Feb 26 - Engineer Patch Notes discussion

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: SilverWF.4789

SilverWF.4789

The food nerf was expected, let’s be honest here. 2-3k healing per second was over the top.

5-10k DPS from Elems, Thieves and Warriors with way better defense isn’t over the top? Why they are still not nerfed?
Why thay are always nerfed 3,5 last standing Engineers?

#SAVEDONBASS from Ukraine!
Seafarer’s Rest (EU): Liicher (Engi), Lii Cher (Warrior), Swf (Elem),
Licharr (Guard), Lich Eir (Ranger), Alt Fh (Thief). Lii Cherr (Mesm), S Wf (Necr)

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: blutstein.2468

blutstein.2468

I dont understand you guys, you all make the obvious buff feel like a nerf because of a single trait that was changed, sadly thats not only the case with engineers, but all over the classforums.

it’s been like that since patch #1.

and in every other mmo…

learn2 adapt
(i sense flames incoming)

kitten kitten kitten kitten kitten

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Sylosi.6503

Sylosi.6503

I dont understand you guys, you all make the obvious buff feel like a nerf because of a single trait that was changed, sadly thats not only the case with engineers, but all over the classforums.

Because that single trait affects many builds (anyone that uses 2+ kits and uses kR obviously), it also effects one of the few viable high end tPvP builds, it also nerfed the alternative to elixir formula for decent condi removal, it is also on a trait that many considered the way engineers should be designed – i.e that it went with the theme of versatitliy / jack of all trades, rather than many of the traits that go toward specilization and lastly because in game play terms the way they have done it, an additional 10 sec global cooldown to take account of is just bad in gameplay / QoL terms and reduces engi versatility.

So it was in effect a big nerf for many people, and a series of small buffs, many of which are on kits that will still be unviable in parts of the game (not helped by the food changes, though food was OP) doesn’t make up for that.

(edited by Sylosi.6503)

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: icewyrm.5038

icewyrm.5038

As far as I’m concerned, health steal on crit was the only worthwhile reason to bring flamethrower over bomb kit. Apart from running around in circles tagging mobs while group farming in orr, flamethrower is an inferior choice for both damage and utility without it.

Oh well, eventually they may nerf the bomb kit (and grenades again) to bring them in line, and at that point I’ll have to reconsider.

With the changes to kit refinement, running hgh/409 and might stacking now seems to be a more intuitive and more effective playstyle.

You can ignore kit refinement altogether and just bring grenades or bombs for damage and save yourself the trouble.

(edited by icewyrm.5038)

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Sporadicus.1028

Sporadicus.1028

Did anyone notice that EG’s #4 Acid Pool became a Blast Finisher? It might have been something I haven’t noticed from the last mini-patch.

Malkin Rawl – Charr Engineer, Tarnished Coast
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Zenguy.6421

Zenguy.6421

The change to Kit Refinement means that the reason why I included it my build (liberal use of kit swapping) now becomes a good reason for dropping it – go figure!

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Instead of merging more traits that effect kits, they nerf one of the traits that actually helped ALL kits…

Flamethrower and Elixir Gun are linked by TWO traits of 20 points in different trait lines. Yet they are now a bad choice to use together because of kit refinement procs eating each other.

Counterproductive logic here.
And completely going against the fairytale idea of the ‘versatile’ engineer.

Wiggely, wobbely and other wombaty wabbity creatures…

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: kubetz.3058

kubetz.3058

Did anyone notice that EG’s #4 Acid Pool became a Blast Finisher? It might have been something I haven’t noticed from the last mini-patch.

Yes, it is mentioned in the yesterday’s patch notes:

Acid Bomb: This ability is now a blast finisher at the start of the ability.

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Pannonica.5378

Pannonica.5378

I don’t understand the Kit Refinement ‘adjustment’ either… if they wanted to tone down 100nades for example, they could have done it a different way. Kit refinement became useless for me (and I don’t use 100nades), since it is one more (invisible) cooldown to handle.
Absolutely unintuitive and unfun gameplay.

