Engineer/Scrapper balance suggestions.

Engineer/Scrapper balance suggestions.

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Posted by: UncleDrew.1763

UncleDrew.1763

It’s 3:08am and I have nothing better to do, so here goes…

Micro disclaimer – These are my opinions, feel free to disagree. BUT, pls no hate. One can hope if we (as the engi community) make enough of these someone, somewhere might actually make some changes that are useful. lol I just read that back, ded class ;_;

Traits:
Inventions:

Automated medical response:
1) Reduce cool down to 90 seconds.
2) Allow the medic gyro to proc. the removed cooldown while the gyro is still active. (Unless the gyro is destroyed and on cd then the trait is effectively useless) The point of gyros is to have them active. – for those that maybe unfamiliar with engi.

Alchemy:

Health Insurance :
1) As med kit is almost non existent, change the effect of the skill to increase outgoing healing by 15% creating more choice in this line for support roles.

Self Regulating Defenses:
1) Reduce cooldown to 60 seconds.

Skills:

Weapons:
Hammer:
Electro-whirl:
1) Reduce cooldown to 5 seconds.

Shock Shield:
1) Reduce cool down to 18 seconds.

Thunder Clap:
1) Increase cool down to 25 seconds.
2) Reduce pulses to 5.
3) Decrease interval between pulses to 0.75 seconds.

Healing Skills
Healing Turret:
1) Revert the blast back to the toolbelt, with manual overcharge as the flip skill. (old healing turret).

Utilities:
Elixir Gun:
Tranquilizer Dart:
1) Increase range to 1000.

Glob Shot:
1) Reduce cool down to 5 seconds.
2) Fix trajectory issues with the glob. (E.g) when you fire this at someone that has dodged the projectile flies up at random angles into the air.
3) Increase projectile velocity to match that of Tranq. Dart.
4) Decrease range to 600.

Fumigate:
1) Reduce cool down to 10 seconds.
2) Increase range to 500.

Elite Skills:
Sneak Gyro:
1) Increase movement speed of the gyro by 25%.
2) Increase cooldown to 50 seconds.
3) Decrease stealth interval to 2 seconds.
4) Increase radius to 400.

Depending on reactions/suggestions I may make another post, these are the changes that came to mind while writing this.

God speed bois!

[So] Shellfish – Fissure of Woe / Gandara EU

(edited by UncleDrew.1763)

Engineer/Scrapper balance suggestions.

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Posted by: David.5974

David.5974

Invention and alchemy traits was nerfed on CDs so don’t expect any changes.

Hammer is OK and viable more for nerf then buffs.

Agreed with turrets – return f1-5 detonator. This is weird. In 30% turret dont overcharge and in another 20% doesnt make water combo…. We don’t use your turrets Anet untill you rework them to current skill levels of other/our utilities (dmg/rates of fire/survivability) reduce deplyment duration like gyros and increase their skills.

EG- glob shot really need some buff

Sneak gyro: better stay in current state. 40sec CD is now for me barely viable to pick instead of elixir x.

I suggest to look on trait in Tools trait line – Gadgeteer. Overcharge gadget should mean increase his effectivness not only lazy cd reduction (for example: rocket boots: increase distance traveled/stunbreaker , slick shoes: prenerf state xD , googles: reveal stealthed in x radius, battering ram: ignore stability, A.E.D- invuln 2sec after healed) – boom!! viable gadgets for a price of kittens to you in tools traits which mean more core engi friendly.

But they will not care about traits. They will hold scrapper in meta with hammer to not be OP and if you can see every nerf/buff in pvp is around meta scrapper. Create new meta build with rifle and you will see nerfs to rifle. (Thats joke, rifle can’t be worse then now)

“Doctor suggest me, to stop play with engi because my fingers are broken.
So.. I start play scrapper. "

(edited by David.5974)

Engineer/Scrapper balance suggestions.

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Posted by: Dawdler.8521

Dawdler.8521

Not sure how nerfs are Quality Of Life improvements.

Engineer/Scrapper balance suggestions.

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Posted by: UncleDrew.1763

UncleDrew.1763

Not sure how nerfs are Quality Of Life improvements.

You’re right, I should just ask for buffs on all the skills and not think about balance at all.

[So] Shellfish – Fissure of Woe / Gandara EU

Engineer/Scrapper balance suggestions.

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Posted by: Dawdler.8521

Dawdler.8521

Not sure how nerfs are Quality Of Life improvements.

