Engineer patch notes:
ELIXIR S IS STILL GOD kitten BUGGED FOR ASURA, JESUS CHRIST
I really don’t get the rage on this. Wonky? Yes. Works? Yes. Glad they buffed mechanical stuff instead of just visual bugs.
Yes, I’m an Asura engineer too. It’s not that bad.
Are you kittenting me?
Get out of your pve hole or start looking at your surroundings instead of your skill bar.
No, I’m not. I levelled mostly in WvW, and I don’t really use the skill in non-Fractal PvE. Most of the time, I use it for guaranteeing a stomp or evading a specific thing/running away. The bug doesn’t affect stomps (no movement to trigger the bug).
I don’t even find the weird zooming thing to be that distracting – I can still see positions and channels…just not tiny spell effects. Maybe it’s worse if you have a tiny Asura? I have a relatively tall one.
Also, way to be a kitten.
Mehknic || Engineer
Merknerk || Guardian
Basically KR is just useless, except you’re using it on a single kit bomb…
I only have 1 question: Why?
I could see the grenade kr getting changed, as it’s burst possibilities were insane. But this new effects are just… Useless…
Superelixir healing without healing power before and after the patch: 700 initial pulse, 204 per pulse, with 300 healing power before and after the patch: 820 initial pulse, ~234 per pulse.
(Tested in Mists)
Now without extra Super Elixir from KR.
GJ, Anet.
(edited by Cyric.2854)
Basically KR is just useless, except you’re using it on a single kit bomb…
I only have 1 question: Why?
I could see the grenade kr getting changed, as it’s burst possibilities were insane. But this new effects are just… Useless…
It’s a mine, not a bomb. Means that it stick around until activated and removes a buff.
Anyone able to find out if it also knocks back?
Mehknic || Engineer
Merknerk || Guardian
What I find odd is this:
kit refinement is now useless as condition removal, and as a poor mans stun breaker in the way it used to chain effects when stunned.
Elixir U is now a stun breaker too, and it’s an alixir that can be traited to remove conditions on use (something no kit or gadget or turret can be traited for).
So are they really pushing engineers more towards the elixir builds?
Do the devs even know what our strongest builds are?
This is not the patch of turret builds, as they announced, it seems the patch that solidifies elixir builds as the best option for engineers.
Not sure what you guys think of this, but to me it seems like they just narrowed down engineer builds to mostly elixir builds.
huh… rocket boots feel a bit different… I havent used them for a long time but…. didnt they stun us for 2 seconds AFTER we flew back?
Now we´re “stunned” while we fly back and stand up almost immediately.
huh… rocket boots feel a bit different… I havent used them for a long time but…. didnt they stun us for 2 seconds AFTER we flew back?
Now we´re “stunned” while we fly back and stand up almost immediately.
sounds like a pretty awesome change.
Gadgets didn’t get nearly enough love this patch, so I hope they did put in some sneak buffs indeed.
huh… rocket boots feel a bit different… I havent used them for a long time but…. didnt they stun us for 2 seconds AFTER we flew back?
Now we´re “stunned” while we fly back and stand up almost immediately.
Really? I still feel the same when i tried it out
huh… rocket boots feel a bit different… I havent used them for a long time but…. didnt they stun us for 2 seconds AFTER we flew back?
Now we´re “stunned” while we fly back and stand up almost immediately.Really? I still feel the same when i tried it out
Yeah, me too. Got my hopes up. :\
huh… rocket boots feel a bit different… I havent used them for a long time but…. didnt they stun us for 2 seconds AFTER we flew back?
Now we´re “stunned” while we fly back and stand up almost immediately.Really? I still feel the same when i tried it out
Yeah, me too. Got my hopes up. :\
Yeh I wasnt so sure about that because I havent used rocket boots for a long time o.o
Sorry for raising your hopes ._.
huh… rocket boots feel a bit different… I havent used them for a long time but…. didnt they stun us for 2 seconds AFTER we flew back?
Now we´re “stunned” while we fly back and stand up almost immediately.Really? I still feel the same when i tried it out
Yeah, me too. Got my hopes up. :\
Yeh I wasnt so sure about that because I havent used rocket boots for a long time o.o
Sorry for raising your hopes ._.
Hate you now.
We all do.
Boo!
In other news: have you guys noticed the new awesome Jump Shot? They removed the hover of misery!
ELIXIR S IS STILL GOD kitten BUGGED FOR ASURA, JESUS CHRIST
I’m not familiar with this bug. What exactly is bugged here?
