Engineer CDI?
Can’t compute your question.
Alotta’ bugs got fixed recently.
Alotta’ bugs still exist.
The class-dev team is not big, so that takes some time.
At least Karl admitted that eng is too hard countered by some things in the ready up (@ 29m)… hopefully we’ll see some love fighting against conds and/or cc.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
I don’t get it, I’ve NEVER had trouble against conditions…
thats a thing for people who prefer medkit…
Then again, only having one viable healing option as a class is a bit dull.
that’s why I’d like new ways of self condi cleaning as well (fumigate already does a great job for other teammates)
thats a thing for people who prefer medkit…
Then again, only having one viable healing option as a class is a bit dull.
that’s why I’d like new ways of self condi cleaning as well (fumigate already does a great job for other teammates)
give fumigate a chain skill sorta like the blocking skills on other classes that is “Stop blocking and gain adrenaline” give them a “Stop fumigate to release the excess fluid and cure 2 conditions on yourself with a cleansing mist” So you can double tap it to do a sorta healing mist animation(but green cause kitten yeah thematics) it would trade off party support for a less effective self cleanse, this would allow engie to remove with EG, either 6 condtions from teammates(fumigate/SE) or 3 for themselves.
SE cleans condis (appart from projectile finishers from the lightfield)? oO
did I miss something?
jftr, the condi cleaning trait for elixirs does not proc with EG skills, even tho they are indicated as elixirs. it’s a bug on either the tooltipp side or the traits’ mechanics.
SE cleans condis (appart from projectile finishers from the lightfield)? oO
did I miss something?jftr, the condi cleaning trait for elixirs does not proc with EG skills, even tho they are indicated as elixirs. it’s a bug on either the tooltipp side or the traits’ mechanics.
SE removes 1 condition upon landing. The “Intial” heal hit is basicly what removes it, its not stated in the tooltip.
As for the second part, it would be REALLY op if they worked as elixers tbh. the toolbet skill and 4/5 would work with the cleaning formula, the cd reduction(on top of fireforged?) and give might with hgh prolly similar to how thrown elixers do, meaning it would be run HgH/Eg/rest of bar elixers and give give EVERYONE kittenloads of might rofl.
it would be nice but they have better things to spend their cdi time on cuz engis arent defective like bearbow rangers
head here to discuss wvw without fear of infractions
SE removes 1 condition upon landing. The “Intial” heal hit is basicly what removes it, its not stated in the tooltip.
Lol. I’m using EG for ages now and never knew about that.^^
Seems like I should spend some time on the wiki again…
These issues are PVE not PVP, it’s no secret that the large number of nerfs over the 2 year period have drastically affected all aspect of engineer life. One example is to see PVE only characters using the same skills similar to what we had we the game began. For example, the Skill Point Centurion Titus Gearclaw, his main skill is throwing mines.
I’ve been playing since BWE2 I remember mines, mine field, bombs, grenades all having large fields to trigger them. I’ve played Guardian, Staff Necro, and Trap Ranger, all of those classes kept the general size of and trigger zones of their weapons but Engineers did not. If you’re an explosive engineer you’ve been nerfed not just once but multiple times in PVE. The fields for Guardian, Staff Necro, Trap Ranger are twice as large as those for the mines, bombs, emergency mines from traits, and grenades. We actually have to absolutely use the Forceful Explosives trait (which I might add could be a slot used for something else like perhaps the missing extra damage trait after reaching a certain percentage that’s missing from the Engineer Traits entirely) just to make the explosions large enough, and some of them aren’t as large as the swing of a 2 handed sword. (like the Bunker Down mines for example which enemies can dance all over and never set them off).
We need a CDI to talk about things like this, nerfs in PVE don’t help anyone, they don’t help gameplay and they don’t help the playerbase to stop such things as discrimination based on class when doing functions like running dungeons/fractals/or even guild bounties and we’ve all seen the reports on those.
After I read that people of other classes were waiting on a promised CDI for their class I felt it was necessary to bring this to attention here in the forums. We need a voice, we need to address the things that aren’t working properly, the overall imbalance, and we need the ear of the man in charge so that we can once and for all get some of these age old issues with this class fixed. No other class has suffered the nerfs this class has had to endure in the entire lifetime of this title in PVE.
