Engineers: What do you want to see that we don't have?

Engineers: What do you want to see that we don't have?

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Posted by: Aegael.6938

Aegael.6938

Bomb explosions are fine in my opinion. It’s enough when a smoke bomb and big ol’ bomb covers almost an entire cap point or more when I’m playing SPvP. Mines could be increased by up to 30%.

I do agree that mines need to be a kit like they used to be in BWE1. Please, make mines more like mines, not something we throw out in midcombat, but actually devastating hidden traps that enemies do not want to step on.

Also, mines in general will never work if they are visible to the enemy. Not in a game where you can just roll on the ground and “evade” a giant explosion. Unless you make it so that mines that have been laid cannot be evaded.

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Posted by: Bleeds.4029

Bleeds.4029

I should have been more specific;

1) Smoke Bomb, Glue Bomb and Big Ole Bomb = goodness
2) Bomb, Fire bomb, Concussion Bomb = should be brought up to the radius of the other bombs.
3) Mines in general = brought up to the radius of item #1.

I agree also with making the mines not visible, but I would likewise agree with engineers having the ability to detect enemy mines, I would even go so far as to agree with thieves or rangers having the ability to detect the mines if the damage was high enough that battles and ambushes could hinge upon whether or not they were detected. But, those should be activated, not passive, skills.

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Posted by: Kelo.4370

Kelo.4370

All I have to say is, PLEASE LET US REPAIR SIEGE EQUIPMENT IN WORLD vs WORLD!!!

Thank you.

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Posted by: Avie.2359

Avie.2359

Revised rifle by separating its abilities

As others mentioned
1. Sniper Rifle – for long range instant hit direct damage
2. Shotgun kit – for short range damage/control

Anyhow just rework the rifle as it feels VERY awkward.

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Posted by: Bleeds.4029

Bleeds.4029

I’m curious, for those requesting the “sniper rifle”, what/how do you envision the skills?

The current rifle abilities are already in line with something that resembles a shotgun. So, if an actual rifle was offered the skills should really reflect what a rifle does. Kill Shot for warriors is very clearly a skill that resembles a high powered rifle. What would we have? Sniper shot? A skill that exactly mimics Kill Shot? But Kill Shot is an adrenaline skill, are we expecting to have that on a normal cooldown since we don’t have an adrenaline mechanic? And at what range would this work?

If the sniper rifle was a kit, you could have something like Kill Shot as the toolbelt skill. Also as a kit, you could add something like “Go Prone” to increase crit chance. “Sniper Hide” to stealth your position until you attack. “Ambush” for aoe cripple or immobilize. “Magnum Force” for a long range knockback.

The pistol builds should be protected as the condition damage builds. Pistol & shield should be the supportive/defensive builds. The current rifle set is more in line with a CQB specialist or support but I would think it would lose some of the range it has at least on auto attack to gain damage making it much more like a thief. Long range rifle should be…? Medium sustained damage with a high damage finisher? More of a scout role? This is where the idea falls apart for me.

I can already hear crys of OP and Nerf if someone is stealthed, drops a bunch of grenades out of stealth, swaps to the sniper rifle and gets off a kill shot before the person can even figure out where the attack is coming from.

Then again, I was killed by a thief last night that I never saw and the combat log showed I was hit exactly three times by CnD, Backstab and CnD all for around 6-7k per attack. and it took like 1.5 seconds. Ridiculous! If classes can run that kind of damage, we should all feel empowered to ask for that kind of damage. If we can’t get it, we are right to want an explanation of how it’s right for others to have it, especially when they have stealth and the same armor we are wearing. Stealth is another means of tanking btw, it’s called avoidance tanking. 100% avoidance with insane burst DPS is OP. ’Nuff said.

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Posted by: tigirius.9014

tigirius.9014

Maces/hammers. I know another thread I said this in but it wasn’t this one so I’m putting it in here.

We need hammers both 1h 2h hammers you already have great steampunk graphics in the game for this concept. and give us some stun knockback abilities that would be fun. It would be a far cry better then the toolkit.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: adobo.1749

adobo.1749

I wish engineers could deploy turrets.