You’re right, I should just ask for buffs on all the skills and not think about balance at all.

Well… yes. Thats what QoL is. Not even necessarily buffs, just changes to fix obviously broken things or improve their function. In the case of the sneak gyro, you could have simply scrapped all that and said “increase speed of all gyros by 25%”.

But maybe I read too much into the thread topic having QoL in it.

Engineer/Scrapper balance suggestions.

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Posted by: UncleDrew.1763

UncleDrew.1763

Not sure how nerfs are Quality Of Life improvements.

You’re right, I should just ask for buffs on all the skills and not think about balance at all.

Well… yes. Thats what QoL is. Not even necessarily buffs, just changes to fix obviously broken things or improve their function. In the case of the sneak gyro, you could have simply scrapped all that and said “increase speed of all gyros by 25%”.

But maybe I read too much into the thread topic having QoL in it.

Okay, I’ll change the title then. Just for you.

[So] Shellfish – Fissure of Woe / Gandara EU

Engineer/Scrapper balance suggestions.

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Posted by: Vagrant.7206

Vagrant.7206

The biggest things I think are needed is a revamp of our traits (they’re a godkitten mess), buffing the rifle so it’s not such trash, improving MH pistol so shield is viable, improving the viability of most of our weapons so we don’t need to rely on kits, buffing gadgets and turrets so they aren’t jokes, and look at reducing complexity of rotations (purity of purpose work with kits).

So basically, the entire class needs a revamp.

The great god Lagki demands sacrifice.

Engineer/Scrapper balance suggestions.

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Posted by: UncleDrew.1763

UncleDrew.1763

The biggest things I think are needed is a revamp of our traits (they’re a godkitten mess), buffing the rifle so it’s not such trash, improving MH pistol so shield is viable, improving the viability of most of our weapons so we don’t need to rely on kits, buffing gadgets and turrets so they aren’t jokes, and look at reducing complexity of rotations (purity of purpose work with kits).

So basically, the entire class needs a revamp.

Which traits in particular need improvement, and what would you change?

[So] Shellfish – Fissure of Woe / Gandara EU

Engineer/Scrapper balance suggestions.

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Posted by: Dawdler.8521

Dawdler.8521

Not sure how nerfs are Quality Of Life improvements.

You’re right, I should just ask for buffs on all the skills and not think about balance at all.

Well… yes. Thats what QoL is. Not even necessarily buffs, just changes to fix obviously broken things or improve their function. In the case of the sneak gyro, you could have simply scrapped all that and said “increase speed of all gyros by 25%”.

But maybe I read too much into the thread topic having QoL in it.

Okay, I’ll change the title then. Just for you.

Yay I can make a difference \o/

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Posted by: Eastcorn.5901

Eastcorn.5901

My recommendations for traits:

Explosives

Explosive Powder – Remove the knockback from exploding turrets (will be added to inventions below), add a blind when executing blast finishers (10 second cooldown). Turrets belong in the Inventions line, and a turret build should only be required to take the Inventions line, not Inventions AND Explosives. The blind on blast finisher is to promote the usage of BOB and Mortar Orbital Strike as defensive abilities. Right now the Explosives line is extremely risky to take in PvP/WvW.

Thermobaric Detonation – Remove internal cooldown, or remove this trait. Additionally, Evasive Powder Keg now applies cripple.

Firearms

Skilled Marksman – Rifle keeps the 20% reduced cooldowns. Blunderbuss and Jump shot refreshes cooldown if it downs or kills an enemy. Rifle is a burst weapon, that burst should be rewarded adequately. I admit this change is more for my own personal fun.

Inventions

Overshield – Compare what our shield CDs and skill effects to the CDs on Chronomancer’s shield, and the effects THEY get. The power discrepancy is insane. The correct change to make is that Mesmer’s shield needs increased cooldowns, but since that probably won’t happen, the Overshield trait should grant more protection and should lower cool-downs further.

Advanced Turrets – Turrets gain the ability to knock back enemies when self-destructed, in addition to the current boon application.

Alchemy

Inversion Enzyme – Makes fumigate affect the engineer as well, in addition to converting conditions to boons on allies hit. Good trade off for not picking SRD, no?

Stimulant Supplier – Drops Antidote instead. Gives resistance, instead of Fury. Remember that Alchemy is a defensive line.