The issue above is only 1 example of many things wrong with the class. Please help support your fellow players.
I don’t get it, I’ve NEVER had trouble against conditions…
a lot of condition engineers run zero cleanses. zero. i’ve discovered this by throwing lolplexity engis confusion right back at them on my necromancer and them pressing 1 for days.
As true as Odin’s spear flies,
There is nowhere to hide.
I don’t get it, I’ve NEVER had trouble against conditions…
a lot of condition engineers run zero cleanses. zero. i’ve discovered this by throwing lolplexity engis confusion right back at them on my necromancer and them pressing 1 for days.
Alot of it has to do with where our traits are placed and how it will affect our damage choices. For example, on my Ranger Wilderness Survival allows for the increase of both Condition Damage and Toughness so it supports the role properly, whereas on the Engineer our traits for Condition Damage are all under Rifle which oddly enough tends to be the choice for Power/Zerker builds more often than not. If they stuck Toughness and Condition Dmg together in the same slot it would make for easier pickings for bunker builds. As it stands now, there are only certain choices to use if you plan on playing that way in PVE and if you don’t choose them you run the risk of either making yourself a glass cannon having to be rezzed by players around you (because we still have a lackluster downed state to consider as well) or you have to be too defensive and not bring enough damage to the table.
These things were all pointed out when the game launched btw, in Suggestions forums. You can still see all the earliest posts about these concerns. (not just by me btw)
Engineer downed state is pretty nice, you have two ways to interrupt an enemy stomp, while also providing nice conditions on #1.
Engineer are also fairly effective at preventing team mates getting stomped with pulls or knockbacks. If you have any turrets down, they are also good for killing players from downed state.
If you are talking about PVE then I cant tell you much, but if your talking PVP then as an engineer from day one and a Piken square commander, I believe they are in a good position. The disadvantage is high skill floor but in return for a high skill ceiling.
I’ve been playing since BWE2 I remember mines, mine field, bombs, grenades all having large fields to trigger them. I’ve played Guardian, Staff Necro, and Trap Ranger, all of those classes kept the general size of and trigger zones of their weapons but Engineers did not. If you’re an explosive engineer you’ve been nerfed not just once but multiple times in PVE. The fields for Guardian, Staff Necro, Trap Ranger are twice as large as those for the mines, bombs, emergency mines from traits, and grenades. We actually have to absolutely use the Forceful Explosives trait (which I might add could be a slot used for something else like perhaps the missing extra damage trait after reaching a certain percentage that’s missing from the Engineer Traits entirely) just to make the explosions large enough, and some of them aren’t as large as the swing of a 2 handed sword. (like the Bunker Down mines for example which enemies can dance all over and never set them off).
We need a CDI to talk about things like this, nerfs in PVE don’t help anyone, they don’t help gameplay and they don’t help the playerbase to stop such things as discrimination based on class when doing functions like running dungeons/fractals/or even guild bounties and we’ve all seen the reports on those.
After I read that people of other classes were waiting on a promised CDI for their class I felt it was necessary to bring this to attention here in the forums. We need a voice, we need to address the things that aren’t working properly, the overall imbalance, and we need the ear of the man in charge so that we can once and for all get some of these age old issues with this class fixed. No other class has suffered the nerfs this class has had to endure in the entire lifetime of this title in PVE.
The issue above is only 1 example of many things wrong with the class. Please help support your fellow players.
Such a well thought out, concise, straight to the point forum entry with good reasoning. I hope Karl etc take such logic on when they re-issue the engie back from the nerf bats they did. IMO I feel the nerfs to the engie classes were just so bad and so drastic. The problem with the engie also lends itself to its skilled gameplay, skilled being the point that you have to be as the co-efficient between mobility and damage is not on any scale worth mentioning.
What I feel needs to be done for engie is
1 -standardized field for bombs, mines and grenades that is equal to the area surface of warrior great sword that does not have to be traited for.
2- A way better heal balance for elixir bombs to help in zergs ( just now the heals per bomb is shockingly bad for the amount of healing put in , no matter if you spec as healer or not. It should be far higher for a 30 point trait.