ELIXIR S IS STILL GOD kitten BUGGED FOR ASURA, JESUS CHRIST
I’m not familiar with this bug. What exactly is bugged here?
The camera is bugged. There’s videos on youtube showing the bug….
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
ELIXIR S IS STILL GOD kitten BUGGED FOR ASURA, JESUS CHRIST
I’m not familiar with this bug. What exactly is bugged here?
Asura shrink so much that they clip with the ground, so the camera zooms in and out repeatedly for the duration of the shrink.
Mehknic || Engineer
Merknerk || Guardian
In other news: have you guys noticed the new awesome Jump Shot? They removed the hover of misery!
The hover is still there, came from using rifled barrels trait.
Is it still there or not? The #5 rifle hover!
Server : Anvil Rock (Since Release!) [SOLO]
I just wanted make some comments on changes brought to Elixir U. First off, I’ve never really used this utility much, only in a few builds. Although the quickness reduction doesn’t bother me, what made me more upset was that they removed Veil from the toss elixir. To me it had a great function, mostly in spvp/wvw. Now it plays a completly different purpose for me. As for it being a stun break, when it comes to that, I don’t see why on earth you would pick it over Elixir R, which gives you both endurance back, has lower CD, and the toss effect being much better than from Elixir U. I guess you could go with both, but as I personally never was a fan of it, I see even less reason to pick it now. Maybe for the toss effect in dungeons, to protect you from projectiles and stack some blind on bosses – though this is only effective with pistols and rifle.
I just wanted make some comments on changes brought to Elixir U. First off, I’ve never really used this utility much, only in a few builds. Although the quickness reduction doesn’t bother me, what made me more upset was that they removed Veil from the toss elixir. To me it had a great function, mostly in spvp/wvw. Now it plays a completly different purpose for me. As for it being a stun break, when it comes to that, I don’t see why on earth you would pick it over Elixir R, which gives you both endurance back, has lower CD, and the toss effect being much better than from Elixir U. I guess you could go with both, but as I personally never was a fan of it, I see even less reason to pick it now. Maybe for the toss effect in dungeons, to protect you from projectiles and stack some blind on bosses – though this is only effective with pistols and rifle.
the wall my brother! it’s sooo much better to know u have 100% to block projectiles, try it on WvW, you will love it
I thoroughly enjoy the Kit Refinement skill change. Adds extra utility for kit builds.
I take it back.
Needs to be 15 second cooldown for each kit.
One step forward, 6 steps back.
Is it still there or not? The #5 rifle hover!
It’s not gone, but it seems faster, so you’re not rooted as long.
Whether that’s a placebo or not is another thing…
Well, I enjoyed multi-kit builds for a while – they just seemed so ‘engineery’.
But it looks like I might be time to re-gear yet again and in this case go back the to sort of pistol/elixir build I used during levelling. Except they didn’t fix the kitten RNG on Toss Elixir B or S. (Like the Elixir U changes, though.)
It’s now pretty apparent they don’t have a clue what they’re doing
Superelixir healing without healing power before and after the patch: 700 initial pulse, 204 per pulse, with 300 healing power before and after the patch: 820 initial pulse, ~234 per pulse.
(Tested in Mists)
Now without extra Super Elixir from KR.GJ, Anet.
Well, elixir gun got nerfed in other ways as well. Previously with the rifled barrels trait it caused around 4.5 second weakness on auto-attack (I have 40% cond duration). Now it is slightly over 1 second only and the bleed from elixir gun #1 has been reduced as well, while the direct dmg is pathetic 140 or so. With the rifled barrels the elixir gun #2 had a 5 s cooldown before the patch, now it is 8 s. And the projectile is still super slow and bugged, missing 90% of the time and not always bouncing. The rifle attack #5 is still bugged with the rifled traits, leading to excessively long hover in the air.
“Thanks” again Arenanet, nerfing the least played profession. What was the logic in buffing mesmers and elementalists?
If the developers would have any clue, they would balance things and not distort the balance further and further. I guess devs are all playing their favorite profession and we all know it is not the engineer.
I worked for Privateer Press for a couple of years and helped with testing and development of Warmachine. Devs were guilty in the extreme of something I started calling “faction camping.” They each had a pet faction, but the devs with the most power were able to turn their favorite factions into ridiculous killing machines: Cryx, and Khador. I’m not sure that’s what’s happening here, but it feels like it sometimes.