I personally will never again spec into Kit Refinement.
That trait became as illogical and weak as many other Engineer traits.

Now we have a recharge time on the effects that result from Kit Refinement plus a 10 second CD on Kit Refinement itself?!
Come on… What did you try to achieve there? Why didn’t you lengthen the recharge timer of the KR skills?
http://wiki.guildwars2.com/wiki/Kit_Refinement

If ANet wants to discourage engineers using builds with several kits (and this is the only conclusion I can draw from all of this, since once one Kit Refinement effect has procced you can’t use another kits Kit Refinement effect for 10 seconds and this is not including the effects recharge time), they should have replaced Kit Refinement with something else altogether, not make it useless.

Pannonica
Red Guard

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

1. EG and FT were already linked by nature in the traits

2. this patch they buff and fix both FT as EG

3. they nerf the one talent making the combo use of Ft and EG really worthwhile…

Beats me, seems Kit refinement procs were overpowered…
Sure we’re not talking about a failed 100nades nerf here?

Bit sad actually: I liked using both EG and FT, and was really happy about the patch… till I saw the kit refinement note and totally lost interest in a blink.

Wiggely, wobbely and other wombaty wabbity creatures…

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

From another topic here, probably my biggest issue with the kit refinement nerf:

‘the second rate stunbreaker!’

Before, when using those 3 kits with kit refinement, you could swap kits when stunned.
This would result in putting down the light field from super elixir that healed you and removed first ondition. Than aoe fire blast and remove another stack of conditions, followed by a cripple field… all while stunned.

So on top of not having the reliable super elixir when you need it (if you use another kit besides EG), or not being able to swap kits faster than 10 seconds, they destroyed the utility while stunned too.

The nerf to kit refinement is HUGE for multi-kit builds.
Most people not using multiple kits don’t realise yet how big this is.

The fact that tool kit for now is uneffected I see as a bug.
If it is intended, we have the funny situation where they left magnet pull- grenade barrage 100nades untouched, while nerfing the much much weaker multi-kit builds.

Wiggely, wobbely and other wombaty wabbity creatures…

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Volstag.6371

Volstag.6371

Do people even use turrets? Because even with the fix, turrets seem… well, bad.

Not bad, just uncontrolled. I wouldn’t use them in sPvP. If you don’t care what they attack, as long as they are contributing to the battle, then they work fine. Turrets = Battlefield Chaos.

I do. They’re not very good, but they’re what I like the best of the Engineer’s skills – no RNG like Elixirs give, not used by everybody and their mother like Kits, not something something Gadgets (I just don’t particularly like Gadgets, though I can’t put my finger on why). They don’t deal very good damage, they don’t survive for long, they’ve got long cooldowns and no mobility to speak of…but they’re what I like, and I’m stubborn enough to make them work, even if I have to use them as landmines.

LMAO – used as landmines is right, however I believe the RNG is in what they attack. Without a way to focus their fire they seem to attack “Closest Hostile” first.

some men aren’t looking for anything logical…
some men just want to watch the world burn.

(edited by Volstag.6371)

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Pannonica.5378

Pannonica.5378

Interesting find Kimbald.
It of course makes no sense to be able to switch kits while stunned.
So I file this under “Mindless quick and dirty fix”. Really seems like a last minute thing without thinking about the implications across the board, but nowadays we have to be happy about anything engineer they touch.
I have discarded KR from viable options in engineer builds to be honest. I can’t see them reverting or adjusting this change.

Pannonica
Red Guard

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

If they would only give us the option to pick a priority proc from kit refinement.
In the end you want it most for the super elixir, or the grenade barrage in other builds, or the aoe flame blast cleansing in juggernaut builds…

If I could pick the one kit that would proc, I would gladly give up on the other procs.

