Engineer Survivability

Engineer Survivability

in Engineer

Posted by: ginryu.3026

ginryu.3026

I read something troubling in Profession Balance Goals for the Winter 2016 Update and it was this:

Engineer” … " … With that said, we’re still monitoring the defensive nature of the scrapper and may look to implement a reduction in survivability." (emphasis mine)

I would simply like to voice my opposition to any such change. My rationale is simply that Heart of Thorns is not a forgiving expansion, and survivability is kind-of all we engineers have; take away our survivability, and playing an engineer in Heart of Thorns will be as miserable, dull, and grueling as playing, say, a Warrior.

In Heart of Thorns, often, the PvE gameplay is not fun, because a player trying to navigate, for example, Tangled Depths or Verdant Brink is frequently swarmed or knocked-back, or otherwise overwhelmed by either an insurmountable horde of enemies or enemies with overpowered abilities (I’m thinking, specifically, of all the mushroom creatures, but my remark is not applicable only to them). For engineers, “zerker meta” (or whatever the flavor-of-the-month is for “optimal” damage output) is not and never really has been (1) fun or (2) viable. Engineers have always had to be clever to get the most enjoyment out of the profession, and that’s as it should be; it’s sort-of part of the flavor of the class.

I appreciate a challenge, and Heart of Thorns certainly has provided that. My only complaint is that the challenges don’t really scale with the size of the party (or the relative strength of the player(s)) encountering them. If one is a solo player trying to reach that last point of interest in Tangled Depths, he or she may frequently tend to feel like ArenaNet is just giving him or her the middle finger. That shouldn’t be the case, in my opinion, because it’s just not a fun experience, which is what a game should be. This problem would be greatly exacerbated for players who choose the engineer profession if they had to contend with a “reduction in survivability.”

At a minimum, as a player who considers my engineer to be my “main,” I would expect a compelling explanation and argument in favor of any such change. So far, I have seen nothing to indicate any such change is warranted.

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Posted by: Obtena.7952

Obtena.7952

Even though they were vague, there are only so many ways to reduce the survivability of SCRAPPER.

1. Nerf to Medic, Bulwark and Purge Gyro
2. Nerf to Adaptive Armor and Rapid Regeneration

While there are other traits that are defensive, they require more stringent conditions or active play, so I doubt Anet will reduce the effectiveness on those.

I’m going to reduce that list further; I would like to think they don’t nerf the traits because making a super tanky Scrapper with them does come at notably reduced offensive capability. I’m hoping the Gyros take the hit, if there is one. They are way to versatile and gain many positive benefits with tool, their basic function and even blowing them up.

Is scrapper to defensive? I guess that has more to do with what Anet wants the class concept to be as opposed to how it currently performs.

(edited by Obtena.7952)

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Posted by: Dawdler.8521

Dawdler.8521

I’m hoping the Gyros take the hit, if there is one.

You do know that gyros are barely even used in meta hammer specs?

Its the same as saying reaper shouts should be nerfed to the ground because of rise, yet the balance note make no mention on near immortal reapers.

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Posted by: Nike.2631

Nike.2631

I would simply like to voice my opposition to any such change.

A player doesn’t want to be nerfed? Imagine that.

At the end of the day they don’t base their actions on the experience of any single player, they base it on the accomplishments of the entire group across the length and breadth of the game. You may not be seeing Engineers being over-the-line indestructible, but they clearly are.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Sarrs.4831

Sarrs.4831

Even though they were vague, there are only so many ways to reduce the survivability of SCRAPPER.

1. Nerf to Medic, Bulwark and Purge Gyro
2. Nerf to Adaptive Armor and Rapid Regeneration

While there are other traits that are defensive, they require more stringent conditions or active play, so I doubt Anet will reduce the effectiveness on those.

I’m going to reduce that list further; I would like to think they don’t nerf the traits because making a super tanky Scrapper with them does come at notably reduced offensive capability. I’m hoping the Gyros take the hit, if there is one. They are way to versatile and gain many positive benefits with tool, their basic function and even blowing them up.

Is scrapper to defensive? I guess that has more to do with what Anet wants the class concept to be as opposed to how it currently performs.

Gyros will not be changed. The only gyro that might be changed is Stealth Gyro which may have a cooldown increase.

Rocket Charge is, IMO, the big ticket skill on Hammer that increases their survivability significantly. I would not be surprised to see it nerfed.

Adaptive Armor is very highly budgeted and may see nerfs.
Rapid Regeneration may be nerfed or adjusted to put more emphasis on Healing Power.

Nalhadia – Kaineng

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Posted by: ProtoGunner.4953

ProtoGunner.4953

Wrong subforum. Why people never get that there is a subforum for every single profession?

‘would have/would’ve been’ —> correct
‘would of been’ —> wrong

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Posted by: TexZero.7910

TexZero.7910

They’ll nerf adaptive armor and rapid regen because PvP balance demands it.
They’ll likely also touch gear shield and hammer 4’s cooldown.

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Posted by: Samnang.1879

Samnang.1879

I don’t get why they’re nerfing engineer lol. Necro has more survivability than engis.

It’s not fair.

Please nerf bag types instead of class skills!

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Posted by: Basaltface.2786

Basaltface.2786

They’ll nerf adaptive armor and rapid regen because PvP balance demands it.
They’ll likely also touch gear shield and hammer 4’s cooldown.

yeap and once again kitten over pve and wvw with it. Its not like we need stuff like defensive traits and skills in raids where stuff happens that eats your live away for just kittening breathing or wvw where stuff flys left and right when zergs collide so much that you dont even know anymore what the hell did hit you just now. Pfff nahhh as long as the esperts are balanced everything is nice.

