Engi March State of the Game

Engi March State of the Game

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Posted by: Zaviel.1245

Zaviel.1245

- Turret placement cooldown reduced to 5 seconds when picked up.

This is too short and would result in (forgive me for borrowing slang from WoW) turret twisting. People would pick up and drop turrets to force attacks. Net Turret attack every 5 seconds? Yes please.

You miss-quote, it was Behmen.4360 who said that, not me.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

A little bird told me next patch will change game for many builds (this might be a bad thing though).
Theres good things to come and bad things, but the majority of things got me excited if they get implemented as rumoured.
I’d estimate about 30-40 bullet points (and thats not only tooltip or bug fixes!).

We need to stay flexible though and it won’t solve all of our problems, but some labour is being done behind the curtains.
Of course not everybody will be happy and never will.

Spill.

[EG] Ethereal Guardians

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Posted by: Zenguy.6421

Zenguy.6421

A little bird told me next patch will change game for many builds (this might be a bad thing though).
Theres good things to come and bad things, but the majority of things got me excited if they get implemented as rumoured.
I’d estimate about 30-40 bullet points (and thats not only tooltip or bug fixes!).

We need to stay flexible though and it won’t solve all of our problems, but some labour is being done behind the curtains.
Of course not everybody will be happy and never will.

Hope . . .

I think the Eng class is Anet’s most undeveloped asset. This class has the potential to be the next Mesmer: a genuinely innovative class that’s fun to play, effective, and takes GW2 even further beyond the boring old hitter/blaster/sneaker paradigm.
If ANet are really putting some effort into realising the Eng’s potential that will be awesome. I live in hope . . .

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Posted by: Adamantium.3682

Adamantium.3682

I’m also hoping for a big buff to harpoon gun. It’s such a cool concept to use a harpoon gun but it takes a back seat to the grenade kit. The Grenade Kit isn’t even that good underwater, it’s so one dimensional. It’s just that the harpoon gun is so… bad.

Skill #1 needs to be sped up about double speed and hit about 1.5x harder I think for a good start. Also adding a couple more mines to #2 would be nice, 5 in total sounds better. #3 is just… I don’t even know. It’s fun sometimes but I don’t really get the point of it. #4 and #5 I like, they feel very Engineer-y as is.

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

(edited by Adamantium.3682)

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Posted by: timidobserver.7925

timidobserver.7925

A little bird told me next patch will change game for many builds (this might be a bad thing though).
Theres good things to come and bad things, but the majority of things got me excited if they get implemented as rumoured.
I’d estimate about 30-40 bullet points (and thats not only tooltip or bug fixes!).

We need to stay flexible though and it won’t solve all of our problems, but some labour is being done behind the curtains.
Of course not everybody will be happy and never will.

Im not so worried about builds becoming obsolete as long as they don’t break the class so that there are no viable builds.

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Posted by: Lord Aargadon.4135

Lord Aargadon.4135

I’m also hoping for a big buff to harpoon gun. It’s such a cool concept to use a harpoon gun but it takes a back seat to the grenade kit. The Grenade Kit isn’t even that good underwater, it’s so one dimensional. It’s just that the harpoon gun is so… bad.

  1. needs to be sped up about double speed and hit about 1.5x harder I think for a good start. Also adding a couple more mines to #2 would be nice, 5 in total sounds better. #3 is just… I don’t even know. It’s fun sometimes but I don’t really get the point of it. #4 and #5 I like, they feel very Engineer-y as is.

Uh no, at a good range #2 hits like truck thats actually optimus prime, and its on a 4s cd if you trait it, #1 is awfully slugish but Im pretty sure thats to balance #2. #3 is a good rupt and is for getting out of melee range, #4&5 are good too.

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Posted by: Behmen.4360

Behmen.4360

- Turret placement cooldown reduced to 5 seconds when picked up.

This is too short and would result in (forgive me for borrowing slang from WoW) turret twisting. People would pick up and drop turrets to force attacks. Net Turret attack every 5 seconds? Yes please.

The cooldown between firing wouldn’t change, only your ability to re-place them.

Tehke – 80 Asura Engineer | Orranian – 80 Sylvari Thief | Tannien – 80 Mesmer
KAINENG

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Posted by: CriSPeH.8512

CriSPeH.8512

- Turret placement cooldown reduced to 5 seconds when picked up.

This is too short and would result in (forgive me for borrowing slang from WoW) turret twisting. People would pick up and drop turrets to force attacks. Net Turret attack every 5 seconds? Yes please.