As it is now, i can either only swap to one kit every 10 seconds, or i can stop using more than 1 kit… 2 things my build does not allow.
Or I can do as you say Pannonica, and not trait kit refinement anymore since I can’t rely on what I get.

I either get a bang from med kit, or a stacking super elixir light field? Randomly?
Are you serious?
Seriously, are you serious?

Wiggely, wobbely and other wombaty wabbity creatures…

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Grackleflint.4956

Grackleflint.4956

Q: Is there a cooldown on activating kits?
A: Currently there aren’t any restrictions on when and how often an engineer can switch between kits, because many of the engineer’s kits tend to have a very narrow, specific effect.

http://www.arena.net/blog/frequently-asked-questions-about-the-engineer

lawl

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: nakoda.4213

nakoda.4213

Q: Is there a cooldown on activating kits?
A: Currently there aren’t any restrictions on when and how often an engineer can switch between kits, because many of the engineer’s kits tend to have a very narrow, specific effect.

http://www.arena.net/blog/frequently-asked-questions-about-the-engineer

lawl

the trait is not the ability to swap kits.

your ability to swap kits is still not hindered by anything but the small GCD on all abilities.

just because a single trait got fixed does not mean you cannot play your class. it means you cannot just spam KR procs as your offense.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Tyaen.5148

Tyaen.5148

Re-traited to FT/EG last night to test out the changes in WvW. If you are a solo roamer like me I would not recommend it.

Tyyaen – Engineer (80) [SS]
http://camelotunchained.com/v3/

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Manuhell.2759

Manuhell.2759

I feel quite a bit depressed from this patch. Every single time there is some viable build for engineers, they nerf it. We’re a medium armor, medium hp class that either goes ranged with grenades or get mauled in mid-close range (and due to the omnomberry nerf, our ability to survive in mid-close range has been reduced a lot).
And in either way we aren’t good as those as other classes. We should be versatile, but the traits themselves and the nerfs they introduce greatly impair our ability to be so.
I can’t understand their vision of the engineer. What i can see, though, is that nearly no one mains this class, mostly cause we aren’t as effective as other classes.

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Kalan.9705

Kalan.9705

Massive nerf on kit refinement. Now you can only really use 1 kit at once, in line the colossal mess that is our traits.

Another kick in the testes to any remaining small shreds of versatility engineers had.

A load of nothing changes that don’t compensate for kit refinement nerf.

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Lebannen.8325

Lebannen.8325

As I have said before, 100 nade will get nerfed because of this. When I did, people reported me for trolling and post was removed.

Glad to see I was right, stupidly named fad builds get nerfed first. Next up Tankcat. Mark it down, By June, tankcat will be gutted.

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: tigirius.9014

tigirius.9014

Engineer
Stow Med Kit: Now works in PvE.
Elixir U: Quickness is now consistent at 5 seconds.
Acid Bomb: This ability is now a blast finisher at the start of the ability.
Super Elixir: Now detonates properly underwater.
Super Elixir: Increased impact base healing as well as scaling with healing power by 100%. Increased base heal multiplier by 50% and healing power scaling by 100%.
Flame Blast: This ability is now able to be detonated by a secondary ability.
Flame Blast Detonate: This new ability will detonate the napalm ball that is launched by Flame Blast.
Air Blast: This ability now extends burning duration of enemies that are already burning by 2 seconds.
Flame Jet: This ability now deals an extra 10% damage to burning enemies.
Pry Bar: Increased the number of confusion applications from three to five and increased duration of confusion from 3 to 5 seconds.
Tool Kit: Abilities that heal turrets have had their potency increased by 100%.
Kit Refinement: This trait now has an internal cooldown of 10 seconds globally for Flamethrower, Elixir Gun, Grenade Kit, and Tool Kit.

kit refinement internal cooldown globally is pretty hard nerf..

