Engis in the 28th of Jan Patch

Engis in the 28th of Jan Patch

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Posted by: Kakeru.2873

Kakeru.2873

Well you guys tell me, i kinda think it’s a slight nerf with some bug fixes.

Engineer
Removed collision from engineer turrets that were causing player pathing issues.
Elixir X: Fixed a bug where this skill’s tooltip did not reflect the cooldown reduction from Fast-Acting Elixirs.
Hair Trigger: Fixed a bug which prevented this trait from working correctly for some skills.
Healing Turret: Fixed issues with this skill’s description when the Deployable Turrets trait was equipped.
Incendiary Ammo: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or Invulnerable.Reinforced Shield: Fixed a bug which prevented this trait from reducing Static Shield’s cooldown if the Throw Shield skill was activated.
Reserve Mines: This trait’s area-of-effect rings now display the appropriate area that they can be triggered at.
Speedy Gadgets: Fixed a bug that prevented this trait from reducing the cooldown of Throw Mine.
Toss Elixir S: This skill will no longer remove transforms from players.

(edited by Moderator)

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Posted by: Hazal Birunae.6082

Hazal Birunae.6082

Well, they’re here, and it ain’t pretty.

“Engineer

Removed collision from engineer turrets that were causing player pathing issues.

Elixir X: Fixed a bug where this skill’s tooltip did not reflect the cooldown reduction from Fast-Acting Elixirs.

Hair Trigger: Fixed a bug which prevented this trait from working correctly for some skills.

Healing Turret: Fixed issues with this skill’s description when the Deployable Turrets trait was equipped.

Incendiary Ammo: The number of uses on this skill’s effect will now decrease if an attack lands or if the attack is negated by Blind, Block, Evade, Obstructed, or
Invulnerable.

Reinforced Shield: Fixed a bug which prevented this trait from reducing Static Shield’s cooldown if the Throw Shield skill was activated.

Reserve Mines: This trait’s area-of-effect rings now display the appropriate area that they can be triggered at.

Speedy Gadgets: Fixed a bug that prevented this trait from reducing the cooldown of Throw Mine.

Toss Elixir S: This skill will no longer remove transforms from players."

Nothing ANet? Really?

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Posted by: Sylosi.6503

Sylosi.6503

There is a buff in the general section:

Profession Skills
General

  • Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players’ stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed.

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Posted by: Khallis.5708

Khallis.5708

LOL i guess they do only have 2 people working on class balance.

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Posted by: Hawks.5736

Hawks.5736

There is a buff in the general section:

Profession Skills
General

  • Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players’ stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed.

Yeh this is kind of a big change for turrets. Cant wait to do some testing.

Dexson

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Posted by: athuria.2751

athuria.2751

Also under world polish: “Weapons now continue to grant bonus stats while bundles are equipped.
Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player.”

Syrlya | Sylvari Mesmer
Arabelle Jones | Human Engineer
Stormbluff Isle

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Posted by: Sylosi.6503

Sylosi.6503

Also in the ‘world polish’ section:

  • Weapons now continue to grant bonus stats while bundles are equipped.

I assume kits are bundles.

Edit: athuria beat me to it

And base damage has been increased:

  • Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player

(edited by Sylosi.6503)

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Posted by: Destroyer.1306

Destroyer.1306

Also in the ‘world polish’ section:

  • Weapons now continue to grant bonus stats while bundles are equipped.

I assume kits are bundles.

Edit: athuria beat me to it

Holy guacamole. I think this is huge? Must test!

Stinky Garbage, Engineer. Meatbag, Guardian. Dum Dums, Elementalist.

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Posted by: Kakeru.2873

Kakeru.2873

Also under world polish: “Weapons now continue to grant bonus stats while bundles are equipped.
Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player.”

Oh wow really!!!!!!!

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Posted by: green plum.7514

green plum.7514

Also in the ‘world polish’ section:

  • Weapons now continue to grant bonus stats while bundles are equipped.

I assume kits are bundles.

Edit: athuria beat me to it

Holy guacamole. I think this is huge? Must test!

This IS huge. This is basically the only thing which kept me from rolling an engi!

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Posted by: Goloith.6349

Goloith.6349

patch is still crap

i7 920 OC 4.2Ghz, 2x 6970s in Eyefinity mode
Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)

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Posted by: Kardiamond.6952

Kardiamond.6952

Oh, My, Freaking, God!!

Stats Apply To kit! That’s awesome!

The patch overall didn’t have much other then PVE thing and bug fix, but at least we got something out of it!

Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]

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Posted by: Ayestes.1273

Ayestes.1273

It wasn’t much of a balance patch, but that wasn’t ever said to happen anyway. Not til Feb/March. Instead we got some awesome bug fixes, which is pretty nifty.

Virydia – Hearld
Tirydia – Scrapper

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Posted by: Cube.1758

Cube.1758

Did they look at our Bug list thread and bother to tackle one of those? It looks like this game has really come to trinity level style. Support class, tank class and DPS class. engineers do not belong in any of those.

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Posted by: Terrahero.9358

Terrahero.9358

Bug fixes, essentially. Some nice fixes of stuff that was seriously broken. (stats on kits, hair trigger etc)

But, Engineer needs more then just bugfixes. And that extra, wasnt delivered.

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Posted by: Tolmos.8395

Tolmos.8395

It wasn’t much of a balance patch, but that wasn’t ever said to happen anyway. Not til Feb/March. Instead we got some awesome bug fixes, which is pretty nifty.

Engineers don’t get buffs. It’s nerfs or gtfo. So, I’m thrilled we only got bug fixes. We dodged the bullet this patch =D

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Posted by: Vasham.2408

Vasham.2408

So, kits now get your weapon stats and scale based on the highest available weapon quality at your level (exotic for level 80’s)? Honestly that makes up for the lackluster class specific notes if you ask me. Time to go do some testing.

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Posted by: Grackleflint.4956

Grackleflint.4956

There is a buff in the general section:

Profession Skills
General

  • Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players’ stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed.

Yeh this is kind of a big change for turrets. Cant wait to do some testing.

What does this mean exactly?

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Posted by: LieutenantGoogle.7326

LieutenantGoogle.7326

Also in the ‘world polish’ section:

  • Weapons now continue to grant bonus stats while bundles are equipped.

I assume kits are bundles.

Edit: athuria beat me to it

WHAT, SERIOUSLY!?!?!
MUST TEST IT NOW!!!

lv80 with skills fully unlocked, warrior, elementalist and engineer
lv80 Necromancer, all professional skills unlocked, working on the final norn elite skills.

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Posted by: kekuso.5837

kekuso.5837

ALL damage kits will do more damage…Turrets will do more damage, heal more, and tank more…ALL kits’ healing skills like Super Elixir skills will be affected by healing power…Condition damage kit skills will do more cond. damage…if this is all true, then Engi and Ele got the most buffs from this patch

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Posted by: Under Web.2497

Under Web.2497

A step in the right direction for most professions= now all we need is the hit/collision of flamethrower/blast to be fixed

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Posted by: Creld.8702

Creld.8702

I say, big step in the right direction. Kits across the board are getting an indirect buff, we got some bug fixes, now we just need our mortar’s increased range to work. Or, I do. I love me some mortar in dat dere wvw. Wait, will mortars count as gadgets? Must test!

Also, removed some of our ability to troll, but engineers are innovative, we’ll find a new way.

Asura Engineer- Aelara Fole

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Posted by: Thenoob.1480

Thenoob.1480

There is a buff in the general section:

Profession Skills
General

  • Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players’ stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed.

Yeh this is kind of a big change for turrets. Cant wait to do some testing.

What does this mean exactly?

I’m guessing it fixes the regen from healing turret ticking at 5 after the turret is gone.
Not sure if conditions from the other turrets were affected, maybe a bit though I wonder how many condition builds even used turrets.

Fun Police – Sea of Sorrows

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Posted by: brogarn.8723

brogarn.8723

Oh, that’s hot (sorry). At least on paper… Guess I know what I’ll be doing after the patch… BURNINATING THE COUNTRYSIDE!

Hopefully… Because that’s what I’ve wanted to do since I started playing the class. Then found out the burninating was more like a small brush fire and stopped at level 46. Which lead to my 80 Mesmer and 80 Guardian.

Oh gods… I’m trying not to get my hopes up…

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Posted by: green plum.7514

green plum.7514

I don’t get it… probably the most class-breaking bug has apparently been fixed, but people are STILL unhappy with the patch? Go talk to Rangers and Necros with their pet AI…

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Posted by: Petezahut.3068

Petezahut.3068

wasnt expecting much, but at least they didnt nerf us for getting weapon stats on kits

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Posted by: Mif.3471

Mif.3471

ALL damage kits will do more damage…

No they won’t.

All this change means is that if you don’t have an exotic your damage will be nerfed.

