Fixes/Balancing Wishlist BEFORE HoT

Fixes/Balancing Wishlist BEFORE HoT

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Posted by: Cero.5132

Cero.5132

I, just as everybody else, am totally hyped about the coming profession specialisation, gliders, new pvp mode aaaand so on. But I´ve been thinking… that stuff is all awesome and so on and lots of new stuff will be added. But what about the old stuff that still needs fixing/balancing?

So this thread i primarly to talk about existing traits, skills and mechanics of your favourite class that you wish to see fixed/buffed/nerfed before HoT goes life.
Warning: This may contain some wishful thinking!

Kit refinement – The reason I started engineer back in the days, the reason why I´m currently frustrated with it. Please, bring it back, somehow! T-T A 10sec global cooldown would be totally sufficient! o, and gimme back its grenade barrage, plox!

Static Discharge – Fix it so it works with every toolbelt skill. Full Stop.

Incendiary Powder – Need a way to make it way more active (like: 3 sec burning on use of toolbelt skills… dunno, something like that) It´s been talked about many times and quite frankly I´m sick of all the passive stuff…

Grenades – Everything about grenades… I hate this kit >.< Untraited it´s practically useless and traited it´s BOOOM! 50% damage increase on a trait, even though it´s a gm trait is just too extreme. No idea how to balance this without screwing every engineer, lol :D

Pistol #5 – Shorter cooldown.

Elixir R – Quite frankly, it was overnerfed… Either make it instant again, back to a stun breaker…. o why don´t we just travel back in time and bring it back to 40 sec, cd, instant cast and stun breaker? Throw Elixir R… can be left as is I guess…

Throw Elixir S – Cooldown reduce, please? :3

Throw Elixir U – No rng, please? :3

Motar – <—— THIS!!! Don´t need to say anything bout this, do I?

Sooooo… I think out of these the cd reduce on Pistol #5 is the least likely to happen, lol.
So what do you guys think? What Balance changes / Fixes / nerfs would you like to see for your beloved engineer?

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Posted by: coglin.1867

coglin.1867

Kit refinement I neither feel kit refinement is broken nor imbalanced. So to suggest either seems silly to me. You simply dislike its functionality and want it changed. As to the last part, I agree. Upon release, it was my favorite trait we had. I have not used it once, since it was neutered.

Static discharge I feel this is neither imbalanced nor broken. Although I would agree that I, as well, would like the functionality adjusted so that players are not forced to camera aim. We already have to many skills that require that.

Incendiary Powder gets unnecessary hate. Personally, i would care to see it changed, but there are a plethora of traits and skills on other professions as well that have equivalently strong passive effects. As long as their are signets offering very strong passive effects, as their are now, I do not support changing this.

Grenades are neither imbalanced or broken. I, myself rarely use them, but I question your understanding, and capability of the profession, when you imply they are OP. Ele/Necro staff skills are equivalently strong. Necro’s can do just as much with them, while gaining the value of having their damage and effects, paining the ground. Seems to me that you are letting personal preferences and desires, to supersede reason and logic on this one.

Pistol #5 well I can agree I guess. I am not much of an off hand pistol player, so I am a bit indifferent on this matter.

Elixir R I sort of agree.

Toss Elixir S not sure I agree. Its utility function is quit strong, so I have trouble justifying a lowering of the CD on an AoE stealth.

Toss Elixir U Yeah, no one likes RnG, particularly on skills.

Mortar I would simply like to see some charzooka style to it, in that it would be mobile.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

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Posted by: insanemaniac.2456

insanemaniac.2456

cant be a fix thread without a mention of rocket boots…

also no one ever says this about static discharge but it does weird things to your skill queue that, to me, make it more unusable than the annoyance of camera aimed bolts.

JQ: Rikkity
head here to discuss wvw without fear of infractions

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Posted by: Cero.5132

Cero.5132

Okay, it seems this thread is taken way more serious than it´s actually meant to be. ^.^

These are in no way Balance changes I think are necessary to apply but what I´d like to see. I simply wanted to know what YOU guys wished for the engi class inbefore HoT
So basically a wishlist à la “I want a mech suit”, but on a more leveled base.