IMO everything is a junk buff and they gave us a huge nerf on kit refinement

I feel the same way. Where is our 10 second across the board cooldown on toolbelt skills? Where is our ability to have the 25% out of combat run speed despite being changed at the last minute to an adventurer class? Where are the fixes to both the slow speed and lack of dps the pistol puts forth? When can we see the fixes to the grenade kit (ie that #1 would tab target, that the speed and radius would be consistant with a longsword in any other class, that the flight speed be as fast as what it’s like underwater, yeah it’s actually faster underwater).

I like that they worked a little bit on FT however cone attacks of all three kinds still miss on my character because they are STILL based on the viewing camera position rather then the character position.

They need more then two people balancing the classes if that’s truly the amount of people they have working on these design flaws. Do us a favor, follow the system that every other mmo krewe has ever done in the past and hire some temp contractor help to completely destroy these design flaws/bugs in this class so that it won’t be a whole year before we finally see the class finally be treated as an equal citizen in Tyria. and please get a PTR seriously we need a PTR

It’s getting tiresome. Really.

Balance Team: Please Fix Mine Toolbelt Positioning!

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: kevkelsar.9507

kevkelsar.9507

Wow…the change to KR does not break multi kit builds. There are so many ways around it, like jumping when switching kits and storing the kit to go into your (/gasp) actual weapons instead of directly into a kit. Take a couple seconds, use some weapon skills (they are useful even though mostly ignored by the majority of engineers), then switch to the other kit to activate its refinement. To say builds are broken as a result of the change made to KR is just immature /ragequit overreaction to change. It’s never as bad as you make it out to be in the beginning.

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Ayestes.1273

Ayestes.1273

Jumping doesn’t work, it still triggers the global cooldown and specific cooldown but it won’t create the effect. You have to simply watch which kits you swap and when in accordance with the hidden cooldowns. It sounds like a micromanagement nightmare to me, but then I don’t use Kit Refinement in my primary build.

Virydia – Hearld
Tirydia – Scrapper

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Lebannen.8325

Lebannen.8325

Re-traited to FT/EG last night to test out the changes in WvW. If you are a solo roamer like me I would not recommend it.

Problem 1: You are taking a medium armor, weak traited class and trying to fit into a role that does not suit you. With a weapon kit(s) that are for support (either offense/defense) and expecting to win.

Not the games or developers fault. We as engineer should play with the mindset that is given before us. A Support role in either offense or defense, relying on immunities and exploiting quirks (omnom pie) is the reason classes get nerfed. If you dont believe me, look at what ANET just nerfed.

You are playing a hybrid class. You will never beat the damage of thief, warrior etc nor will you have the support of a guardian. Embrace this and it will be much happier.

Does the Engineer need work, yes. Whining about kit refinement is minor. Everyone and their momma running the 100 nade build bragging about how you can roffelstompLMAOplane everyone then are stupid enough to post videos (100nade/Teldo) is what got this class nerfed…again. It provided documented evidence of something the developers did not want to see happen. Good Job!

If you find something that is working, you dont go brag about it. You shut up and keep it informal. The engineer community has no one to blame but ourselves for this. We deserve it.

Speaking from experience, I have tested internally (and on payroll) for many different MMO’s and companies. I know what are the quickest ways to get classes nerfed which posting videos is the #1 way. I also know what classes developers typically play and are usually the last ones to get nerfed.

Before you go and whine about me. Here are some of the games and companies I have worked on.

Everquest- Sony – Dark Knight and Monk Classes 99-2000

Dark Age of Camelot-Mythic-All classes up to Mauler, was Team Lead for Thane and Blademaster and RvR Testing lead For Midgard and Mordred 2001-2002 and 2003-2004

Shadowbane- Crusader, Thief and Warrior balance issues. Also with Siege fights and defense. late 2002-2003

Lots of other games, but the above is who paid me for my services.

If you want something changed, Anet is one of the few companies that will actually tell you they will listen. Developers have a pretty firm idea on how they want the game to play and interact and they pour hours and hours of time in it to keep it running smooth and sometimes ego’s come into play. If you provide proof, that X is underpowered and they can replicate your test then you might garner attention. However, we must understand that Anet does not have the staffing to do what we need. If they did, they would have to charge 15$ a month to staff a team to handle class balance.

