Engineer changes next patch?

Engineer changes next patch?

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Posted by: Pip Squeak.3418

Pip Squeak.3418

I just have a question. I have heard a rumor of a lot of Engineer changes, buffs and fixes. Are these rumors true? If anyone can point me to a post about this or more info I will love you long time. xD

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Posted by: nofo.8469

nofo.8469

https://forum-en.gw2archive.eu/forum/professions/engineer/30-bug-fixes-changes-inc/first#post691656

Likely true imo, wouldn’t be expecting huge buffs but maybe our broken skills will be working, or our tooltips will reflect they aren’t working lol.

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Posted by: Pip Squeak.3418

Pip Squeak.3418

Im hoping kits get some love… Im so close to my legendary rifle… itching to go back to flamethrower spec but why would I if i had a legendary and couldnt show it off? The legendary rifle spits flames… If someone has it that should just be their flamethrower skin… PROBLEM SOLVED! xD

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Posted by: Gilgamesh.2561

Gilgamesh.2561

I don’t expect any direct buffs, but I am hoping for a slew of fixes for our many broken traits. That would indirectly translate to buffs.

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Posted by: tigirius.9014

tigirius.9014

I hope Engineer get’s alot of changes in functionality i.e. Flamethrower not being the ‘’big damage’’ weapon they wanted it to be. Rifle not quite a ’’shotgun’’ nor a ‘’long distance wep’’.

I just want them to re-evaluate the Engi and then my friends im soooo going to transmute my Dungeon set from my Thief to my low level Engineer.

(I’m sick of nerfbat and pigeonholed BS, BP)

Thank you for speaking my mind. I thought I was the only one who noticed.

The dps for cond damage has become completely useless and if i wanted to play a rifle slinger i would have rolled a warrior.

FT is horrible. Burning shouldn’t be the only damage dealer for condition damage players. It’s like they hate the scout classes or something i dunno. This isn’t the only class they are having issues with. Speccing and gearing cond damage in the other two leather wearers doesn’t work either. You’re dead before you can do anything significant. (in PVE i mean)

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Sporadicus.1028

Sporadicus.1028

Personally, I don’t believe anything anyone says unless they can point me to an official post by a Dev on upcoming changes or patches.

Just because some person said they saw Jon Peters post in chat (one person, by the way, with NO BACKUP whatsoever) that there will be “15 change bullets for ranger, 30 change bullets for engineer” doesn’t mean that any of this will happen.

’Nuff said.

Malkin Rawl – Charr Engineer, Tarnished Coast
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play

(edited by Sporadicus.1028)

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Posted by: Oenomaus.6413

Oenomaus.6413

Personally, I don’t believe anything anyone says unless they can point me to an official post by a Dev on upcoming changes or patches.

Just because some person said they saw Jon Peters post in chat (one person, by the way, with NO BACKUP whatsoever) that there will be “15 change bullets for ranger, 30 change bullets for engineer” doesn’t mean that any of this will happen.

’Nuff said.

Obviously you haven’t looked in the right place. There was more than 1 that witnessed Jon Peters ingame chat, theyve even taken a screenshot of it.. that should be evidence enough. And there, and on reddit.. do you even look before posting? they say that engis are inbound for 30 bulletpoints, and rangers for 15-16, cant remember :S.. anyway.. your argument is invalid

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Posted by: Sporadicus.1028

Sporadicus.1028

I checked the reddit post, which referred to the post in the PvP Forums. There was no link in the GW2 forum post. All that referred to was a list of what John Peters said.

If you care to show me the screen shot, then I’ll consider the claim valid. Otherwise I don’t believe what was posted, since without proof it’s just heresay.

Malkin Rawl – Charr Engineer, Tarnished Coast
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play

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Posted by: Sporadicus.1028

Sporadicus.1028

Ah, there’s the pic link, right beside the link to the forum. I concede the argument.

Malkin Rawl – Charr Engineer, Tarnished Coast
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play

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Posted by: Imperatora.7654

Imperatora.7654

weapons and sigils affecting kits would be at the top of my list.

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Posted by: XelNigma.6315

XelNigma.6315

I’m hopeing for some turret love. But the top of my list is that they complacently change the necro so it can be a real MM.
Necro was my first character but then changed to engi because the minions where crap and not even creatively implemented.
Engi was my next choose for the turrets.

Sadly I doubt GW2 will ever have ANY class/build that could even hold a candle to the GW1 mm necro. Makes me sad…

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Posted by: nofo.8469

nofo.8469

I hope Engineer get’s alot of changes in functionality i.e. Flamethrower not being the ‘’big damage’’ weapon they wanted it to be. Rifle not quite a ’’shotgun’’ nor a ‘’long distance wep’’.

I just want them to re-evaluate the Engi and then my friends im soooo going to transmute my Dungeon set from my Thief to my low level Engineer.

(I’m sick of nerfbat and pigeonholed BS, BP)

Thank you for speaking my mind. I thought I was the only one who noticed.

The dps for cond damage has become completely useless and if i wanted to play a rifle slinger i would have rolled a warrior.