On a more serious note I´m still gonna replay to coglin:
I think I wasn´t clear on the grenades part. I don´t think they´re op at all. It just annoys me that I have to trait 6 points to make a kit useful, that is otherweise near useless. I´d simply wish to see untraited nades being a bit more useful. Sorry, If I was unclear on that
On IP it´s roughly the same. It´s simply what I´d like to see, only because I hate passive stuff :P
Maybe you´d like to see other things changed/changed back? Why don´t you g on topic and talk about those?

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Posted by: TKOva.4973

TKOva.4973

Reduced cooldown on, ALL GADGETS THAT AREN’T USED EVER.

Which is the majority of them.

Or you know make them stronger in general. I’d love to be a gadget engineer. That’d be fun. You know like, inspector gadget.

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Posted by: Lupanic.6502

Lupanic.6502

Make Elixir C a stunbreaker. Give chance against condi necro

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Posted by: Black para goner.7612

Black para goner.7612

Kit refinement- Either don’t make it global, or decrease the cooldown of it and buff the effects of grenade and med kit.

Grenades – Give other kits grenade masters XD, flamethrower (Take less retal dmg, around 30-50%).
Med kit, each med skill now throws out 3 packs, that would be very interesting to see for a grandmaster tool trait.
Elixir gun, Whenever you use a skill removes 2 condis off of your allies and you gain regen for 3s, Cooldown of 8-10 secs.
Bomb already has one but I do believe they should boost how much it scales with healing power again.
I don’t think Tool kit needs one really since it is already very useful, but maybe something that gives you protection3s and stability1.5s while using it, with a cooldown of 14s or so.

Pistol #5 – Yea shorter cooldown, make it 20s or so.

Mortar – Make it moveable like some type of mini tank, rather then stability while in it, give 3secs of stability every 10s, because of boon rip :P. Maybe also able it to give boons to allies etc.

Nova Bushido Top Charr Engineer, AG IRQ.
Predator | Quip | Flameseeker | Juggernaut

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Posted by: Maskaganda.2043

Maskaganda.2043

Make Elixir C a stunbreaker. Give chance against condi necro

I think just removing the cast time and allowing it to be used while cc’d would be enough.

Tchuu Tchuu I’m a Train – Gandara
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Posted by: Yamsandjams.3267

Yamsandjams.3267

Cleansing burst (healing turret overcharge):

Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.

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Posted by: robertul.3679

robertul.3679

Don’t you dare touch the freaking grenades.

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Posted by: insanemaniac.2456

insanemaniac.2456

Don’t you dare touch the freaking grenades.

what if they overhauled grenadier and the base kit to make it have less of a discrepancy between traited and untraited

ie make grenadier a +15% damage and +25% range trait, nerf the base hits by 15%, and make it throw 3 untraited

or would condi engi just go completely bonkers since they would only go 4 in explosives…

JQ: Rikkity
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Posted by: santenal.1054

santenal.1054

I would like to add something to that list.
The way how the burning damage (condition damage) from the flame jet is applied is really crappy. It seems that the latter ticks decides whether the burning damage will be applied or not. So if you miss those particular ticks no burning will be applied even when the first 5 ticks were all hits.(while if you miss the first 5 ticks and hit the 5 last ticks the burning WILL be applied) in certain builds missing those ticks means a damage decrease of about 50%. which is ridiculous.
example: http://gw2skills.net/editor/?fdAQJAqelsTpdr1axkLseNSdBNyosFQHgCcARmwYA-TFBFABVfCAWZ/B50DAwDAQQAKC-w
why not just apply the burning instanly as soon as one of the ticks is a hit? This would make the FT way more viable in many ways, like damaging thieves in stealth.

(edited by santenal.1054)

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Posted by: Chaith.8256

Chaith.8256

Cleansing burst (healing turret overcharge):

Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.

It’s consistent with the fact that no turret abilities scale.

But it should heal for 15% more with Rifled Turret Barrels.

Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.

Forum Lord Chaith
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Posted by: Yamsandjams.3267

Yamsandjams.3267

Cleansing burst (healing turret overcharge):

Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.