If you feel this is so egregious, then this is how you garner a result. You write them a professional letter explaining your position and you leave. You dont log back in, you dont visit a forum you just disappear.

If you played DAoC. Then you remember a guy by the name of Wyrd on the VN forums that posted a faked log with favoring statistics to get a beserker class nerfed. When it was found out the log was faked, the outcry of getting the class nerfed or major guilds and scores of players were canceling their accounts that Matt Firor (In charge of Elder Scrolls online and several members of Mythic) were forced to go to Jacobs (Mythic CEO) and that was the play that forced his hand. The patch was 1.62.

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Kardiamond.6952

Kardiamond.6952

@KevKelsar

Are you sPvPing? We can’t stay in kit for too long when using Multikit build. Thats the point of the build. A Highly dynamic build that require a lot of rotation and switch.

First report said the jump/switch kit doesn’t work as it proc the global timer.

This is not immature/ragequit case. I respect your way to play this game if you play non-competitive. But some of us play for the fun of competitive gaming. We already had a hard time to be part of the high level meta. This nerf is huge for this level of gaming.

I personnaly love to try different build to not get bored, and a lot of build got trashed because of this.

Kit Refinement was one of the most interresting traits for engineer. Not because it was so strong, but because it was actually an unique and fun traits.

Not It won’t kill the engineer class, we will find other build and get over it. But we didn’t deserve that nerf, and it removes builds. Less viable build = less fun for me.

I will be stuck in a HGH build in tPvp.

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

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Kardiamond.6952

Kardiamond.6952

@Lebannen

What ever your credential are, I fail to see the pertinence of your post.

This nerf DOESN’T affect the 100nade combo. How many do we have to say it? The combo can still one shot people.

How are we an hybrid? How are we more versatile then lets say a mesmer or an Elementalist.

Explain it to me. What make us deserving to not be able to focus on damage, tankness or support?

Teldo and Five Gauge stream a lot of video. Their 100nade build didn’t “rolfwowowostomp” anybody. They were competitive in that build, mostly because they are the best. I think they both agree that the HGH grenade build is better overall then 100nade. Yet HGH didn’t get any nerf?

Anet were not successful with this patch. Even non-Engineer are wondering why they nerfed it? Anet failed this one. Don’t know what happened.

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

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

Wow…the change to KR does not break multi kit builds. There are so many ways around it, like jumping when switching kits and storing the kit to go into your (/gasp) actual weapons instead of directly into a kit. Take a couple seconds, use some weapon skills (they are useful even though mostly ignored by the majority of engineers), then switch to the other kit to activate its refinement. To say builds are broken as a result of the change made to KR is just immature /ragequit overreaction to change. It’s never as bad as you make it out to be in the beginning.

multi-kit builds don’t have ‘a few seconds’
Personally I swap on the second from kit to kit to kit.

And I already play piano on 20 to 25 skills + toolbelts… so I don’t need to jump on top of that.

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Daigle.8497

Daigle.8497

@Lebannen

And I’m sure that the likes of warriors and thieves haven’t been posting videos of their high-scores of literally oneshotting other classes -owait.

What about soloing dung -owait.

The thing is, if engineers have to play the flight of the bumblebees on keyboard in order to win a fight, they’ve EARNED it. There is NO way that’s roflstomping ANYBODY.

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Grackleflint.4956

Grackleflint.4956

Q: Is there a cooldown on activating kits?
A: Currently there aren’t any restrictions on when and how often an engineer can switch between kits, because many of the engineer’s kits tend to have a very narrow, specific effect.

http://www.arena.net/blog/frequently-asked-questions-about-the-engineer

lawl

the trait is not the ability to swap kits.

your ability to swap kits is still not hindered by anything but the small GCD on all abilities.

just because a single trait got fixed does not mean you cannot play your class. it means you cannot just spam KR procs as your offense.