FT is horrible. Burning shouldn’t be the only damage dealer for condition damage players. It’s like they hate the scout classes or something i dunno. This isn’t the only class they are having issues with. Speccing and gearing cond damage in the other two leather wearers doesn’t work either. You’re dead before you can do anything significant. (in PVE i mean)

Not sure about rangers but I know thief DB spam spec works well in PvE and PvP.

On topic though I doubt we’ll see sweeping changes to class but we can hope for some serious love to a few of our kits (looking at toolkit here)

Expecting a lot of bugfixes though.

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Posted by: ShadowPuppet.3746

ShadowPuppet.3746

I just would like to see the kits a bit more normalized in their dmg potential, nade spam is the lamest most boring yawnfest ever in my opinion. Love my ft in a power build at least (they really need to get a handle on the way condition dmg is implemented in general in this game) but sadly nothing comes close to the dmg potential of the nades. I realize it’s not always about raw dps, but many times that is the case. You can dodge and juke or you can lob and nuke.

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Posted by: Khallis.5708

Khallis.5708

i would love to see …

Flamethrower buffed
Rifle become a rifle not a shotgun (maybe give us a “shotgun” kit)

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Posted by: Eleazyair.5716

Eleazyair.5716

Shotgun kit would be pretty good.

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Posted by: Dispari.3980

Dispari.3980

Elixir fixes would be nice. After falling in love with Elixir Gun I was disappointed to see that the trait that makes Elixir powers recharge faster doesn’t work on at least 4 skills specifically flagged as “Elixir.”

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Posted by: Terrahero.9358

Terrahero.9358

Im hoping kits get some love… Im so close to my legendary rifle… itching to go back to flamethrower spec but why would I if i had a legendary and couldnt show it off? The legendary rifle spits flames… If someone has it that should just be their flamethrower skin… PROBLEM SOLVED! xD

It would already go a long way, and perhaps fix two issues at once, when your mainhand weapon is no longer “unequiped” but instead “sheated”.

Then when you use that flamethrower you still get all your stats from your Rifle, and your Rifle would sit neatly on your back. Overlaying with the backpack for the FT, just as it would with say the bagpack from Engineer-creation or Guildbackpack. Atleast people can still (some) of your very unique weapon.

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Posted by: tigirius.9014

tigirius.9014

I’m hoping for fixes to healing/cond builds.
I’m hoping for better skillsets.
I hope they add hammers/maces to our weapon choices.
I hope they fix the kits to improve their functionality lie updating the bandage kit and making the healing regen effects not overlap one another from the turret, the elixir gun, and their Fkey abilities.
I hope they fix the AOE misses on the FT and the Grenade kits and expand the explosion radius.
I hope they make the #1 and #2 abilities be a tab target effect on the grenade kit.
I hope they make all bullets explosive bullets even on rifles.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Gilgamesh.2561

Gilgamesh.2561

Some of you are too hopeful.

They are unlikely to do any sweeping changes to any profession until they fix what is broken. There are still dozens of bugged traits and mechanics for every profession (see sticky threads at the top of each profession forum).

tl;dr: Don’t expect any meaningful buffs or massive profession changes until all the bugs that have been around since beta are fixed.

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Posted by: Numot.3965

Numot.3965

Bug fixes are meaningful buffs because they often make things viable that otherwise are kittened.

Personally, if all bullet points were fixes it would please me greatly. I’m not quite why sure people seem lukewarm about fixes, when they complain about these issues all the time thinking they can be fixed in two shakes of a lamb’s tail.

Things I’m hoping for:
Hitboxes fixed, bugged traits fixed, maybe some trait adjustment. It would be nice to see kits copy your equipped weapon rather than override it so you don’t lose stats and sigils.

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Posted by: Haralin.1473

Haralin.1473

I will bet, Weapon Stats on Kits will not be in there

There will be some Grafik fixes and new Animations :P

Haralin Engineer
[Skol]

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Posted by: Kuruptz.4782

Kuruptz.4782

Anyone now what time the patch comes?

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Posted by: Nilgoow.1037

Nilgoow.1037

Grenade Kit now throws 1 grenade by default and 2 when traited with Grenadier. No sigils/stats on kits, heal output from super-elixir nerfed, increased CD and reduced duration on smoke bomb.

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Posted by: Bluebizzer.1950

Bluebizzer.1950

While I’m sure there will be some good changes, I sadly suspect more of them will hated.

My guesses on a couple: Grenade #1 becomes player targeted, but with reduced damage and the Elite Supplies trait is changed to switch mortar increased range with increased damage.

I also expect a storm of rage if those changes happen.

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Posted by: bettadenu.5483

bettadenu.5483

I got this an hour ago or so from Taru Taru in a convo in the heart of the mists.

Attachments:

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Posted by: ShadowPuppet.3746

ShadowPuppet.3746

I got this an hour ago or so from Taru Taru in a convo in the heart of the mists.

Oh man, I am willing to bet no matter what changes there are someone is going to kitten about it. But nice to see another source saying engi’s got some love makes me happy!