It’s consistent with the fact that no turret abilities scale.

But it should heal for 15% more with Rifled Turret Barrels.

Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.

Well, that could very well be the reason they left this “bug” unfixed for now, but it is quite annoying when you want to make a healing build and your primary means of healing people does benefit from all the healing power you dumped into it.

If it’s overpowered, they just need to drop the base heal of the overcharge down and give it better scaling with healing power. Thus it’s less powerful for people with more typical builds and rewards people who want to invest a lot into healing power. The actual numbers would have to be figured out though.

Although I do like the idea of it scaling with rifled turret barrels, maybe make the AoE even wider, although it’s already pretty wide.

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Posted by: Chaith.8256

Chaith.8256

Cleansing burst (healing turret overcharge):

Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.

It’s consistent with the fact that no turret abilities scale.

But it should heal for 15% more with Rifled Turret Barrels.

Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.

Well, that could very well be the reason they left this “bug” unfixed for now, but it is quite annoying when you want to make a healing build and your primary means of healing people does benefit from all the healing power you dumped into it.

If it’s overpowered, they just need to drop the base heal of the overcharge down and give it better scaling with healing power. Thus it’s less powerful for people with more typical builds and rewards people who want to invest a lot into healing power. The actual numbers would have to be figured out though.

Although I do like the idea of it scaling with rifled turret barrels, maybe make the AoE even wider, although it’s already pretty wide.

That would unfortunately bring oceans of tears because it would disturb the fine balance between Celestial Rifle and Rabid Pistol builds in PvP. Favoring a high scaling coefficient heal over a high base heal, with 0 coefficient, that will tip sustain in the Celestial direction.

The playerbase will eat you alive if you do any favors for Celestial builds.

It’s just one of those things that you have to ignore what feels right, ie, proper trait and stat synergy, because it’s an inconvenient time to address it.

Engineer support oriented builds aren’t ideal in any game mode right now, many more things would have to change first. My expectation is that Healing Turret will eventually be revisited, especially when somebody crunches the benefits from Healing Turret, un-traited, vs a fully traited Medkit/A.E.D/Elixir H.

Put it this way, if did a life-sized bar chart of how good the Engineer heals are, and then you jumped from Healing Turret to the next best heal, you’d be falling for 10 minutes.

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Posted by: Lettuce.2945

Lettuce.2945

Cleansing burst (healing turret overcharge):

Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.

It’s consistent with the fact that no turret abilities scale.

But it should heal for 15% more with Rifled Turret Barrels.

Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.

Well, that could very well be the reason they left this “bug” unfixed for now, but it is quite annoying when you want to make a healing build and your primary means of healing people does benefit from all the healing power you dumped into it.

If it’s overpowered, they just need to drop the base heal of the overcharge down and give it better scaling with healing power. Thus it’s less powerful for people with more typical builds and rewards people who want to invest a lot into healing power. The actual numbers would have to be figured out though.

Although I do like the idea of it scaling with rifled turret barrels, maybe make the AoE even wider, although it’s already pretty wide.

That would unfortunately bring oceans of tears because it would disturb the fine balance between Celestial Rifle and Rabid Pistol builds in PvP. Favoring a high scaling coefficient heal over a high base heal, with 0 coefficient, that will tip sustain in the Celestial direction.

The playerbase will eat you alive if you do any favors for Celestial builds.

It’s just one of those things that you have to ignore what feels right, ie, proper trait and stat synergy, because it’s an inconvenient time to address it.

Engineer support oriented builds aren’t ideal in any game mode right now, many more things would have to change first. My expectation is that Healing Turret will eventually be revisited, especially when somebody crunches the benefits from Healing Turret, un-traited, vs a fully traited Medkit/A.E.D/Elixir H.

Put it this way, if did a life-sized bar chart of how good the Engineer heals are, and then you jumped from Healing Turret to the next best heal, you’d be falling for 10 minutes.

Dat metaphor doe.

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Posted by: chungiee.8764

chungiee.8764

Kit Refinement – Drop the global cooldown. Increase individual cooldowns.