Tools:

Gadgeteer – Well, for one I don’t think anyone can say this one is good. The trait depends on you getting hit, and any build that slots several gadgets will inevitably be squishy. Change it to: gadgets remove 1 condition and grant 2 seconds of super speed when used. Reduce gadget recharge by 20%.

Streamlined kits – Kit effect only procs in combat. Continues to allow Swiftness procs all the time.

Scrapper

Expert Examination – In addition to current effects, gyros regain their ability to daze when self-destructed. Fair trade, considering we’re giving up the personal damage of Mass Momentum, and the sustain of Rapid Regeneration, right?

What do you guys think?

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Posted by: UncleDrew.1763

UncleDrew.1763

Alchemy

Inversion Enzyme – Makes fumigate affect the engineer as well, in addition to converting conditions to boons on allies hit. Good trade off for not picking SRD, no?

Stimulant Supplier – Drops Antidote instead. Gives resistance, instead of Fury. Remember that Alchemy is a defensive line.

Scrapper

Expert Examination – In addition to current effects, gyros regain their ability to daze when self-destructed. Fair trade, considering we’re giving up the personal damage of Mass Momentum, and the sustain of Rapid Regeneration, right?

What do you guys think?

Thank you for suggesting things.

I think Stimulant Supplier should drop an additional two stim packs and provide resistance (as you said). Something we don’t have access too.

Expert Examination should reveal a stealthed target in my opinion, but even then I don’t see it being taken. Not sure how I would revamp this trait.

I don’t think the #3 on elixir gun should remove our condis. Cause you can’t hit yourself with it. Yeah I would like it to have an additional cleanse, but it’s still really good for group cleansing.

[So] Shellfish – Fissure of Woe / Gandara EU

(edited by UncleDrew.1763)

Engineer/Scrapper balance suggestions.

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Posted by: Vagrant.7206

Vagrant.7206

The biggest things I think are needed is a revamp of our traits (they’re a godkitten mess), buffing the rifle so it’s not such trash, improving MH pistol so shield is viable, improving the viability of most of our weapons so we don’t need to rely on kits, buffing gadgets and turrets so they aren’t jokes, and look at reducing complexity of rotations (purity of purpose work with kits).

So basically, the entire class needs a revamp.

Which traits in particular need improvement, and what would you change?

Do you want me to go through each one, one by one?

Firearms: This one is all mixed up between rifle and pistol. Despite promising benefits to rifle, often rifles users will not experience the benefits that pistols enjoy from this tree. Rifle users don’t seem to fit in anywhere in the traits, despite this trait line supposedly including them.


Explosives: Besides alchemy, probably one of the most commonly used trees in PvE because grenades and bombs are our primary source of DPS. While I’m not opposed to this, the whole tree is basically necessary in PvE because our core weapons are relatively weak compared to these kits.


Inventions: Besides a few useful traits for hammer builds, this trait line provides largely useless traits dealing with turrets (which are also currently useless). This tree also provides team healing support which is significantly weaker than any other class capable of team healing support and it needs improvement.


Alchemy: This spec is absolutely required in PvP, or you will die many, many times. The problem is that every build in PvP uses the same three traits — the rest simply don’t stack up to those three, and need buffing to be viable, and some just won’t see use because they rely on certain skills that are not viable at the moment (IE the Med Kit skills).


Tools: Commonly taken in PvE for the dodge and general utility traits. The thing is, this trait line was designed with the toolbelt in mind, and yet most of the skills for toolbelt are weak or behave in unpredictable, unexpected ways (IE Static Discharge). This trait line also features gadgets and the tool kit. Since gadgets and toolkit are also quite weak right now, the gadget traits and toolkit traits in this line are also weak.


Scrapper: Mostly used in PvP for hammer and gyros. The initial design for this spec was focused on lightning fields and stuns/dazes. However, since they massively nerfed Final Salvo and some of the other sources of daze (turning hammer charge to 2 leaps instead of 3), many of the traits enhancing daze/stun became weak by comparison, as is evidenced by impact savant.

The great god Lagki demands sacrifice.

(edited by Vagrant.7206)

Engineer/Scrapper balance suggestions.

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Posted by: insanemaniac.2456

insanemaniac.2456

but what would you change

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

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Posted by: Vagrant.7206

Vagrant.7206

but what would you change

Absolutely nothing, because it’s all perfect.

/s

The great god Lagki demands sacrifice.

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Posted by: insanemaniac.2456

insanemaniac.2456

genius.

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