3 -Bomb delays are far too long and are visable, bombs should be treated as melee and be subject to instant cast off/ explosion just as a melee user can swing/ insta-damage.
4- Far better condition variables, even with traiting high for conditions does not give enough clout to push through -40 % foods, melandru runes etc.
After playing a necro and as fun as that is for condies yet suffering stunbreak/ stability options – I still feel engies need far more conditions damage than they have now.
Of course they can just forgo all these and give engie a perm stealth skill line like thieves . Then there is at least a real counter to thief stealth and you have at least secondary evasion to make up for the hard counters engies are facing now.
Engineer downed state is pretty nice, you have two ways to interrupt an enemy stomp, while also providing nice conditions on #1.
Engineer are also fairly effective at preventing team mates getting stomped with pulls or knockbacks. If you have any turrets down, they are also good for killing players from downed state.
If you are talking about PVE then I cant tell you much, but if your talking PVP then as an engineer from day one and a Piken square commander, I believe they are in a good position. The disadvantage is high skill floor but in return for a high skill ceiling.
Downed auto attack has too much rng.
Single target pull projectile #2 means you get stomped on the first attempt far too often. It’s countered by blind, block, stability, stomping behind a pet/another players/corner/tiny little pebble that causes obstruction/etc.
3 is a aoe knockback, blast finisher (‘cause downed blasts are super useful xD), and does decent dmg… but as far as preventing stomps it’s on par with guards #2.
It’s pretty bad : /
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
Engineer downed state is pretty nice, you have two ways to interrupt an enemy stomp, while also providing nice conditions on #1.
Engineer are also fairly effective at preventing team mates getting stomped with pulls or knockbacks. If you have any turrets down, they are also good for killing players from downed state.
If you are talking about PVE then I cant tell you much, but if your talking PVP then as an engineer from day one and a Piken square commander, I believe they are in a good position. The disadvantage is high skill floor but in return for a high skill ceiling.
You’re kidding right? And yes I’m solely talking about PVE nothing more. Even in PVP tho I’ve heard countless engineers complain about the downed state. Boobie Trap for example doesn’t come anywhere near the amount of damage that the Mesmer’s own Phantasmal Rogue for example. If it did it would actually GIVE engineers a fighting chance. All ours does is delay the inevitable, there’s not enough damage output or even damage output trait choices or even healing trait choices for our downed state to actually bring it up to par with what other classes have.
I dunno about you but increasing damage on an already weak attack only makes it a normal attack (50% damage increase trait), Dropping bandages when we’re imobilized by the downed state doesn’t really help us heal while downed (instead of say a healing turret nearby or an EG field) and a large explosion that does nothing but pushback doesn’t really help rally the engineer when it doesn’t do enough damage to the enemy to make a difference allowing the enemy to come running back up and finish us off.
We might as well be sitting there telling them to hurry up. I mean seriously it’s been 2 years of these traits that do nothing to help us with our downed state, and it took over 1 year to make the #1 skill actually explode a bit and do some AOE damage.(when the game first launched I could only hit 1 enemy at a time with my throw junk ability).
snip
Such a well thought out, concise, straight to the point forum entry with good reasoning. I hope Karl etc take such logic on when they re-issue the engie back from the nerf bats they did. IMO I feel the nerfs to the engie classes were just so bad and so drastic. The problem with the engie also lends itself to its skilled gameplay, skilled being the point that you have to be as the co-efficient between mobility and damage is not on any scale worth mentioning.
What I feel needs to be done for engie is
1 -standardized field for bombs, mines and grenades that is equal to the area surface of warrior great sword that does not have to be traited for.
2- A way better heal balance for elixir bombs to help in zergs ( just now the heals per bomb is shockingly bad for the amount of healing put in , no matter if you spec as healer or not. It should be far higher for a 30 point trait.3 -Bomb delays are far too long and are visable, bombs should be treated as melee and be subject to instant cast off/ explosion just as a melee user can swing/ insta-damage.
4- Far better condition variables, even with traiting high for conditions does not give enough clout to push through -40 % foods, melandru runes etc.
After playing a necro and as fun as that is for condies yet suffering stunbreak/ stability options – I still feel engies need far more conditions damage than they have now.Of course they can just forgo all these and give engie a perm stealth skill line like thieves . Then there is at least a real counter to thief stealth and you have at least secondary evasion to make up for the hard counters engies are facing now.
