Engineer class suggestions

Engineer class suggestions

in Engineer

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

(reposting cause my previous post seems to have been deleted some how)

I am making this because parts of engineer seem under powered at certian times

Engineer suggestion:
#1. The single shot damage for the default weapon + the other engi skills is ridiculously under-balanced in comparison to the other classes.
Ex: mesmer, theif, and warrior all do up to 6k (6,000 damage) criticals with a single hit using only Blue level equipment, while as for engineer only does cirticals of 800 damage for one hit using default weapon skills while wearing all Orange level equipment, this is severly unfair and needs to be rectified. I have even been defeated by novice level mobs in 1v1 combat because I was incapable of outputting enough damage.

Solutions to rectify damage unbalance for engineer:
1. Replace the single shot skill with an automatic fire skill so it shoots like an autorifle (seeing the amount of technology in the game its only logical that an engineer is capable of using an automatic rifle) and give it to pistols too so they can have something in respect to uzi’s.
2. Or Have higher level rifles and pistols for engineer class give a rapid fire bonus.
3. the special skills for the default skills on the weapons need higher critical bonuses
4. The elixir gun also needs to be fixed. To the players it has no use other than healing and even the healing on the gun is sub-par. Currently it is a waste of skillpoints to unlock. (give elixer gun skills higher values)
5. While the flame thrower may be for AOE damage, its outputting damage is still subpar. Atleast increase its maximum criticals to 2.5k-3k (without might)
6. Weapon stats for owned weapons do not transfer over to bundles on activation. this makes buying weapons for engineer pointless because the bundle is only dependent on the stats of the players armor. Even getting a legendary weapon for engineer would be pointless, To rectify make the stats increase from the equipped weapon(s) boost bundles too, other wise an engineer can play the entire game without ever having to obtain a single weapon out of necessity.
7. The grenade kits are significantly weaker than the flame thrower, they should receive some kind of damage re balancing too.

#2. Engineers being technologically affiliated it makes more sense to allow engineers to have robotic minions too. I have seen rangers with robotic pets even though they are not Technologically affiliated. It would balance it out if only engineer was allowed to charm technologically affiliated mobs, and remove the ability to charm technologically affiliated mobs from rangers. -IF engineers are not allowed to charm tech-mobs, then allow engineer to construct steam robots.
Even if damage values for engineer aren’t rebalanced at least make it seem more tech affiliated. like giving engineer Uzi’s, Auto-riffles, and Steam constructs. The turrets are a nice addition but they are kinda weak for practical uses.

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Posted by: Awesome.6120

Awesome.6120

Please tell us more about grenades and elixir gun being bad.

[SFD] – Maguuma

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Posted by: Csaj.2750

Csaj.2750

Wow, even being an engineer who loves to complain I can’t stand behind these claims. Grenades are fine, everything else is a little behind… turrets are even further behind.

Disclaimer: I don’t use elixer gun, not my style so it could be good bad or indifferent and I wouldn’t know.

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in Engineer

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Csaj im sorry but when i use grenades i only get 200 damage per hit (not including the F3 skill) other than the f3 skill everything else about the grenades sucks, i mean sure its good for conditioning but i really cant justify having it active all the time as a damage output. Flamethrower seems alot better to be honest.

(edited by Azmuth Divarchchron.8059)

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Posted by: nofo.8469

nofo.8469

The class does need some help, mostly in the form of bugfixes. It’s nothing like as underpowered as you seem to think it is.

Swap between kits and main weapons regularly, use your tool belt slots.

Flamethrower is only weak now because its #2 is absolutely broken, there’s a few threads about that though and I am sure ArenaNet will fix this sooner rather than later.

I agree on the weapon stats needing to transfer over to kits however, making a class inherently scale worse than others is nothing short of bad design.

The weapon skills need a small rework imo but nothing severe, I already made a thread about rifle#5 being bad and also pistol #4 is wasted once you have a high crit chance and burns on crit.

Engineer “pets” are turrets, yes they are a bit lackluster imo but maybe I haven’t really used them properly yet, so I can’t really talk as I have never specced into turrets.

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Posted by: Professor Marvel.7584

Professor Marvel.7584

I think pets in general are rather weak (turrets, necropets, etc) but I don’t have enough experience to say that with conviction. I just know that I’m never afraid of anyone’s pets or any turrets really. They are papercuts.

I would like to see “pets” (incl. turrets) get a buff. As a necro, my pets seem rather worthless.

-PM

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in Engineer

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

@ nofo: I do mess around with the kits some but in general the flame thrower is the strongest kit aside from mortar that I use, but i understand some people find other kits to be stronger.

@ marvel: sylvari have turrets too and they can use ranger pets with the turrets. so why not let engi have mobile steam constructs? just saying. but I agree with the pet system things seem under balanced.

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Posted by: jump Efflorescence fatal.3584

jump Efflorescence fatal.3584

The Mesmer is a pet-based class that seems to be doing just fine. They may go by the name of Illusions, but the idea that they’re anything but confusingly-skinned pets is just another of their wicked wiles.

