I’ve stayed at this party entirely too long
Engi Game Play Fix Requests
I’ve stayed at this party entirely too long
Quite a number of engineer utilities have been frequently referred to as having flawed design on these forums, or as being no longer worth taking after being nerfed. Med kit, Medic Gyro, Slick Shoes, Rocket/Thumper/Rifle/Flame/Net Turrets (and hence Supply Crate) and Shredder Gyro all come to mind as having been discussed recently in these terms.
I personally would also question the value of Elixir R now that function gyro exists; I may or may not be alone here since I have not seen this skill discussed for quite a while.
Beyond that various users have complained that some skills are usable but not as strong as they think they should be – I’ve seen a fair amount about rifles in this vein but otherwise opinions range widely as this is quite subjective territory.
Related to this point are criticisms of the engineers traits and traitlines: part of the reason why some people think that gadgets utilities underperform is that they think those skills do not trait as well as e.g. elixirs.
Make Elixir S so that we truly are invulnerable. Pop Elixir S and get immobilized? Well that sucks for you. If the tooltip said “grants evasion” I could understand.
Make Magnet Pull not be obstructed by the tiny pebbles all over the place. Also make it truly UNBLOCKABLE as it says in the tooltip. Use magnet on a Thief, Druid, DH, or Warrior, and they just laugh at you. Otherwise, change the tooltip wording, again.
Increase EGun range. Or give Engies a dash/blink ability.
Give us eframes back please.
All in all I love Engie and think the class is great. This is just a wishlist
Quite a number of engineer utilities have been frequently referred to as having flawed design on these forums, or as being no longer worth taking after being nerfed. Med kit, Medic Gyro, Slick Shoes, Rocket/Thumper/Rifle/Flame/Net Turrets (and hence Supply Crate) and Shredder Gyro all come to mind as having been discussed recently in these terms.
I personally would also question the value of Elixir R now that function gyro exists; I may or may not be alone here since I have not seen this skill discussed for quite a while.
Beyond that various users have complained that some skills are usable but not as strong as they think they should be – I’ve seen a fair amount about rifles in this vein but otherwise opinions range widely as this is quite subjective territory.
Related to this point are criticisms of the engineers traits and traitlines: part of the reason why some people think that gadgets utilities underperform is that they think those skills do not trait as well as e.g. elixirs.
Function gyro brings to light problems with all rezz-skills outside of the warrior elite banner,that nobody uses anyway, and maybe Search and Rescue.
Rezz-skills in general should get a rework so that they actually make sense to use.
Casttime is a problem for example, secondary effects, recharge time and so on.
Function gyro just doesn’t have those poblems, and while that, in theory, is okay because it’s a class mechanic i would still love for rezz-skills to be viable choices again.
2.) Gyro’s – their ability to keep up the player is hindering the ability to make use of their traits. For instance, if you were kiting away form a dangerous situation and wanted to use the Super Speed from Final Salvo, you couldn’t merely summon and detonate to gain the Super Speed. You in fact have to stop, summon, detonate, and then are free to commence running or your life again. It goes without saying that this is impractical.
Noooooo…