Dream January patch notes.

Dream January patch notes.

in Engineer

Posted by: Bargaw.4832

Bargaw.4832

  • Static Discharge – now has 5s cooldown.
  • Power Shoes – now always work.
  • Kit refinement – removed
  • Adrenal Implant – swapped places with Adrenal Pump
  • Adrenal Pump – endurance restoration is now 25%
  • Packaged Stimulants removed.
  • Leg mods – increases movement speed by 25% while using med kit, reduces duration of cripple/chilled/immobilize.
  • Always prepared – Activates small forcefield when downed that reflects all projectiles and stuns briefly nearby foes. Increases damage while downed and with environmental weapons.
  • Scope – in addition to current effects increases range of rifle while standing still. Allows charging overcharged shot by holding down hotkey, each charge increases damage, range and reduces knock-back.
  • Deployable Turrets merged with Accelerant Packed Turrets.
  • Armor Mods merged with Protective Shield.
  • Automated Response now actually works.
  • Acidic Coating – applies 5 stacks of vulnerability for 15s instead of poison, cooldown reduced to 5s
  • Fast acting Elixirs and Potent Elixirs Merged.
  • Blood Injection – moved to another tree.
  • Stabilized armor – increased damage reduction.
  • Automated Medical Response – Heals when health reaches 25%
  • Cloacking Device – works on mines again.
  • Autotool installation and Metal Plating now works on players close to turrets.
  • Elite Supplies – Increases damage of mortar, Elixir X is now usuable on enemies (it’s more powerful this way!)
  • Coated Bullets – all pistol shots now bounce instead.
  • Rifle Mod and Rifled Barrels merged.
  • Precise Sights – increases accuracy of poison dart volley
  • Go for the eyes – applies confusion 10s when using pistols.
  • Napalm Specialists – transfers Burn you suffer to enemies when they attack you. 10s CD.
  • Autodefence Bomb Dispencer – in addition to current effect drops a bomb whenever you are critically hit. Has some CD
  • Short Fuse – also reduces delay before bombs explode.
  • Forceful Explosives – in addition to current effects, makes bombs unblockable OR knockback targets that attempt to block bomb attacks.
  • Empowering Adrenaline – gain stack of might whenever you are hit and below 50% endurance

General Changes:

  • Mortar can be picked up and used as bazooka
  • Kits now benefit from weapon stats – damage on all kits reduced by 33% to compensate that change.
  • Wrench can be used to upgrade turrets.

What will probably happen:

  • Medkit now has stow button.

(edited by Bargaw.4832)

Dream January patch notes.

in Engineer

Posted by: insanemaniac.2456

insanemaniac.2456

errrrr dreams of nerfs are called nightmares

JQ: Rikkity
head here to discuss wvw without fear of infractions

Dream January patch notes.

in Engineer

Posted by: Rozbuska.5263

Rozbuska.5263

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 Mojo – Engineer
Tekkit’s Workshop

Dream January patch notes.

in Engineer

Posted by: NickDollahZ.5348

NickDollahZ.5348

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.

Dream January patch notes.

in Engineer

Posted by: Daltonymous.7259

Daltonymous.7259

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.

Dream January patch notes.

in Engineer

Posted by: Bargaw.4832

Bargaw.4832

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.

Dream January patch notes.

in Engineer

Posted by: Isslair.4908

Isslair.4908

Most likely it would be:
- Steelpacked Powder now has a 20 sec CD.

EU Aurora Glade

Dream January patch notes.

in Engineer

Posted by: Daltonymous.7259

Daltonymous.7259

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

Dream January patch notes.

in Engineer

Posted by: Decklan.7540

Decklan.7540

  • 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.

Dream January patch notes.

in Engineer

Posted by: Irikami.6270

Irikami.6270

Kit refinement – removed. What?!

Artien Ni, Engineer
Naraku no Kitsune, Necromancer
Fort Aspenwood (GODS)

Dream January patch notes.

in Engineer

Posted by: Kamahl.3621

Kamahl.3621

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.

Dream January patch notes.

in Engineer

Posted by: Lightsbane.9012

Lightsbane.9012

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 quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

Dream January patch notes.

in Engineer

Posted by: Gilgamesh.2561

Gilgamesh.2561

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)

Dream January patch notes.

in Engineer

Posted by: Penguin.5197

Penguin.5197

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

Dream January patch notes.

in Engineer

Posted by: Gilgamesh.2561

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 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.

Dream January patch notes.

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

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)

Dream January patch notes.

in Engineer

Posted by: tigirius.9014

tigirius.9014

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).

Balance Team: Please Fix Mine Toolbelt Positioning!

Dream January patch notes.

in Engineer

Posted by: SneakyErvin.3056

SneakyErvin.3056

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…

Let Valkyries guide me to my destiny.

Dream January patch notes.

in Engineer

Posted by: Phuriocity.9218

Phuriocity.9218

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.

Dream January patch notes.

in Engineer

Posted by: Dante.1508

Dante.1508

Super Elixir now actually removes conditions instead of just saying it does, while you watch the conditions stay on you…

Dream January patch notes.

in Engineer

Posted by: nofo.8469

nofo.8469

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

Dream January patch notes.

in Engineer

Posted by: YourOwnFear.2743

YourOwnFear.2743

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?

Dream January patch notes.

in Engineer

Posted by: KirinDave.6451

KirinDave.6451

- 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.

Dream January patch notes.

in Engineer

Posted by: SneakyErvin.3056

SneakyErvin.3056

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.

Let Valkyries guide me to my destiny.

(edited by SneakyErvin.3056)

Dream January patch notes.

in Engineer

Posted by: Anymras.5729

Anymras.5729

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.]

Dream January patch notes.

in Engineer

Posted by: Fiorrello.8126

Fiorrello.8126

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

Dream January patch notes.

in Engineer

Posted by: LukeTheQuke.4079

LukeTheQuke.4079

  • 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

Dream January patch notes.

in Engineer

Posted by: Sporadicus.1028

Sporadicus.1028

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.

Malkin Rawl – Charr Engineer, Tarnished Coast
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play

(edited by Sporadicus.1028)

Dream January patch notes.

in Engineer

Posted by: LukeTheQuke.4079

LukeTheQuke.4079

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..

Dream January patch notes.

in Engineer

Posted by: Travail.7390

Travail.7390

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.

Dream January patch notes.

in Engineer

Posted by: Isslair.4908

Isslair.4908

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.

EU Aurora Glade

Dream January patch notes.

in Engineer

Posted by: NickDollahZ.5348

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.

(edited by NickDollahZ.5348)

Dream January patch notes.

in Engineer

Posted by: Fiorrello.8126

Fiorrello.8126

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)

Dream January patch notes.

in Engineer

Posted by: LukeTheQuke.4079

LukeTheQuke.4079

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”. =/

Dream January patch notes.

in Engineer

Posted by: tigirius.9014

tigirius.9014

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.

Balance Team: Please Fix Mine Toolbelt Positioning!