Tarnished Coast | Best cookies in all of Tyria

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Posted by: Sungak Alkandenes.1369

Sungak Alkandenes.1369

Hmm. That could well make EG/FT builds viable for me (and my wrists). Question now becomes how far up the healing turret scales. Tempted to get Clerics armor for him too, not just my Guardian.

Downloading now, should be interesting.

“The Meta Game does not stop at the game. Ever.” — Me
I like to view MMOs through the lazy eye of a Systems Admin, and the critical eye of a
Project Manager. You’ve been warned. ;-)

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Posted by: Petezahut.3068

Petezahut.3068

ALL damage kits will do more damage…

No they won’t.

All this change means is that if you don’t have an exotic your damage will be nerfed.

…no. kits never got the stats from your weapons. so even if you only have a yellow itll still be old kit dmg + yellow weapon stats vs old kit dmg plus nothing

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Posted by: Kain Francois.4328

Kain Francois.4328

A huge step in the right direction. Will test this out as soon as the patch finishes, but I am quite optimistic!

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Posted by: DragoTheWise.7256

DragoTheWise.7256

Also under world polish: “Weapons now continue to grant bonus stats while bundles are equipped.
Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player.”

O_O FINALLY! YES!

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Posted by: Vasham.2408

Vasham.2408

ALL damage kits will do more damage…

No they won’t.

All this change means is that if you don’t have an exotic your damage will be nerfed.

If exotics were hard to get that would be a problem. It also means our kits can scale upwards based on more than stats. That wasn’t possible before.

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Posted by: dlechestnut.5230

dlechestnut.5230

ALL damage kits will do more damage…

No they won’t.

All this change means is that if you don’t have an exotic your damage will be nerfed.

You know this how? Just a general pessimism about life?

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Posted by: The Gates Assassin.9827

The Gates Assassin.9827

Relax guys. They said they’re going to update AoE Right? Well none of those updates do that, so there must be more to this update.

It’s coming. Breathe.

Main: Raine Avina (Engineer)
Message me any time in game.

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Posted by: Eremus.4506

Eremus.4506

YAY for the ‘stats on kits thing’ and to the guys complaining:

Come on, of course they have to know first about how the new dmg with weapon stats will be before they nerf/buff it. Let’s hope for the best

And no aoe nerf right now, could be worse!

Cheers.

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Posted by: Mif.3471

Mif.3471

ALL damage kits will do more damage…

No they won’t.

All this change means is that if you don’t have an exotic your damage will be nerfed.

…no. kits never got the stats from your weapons. so even if you only have a yellow itll still be old kit dmg + yellow weapon stats vs old kit dmg plus nothing

I doubt they gave every Engineer +179 power etc without playing with kit base damage.

I suspect that with a berserker stat type weapon, you’ll do the same damage as before.

Call me cynical, but they’ve screwed us too many times before like this.

Tarnished Coast | Best cookies in all of Tyria

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Posted by: Sungak Alkandenes.1369

Sungak Alkandenes.1369

Oh, and congrats Devs, you’ve finally got my attention here.

Good timing too, I’ve got two weeks vacation coming up (part of my 40th birthday – nice present to boot).

“The Meta Game does not stop at the game. Ever.” — Me
I like to view MMOs through the lazy eye of a Systems Admin, and the critical eye of a
Project Manager. You’ve been warned. ;-)

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Posted by: Destroyer.1306

Destroyer.1306

So… what weapon rarity level were our kits’ damage levels consistent with BEFORE the patch?

Either way, I’m into the stat boost!

Stinky Garbage, Engineer. Meatbag, Guardian. Dum Dums, Elementalist.

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Posted by: Petezahut.3068

Petezahut.3068

ALL damage kits will do more damage…

No they won’t.

All this change means is that if you don’t have an exotic your damage will be nerfed.

…no. kits never got the stats from your weapons. so even if you only have a yellow itll still be old kit dmg + yellow weapon stats vs old kit dmg plus nothing

I doubt they gave every Engineer +179 power etc without playing with kit base damage.

I suspect that with a berserker stat type weapon, you’ll do the same damage as before.

Call me cynical, but they’ve screwed us too many times before like this.

well even if that is the case you do still get a slight dps boost [if going zerker] because of the precision and crit dmg that you get with the kit on.

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Posted by: JohnDied.3476

JohnDied.3476

~Weapons now continue to grant bonus stats while bundles are equipped.
~Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player.