You never could because of their own cooldowns. You could chain several, but they were still subject to their own cooldowns. That’s the point. This change is throwing out the baby with the bath water.

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Daigle.8497

Daigle.8497

I think he’s referring to the Medkit Discharge, which was indeed spammable.

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

spamming med kit bombs hardly was a valid damage strategy…
For starters because you were in med kit because you wanted the heal or boons, not because you had time on your hands to spam that button.
And once you took the bandages and pots… you would do more damage going to a weapon or other kit for sure.

So was he really referring to something as theoretical as spamming med kit bombs from Kit refinement?

No idea what else you could spam with kit refinement though… so beats me.

Wiggely, wobbely and other wombaty wabbity creatures…

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Daigle.8497

Daigle.8497

It’s because you can use the Medkit to add damage to the flamethrower channel, without breaking it, which was/is a smart idea…

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

It’s because you can use the Medkit to add damage to the flamethrower channel, without breaking it, which was/is a smart idea…

ah yes, seems a good way to increase damage on a stationary target in melee range (in other words: mostly simple pve fights).
Never did it, while perhaps i should have…

Funny part is: the med kit bomb is the one proc from kit refinement everybody agreed on that it was utter nonsense in design

A bomb from a healing kit? Get real…
not even a healing bomb at that, just a noisy small range bomb.

Instead of completely turning kit refinement into a mess, they could have changed this proc to something fitting.
Wild suggestion, call me crazy… but how about a heal?

Wiggely, wobbely and other wombaty wabbity creatures…

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Lebannen.8325

Lebannen.8325

@Lebannen

And I’m sure that the likes of warriors and thieves haven’t been posting videos of their high-scores of literally oneshotting other classes -owait.

What about soloing dung -owait.

The thing is, if engineers have to play the flight of the bumblebees on keyboard in order to win a fight, they’ve EARNED it. There is NO way that’s roflstomping ANYBODY.

Again, if you read all of my post. It will pretty much tell you the classes which developers prefer. Years of experience have failed to prove me wrong.

As for playstyles, your opinion does not matter. My opinion does not matter, the developers opinion dictated that the nerf was necessary. Their opinion matters. I am sorry you dont think so, but anet differs.

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Lebannen.8325

Lebannen.8325

I think he’s referring to the Medkit Discharge, which was indeed spammable.

Winner!!

It’s because you can use the Medkit to add damage to the flamethrower channel, without breaking it, which was/is a smart idea…

Winner!!

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Like Forty Seven Ninjas.6982

Like Forty Seven Ninjas.6982

As I have said before, 100 nade will get nerfed because of this. When I did, people reported me for trolling and post was removed.

Glad to see I was right, stupidly named fad builds get nerfed first. Next up Tankcat. Mark it down, By June, tankcat will be gutted.

Not positive, but it looks like the grenade barrage from kit refinement got ninja nerfed in this patch as well. Can anyone verify this. It feels like its doing at least 30% less damage. I don’t have quantitative data, but using it on the same mobs (dolyaks & animals in wvw) feels significantly less powerful.

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

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

As I have said before, 100 nade will get nerfed because of this. When I did, people reported me for trolling and post was removed.

Glad to see I was right, stupidly named fad builds get nerfed first. Next up Tankcat. Mark it down, By June, tankcat will be gutted.

Not positive, but it looks like the grenade barrage from kit refinement got ninja nerfed in this patch as well. Can anyone verify this. It feels like its doing at least 30% less damage. I don’t have quantitative data, but using it on the same mobs (dolyaks & animals in wvw) feels significantly less powerful.

look at the animation: the spread from the kit refinement barrage is much wider than that of the tool belt barrage.
So wide it’s almost impossible that they can hit the same target with all 8 grenades…

stealth nerf indeed. The difference in spread between the 2 versions is too big to be coincidence.