Also, my thief seems to be enjoying his pet skills very much, thank you. Thieves Guild is a feared elite and Ambush is the best trap, whether that says much of anything at all.

I don’t think anyone will begrudge the Necro and Ranger (and somewhat the Engie) their pleas for an urgent pet buff, though! Let’s hope the pet AI revolution is what’s kept the devs busy all through to the middle of November.

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Posted by: coglin.1496

coglin.1496

4. The elixir gun also needs to be fixed. To the players it has no use other than healing and even the healing on the gun is sub-par. Currently it is a waste of skillpoints to unlock. (give elixer gun skills higher values)

7. The grenade kits are significantly weaker than the flame thrower, they should receive some kind of damage re balancing too.

In order to keep this discussion productive we should try a couple of things (I know it’s the internet, but I have faith in all of us ):

) Provide evidence of our opinions, assuming your experience is indicative of all experiences is a fallacy.

) Make an attempt to be unbiased.

Elixir gun is great and generally loved by the engineer community as a whole. Please powers that be ignore 100% of number 4. This individual speaks for no one but themselves, and is selfishly asking for changes that greedily suit his needs and hose the rest of the community. It is a spectacular tool for debuffing, support healing, and cleansing all in one, and works even better with condition builds.

As far as #7, I have to scratch my head. You need to try speaking to at least one other engineer, or read the engineer threads. Traited nades, ridiculously out damage the flame thrower.

Poor craftsman blame their tools. Poor players blame their Engineer.

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Posted by: Ferum Flamebender.5910

Ferum Flamebender.5910

Hmm, I can’t decide If I agree or not. I think the engineer has lots of potentien. after some decent amount of bug fixes, I hope that potentien will be reached.

But I have to agree, I don’t see the the grenade kit being over-powered either?
I just see that I can not hit some fairly amount of damage.
The flamethrower hits with juggernaut trait up to 1,8k damage in 3 seconda. Is that what we call overpowered when thieves burn us down in 4 seconds in pvp?

Aetra Ironbender, Rated E for Engineer- [WoT] Warlocks of Tyria- Far Shiverpeaks

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Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Well its good for discussion, people seem to have their own experiences with the skill, I for one have better experience with flamethrower than grenades.
The single shot damage of the default riffle skills could use a bit of tweaking, i would like to see a rapid fire skill on it since engi is a technological mastermind. But im glad im getting positive feedback on this thread and not just random trolls.
im a level 80 end-game engi, but ill experiment with grenade kit more and see if I can get anything more out of it.

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Posted by: Under Web.2497

Under Web.2497

Our profession is the best just fix the bugs! (waiting for tomoz in anticipation)

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Posted by: NeuroMuse.1763

NeuroMuse.1763

Csaj im sorry but when i use grenades i only get 200 damage per hit.

Are you 80? Are you exotic geared right for high dmg? Mine hit for 1k+ a piece most of the time with a hybrid gear setup I’m sure they hit even harder for 100% glass. My grenade barrage does crazy amounts of dmg if it hits properly as well far more than what you’re describing.

Other classes that hit that hard with autoattacks and other cooldown abilities are going to be heavily berserker geared as it is.

I’m not sure what you’re doing wrong or thinking but grenadier full glass is highest sustained damage in the game. As there is no cooldown on it’s not-so-auto-attack. There are definitely classes and builds with higher potential burst in a single cooldown but the games mechanics do not revolve around that.

(edited by NeuroMuse.1763)

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Posted by: Karast.1927

Karast.1927

The Mesmer is a pet-based class that seems to be doing just fine. They may go by the name of Illusions, but the idea that they’re anything but confusingly-skinned pets is just another of their wicked wiles.

Also, my thief seems to be enjoying his pet skills very much, thank you. Thieves Guild is a feared elite and Ambush is the best trap, whether that says much of anything at all.

I don’t think anyone will begrudge the Necro and Ranger (and somewhat the Engie) their pleas for an urgent pet buff, though! Let’s hope the pet AI revolution is what’s kept the devs busy all through to the middle of November.

2 things to keep in mind with mesmer pets.

  1. lower cool downs. A bulk of the weapon based pets have sub ~30 second CD’s opposed to turret and minions have 40-60s.
  1. mesmer pets are not meant to last long (shatter mechanic) so they have more bursty type dps moves, unload for example. So in the 3-4s they are up they do good damage.

Engineer and Necro pets are intended to be up for longer, and thus have longer cool downs on their default attacks, and less bursty type abilities.

But since mesmer pets have low cool downs and do solid damage with the same survivability as engi / necro pets with their long cool downs and low damage. They totally blow them out of the water.

That and being able to spawn pets on their intended target. ((taking advantage of the AI that has pets hit the closest target)) Allows mesmers to always have their pet use it’s first 1-2 dps moves on the target they want it to hit.