The cooldown between firing wouldn’t change, only your ability to re-place them.

^Yes.
Turrets should work more like a placeable kit.
You place the Turret and can pick up and move the Turret on a very short CD.
The Turrets firing rate and Overcharged skill would all remain on a separate CD.
Turrets would repair while you have them picked up.
If a Turret is destroyed, than it goes on CD before you can place it again.

This would allow us to move our Turrets.
More strategically place and pickup Turrets to try and keep them alive.
And has much easier options to synergize with new traits in the same flavor that our kits do, Turret Refinement maybe? Speedy Turrets? any other “On placing Turret” type of effects.

Good Idea.

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Posted by: lchan.2169

lchan.2169

Turrets damage is fine but firing time needs to be reduced 1/3. Sometimes they dont even last long enough to fire second or third time. Picking up turrets should have only a cooldown of 5 secs. If they get destroyed by the enemy or AOE, 10 secs cooldown. If you denonate them, 15 secs.

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Posted by: JohnDied.3476

JohnDied.3476

A little bird told me next patch will change game for many builds (this might be a bad thing though).
Theres good things to come and bad things, but the majority of things got me excited if they get implemented as rumoured.
I’d estimate about 30-40 bullet points (and thats not only tooltip or bug fixes!).

We need to stay flexible though and it won’t solve all of our problems, but some labour is being done behind the curtains.
Of course not everybody will be happy and never will.

Hope . . .

I think the Eng class is Anet’s most undeveloped asset. This class has the potential to be the next Mesmer: a genuinely innovative class that’s fun to play, effective, and takes GW2 even further beyond the boring old hitter/blaster/sneaker paradigm.
If ANet are really putting some effort into realising the Eng’s potential that will be awesome. I live in hope . . .

I thought this as well, since we’re not tied to one or two particular builds. Unfortunately, the devs haven’t shown enough interest to bring us up to par, so I’ll just stick to playing my mesmer alt until then.

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Posted by: Adamantium.3682

Adamantium.3682

Uh no, at a good range #2 hits like truck thats actually optimus prime, and its on a 4s cd if you trait it, #1 is awfully slugish but Im pretty sure thats to balance #2. #3 is a good rupt and is for getting out of melee range, #4&5 are good too.

But #3 doesn’t get you out of melee range, because it drags the mob with you. I also don’t think #2 hits like a truck, it hits hard but like you said it requires precise positioning which is often impossible under water. Anywhere outside of that precise distance it’s nearly useless. More mines would help with this. Divide the damage if you think it’s OP, but not too much. If you spend any amount of time in the Grenade Kit you’ll see how #2 on the harpoon just doesn’t add up to the Grenade Kit. There is no required range to be at to be effective, and even untraited it really just dishes out more damage without really trying. That bugs me, I would much rather see our harpoon gun be a proper under water weapon. Playing some alts and unlocking their underwater skills it’s just night and day how much better and useful they are. Not to mention they have a choice, I think we really suffer from only having one underwater weapon. It’s like ANet had good ideas about our underwater combat but they forced themselves to cram it all onto one weapon and it just didn’t work out. To be clear I don’t at all feel this way on land, even just the 3 combinations we have all work well and fill different roles. Underwater having no choice for main weapon does hurt us and it shows in the skills I think.

I don’t think you can make an excuse for #1 being bad to make up for other skills being good. Isn’t that still poor design? It’s the attack we use the most, it shouldn’t be bad just because another skill is good in a perfect situation. #1 is spammed by everybody, it shouldn’t be making up for anything I don’t think.

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

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Posted by: Lupanic.6502

Lupanic.6502

A little bird told me next patch will change game for many builds (this might be a bad thing though).
Theres good things to come and bad things, but the majority of things got me excited if they get implemented as rumoured.
I’d estimate about 30-40 bullet points (and thats not only tooltip or bug fixes!).

We need to stay flexible though and it won’t solve all of our problems, but some labour is being done behind the curtains.
Of course not everybody will be happy and never will.

This text does not contain any information. We need some details !

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Posted by: Behmen.4360

Behmen.4360

- Turret placement cooldown reduced to 5 seconds when picked up.

This is too short and would result in (forgive me for borrowing slang from WoW) turret twisting. People would pick up and drop turrets to force attacks. Net Turret attack every 5 seconds? Yes please.

The cooldown between firing wouldn’t change, only your ability to re-place them.

^Yes.
Turrets should work more like a placeable kit.
You place the Turret and can pick up and move the Turret on a very short CD.
The Turrets firing rate and Overcharged skill would all remain on a separate CD.
Turrets would repair while you have them picked up.
If a Turret is destroyed, than it goes on CD before you can place it again.