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Posted by: Daigle.8497

Daigle.8497

I wish we got fixes

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Posted by: CrashQuest.7132

CrashQuest.7132

Apologies if any of these are repeats;
1) shotgun skills on the rifle to reflect its close range nature. Something like replace the auto attack for blunderbuss with 600 range that maybe bleeds within 300 range. And add maybe an explosive ground target shot that burns for skill 3 for 900 range.
2) an elite kit that may be a mix of the other kits, so maybe wrench for auto, bleed nades for 2, big med kit for 3, napalm buff for group on 4 and a super mine for 5. Could have a 60s up time with a 2 min cd
That’s just my 2cents

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Posted by: Ejiofor.4801

Ejiofor.4801

Would love to see Rocket Boots reworked…

With the Snow Leopard Form, there is a speed attack that is insanely fast and tramples your enemies…

I would love to see a variation of this for Rocket Boots, with the Rocket Kick as a Finisher. Toolbelt would be the ‘GET THE HELL OUTTA THERE!’ button on the boots, breaking Stun or CC by launching you backwards(ala Acidic Elixir Jump from Elixir Gun), but letting you land on your feet.

Gearstrip Jones, Engineer, Borlis Pass, [KPUP]
“Which Lo Pan? Little ol’ basket case on wheels, or the ten-foot-tall roadblock?!”
-Kurt Russell, Big Trouble in Little China

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Posted by: rizzo.1079

rizzo.1079

Would love to see Rocket Boots reworked…

With the Snow Leopard Form, there is a speed attack that is insanely fast and tramples your enemies…

I would love to see a variation of this for Rocket Boots, with the Rocket Kick as a Finisher. Toolbelt would be the ‘GET THE HELL OUTTA THERE!’ button on the boots, breaking Stun or CC by launching you backwards(ala Acidic Elixir Jump from Elixir Gun), but letting you land on your feet.

That’s what I thought rocket boots would be when I first started the class. Was disappointed that they’re self stun with a lackluster toolbelt skill.

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Posted by: CharrGirl.7896

CharrGirl.7896

Hah, my boyfriend has an engineer and complains how he does little damage, and how the grenade kits are boring to use despite bigger damage. So he said something in the lines of “wish I had a machine gun for my charr”.

So there you go, add a machine gun :P

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Posted by: Chickenshoes.6250

Chickenshoes.6250

My wishlist

1. Better rifle improvements or sniper kit. Sniper kit would be the only kit with a cooldown as it would take time to screw on all the extra barrels etc, but that comes to balance out the idea that the engineer would get the longest ranged weapon in the game. Sniper kit would replace 2-5 skills on the rifle with sniper-like stuff. The role for this would be “longer range than anyone else.” That by itself is more than enough to make it almost OP in WvW.

2. Siege repair in WvW. Not too OP, just a little bit for gradual maintenance.

Suddenly engineer would have his role in WvW!

“Hey, can we get some engineers repair these cannons and oil?”

“They have too many snipers, fall back.”

3. Like a guy above me on this page said, mines need to be at least 500% better. They just do. Necros and rangers already get some decent traps, but why would it be bad if the engineer could be better than other classes at something? I agree it should probably be its own kit again with awesome landmines.

4. Traits not gimping the reason you exist. Currently all your weapons and weapon kits start out pretty bad compared to other classes, and you have to trait for the few you’re going to use. That ruins the fun of it. My build is P/S bunker meaning I only have elixirs and toolkit. If I deviate from that to try out the other fun things, I’m gonna probably suck. If they put in a sniper kit like I wanted, it would still be out of the question for my build, although I would probably redo my whole build to try my new OP (read; actually useful) sniper kit in WvW.

(edited by Chickenshoes.6250)

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Posted by: Chickenshoes.6250

Chickenshoes.6250

I can already hear crys of OP and Nerf if someone is stealthed, drops a bunch of grenades out of stealth, swaps to the sniper rifle and gets off a kill shot before the person can even figure out where the attack is coming from.

Then again, I was killed by a thief last night that I never saw

Assuming this Ghillie suit ability (thats the name, you heard it here first) would be stationary or otherwise similar in usefulness to ash-legion spykit, the engineer wouldn’t re-stealth like thieves can, nor would he be able to put out any sustained. I expect typical bunker builds designed to combat thieves would also combat " Action Ambush Engineer" pretty well.

I actually love the idea of this ability. Consider it. You could run around ganking dollies in WvW like the thieves because you can hide indefinitely, however it comes with a terrible and interesting risk. If anyone sees you stealth, they know you’re in that spot and cant move, so you’re screwed. But then your band of engineer buddies, and of course thieves (riding on the coattails of your awesomeness) all jump the hapless attacker.

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Posted by: Kite.2510

Kite.2510

I would like to see the weapon I’m holding making a visual deference when I’m equipping a kit.

…and don’t be toxic!