So weapon stats finally affect kits, but what exactly does the second mean? Does it mean that our weapons’ damage is applied to our kits or that our kits get the damage of an exotic weapon?

Also
~Gadgets placed by players (such as turrets) will now apply boons and conditions based on those players’ stats. Those conditions and boons will not be reduced to level-1 values when the triggering gadget is destroyed.

does it mean that turrets scale with stats or not? What do you think they mean by boons and conditions?

(edited by JohnDied.3476)

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Posted by: Like Forty Seven Ninjas.6982

Like Forty Seven Ninjas.6982

Just logged in. My crit chance is higher base with a kit. BOOM buff.

DH Yak’s Bend – Perfect Dark [PD]
Dr Hoppenheimer – Engi / Meowzir – Guard /
Mulcibur Nox – Ele / Mr Directed – Mes

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Posted by: athuria.2751

athuria.2751

ALL damage kits will do more damage…

No they won’t.

All this change means is that if you don’t have an exotic your damage will be nerfed.

The update is “base damage equal to highest weapon rarity available at level”, not the highest gear you actually have. This may prove totally incorrect wording once we log in and see, but it shouldn’t mean a damage reduction. If anything, we’re going to see an increase.

Syrlya | Sylvari Mesmer
Arabelle Jones | Human Engineer
Stormbluff Isle

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Posted by: Ayestes.1273

Ayestes.1273

They had 60 weapon strength less then dual Pistols. That’s all I know for specifics.

Just saying, they haven’t said “gadgets” scale with power or precision, just that the boons and conditions they apply now scale. So condition damage and healing power most should scale. We’ll have to test if it’s condition duration and boon duration.

Virydia – Hearld
Tirydia – Scrapper

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Posted by: Mif.3471

Mif.3471

ALL damage kits will do more damage…

No they won’t.

All this change means is that if you don’t have an exotic your damage will be nerfed.

…no. kits never got the stats from your weapons. so even if you only have a yellow itll still be old kit dmg + yellow weapon stats vs old kit dmg plus nothing

I doubt they gave every Engineer +179 power etc without playing with kit base damage.

I suspect that with a berserker stat type weapon, you’ll do the same damage as before.

Call me cynical, but they’ve screwed us too many times before like this.

well even if that is the case you do still get a slight dps boost [if going zerker] because of the precision and crit dmg that you get with the kit on.

This is true.

But I still think this isn’t the buff we were waiting for

Tarnished Coast | Best cookies in all of Tyria

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Posted by: brogarn.8723

brogarn.8723

Just logged in. My crit chance is higher base with a kit. BOOM buff.

Just now? I heard a thump from under my desk. O.o

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Posted by: Vasham.2408

Vasham.2408

~Weapons now continue to grant bonus stats while bundles are equipped.
~Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player.

So weapon stats finally affect kits, but what exactly does the second mean? Does it mean that our weapons’ damage is applied to our kits or that our kits get the damage of an exotic weapon?

It means the base damage of the kit is calculated around the highest possible item quality for your level. So at level 80 it means your kits have the equivalent damage of an exotic weapon of that level. Before I want to say kits stopped scaling before you hit 80 and were only equivalent of common items.

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Posted by: lepri.6504

lepri.6504

my kits will get stats, thats good enough for me, the best part is we do not have any noticable nerf, no nerf to any good builds.
That is most of us wanted but did not expected. I will thank Anet for this. We have been waiting kit stats since august.

Blacktide>>Yafes>>Asura Engineer

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Posted by: Like Forty Seven Ninjas.6982

Like Forty Seven Ninjas.6982

Just logged in. My crit chance is higher base with a kit. BOOM buff.

Just now? I heard a thump from under my desk. O.o

Yeah, my power, toughness, and crit chances are all higher corresponding to my weapon stats. Also the new hero screen is kinda coolish?

DH Yak’s Bend – Perfect Dark [PD]
Dr Hoppenheimer – Engi / Meowzir – Guard /
Mulcibur Nox – Ele / Mr Directed – Mes

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Posted by: Chaba.5410

Chaba.5410

Glad to see some bug fixes. The bundle scaling was a bug. Fixing it is not a buff. A buff would be something like increasing the damage of grenades or reducing the cooldown of a skill.

Chaba Tangnu
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast

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Posted by: Kimbald.2697

Kimbald.2697

•Fixed a bug that could cause rectangular skills to fail to hit the correct targets.

could this be a flamethrower? Or what exactly is considered a ‘rectangular’ attack?

Wiggely, wobbely and other wombaty wabbity creatures…