Wiggely, wobbely and other wombaty wabbity creatures…

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Kardiamond.6952

Kardiamond.6952

I didn’t try my 100nade build since patch.

Is this confirmed?

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

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

created a seperate topic on this.
I see the difference, but I’m not entirely sure the difference wasn’t there before the patch already.

Wiggely, wobbely and other wombaty wabbity creatures…

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Vuh.1328

Vuh.1328

I didn’t try my 100nade build since patch.

Is this confirmed?

100nade still works perfectly fine.. now with slightly better prybar :p

Take your time to learn proper keybinding, it’s worth the struggle

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

So far as I can tell, the only build this patch directly impacted negatively were 4-kit refinement builds who now have to decide either when to use what kit or to take something else in the place of a kit. It’s not a great patch but I’ve honestly not suffered in PvP, I just had to adjust my build a bit. FT kit is pretty solid in sPvP with Runes of Balthazaar + Medikit in my old conditions/power rifle build.

Barely effects the standardly accepted builds, with the exception of EG/FT condition removal builds which are a bit weaker.

Jumzi (Ranger), Tarnished Coast

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Vuh.1328

Vuh.1328

Almost having “shaman flashbacks”. Aslong as we don’t start a bus shock we should get some “review” of our skills oneday :p

Take your time to learn proper keybinding, it’s worth the struggle

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Leadfoot.9071

Leadfoot.9071

I didn’t try my 100nade build since patch.

Is this confirmed?

100nade still works perfectly fine.. now with slightly better prybar :p

Why is this true? Do you just have to micromanage better to make sure the KR is off cooldown before popping the burst? Seems like magnet pull → kr barrage is going to be difficult because it means you’ll have to be sitting in the tool kit for 10s which doesn’t have any ranged abilities – I’m new to engineer so I’m probably missing something.

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Vuh.1328

Vuh.1328

I didn’t try my 100nade build since patch.

Is this confirmed?

100nade still works perfectly fine.. now with slightly better prybar :p

Why is this true? Do you just have to micromanage better to make sure the KR is off cooldown before popping the burst? Seems like magnet pull -> kr barrage is going to be difficult because it means you’ll have to be sitting in the tool kit for 10s which doesn’t have any ranged abilities – I’m new to engineer so I’m probably missing something.

the kr change only affects flamethrower and elixir gun currently. So 100nade function just as it did before

Take your time to learn proper keybinding, it’s worth the struggle

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Tyaen.5148

Tyaen.5148

Re-traited to FT/EG last night to test out the changes in WvW. If you are a solo roamer like me I would not recommend it.

Problem 1: You are taking a medium armor, weak traited class and trying to fit into a role that does not suit you. With a weapon kit(s) that are for support (either offense/defense) and expecting to win.

Not the games or developers fault. We as engineer should play with the mindset that is given before us. A Support role in either offense or defense, relying on immunities and exploiting quirks (omnom pie) is the reason classes get nerfed. If you dont believe me, look at what ANET just nerfed.

You are playing a hybrid class. You will never beat the damage of thief, warrior etc nor will you have the support of a guardian. Embrace this and it will be much happier.

Does the Engineer need work, yes. Whining about kit refinement is minor. Everyone and their momma running the 100 nade build bragging about how you can roffelstompLMAOplane everyone then are stupid enough to post videos (100nade/Teldo) is what got this class nerfed…again. It provided documented evidence of something the developers did not want to see happen. Good Job!

If you find something that is working, you dont go brag about it. You shut up and keep it informal. The engineer community has no one to blame but ourselves for this. We deserve it.

Speaking from experience, I have tested internally (and on payroll) for many different MMO’s and companies. I know what are the quickest ways to get classes nerfed which posting videos is the #1 way. I also know what classes developers typically play and are usually the last ones to get nerfed.

Before you go and whine about me. Here are some of the games and companies I have worked on.

