Grenadier Temporarily Disabled
I hope you find a balanced way to make it as fun as it has been.
The fun I had wasn’t about the damage, it was about a completly different way to use grenades in a kind of skillshot fashion.
(edited by Henahax.1706)
i hope you fix not only that trait but also what we have not in baseline becouse in my opinion now engi is quite weak .
Great, you took out the one skill not on necros (their down state hits harder than warriors now? fricking really?) that can actually kill guardians in Guardian Wars 2. So all anet wants is guardians, necros, and the occasional Mesmer and ele. Real fun game now in WvW. Real fun.
Why did it take so long?
And thank you anyways.
#Rekt
About time.
Great, you took out the one skill not on necros (their down state hits harder than warriors now? fricking really?)
Lol you nerfed the trait in that patch it was worst before. Apparently you just didn’t notice or more people use the trait now.
Great, you took out the one skill not on necros (their down state hits harder than warriors now? fricking really?) that can actually kill guardians in Guardian Wars 2. So all anet wants is guardians, necros, and the occasional Mesmer and ele. Real fun game now in WvW. Real fun.
They already gave you more than a week to enjoy it.
You should be grateful.
Due to its current unintended behavior, the Grenadier trait has been temporarily disabled until the next scheduled release. If you were using this trait, we suggest you select a different one until the trait is re-enabled.
thanks grouch i just finished my last pvp game before u did that.
barraged 2 death morethen 5 times in a mtch <3
Grouch, the community must give you a lot of flack for being an engineer main and on the development team. Everyone thinks your bias towards engineers affects decisions when it comes to balance. But confirming this bug, taking action, and having a prompt plan to fix the issue has really made me feel otherwise. You’re doing a good job.
The words “scheduled release” again. Can we please be a bit more specific? The bug forums overrunneth with skill and trait issues (Engis alone have 40+) and now you have disabled two traits.
90% of Gankdara engis disappear in 3..2..1..
From a pvp perspective, in the adept tier in explosives we now have 3 choices:
1. Grenadier (does nothing)
2. Fall damage (does nothing)
3. Glass cannon (does basically nothing)
Shouldn’t glass cannon be 10%? That’s the scholar bonus, and guardians get the full 7% when burning to match flame legion runes.
Talking only about PVE.
Please don’t nerf it to the ground again.Give enji a chance to be part of the meta.That bug was exactly this chance.I know it needs to be reworked,toned down etc. just don’t make it useless again.
Suggestion : different fix for pve and pvp aspect of the trait since it seems to cause more problems on pvp.
From a pvp perspective, in the adept tier in explosives we now have 3 choices:
1. Grenadier (does nothing)
2. Fall damage (does nothing)
3. Glass cannon (does basically nothing)Shouldn’t glass cannon be 10%? That’s the scholar bonus, and guardians get the full 7% when burning to match flame legion runes.
Lol what? 7%?
The power necro actually has to pick a trait that reduces focus cd, while not wielding focus. Getting 5% more damage while the foe has no boons!
So wheres necro and mesmer nerfs too?
From a pvp perspective, in the adept tier in explosives we now have 3 choices:
1. Grenadier (does nothing)
2. Fall damage (does nothing)
3. Glass cannon (does basically nothing)Shouldn’t glass cannon be 10%? That’s the scholar bonus, and guardians get the full 7% when burning to match flame legion runes.
I’d rather 3 be healing bombs. =p
I feel most Engineers are less sad about the disabling of grenadier and more sad about the god awful traits we have to pick beside it.
I mean, it really does put things into perspective when you have a fall damage trait and kitten cannon as the alternatives lol.
Please fix Grenadier soon.
Please no one tell them about “Feel My Wrath”
-Carlos Castaneda
Skady Valda
On a side note, you can’t even get the cool effects from predator because this trait is disabled. Hopefully it gets fixed soon, because the trait is really needed to make the grenade kit usefull for fighting at anything near the 900 range cap.
gets temptingly just to drop explosives all together. such a lacklustre traitline after the mortar nerfs.
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria
Good call, good decision, I’ll just go back to Glass Cannon for now
gets temptingly just to drop explosives all together. such a lacklustre traitline after the mortar nerfs.
Aye, all that damage, vuln, some blast options, and double orbital, such a mediocre line…
gets temptingly just to drop explosives all together. such a lacklustre traitline after the mortar nerfs.