Static Discharge – Fix on non-damaging skills

A.E.D – Reduce activation time to 1/4 seconds

Elixir C – Instant cast & stunbreaker

Mortar – Make it more like a Guardian tome, turn it into another turret or make it a mini portable Skyhammer cannon cos everyone loves Skyhammer

Elixir R – It’s actually ok. Some top engineers like ‘The Nufrael (Toxic Community)’ run it and if HGH is back in meta, Elixir R would be very usable.

Elixir H – Shorter cooldown maybe? But again, low use is mainly due to Healing Turret being so amazing and low usage of Elixir builds.

Elixir U – Shorter cooldown required as Quickness is not that useful on Engineer.

Protection Injection (trait) – Fix bug which stops this activating when launched.

Fortified Turrets (trait) – Fix bug which stops the shield coming up randomly.

Flamethrower – Make FT4 (Napalm) grant 1/4 seconds of Fury to allies standing in the Fire field.

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Posted by: robertul.3679

robertul.3679

Don’t you dare touch the freaking grenades.

what if they overhauled grenadier and the base kit to make it have less of a discrepancy between traited and untraited

ie make grenadier a +15% damage and +25% range trait, nerf the base hits by 15%, and make it throw 3 untraited

or would condi engi just go completely bonkers since they would only go 4 in explosives…

So that’s basicall a nerf. Grenadier is fine the way it is. The normal grenade kit is not. It’s a grandmaster trait that feels like a grandmaster. You basically specialize in that kit to make it from mundane to amazing.

If they added similar things to other kits and weapons with the same basic idea in mind it would be good. Like people who run bombs take short fuse/forceful explosives. Maybe they can merge those 2 into a grandmaster called bombmaster or whatever. You know, the kind of thing that makes you say “ok i spent 6 trait points but it was worth it” not “meh, there is just nothing else to take really”.

Grenades have been nerfed time and time again. From base damage to poison duration to shrapnel nerf recently. Enough is enough.

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Posted by: Malhavoc Adhamar.3675

Malhavoc Adhamar.3675

I don’t think engineer is in a bad spot balance wise, although I would like to see a step away from the grenades meta that’s been with us for far too long and hopefully hammer engi will do that. Three things I would like to see changed before HoT would be:

An update to our downed skills, possibly lowering the cool down on skill 3 so that if you interrupt with 2 you can at least get 3 off before being stomped.

Kit refinement re-tweaking. Remove the global cool down and replace with a 10-15 sec cool down for each kit or swap the trait with a master tier trait and have it improve the functionality of kits (med kit bundles healing more, flamethrower negating retaliation damage, elixir traits effecting EG, etc)

Another look a gadgets so they are brought up to a similar level as kits/turrets/elixirs in functionality. Currently to me, it feels that there is still something missing from gadgets that makes me want to take more than just one gadget on my bar. Possibly giving them additional functions like signets via the gadgeteer trait rather than short lived buffs.

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Posted by: Chaith.8256

Chaith.8256

I don’t think engineer is in a bad spot balance wise, although I would like to see a step away from the grenades meta that’s been with us for far too long and hopefully hammer engi will do that.

That’s an extremely unrealistic expectation, and by that I mean, next to completely impossible for a melee weapon to replace what Grenades are needed for. I assume you mean in PvP, because in PvE you can get away without Grenades.

In fact, having a Hammer over a Rifle is going to make Grenades more indispensable as a utility. It will be the only pressure you can realistically do without eating a ton of cleave in PvP.

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Posted by: insanemaniac.2456

insanemaniac.2456

Don’t you dare touch the freaking grenades.

what if they overhauled grenadier and the base kit to make it have less of a discrepancy between traited and untraited

ie make grenadier a +15% damage and +25% range trait, nerf the base hits by 15%, and make it throw 3 untraited

or would condi engi just go completely bonkers since they would only go 4 in explosives…

So that’s basicall a nerf. Grenadier is fine the way it is. The normal grenade kit is not. It’s a grandmaster trait that feels like a grandmaster. You basically specialize in that kit to make it from mundane to amazing.

If they added similar things to other kits and weapons with the same basic idea in mind it would be good. Like people who run bombs take short fuse/forceful explosives. Maybe they can merge those 2 into a grandmaster called bombmaster or whatever. You know, the kind of thing that makes you say “ok i spent 6 trait points but it was worth it” not “meh, there is just nothing else to take really”.

Grenades have been nerfed time and time again. From base damage to poison duration to shrapnel nerf recently. Enough is enough.

that isnt a nerf, thats a buff to the base kit while leaving the traited kit untouched lol

JQ: Rikkity
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Posted by: Peutrifectus.4830

Peutrifectus.4830

Reduced cooldown on, ALL GADGETS THAT AREN’T USED EVER.

Which is the majority of them.

Or you know make them stronger in general. I’d love to be a gadget engineer. That’d be fun. You know like, inspector gadget.

+1 for this.

I consider myself a gadget engi…

Do I take all gadgets? No! 2 at max to remain usable…

Do I take gadget traits? No! Because they’re pump!

As much as I’ve felt a power creep with my favourite non-meta-gadget-meta-build… daze and damage increase on PBR were nice.

I think, in terms of gadgets, I’d like to see AED reduce cast time by 1/4 sec, increse low heal by 15~20% and considerably reduce the CD ONLY IF the high heal doesn’t proc.

slick shoes; reduce puddles to 2sec duration to give foes a fighting chance to not get KD for 4-6 sec but otherwise okay.

Rocket boots; fix random roll direction at the end of animation and make that last part of the aniation an evade, ie a free dodge.

PBR; 20sec CD. other wise okay. I think a 1sec KD would have been more apt than a 1 sec daze on launch but whatever…

Goggles; TB okay, again reduced CD.

Throw-mine: why is this a gadget? it scales sooo much better with traits into explosives than tools XD

Elites… just one gadget elite please… right now, I’m so bored of crate that I’ve been using elixir X in my power build.

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Posted by: Arantheal.7396

Arantheal.7396

- Fix rocketboots (along with all leaps in gw2) to not go funny on uneven terrain.
- Fix Juggernaut finally. We still not get the 200 toughness in PvP / PvE.
- Fix overcharged shot to have a 180° targeting cone, just like the auto-attack so it does not go on a interrupt cd if your enemy is only one step to the side when firing in close range.
- Fix s/d to always send a bolt to your selected target, regardless what toolbelt ability is used.
- let “elixir S” clear all damaging condis (burn / bleed / poison / torment) so its related trait in the alchemy-traitline actually becomes a live-saver again instead of a death-sentence. You did it for A.E.D. so do it for Elixir S as well.
- fix “bunker down” to blow up immediately if a target is in range upon spawn, just like throw mine.
- allow “coated bullets” to aoe-bleed hit enemies, so the trait actually gets some synergy with pistol (which is a condition-weapon after all)
- reduce “protective shield” cd to 10 seconds to make it worth being picked (there are almost no builds utilizing that trait)
- “elite supplies” should up the range of mortar by 1000 (making it a viable range-option), drop one additional turret for the crate or make it so that all dropped turrets are going into overcharge once upon being dropped. elixir X is fine.
- “rifle-barreled turrets” should affect HT as well, increasing its base-heal and range by the respective percentages.
- “acidic coating” should have its trigger-chance reduced to 33%, the blind duration being reduced to 3 seconds, but loose its internal cd
- “go for the eyes” should have its blind-duration being reduced to 3 seconds, but loose its internal cd

Engineer is love, Engineer is life.

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Posted by: guildabd.6529

guildabd.6529

- Self-Regulating_Defenses should break stun.

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Posted by: Chaith.8256

Chaith.8256

- Self-Regulating_Defenses should break stun.

The trait is pretty bad, but as far as I know, it does break stun.

Forum Lord Chaith
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Posted by: Yamsandjams.3267

Yamsandjams.3267

I guess I will also add the fact that acidic elixirs should interact differently with toss elixir S so that you aren’t auto-revealed if it is thrown on top of an enemy. Not that the trait gets any use anyhow, but that’d just be one step to make it that much better.

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Posted by: Xyonon.3987

Xyonon.3987

Cleansing burst (healing turret overcharge):

Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.

It’s consistent with the fact that no turret abilities scale.

But it should heal for 15% more with Rifled Turret Barrels.

Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.

What are you guys even talking about. The only thing turrets don’t scale with is power. They scale with condition damage (flame turret) aswell with healing power (healing turret).

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Posted by: Chaith.8256

Chaith.8256

Cleansing burst (healing turret overcharge):

Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.

It’s consistent with the fact that no turret abilities scale.

But it should heal for 15% more with Rifled Turret Barrels.

Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.

What are you guys even talking about. The only thing turrets don’t scale with is power. They scale with condition damage (flame turret) aswell with healing power (healing turret).

lol

that moment when you use Cleansing Burst and it heals you 2520 instead of the bigger number that it says it’s supposed to do.

Check it and come back!

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Posted by: ellesee.8297

ellesee.8297

Gadget buffs! Gadget elite! That is all! But even that will only make me play for a week at most! The game itself is boring qq!

Wahoo! Bye frands!

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Posted by: guildabd.6529

guildabd.6529

- Self-Regulating_Defenses should break stun.

The trait is pretty bad, but as far as I know, it does break stun.

Sometimes it won’t. I’ve been stunned while Elixir S was active.

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Posted by: Arantheal.7396

Arantheal.7396

- Self-Regulating_Defenses should break stun.

The trait is pretty bad, but as far as I know, it does break stun.

Sometimes it won’t. I’ve been stunned while Elixir S was active.

nope, you weren’t.
you just got immobilized shortly before elixir s triggered, and since it does not clear condis, you were rooted on the spot. Since it also disables your abilities per default, you were nothing but a helpless, invulnerable midget, rooted on the point, doomed to get killed as soon as elixir S runs out.

Engineer is love, Engineer is life.

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Posted by: Xyonon.3987

Xyonon.3987

Cleansing burst (healing turret overcharge):

Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.

It’s consistent with the fact that no turret abilities scale.

But it should heal for 15% more with Rifled Turret Barrels.

Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.

What are you guys even talking about. The only thing turrets don’t scale with is power. They scale with condition damage (flame turret) aswell with healing power (healing turret).

lol

that moment when you use Cleansing Burst and it heals you 2520 instead of the bigger number that it says it’s supposed to do.

Check it and come back!

Ah I see! Thanks! The tooltip says 3500, but yea, the cleansing burst seems to be the still 2520 :/ Thanks for sharing, didn’t know this. You knever know everything heh.

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Cleansing burst (healing turret overcharge):

Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.

It’s consistent with the fact that no turret abilities scale.

But it should heal for 15% more with Rifled Turret Barrels.

Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.

What are you guys even talking about. The only thing turrets don’t scale with is power. They scale with condition damage (flame turret) aswell with healing power (healing turret).

lol

that moment when you use Cleansing Burst and it heals you 2520 instead of the bigger number that it says it’s supposed to do.

Check it and come back!

Ah I see! Thanks! The tooltip says 3500, but yea, the cleansing burst seems to be the still 2520 :/ Thanks for sharing, didn’t know this. You knever know everything heh.

Actually, it may be the case that the tooltip is the thing that is bugged, and it’s scaling even though the ability is not supposed to scale by design.

But who knows? Surely ANet does… right?

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in Engineer

Posted by: Chaith.8256

Chaith.8256

Cleansing burst (healing turret overcharge):

Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.

It’s consistent with the fact that no turret abilities scale.

But it should heal for 15% more with Rifled Turret Barrels.

Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.

What are you guys even talking about. The only thing turrets don’t scale with is power. They scale with condition damage (flame turret) aswell with healing power (healing turret).

lol

that moment when you use Cleansing Burst and it heals you 2520 instead of the bigger number that it says it’s supposed to do.

Check it and come back!

Ah I see! Thanks! The tooltip says 3500, but yea, the cleansing burst seems to be the still 2520 :/ Thanks for sharing, didn’t know this. You knever know everything heh.

Actually, it may be the case that the tooltip is the thing that is bugged, and it’s scaling even though the ability is not supposed to scale by design.