Grenade Kit skill: Grenades no longer require the player to have line of sight of the target area to throw them.
Yes they do. I logged in and tried it…throwing grenades up seems to work but throwing down hits the ground…theres no lob…its a straight point to point…thought this was going to be great in WvW…not so much…same as ever.
How long did you play with it? I’ve actually found it drastically better – yes, you can’t stand at the back of a keep wall and lob across, but you can definitely creep much further back than previously required. It’s also amazing for hiding behind low walls/terrain lobbing away while somewhat safe from charging melee.
How long did you play with it? I’ve actually found it drastically better – yes, you can’t stand at the back of a keep wall and lob across, but you can definitely creep much further back than previously required. It’s also amazing for hiding behind low walls/terrain lobbing away while somewhat safe from charging melee.
I also found it much better for throwing from walls. It’s a QoL fix, nothing major, basically just removed the “No line of sight” message when it won’t prevent the grenades from landing anyway.
For everyone raving about the KR medkit now gets: it is not 5 seconds, from what I saw it’s closer to 2 seconds (and of course it pops and starts the CD even if you switch to it out of combat).
Apart from that some nice buffs, although mostly on paper because in practice this patch does very little to open up more builds or make us more versatile (it might in fact nerf more builds than it buffs even).
For everyone raving about the KR medkit now gets: it is not 5 seconds, from what I saw it’s closer to 2 seconds (and of course it pops and starts the CD even if you switch to it out of combat).
Apart from that some nice buffs, although mostly on paper because in practice this patch does very little to open up more builds or make us more versatile (it might in fact nerf more builds than it buffs even).
what i take from this is that if they changed KR to only proc during combat, that would be a good thing.
edit: also, i just have to say, all the naysaying about this patch is not from “practice” it is just paper theory because the patch has not been out long enough for people to play with the changes enough to integrate them into their reflex responses.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
How long did you play with it? I’ve actually found it drastically better – yes, you can’t stand at the back of a keep wall and lob across, but you can definitely creep much further back than previously required. It’s also amazing for hiding behind low walls/terrain lobbing away while somewhat safe from charging melee.
I tried it again at EB. While on a keep/tower wall , throwing the grenades further out from mid to full range isn’t the problem ,my issue is at short range while trying to hit areas like the gate when under siege. The grenades don’t lob at that range..only travel at a straight line hitting the wall’s ledge …you need to stand on the ledge to get to that area…so no change there. Anything outside the base of the wall to max range should not only be targetable with grenades but also possibly damaged. I mean its a lob.. how about a little arc at close range. That’s what I was expecting when I read the patch note anyways. If you can target it, you can hit it…I was wrong
anyone actually noticing that turrets live longer?
Simple stupid mobs just destroy them in 3 or 4 hits maximum.
It’s worrying to be honest…
@Chaith
For everyone saying we didn’t get all our bug fixed, and didn’t get exactly what we wanted. I agree Arena Net usually overlooked us and some other classes bug.But this time, I don’t think we have anything to whine about.
Then you’re not paying attention. It’s been how many months since launch with the same exact problems since BWE2 that they have yet to touch. At this rate they’ll have a new expansion and it will still not be fixed. And I don’t care if this is a game or not or fantasy or not if you can’t follow basic physics when you write code there’s a problem with your programming staff, either get rid of them or fix the problem. Numerous problems with skill behaviors on land, problems with DPS, problems with turrets and kit skills they had three months imo to get things right, they failed end of story. I’m sorry that some of you guys want to hold onto this and keep hoping, i wish you the best but at some point this get’s so bad that the rest of us just can’t handle anymore delays… or anymore insults to our intelligence. It gets old fast…
TBH.. If the KR either a 5s global cooldown, or a 15s individual cooldown I would have been fine with the change, it is a 10pt trait. However as a Multi-kit user with a 20s Global it’s entirely pointless.
TBH.. If the KR either a 5s global cooldown, or a 15s individual cooldown I would have been fine with the change, it is a 10pt trait. However as a Multi-kit user with a 20s Global it’s entirely pointless.So I’ve changed to Static Discharge. Extra Damage roughly every 10s is never a bad thing, compared with a random ability every 20s which most of the time will not be something you can’t use.
TBH.. If the KR either a 5s global cooldown, or a 15s individual cooldown I would have been fine with the change, it is a 10pt trait. However as a Multi-kit user with a 20s Global it’s entirely pointless.So I’ve changed to Static Discharge. Extra Damage roughly every 10s is never a bad thing, compared with a random ability every 20s which most of the time will not be something you can’t use.This is a real shame as the old KR used to be great fun to play around with. I personally wish they had went the other way, pushed it up to a Build defining Grandmaster trait and buffed the bad Kit’s refinements.