This would allow us to move our Turrets.
More strategically place and pickup Turrets to try and keep them alive.
And has much easier options to synergize with new traits in the same flavor that our kits do, Turret Refinement maybe? Speedy Turrets? any other “On placing Turret” type of effects.

Good Idea.

Thank you. I just refuse to accept the notion toted by others that turrets are for bunkering only. As they are right now, the CD makes using them in PVE extremely difficult as a good moving group means that you will not be able to use your turrets for many fights.

Tehke – 80 Asura Engineer | Orranian – 80 Sylvari Thief | Tannien – 80 Mesmer
KAINENG

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Posted by: BrimstoneAshe.5043

BrimstoneAshe.5043

While they are fixing the rifle turret, how about actually putting three barrels on it like the icon shows? Because the it’s current look of a sausage maker on a tripod is rather laughable.

Asuran Engineer – Norn Ranger
[KAOS] of Anvil Rock

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Posted by: Penguin.5197

Penguin.5197

While they are fixing the rifle turret, how about actually putting three barrels on it like the icon shows? Because the it’s current look of a sausage maker on a tripod is rather laughable.

Yes. Maybe changing their aesthetics is part of the “some other cool stuff you’ll see”.

I mean who wouldn’t want to play with those awesome looking turrets behind that charr https://www.guildwars2.com/en/the-game/professions/engineer/
(They look similar like the rifle icon to me)

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Posted by: athuria.2751

athuria.2751

While they are fixing the rifle turret, how about actually putting three barrels on it like the icon shows? Because the it’s current look of a sausage maker on a tripod is rather laughable.

Yes. Maybe changing their aesthetics is part of the “some other cool stuff you’ll see”.

I mean who wouldn’t want to play with those awesome looking turrets behind that charr https://www.guildwars2.com/en/the-game/professions/engineer/
(They look similar like the rifle icon to me)

On the subject of aesthetics, is that icon for the weapon kits a concept piece for the flamethrower backpack I’m seeing?

Dude, I want that backpack. That is so much cooler than any hobo sack.

Syrlya | Sylvari Mesmer
Arabelle Jones | Human Engineer
Stormbluff Isle

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Posted by: Dante.1508

Dante.1508

I only have one question.

Why do Elixir and Flamethrower kits hardly ever get a look in, the best and most fun you can have on an Engi but they do next to nothing for the class..

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Posted by: Chaba.5410

Chaba.5410

I want the machine gun turret in the wallpaper.

Chaba Tangnu
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast

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Posted by: Grackleflint.4956

Grackleflint.4956

- Turret placement cooldown reduced to 5 seconds when picked up.

This is too short and would result in (forgive me for borrowing slang from WoW) turret twisting. People would pick up and drop turrets to force attacks. Net Turret attack every 5 seconds? Yes please.

You miss-quote, it was Behmen.4360 who said that, not me.

Fixed. Sorry about that.

While we’re on the subject of turrets I’d like to point out a design flaw in Deployable Turrets. I assume that a dedicated Turret build is the target for this trait. Here’s the problem with it. You are actually punished for using it because the idea with DT is to put your turrets out of reach. This seems great at first, unless you want to move to a new location. With no way to pick up your turrets that are now perched on top of things or clinging precariously to ledges, you must detonate them. Now you have to wait for the full cooldown of each and every turret. Sure, you have your toolbelt skills for added offense, but their cooldowns are long and their effects weak at best.

I would suggest that Deployable Turrets be changed to include a cooldown reduction for all turrets.

I would also like to see all of our turret related traits moved to the Inventions trait line.

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Posted by: Grackleflint.4956

Grackleflint.4956

Just saw this in another thread discussing possible buffs to Thumper and Rifle turrets:

“Phineas Poe.3018
Yeah, I especially like how people go on about how Deployable Turrets means you can now toss them in unreachable areas.
Well if they’re unreachable, that means you’re stuck with the extended cooldown when you’re ready to move on.
Just one of many suspect design choices of the Engineer. Though I still love the class and would love to try out turrets in the next patch.”

Until they fix the cooldowns and make them tougher, turrets will just be a gimmick.

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Posted by: Chaba.5410

Chaba.5410

NERF engineers have used Deployable Turrets to place them in areas unreachable to the engineer and reachable to the target, like the tops of tower walls. Thumper Turret up there provides great trollage, especially when someone destroys the turret, which is packed with accelerant.

Chaba Tangnu
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast