(edited by Yashuoa.9527)
Engineer 5 point [Wishlist]
I’d want only one thing that they will never regive to us … incendiary powder into explosive trait line !!
With this list whole guild wars will reroll engineer.
Things i’d like to have:
- Mortar shots (AA or 2,3,4,5) unblockable (all together would be too strong).
- IP back to explosives Trait, this would make cele rifle/grenade viable again like in the past.
- More rifle traits, there is only one trait for it… and why the hell is it in the condi trait line?!
- I wish gyros QoL changes, not really buffs. Inheriting stats of the engi, insta detonate and shreddy rework.
- I wish pistol aa to be finally an explosive.
- I wish mortar aa to finally work with projectile finishers on the whole aoe like they promised.
- I wish useless traits to be buffed.
- … Medkit Q_Q
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
1. Bring back coated bullets.
2. Increase mortar 1 radius to 240.
3. Mortar 1 AoE projectile finisher.
4. Reduce flamethrower incoming retaliation damage.
5. Rework medkit
With this list whole guild wars will reroll engineer.
Could you elaborate please.
I am curious what you find too good for people to roll engi after these changes.
I didnt mention how much dmg increase, how much faster flying grenades and mortar.
The protection can be on some (not all) elixirs.
Being able to handle out more protection is hardly a problem.
For all I care it comes at the a little bit of dmg to make it more fair.
Look at Eles. They can hand it out plenty and they also can play hybrid support mix build like engi.
Gyros becoming what they should be is fair game too.
Turrents are to weak atm as well.
So what is it exactly that would make it too much?
1. Bring back coated bullets.
2. Increase mortar 1 radius to 240.
3. Mortar 1 AoE projectile finisher.
4. Reduce flamethrower incoming retaliation damage.
5. Rework medkit
Very cool medkit suggestions.
(edited by Yashuoa.9527)
Range demand reduction on rifle 3 and pistol 4-don’t touch this! This 2 skills have too high dmg to be fired from 600 range! They can increase lowest but decrease highest dmg, this will reduce dmg in pve.. And take some suprise shots in pvp
I seen someone say: make pistol aa explosive-GReat suggestion! Generally: raid: fast boss moving no more great dps loss, pvp: some medium aa with vuln, chance to another bleed and criple. If will this too much op, they can reduce number of targets to 2 or 1 for me. We have better skill for aoe anet :-)
So.. I start play scrapper. "
(edited by David.5974)
I have a completely different wish list:
1. Make medkit #1 useful, make medkit #2-5 faster & less clunky
2. Make the siege rounds GM trait increase mortar #1 range to 180-240 to give it reasonable chance to proc projectile finisher from the mortar fields (now that happens way too rarely)
3. Make elixir gun #1-2 1200 range, like they used to be with rifled barrels trait. This would also give us 1200 range underwater weapon (currently engi is the only profession who doesn’t have 1200 range underwater)
4. Reduce CD of several gadgets to make them more competitive or give their toolbelt skills more utility. Currently slick shoes is the only gadget in meta.
5. Rework/buff underwhelming traits: Energy Amplifier, Medical Dispersion Field, advanced turrets, Automated Medical Response, Autodefense Bomb Dispenser, health insurance, Stimulant Supplier, Gadgeteer and Shrapnel.
Nerf top list:
Hammer has too much goodies on it, making almost every engineer select hammer. Hammer offers the best power based DPS, might stacking, reflection, evade, block, triple leap finisher, whirl finisher, ranged AoE stun and a lightning combo field.
Remove triple leap from rocket charge to just 1 leap, increase Electro-whirl cooldown to 10 s.
(edited by Deniara Devious.3948)
these are good proposed changes.
Nerf top list:
Hammer has too much goodies on it, making almost every engineer select hammer. Hammer offers the best power based DPS, might stacking, reflection, evade, block, triple leap finisher, whirl finisher, ranged AoE stun and a lightning combo field.Remove triple leap from rocket charge to just 1 leap
Why dont you ask for improvements to the other weapons and leave hammer alone?
They want to make our builds more distinctive so who knows what will still happen to the other weapons.
The other weapons are apparently not good enough right now and than you want to nerf hammer into that state too? Thats not the right way.
Just ask for buffs to the other weapons if you want to see them more and leave hammer as it is.
Also removing triple leap from Rocket charge is way overkill. That is one of the core reasons for good sustain on scrapper if used in waterfield and it would nerf cc too through a lightning field if it becomes only 1 leap finisher.
Range demand reduction on rifle 3 and pistol 4-don’t touch this! This 2 skills have too high dmg to be fired from 600 range! They can increase lowest but decrease highest dmg, this will reduce dmg in pve.. And take some suprise shots in pvp
I didnt meant to remove the range demand reduction on Rifle 3 and Pistol 4 or anything.
There will still be a reduction in dmg on range.
Just less than before. That is what I meant.
What you are suggesting is a form of making the dmg difference between using it on range and melee smaller as well right?
(edited by Yashuoa.9527)
Nerf top list:
Hammer has too much goodies on it, making almost every engineer select hammer. Hammer offers the best power based DPS, might stacking, reflection, evade, block, triple leap finisher, whirl finisher, ranged AoE stun and a lightning combo field.Remove triple leap from rocket charge to just 1 leap, increase Electro-whirl cooldown to 10 s.
Dual Pistols and Pistol/Shield are better choices for condi specs, which dominate pve. Sounds to me like the problem is Rifle being undertuned, not Hammer being too good. Scrapper’s utilities are already terrible, the “mechanic” is unusable in pve, we don’t need the weapon to follow suit.
Consider other game modes when making these suggestions. Removing 2 leap finishes from hammer #3 greatly reduces the weapon’s ability to break defiance bars, forcing Hammer scrappers to slot Slick Shoes.
(edited by RabbitUp.8294)