STILL waiting for them to make the Elixirs on the Elixir gun (acid and super) support the elixir traits. So far they still ignore every one of them on my character, which is a shame since the Engineer could really use one sustained aoe damage skill (super elixir + acidic elixirs) for kiting and netting opponents.
Also, incendiary ammo still seems to be a bit broken for many of the kit skills, with all the rounds triggering on the first hit rather than individually for things like grenades or elixirs UNLESS you time it just right and use it after the grenades/shots have been spawned (but not hit). You shouldn’t have to sit and try timing something like that when the utility belt skill is supposed to prime your shots automatically.
(edited by veradin.6039)
Also, incendiary ammo still seems to be a bit broken for many of the kit skills, with all the rounds triggering on the first hit rather than individually for things like grenades or elixirs UNLESS you time it just right and use it after the grenades/shots have been spawned (but not hit). You shouldn’t have to sit and try timing something like that when the utility belt skill is supposed to prime your shots automatically.
Did you experience that in PvP? If so, file it as a bug in the SPvP forum as that’s more likely to get attention.
STILL waiting for them to make the Elixirs on the Elixir gun (acid and super) support the elixir traits. So far they still ignore every one of them on my character, which is a shame since the Engineer could really use one sustained aoe damage skill (super elixir + acidic elixirs) for kiting and netting opponents.
Also, incendiary ammo still seems to be a bit broken for many of the kit skills, with all the rounds triggering on the first hit rather than individually for things like grenades or elixirs UNLESS you time it just right and use it after the grenades/shots have been spawned (but not hit). You shouldn’t have to sit and try timing something like that when the utility belt skill is supposed to prime your shots automatically.
Elixir Skills should not be counted as elixirs… despite the misleading name.
Elixir gun already ahs traits to lower cooldown on the skills, and to increase damage.
If these skills also count as elixirs, they would double benefit from traits lowering elixir cooldowns.
It would also make the elixir gun overpowered, weird concept to think of I know… Simply because it would give the EG three extra condition cleanses (super elixir would remove 2 if traited than), as well as 3 procs of 2 might stacks. On a very low cooldown as well for might stacking.
This isn’t a bug or an oversight, it is actually very logical desing. Except for one MAJOR oversight: they named some of those EG skills ‘Elixirs’. They should not have done that, since it will always cause confusion to why they act different to real elixirs.
Incendiary ammo indeed works odd at times. Nothing to argue there… it just is weird on some skills. Mostly the ones who are not simple ‘shoot once and hit once’.
(edited by Kimbald.2697)
It would really work as a support weapon then. Unlike the current one.
I still wonder why they didn’t remove that “Elixir” tooltip if they don’t want them to behave like ones.
Oh, and the buff listed in the patch notes to Super Elixir still doesn’t apply. I had made a thread about that in the bug section, but, well, it hasn’t got any reply from devs.
It would really work as a support weapon then. Unlike the current one.
I still wonder why they didn’t remove that “Elixir” tooltip if they don’t want them to behave like ones.Oh, and the buff listed in the patch notes to Super Elixir still doesn’t apply. I had made a thread about that in the bug section, but, well, it hasn’t got any reply from devs.
the ‘elixir’ tooltip is a very annoying thing. It’s just bound to create confusion and discussion, while they could simply change it… or let them be real elixirs.
About the super elixir ‘buff’: some of us fear that this wasn’t a real buff, but a sort of update from the last change.
Not the tooltip as such, but maybe they just felt like they had to put the notes in there from a buff that had already been applied before (Super elixir got buffed somewhat in a previous patch).
Again: some clarity would be nice.
umm true! they could change it or…
Here is a crazy conspiracy theory to talk about!
===>What if… Anet later decided to nerf HGH?
Developer: Great news Engineer community! Elixir Gun skills’ will now act as actual elixirs and therefore trigger all respective elixir traits!! CONGRATULATIONS!! oh yea… also, we’ve also done a little balancing…
- HGH: Might duration changed to 5s
- Cleaning Formula 409: added 20s internal cool down
- Acidic Elixirs: 50% damage increase!!
We felt that with the changes to Elixir Gun these traits would be close to being too powerful, so we’ve added more utility!
(edited by google.3709)