Thanks for the compliment.
I agree totally about the bomb delay thing, oddly the things we suffer on land as Engineers don’t happen underwater. The delay on bombs is so small underwater it’s not noticeable, our cast time is at least twice as fast, and the #1 grenade skill is tab target only not ground target.
One of the things I brought up early on about condition damage differences between the classes is that some classes use a portion of their condition/power damage scaling (haven’t figured out which yet) in their initial damage of a skill. For example, the runes of a Staff Necro actually do an initial damage hit when they are triggered before the actual application of a condition. So the field is triggered, the enemy takes an initial hit when triggering it, then the poison is added and started to tick it’s damage. In contrast if you watch what happens with poison grenades for example, all they do is setoff fields for poison to be applied, there is no initial damage output.
The combat in this game is also too dependent on conditions entirely. What I’m seeing globally is this Every build has conditions no matter what their type of build focuses on (which leads to the problem of condition stacking in groups). So what happens is the Zerkers are stacking bleeds for example, on enemies that condition builders rely on. They even apply sigils to improve these stacks on Zerker builds. On the other side of the coin, the problem with classes being too reliant on conditions for every build means (and I’ve just tested this) that those classes like Engineer who’s direct damage output is lowered because of nerfs to the class means it takes longer to kill enemies without conditions in the build.
Try it sometime. I put on all rares to look at this. Burning is one of our most damaging condis so I tested it with burning.
If you put on all rares attack mobs in a level 70 zone spec yourself zerker rifle it will take you twice as long to kill enemies. I then traited 1 trait in Explosives, Crit’s give burns. Guess what happened. Enemies died in half the time. I’ve proposed this before the removal of conditions as a requirement in builds that don’t use conditions because not only does it harm classes to be dependent on them (like engineers which have been nerfed) but it also harms condition builds in events like Guild Bounties where you’ve got a large group stacking DoTs to the point that condition build DoTs are ignored by the game from those who rely on them.
Some of these issues aren’t limited to the Engineer some of them are global problems as you can see but it’s important to get the discussion started in a CDI.
I’m quite pleased with the way bombs and mines are working at the moment. The fact that there’s a slight delay on the bomb explosions makes it bar none, the best kiting skill in the game against melee mobs. Literally just walk forward while spamming one, you take no damage, and the mobs take tons of damage. This works great against Thieves, Warriors and Guardians as well. As for the range mobs, well, if you can find a nice corner to kite around then even range mobs can be solo’d easily.
Bunker Down trait is STRONG, it absolutely does not need any buffs at the moment. I’ve been using it to much success in PvE and PvP. Just watch the numbers roll in in the combat logs.
I’m quite pleased with the way bombs and mines are working at the moment. The fact that there’s a slight delay on the bomb explosions makes it bar none, the best kiting skill in the game against melee mobs. Literally just walk forward while spamming one, you take no damage, and the mobs take tons of damage. This works great against Thieves, Warriors and Guardians as well. As for the range mobs, well, if you can find a nice corner to kite around then even range mobs can be solo’d easily.
Bunker Down trait is STRONG, it absolutely does not need any buffs at the moment. I’ve been using it to much success in PvE and PvP. Just watch the numbers roll in in the combat logs.
All of my posts deal with PVE only, and the delay on bombs is unacceptable in PVE against mobs when bombs are supposed to be the answer for Engineers since we lack greatsword access. Sure it’s different and it might work in PVP well but certainly not in PVP.
These are not buffs
Reducing their pause before exploding and improving the trigger range of ALL explosives is hardly buffing them, it’s restoring them to the qualities of equality because they already had these things 2 years ago. When we’re underwater we don’t deal with these same issues, there’s absolutely no reason why they can’t improve qualities of these kits and traits to coincide with what we already experience underwater, and what other classes enjoy by default in every class but ours.
Are the only player communities left in this game the PVPers/RPers?
I’m quite pleased with the way bombs and mines are working at the moment. The fact that there’s a slight delay on the bomb explosions makes it bar none, the best kiting skill in the game against melee mobs. Literally just walk forward while spamming one, you take no damage, and the mobs take tons of damage. This works great against Thieves, Warriors and Guardians as well. As for the range mobs, well, if you can find a nice corner to kite around then even range mobs can be solo’d easily.