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Posted by: Medazolam.3058

Medazolam.3058

patch notes are up, what do you guys think?

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Posted by: Kuruptz.4782

Kuruptz.4782

Elixir
Elixir X: This skill now only requires one cast to transform the user.
Toss Elixir R: This skill’s recharge is increased from 85 seconds to 120 seconds.
Elixir S: This skill is now improved by the Alchemy trait Fast-Acting Elixirs.
Tool Kit
Box of Nails: This skill now shows its proper area of effect.
Gear Shield: This skill now blocks for an extra second.
Magnet: This skill’s range has been doubled.
Grenades
The projectile speed of all grenades has been increased by 10-15%.
Grenade: This skill’s damage has been decreased by 10% in PvP only.
Shrapnel Grenade: This skill’s damage has been decreased by 15% in PvP only.
Freeze Grenade: This skill’s damage has been decreased by 10% in PvP only.
Grenade Barrage: This skill’s damage has been decreased by 10% in PvP only. It also now works correctly with the Explosives trait Grenadier while underwater.
Turrets
Smoke Screen: This skill’s graphic has been updated to show the area of the screen. It now pulses every 2 seconds for 6 seconds instead of every second for 5 seconds. This makes it more effective against enemies using attacks at normal speeds but prevents it from being abused to shut down quick-attacking enemies completely.
Automatic Fire: Increased the duration of this skill’s Overcharge by 100% on Harpoon Turret and 25% on Rifle Turret.
Electrified Net: Increased the velocity of the Electrified Net by 100%.
Thump: Increased the damage of the Overcharged attack by 25%.
Bomb Kit, Med Kit, Tool Kit, and Elixir Gun: These skills can now be equipped in the air.
All kits can be stowed in the air now.
Toss Elixir C: This skill’s cooldown will be set from 60 seconds to 30 seconds when underwater.
Elixir Gun’s Fumigate: This skill will now be cancelled when using other skills on the weapon to improve responsiveness.
Rocket Turret: This turret can now be detonated underwater.
Power Wrench: This trait now applies to Gear Shield and Magnet.
Incendiary Powder: This trait now states that it can only trigger once every 3 seconds.
Elixir U and Elixir C: These skills have had outdated skill facts removed.
Potent Elixirs: This skill no longer grants improper boon durations.
Elixir B: This skill grants fury, retaliation, and swiftness for 10 seconds base, with might being applied for 30 seconds base.
Smoke Bomb: This skill’s radius has been reduced to 180 from 240 when traited. Smoke Bomb is now active for 4 seconds, pulsing every 2. This change also affects the Autodefense Bomb Dispenser trait.
Homing Torpedo: This skill is now a small projectile combo finisher.
Retreating Grapple: This skill is now a projectile combo finisher.
Timed Charge: This skill is now a projectile combo finisher.
Net Wall: This skill is now a projectile combo finisher.
Harpoon Turret: This turret will now spawn at the engineer when the Deployable Turrets trait is equipped.

Crap i say

C R A P biggest one ever

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Posted by: Medazolam.3058

Medazolam.3058

am i to assume PvP does not mean WvWvW?

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Posted by: Agnom.4786

Agnom.4786

Probably not Medazolam…

I won’t even bother reinstalling the game to check the new patch…

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Posted by: blurps.2340

blurps.2340

Grenade Kit now throws 1 grenade by default and 2 when traited with Grenadier. No sigils/stats on kits, heal output from super-elixir nerfed, increased CD and reduced duration on smoke bomb.

Close enough :p

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Posted by: Penguin.5197

Penguin.5197

Magnet on tool kit buff is sweet, everything else is meh. I was hoping sigils and stats would finally be applied to kits in this patch :/

Attack power with exotic rifle: around 33000, with flamethrower: 27000.

I really have no purpose to use the flamethrower other than for speedy kits and because…flamethrowers are fun lol Just not strong.

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Posted by: phatlewts.7583

phatlewts.7583

Pretty disappointing really…

“Tuned up”?

Hahahaha.

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Posted by: NeuroMuse.1763

NeuroMuse.1763

none of the bugged traits fixed and most of the stuff could’ve been put on lower priority >_<

no increased scaling on kits to compensate for the no-stats from weapons/sigils is very disappointing though

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Posted by: Kuruptz.4782

Kuruptz.4782

Disgusting disappointing

just…

no

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Posted by: Penguin.5197

Penguin.5197

So by my count 15 bullet points were buffs, 6 nerfs and 10 bug fixes/other. I guess it couldve been worse.

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Posted by: Agnom.4786

Agnom.4786

I got this an hour ago or so from Taru Taru in a convo in the heart of the mists.

Next time you see him, tell him to go [EXPLETIVE DELETED]… Lying is just… wrong…

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Posted by: Drusus.6723

Drusus.6723

In a single word:

Underwhelmed.

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Posted by: Lord Aargadon.4135

Lord Aargadon.4135

……Well hey, I guess its time to check out the other professions now that us n’ guardians were the only two to get debuffed…..

*Hits GW2 icon, logins in, looks at level 80 icon….says to self “Maybe next time pal.”