Everquest- Sony – Dark Knight and Monk Classes 99-2000

Dark Age of Camelot-Mythic-All classes up to Mauler, was Team Lead for Thane and Blademaster and RvR Testing lead For Midgard and Mordred 2001-2002 and 2003-2004

Shadowbane- Crusader, Thief and Warrior balance issues. Also with Siege fights and defense. late 2002-2003

Lots of other games, but the above is who paid me for my services.

If you want something changed, Anet is one of the few companies that will actually tell you they will listen. Developers have a pretty firm idea on how they want the game to play and interact and they pour hours and hours of time in it to keep it running smooth and sometimes ego’s come into play. If you provide proof, that X is underpowered and they can replicate your test then you might garner attention. However, we must understand that Anet does not have the staffing to do what we need. If they did, they would have to charge 15$ a month to staff a team to handle class balance.

If you feel this is so egregious, then this is how you garner a result. You write them a professional letter explaining your position and you leave. You dont log back in, you dont visit a forum you just disappear.

If you played DAoC. Then you remember a guy by the name of Wyrd on the VN forums that posted a faked log with favoring statistics to get a beserker class nerfed. When it was found out the log was faked, the outcry of getting the class nerfed or major guilds and scores of players were canceling their accounts that Matt Firor (In charge of Elder Scrolls online and several members of Mythic) were forced to go to Jacobs (Mythic CEO) and that was the play that forced his hand. The patch was 1.62.

I wasn’t looking for feedback, just offering my opinion.

I know how to play an engineer in many different specs, and out play any class in WvW 1 on 1.

/moving along nothing to see here

Tyyaen – Engineer (80) [SS]
http://camelotunchained.com/v3/

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: RaynStargaze.6510

RaynStargaze.6510

Good patch!

They tried to make most kits a bit more viable and fixed some really needed bugs like the flamethrower air blast miss. FT is pretty darn awesome now.

Kit refinement change is pretty weird if its really as confuse as mentioned in the other thread – need to test moar.

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: Seetoo.9316

Seetoo.9316

Good patch!

They tried to make most kits a bit more viable and fixed some really needed bugs like the flamethrower air blast miss. FT is pretty darn awesome now.

Kit refinement change is pretty weird if its really as confuse as mentioned in the other thread – need to test moar.

See, this is the irresponsible crap FT advocates do on these forums. Saying something is “awesome” without a reference is just irresponsible.

The FT is “awesome” compared to its pre patch version (duh!).
The FT is still crap compared to other engg options with the same role.

The devs basically spent time developing a crappy kit to a new level of crappy.

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

Good patch!

They tried to make most kits a bit more viable and fixed some really needed bugs like the flamethrower air blast miss. FT is pretty darn awesome now.

Kit refinement change is pretty weird if its really as confuse as mentioned in the other thread – need to test moar.

See, this is the irresponsible crap FT advocates do on these forums. Saying something is “awesome” without a reference is just irresponsible.

The FT is “awesome” compared to its pre patch version (duh!).
The FT is still crap compared to other engg options with the same role.

The devs basically spent time developing a crappy kit to a new level of crappy.

I’m going to assume you’re speaking strictly for PvE, FT kit has been and continues to be a very viable sPvP kit.

Jumzi (Ranger), Tarnished Coast

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: veneoth.3892

veneoth.3892

after this healing food nerf FT is no longer my favourite kit
RIP constant 10k heals in glass cannon build

now i have to figure out something else to abuse

My posts relate mainly to WvW

Duraz Tarag [DT] Piken Square

Feb 26 - Engineer Patch Notes discussion

in Engineer

Posted by: SilverWF.4789

SilverWF.4789

100nade still works perfectly fine..

Still works… Just give them a time to “buff” it, LOL

#SAVEDONBASS from Ukraine!
Seafarer’s Rest (EU): Liicher (Engi), Lii Cher (Warrior), Swf (Elem),
Licharr (Guard), Lich Eir (Ranger), Alt Fh (Thief). Lii Cherr (Mesm), S Wf (Necr)