garbage.
medkit- on equip cure one condition, convert one condition to a boon, 10 second speed boost. just off of the top of my head.
bombkit- drop a smoke bomb on equip, glue bomb, big ’ol bomb, something better then what we have
tool kit- the caltrops are nice but they aren’t anywhere near as powerful as the thieves caltrops (they don’t stack bleeding like the thieves caltrops do) i propose an oil slick, or a magnetic aura
- Elite Supplies – Increases damage of mortar, Elixir X is now usuable on enemies (it’s more powerful this way!)
What will probably happen:
- Medkit now has stow button.
Hahahahaha, made my day! xD
My hopeful patch will be:
- Charr players will automatically make the text kitty cat face ( : 3 ) upon killing an enemy player. This will be seeable by the enemy player as text chat above the Charr player’s head.
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play
(edited by Sporadicus.1028)
And creating more options for more viable builds does not mean nerfing old builds and forcing people into the new ones. It means adding more, otherwise you are back to square one, only with another build type instead of the old and not more.
Amen! Biggest mistake of every single game company out there. Not even kidding..
Here’s my dream patch note for January:
Engineer:
[Insert a list of all bugs affecting Engineer, and a notice that they have been corrected.]maybe a resend of a few of their nerfs (increasing the condition duration on pistols)
that aside i believe kit refinement could use a little bit of tweaking. the added effect from the flamethrower and elixir gun are great the way they are; but the added effect from the bomb kit, grenade kit, med kit and tool kit are all garbage.
medkit- on equip cure one condition, convert one condition to a boon, 10 second speed boost. just off of the top of my head.
bombkit- drop a smoke bomb on equip, glue bomb, big ’ol bomb, something better then what we have
tool kit- the caltrops are nice but they aren’t anywhere near as powerful as the thieves caltrops (they don’t stack bleeding like the thieves caltrops do) i propose an oil slick, or a magnetic aura
Tool kit and Grenades are fine with kit refinement. The grenade kit gives you grenade barrage every 10 seconds. That’s plenty powerful. While the caltrops aren’t as good as some other versions of caltrops, don’t forget that this only has a 10 second cooldown, doesn’t cost any kind of resources, and is only one part of what kit refinement does. In that context, the caltrops are powerful, and players make good use of them in builds.
Kit refinement is good, I wouldn’t go nitpicking it. The bomb is fairly lacklustre, and I have no idea what they were thinking with the explosion from med kit, but overall it’s a great trait. If all they did was rework the medkit ability to offer something that works with the theme of the kit (dropping a random bandage/antidote/stimulant?) that would be great.
-Travail.
doesn’t cost any kind of resources
Do any of GW2 skills cost any kind of resources? As far as I know 95% are based on cooldowns. No mana and stuff.
And engi don’t have any resource system (like adrenaline or clones) anyways. Just a remark though.
Bug Fixes…. We are long overdue and the bug list thread is getting too full. Gonna run out of space on the forums soon enough. Q_Q
Edit:
Remove Veil from Toss Elixir U. So we have a reliable projectile block/reflect.
Separate the Flamethrower and E-gun traits from each other, but combine all the flamethrower ones and all the E-gun ones. So you have 15% Damage and 20% cd Flamethrower trait in Firearms, then you have 15% damage and 20% cd trait for E-gun in Elixir tree.
(edited by NickDollahZ.5348)
Bug Fixes…. We are long overdue and the bug list thread is getting too full. Gonna run out of space on the forums soon enough. Q_Q
Edit:
Remove Veil from Toss Elixir U. So we have a reliable projectile block/reflect.Separate the Flamethrower and E-gun traits from each other, but combine all the flamethrower ones and all the E-gun ones. So you have 15% Damage and 20% cd Flamethrower trait in Firearms, then you have 15% damage and 20% cd trait for E-gun in Elixir tree.
pretty much this.
our traits are a bit of a mess. a lot of our traits look like they should just be combined into one trait, and we have entire trait lines with nothing of any real worth in them (inventions).
honestly the best patch for the engineer i can think of would just be bug fixes (hopefully this time without the nerfs)
Bug Fixes…. We are long overdue and the bug list thread is getting too full. Gonna run out of space on the forums soon enough. Q_Q
Edit:
Remove Veil from Toss Elixir U. So we have a reliable projectile block/reflect.Separate the Flamethrower and E-gun traits from each other, but combine all the flamethrower ones and all the E-gun ones. So you have 15% Damage and 20% cd Flamethrower trait in Firearms, then you have 15% damage and 20% cd trait for E-gun in Elixir tree.
pretty much this.
our traits are a bit of a mess. a lot of our traits look like they should just be combined into one trait, and we have entire trait lines with nothing of any real worth in them (inventions).
honestly the best patch for the engineer i can think of would just be bug fixes (hopefully this time without the nerfs)
Playing engineer has made me develop an allergy to the word “inventions”. =/
Bug Fixes…. We are long overdue and the bug list thread is getting too full. Gonna run out of space on the forums soon enough. Q_Q
Edit:
Remove Veil from Toss Elixir U. So we have a reliable projectile block/reflect.Separate the Flamethrower and E-gun traits from each other, but combine all the flamethrower ones and all the E-gun ones. So you have 15% Damage and 20% cd Flamethrower trait in Firearms, then you have 15% damage and 20% cd trait for E-gun in Elixir tree.
pretty much this.
our traits are a bit of a mess. a lot of our traits look like they should just be combined into one trait, and we have entire trait lines with nothing of any real worth in them (inventions).
honestly the best patch for the engineer i can think of would just be bug fixes (hopefully this time without the nerfs)
There are also many a trait that are nowhere near as powerful as the other classes, for example we don’t have but one plus to crit where we must stand perfectly still for this to occur. Where’s the logic in that in a game where one must move to avoid much of the damage.