Also yes i am salty, no need to remind me, im fully aware of that.

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Posted by: Ragnarox.9601

Ragnarox.9601

they are nerfing engies while buffing dmg of tempests, giving heal to reapers…I mean … obviously devs are playing tempests and reapers I guess.

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Posted by: Ocosh.5843

Ocosh.5843

Necro has more survivability than engis.

Not in PvP. There are multiple game modes in this game, folks. In sPvP, Scrapper sustain is ludicrous. This generally carries over to WvW, too. And in PvE you don’t die unless you afk in the wrong spot, anyway.

They are talking about a small and necessary adjustment. It won’t hurt anywhere else.

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Posted by: Basaltface.2786

Basaltface.2786

Necro has more survivability than engis.

Not in PvP. There are multiple game modes in this game, folks. In sPvP, Scrapper sustain is ludicrous. This generally carries over to WvW, too. And in PvE you don’t die unless you afk in the wrong spot, anyway.

They are talking about a small and necessary adjustment. It won’t hurt anywhere else.

sure… wont hurt anywhere else…like 90% of pvp related nerfs did right?

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Posted by: Dravyn.4671

Dravyn.4671

I don’t get why they’re nerfing engineer lol. Necro has more survivability than engis.

It’s not fair.

This – my necro is far more durable than my engineer, in every facet of the game, and much more of a threat.

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Posted by: Godmoney.2048

Godmoney.2048

I kind feel bad for people who have a hard time doing simple open world pve content in Gw2.

I own every class and just can’t imagine struggling so much that a small nerf or class adjustment would really impact my gameplay.

I often see these types of players in fractals struggling. I wish I could help or train them to use the dodge skill more often. Just the other day I saw a necro who I dont think hit dodge even once. Maybe Engi should be left alone so there is a “easy mode” class for this type of player?

Feelsbadman

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Posted by: David.5974

David.5974

I play scrapper since hot launch in pvp, and he is really really boring. I hope that scrapper will be good, but for his effort and reward no meta please.

I hope that they give us some trait changes, when we can use rifle and p/p(s) really effectively. Each of theese weapon sets which hammer will mean cc, sustain, medium dmg. Rifle power dmg zerk, ranged, support(turrets) and p/p condi, heal?.. Somethink like this which each weapon will have his own role in pvp.

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

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Posted by: Stand The Wall.6987

Stand The Wall.6987

I don’t get why they’re nerfing engineer lol. Necro has more survivability than engis.

It’s not fair.

This – my necro is far more durable than my engineer, in every facet of the game, and much more of a threat.

maybe if youre playing against training dummies

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: Obtena.7952

Obtena.7952

I’m hoping the Gyros take the hit, if there is one.

You do know that gyros are barely even used in meta hammer specs?

Its the same as saying reaper shouts should be nerfed to the ground because of rise, yet the balance note make no mention on near immortal reapers.

I don’t think that matters. I broken down why I think Gyros would be the optimal target for a Scrapper survival nerf. You think that’s wrong? I’ would be interested to see where you think the nerf should fall and why.

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Posted by: Dravyn.4671

Dravyn.4671

I don’t get why they’re nerfing engineer lol. Necro has more survivability than engis.

It’s not fair.

This – my necro is far more durable than my engineer, in every facet of the game, and much more of a threat.

maybe if youre playing against training dummies

Dunno what to tell you, I never (that’s never) die on my necro in pve and only rarely in pvp. Can’t say the same for my engineer.

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Posted by: Rezzet.3614

Rezzet.3614

I read something troubling in Profession Balance Goals for the Winter 2016 Update and it was this:

Engineer” … " … With that said, we’re still monitoring the defensive nature of the scrapper and may look to implement a reduction in survivability." (emphasis mine)

I would simply like to voice my opposition to any such change. My rationale is simply that Heart of Thorns is not a forgiving expansion, and survivability is kind-of all we engineers have; take away our survivability, and playing an engineer in Heart of Thorns will be as miserable, dull, and grueling as playing, say, a Warrior.

In Heart of Thorns, often, the PvE gameplay is not fun, because a player trying to navigate, for example, Tangled Depths or Verdant Brink is frequently swarmed or knocked-back, or otherwise overwhelmed by either an insurmountable horde of enemies or enemies with overpowered abilities (I’m thinking, specifically, of all the mushroom creatures, but my remark is not applicable only to them). For engineers, “zerker meta” (or whatever the flavor-of-the-month is for “optimal” damage output) is not and never really has been (1) fun or (2) viable. Engineers have always had to be clever to get the most enjoyment out of the profession, and that’s as it should be; it’s sort-of part of the flavor of the class.

I appreciate a challenge, and Heart of Thorns certainly has provided that. My only complaint is that the challenges don’t really scale with the size of the party (or the relative strength of the player(s)) encountering them. If one is a solo player trying to reach that last point of interest in Tangled Depths, he or she may frequently tend to feel like ArenaNet is just giving him or her the middle finger. That shouldn’t be the case, in my opinion, because it’s just not a fun experience, which is what a game should be. This problem would be greatly exacerbated for players who choose the engineer profession if they had to contend with a “reduction in survivability.”

At a minimum, as a player who considers my engineer to be my “main,” I would expect a compelling explanation and argument in favor of any such change. So far, I have seen nothing to indicate any such change is warranted.

at least warriors have a condi immunity utility and 2 invulnerabilities that allow them to have 100% functionality unlike engineer’s elixir S :L