Bunker Down trait is STRONG, it absolutely does not need any buffs at the moment. I’ve been using it to much success in PvE and PvP. Just watch the numbers roll in in the combat logs.
All of my posts deal with PVE only, and the delay on bombs is unacceptable in PVE against mobs when bombs are supposed to be the answer for Engineers since we lack greatsword access. Sure it’s different and it might work in PVP well but certainly not in PVP.
These are not buffs
Reducing their pause before exploding and improving the trigger range of ALL explosives is hardly buffing them, it’s restoring them to the qualities of equality because they already had these things 2 years ago. When we’re underwater we don’t deal with these same issues, there’s absolutely no reason why they can’t improve qualities of these kits and traits to coincide with what we already experience underwater, and what other classes enjoy by default in every class but ours.
Are the only player communities left in this game the PVPers/RPers?
Most of my response was geared towards PvE…, I just tacked on PvP towards the end there.
I’m quite pleased with the way bombs and mines are working at the moment. The fact that there’s a slight delay on the bomb explosions makes it bar none, the best kiting skill in the game against melee mobs. Literally just walk forward while spamming one, you take no damage, and the mobs take tons of damage. This works great against Thieves, Warriors and Guardians as well. As for the range mobs, well, if you can find a nice corner to kite around then even range mobs can be solo’d easily.
Bunker Down trait is STRONG, it absolutely does not need any buffs at the moment. I’ve been using it to much success in PvE and PvP. Just watch the numbers roll in in the combat logs.
All of my posts deal with PVE only, and the delay on bombs is unacceptable in PVE against mobs when bombs are supposed to be the answer for Engineers since we lack greatsword access. Sure it’s different and it might work in PVP well but certainly not in PVP.
These are not buffs
Reducing their pause before exploding and improving the trigger range of ALL explosives is hardly buffing them, it’s restoring them to the qualities of equality because they already had these things 2 years ago. When we’re underwater we don’t deal with these same issues, there’s absolutely no reason why they can’t improve qualities of these kits and traits to coincide with what we already experience underwater, and what other classes enjoy by default in every class but ours.
Are the only player communities left in this game the PVPers/RPers?
if you removed delayed bombs id prolly never use bomb kit again, Cause he is right, I can solo dungeon bosses that are melee just by running in circles with delayed explosions, its like playing bomberman. It works really well, and even when not using said method, standing still their dps is on par with NADES. whcih are huge deeps. And yeah bunker down takes time to get used to, but works wonders in the kite game in pve. run circles around melee mobs with 6/6/0/0/2 so you have swiftness too? the mines have vuln, huge damage, and low kitten icd for what it does, the proximity to actually set them off needs a boost in pve I think 60→90 would do it justice I think, and thats prolly a bit to generous too. At first I didnt like bunker down cause I for some reason wasnt going 6/6/x/x/x which really makes the combo god like.
So yeah, engies could prolly use buffs, but bombs/bunker down are not the places to look. id say some of the elixers need some serious pve loves, and turrets while great in some niche situations need a push to have a bit more use out side of them. 33% reduction on cd when picked up would go a long way.
Also morter buffs for the love of everything holy, give us morter buffs. I need this in my life to seige with pleaseeee.
Uhm you do realize I said reduce. Not remove. I changed my stance on it because I could see the delay’s value however having it 2 times as long as underwater delays is the problem. We shouldn’t be waiting on ALL of the bomb attacks there are times when I wouldn’t have taken damage because the mob would have been dead had my bomb gone off immediately, also the initial attack on this skill could easily be coded to be instant while any other ones could be delayed (like they do with multiple melee attacks in melee weapons in the #1 slot for example).
I’d love for them to improve the overall damage bonuses of Acidic Elixirs, fix the defense of all pets (because pets shouldn’t be the target even in PVP), expand the explosion trigger range to that of a 2handed sword on a guardian/ranger or even the trap seal sizes of those classes, and improve the range of the #1 rifle skill.
It just won’t begin until we get some actual dialog going.
Oh and give us a toggle for hobosacks LOL