But who knows? Surely ANet does… right?

What do you mean ‘who knows?’ It’s easily tested. The results are:

The Healing Turret (stage 1 heal) scales with healing power, and the Cleansing Burst tooltip claims the same, but really cleansing burst has only ever healed anyone for 2520.

Forum Lord Chaith
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Posted by: Xyonon.3987

Xyonon.3987

That’s what he said. But we (and probably ANet neither) don’t know if the tooltip is bugged and the HT shouldn’t scale with HP in first place or if the HT is bugged and should be affected with HP.

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

Fixes/Balancing Wishlist BEFORE HoT

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

Cleansing burst (healing turret overcharge):

Make the kitten thing scale with healing power already. There’s no reason for it not to other than the fact that no one has bothered to fix it yet.

It’s consistent with the fact that no turret abilities scale.

But it should heal for 15% more with Rifled Turret Barrels.

Also Healing Turret is way overpowered compared to other heals already, for it to scale it’d need a nerf first.

What are you guys even talking about. The only thing turrets don’t scale with is power. They scale with condition damage (flame turret) aswell with healing power (healing turret).

lol

that moment when you use Cleansing Burst and it heals you 2520 instead of the bigger number that it says it’s supposed to do.

Check it and come back!

Ah I see! Thanks! The tooltip says 3500, but yea, the cleansing burst seems to be the still 2520 :/ Thanks for sharing, didn’t know this. You knever know everything heh.

Actually, it may be the case that the tooltip is the thing that is bugged, and it’s scaling even though the ability is not supposed to scale by design.

But who knows? Surely ANet does… right?

What do you mean ‘who knows?’ It’s easily tested. The results are:

The Healing Turret (stage 1 heal) scales with healing power, and the Cleansing Burst tooltip claims the same, but really cleansing burst has only ever healed anyone for 2520.

My apologies, I was attempting to be sarcastic.

I agree that it is simple to test, and it appears to be clearly bugged. But whether or not anyone on the developer end actually knows that or sees it that way is unknown, as we’ve seen with things like the scope fiasco way back when.

Though as you implied previously, it’s perhaps not worth fixing it at the moment until the other healing skills are given more use in the current meta.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

1. I really would like a total rebalance of healing skills. I literally use nothing but the Healing Turret across the entire game. PvE? Blast finisher. WvW? Water field. PvP? Condition cleanse. I’m sure someone could sit down and pick apart these statements and claim that the Healing Turret is balanced, but it offers far too much utility for a single skill and with a very, very short cooldown when picked up; when traited it also can be used as an interrupt and/or knockback, which turns the skill from amazing to absolutely absurd and broken when used by a skilled player in a 1v1 situation. I’d argue it’s honestly the best healing skill across the entire game, though it does require a hefty skill floor to wield it to its effective strengths, especially in high-scale PvE encounters and pressure points in PvP.

2. The flamethrower still needs a substantial damage buff. Flame Blast is actually about where it needs to be in terms of damage, given that it (finally) has a blast finisher and got a coefficient increase. But Flame Jet still hits like a wet noodle for PvE content and gets you killed by retaliation in WvW. Air Blast, Napalm, and Smoke Vent deal either little or no damage, so main-handing the kit yields lackluster results. Though it gets increased use now, the kit still retains a niche role across all areas of the game as a knockback or reflect in WvW/PvP and a might-stacker in PvE.

3. I want vulnerability straight-up removed from the effing game. I’m tired of using the grenade kit, and I’m tired that I’m forced to use it if I want to have the best clear times in PvE instances. Take away vulnerability and all the grenade kit’s utility as a ranged option is retained, giving the tool kit, flamethrower, and bomb kit room to creep back into the meta.

[EG] Ethereal Guardians

(edited by Phineas Poe.3018)

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in Engineer

Posted by: Phineas Poe.3018

Phineas Poe.3018

But who knows? Surely ANet does… right?

It took ArenaNet over a year to fix the double-detonation of the flamethrower’s Flame Blast. I would bet they know about it but are going to be slow to fix it.

[EG] Ethereal Guardians