(edited by Moderator)
Engis in the 28th of Jan Patch
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?
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.
LOL i guess they do only have 2 people working on class balance.
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.
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.”
Arabelle Jones | Human Engineer
Stormbluff Isle
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)
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!
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!!!!!!!
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!
patch is still crap
Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)
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!
Server : Anvil Rock (Since Release!) [SOLO]
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.
Tirydia – Scrapper
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.
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.
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
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.
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?
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 Necromancer, all professional skills unlocked, working on the final norn elite skills.
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
A step in the right direction for most professions= now all we need is the hit/collision of flamethrower/blast to be fixed
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.
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.
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…
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…
wasnt expecting much, but at least they didnt nerf us for getting weapon stats on kits
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.
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.
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. ;-)
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
A huge step in the right direction. Will test this out as soon as the patch finishes, but I am quite optimistic!
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!
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.
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?
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.
Message me any time in game.
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.
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.
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).
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. ;-)
So… what weapon rarity level were our kits’ damage levels consistent with BEFORE the patch?
Either way, I’m into the stat boost!
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.
~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)
Just logged in. My crit chance is higher base with a kit. BOOM buff.
Dr Hoppenheimer – Engi / Meowzir – Guard /
Mulcibur Nox – Ele / Mr Directed – Mes
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.
Arabelle Jones | Human Engineer
Stormbluff Isle
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.
Tirydia – Scrapper
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
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
~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.
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.
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?
Dr Hoppenheimer – Engi / Meowzir – Guard /
Mulcibur Nox – Ele / Mr Directed – Mes
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.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
•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?