Aye, all that damage, vuln, some blast options, and double orbital, such a mediocre line…
the 10% damage, vun and the rocket are the only worthwhile things in the line. mortar is too crap to be worth using over X or Crate. double orbital would only ever hit someone who has been lobotomised. blast finishers are pointless if you have no fields, and the 10sec icd on the powder keg makes it too unpredictable and has too much downtime.
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria
WHAT
THE
CRAP
Not cool Josh, not cool at all.
I am straight up angry right now.
You have completely kitten the engineer for every mode of the game.
WHAT
THE
CRAPNot cool Josh, not cool at all.
I am straight up angry right now.You have completely kitten the engineer for every mode of the game.
By temporarily disabling a bugged trait until it can be fixed. Dude, learn to play the freakin game and stop relying on overpowered abilities. First endless complaints over Mortar getting balanced, now because you can’t use a trait that’s clearly working incorrectly? This community is disappointing.
About godkitten time. And look at all these scrub engies complaining that their instawin button has been disabled… That’s sad.
Why did it take so long to disable this one trait? As an engie player, Grouch, you should have noticed it wasn’t working as intended. Did you not bother looking in sPVP where there was double engie daily wins (I’m not making this up) and teams of engies 1 shotting other players with grenade barrage?
Did you not bother going into wvw and see the hordes of engies spamming grenade barrage at every opportunity?
My friends noticed the trait not working as intended almost immediately after the patch, and also chose not to abuse it like other players did, and they also chose not to spvp (a game mode they normally play, and play well) because it was full of scrub engies spamming nades.
If there was a patch, say, immediately to correct the trait, or at least disable it, that would show competence and intelligent on Anet’s part. Sadly that wasn’t the case, and it’s taken ages for anything to be done about it. At a time when you are trying to get pre-orders for the expansion, one would think these kinds of issues would be non-existent – in reality, they are, and they call into question Anet’s ability to deliver a quality product.
WHAT
THE
CRAPNot cool Josh, not cool at all.
I am straight up angry right now.You have completely kitten the engineer for every mode of the game.
By temporarily disabling a bugged trait until it can be fixed. Dude, learn to play the freakin game and stop relying on overpowered abilities. First endless complaints over Mortar getting balanced, now because you can’t use a trait that’s clearly working incorrectly? This community is disappointing.
What was working incorrectly?
Nice job Grouch. Maybe next time you might not want to wait a week.
https://www.youtube.com/watch?v=Am9gVQB8gss
WHAT
THE
CRAPNot cool Josh, not cool at all.
I am straight up angry right now.You have completely kitten the engineer for every mode of the game.
By temporarily disabling a bugged trait until it can be fixed. Dude, learn to play the freakin game and stop relying on overpowered abilities. First endless complaints over Mortar getting balanced, now because you can’t use a trait that’s clearly working incorrectly? This community is disappointing.
What was working incorrectly?
I think Gern’s post was pure sarcasm.. and if not, man.. it should be lol..
WHAT
THE
CRAPNot cool Josh, not cool at all.
I am straight up angry right now.You have completely kitten the engineer for every mode of the game.
By temporarily disabling a bugged trait until it can be fixed. Dude, learn to play the freakin game and stop relying on overpowered abilities. First endless complaints over Mortar getting balanced, now because you can’t use a trait that’s clearly working incorrectly? This community is disappointing.
What was working incorrectly?
Old Grenadier was a GM and it gave you an extra grenade. THe new one was moved to adept and supposed to just increase velocity of the grenades (land at your target faster) and have the blast radius increased. However, what it was doing was giving you extra grenades. In my testing it wasn’t even just 1 though, just on a normal grenade toss I saw 5, now it wasn’t a very long test just enough to see if people were right saying it got extra grenades, but it was clearly working incorrectly. I’ve heard some claim they were getting double the nades they should, so it’s no surprise that people were claiming instant kills with Grenade Barrage. But, even just 1 extra grenade means we were getting an extra 33% damage, 2 nades 66%, and that’s just not what it was supposed to be.
Nades without this trait are still good, with what the trait is supposed to be it should make them more reliable in PVP or ranging in general, but it wasn’t supposed to give any sort of damage increase, just a quality of life trait. Much like Short Fuse doesn’t make bombs suddenly amazing, it just makes them more friendly to use.
Nice job Grouch. Maybe next time you might not want to wait a week.
I’m sure it took them time to find out about it, then to investigate it, then probably hoped to have a solution quickly, then didn’t, so disabled it till they can find one.
No more grenades? Well, I’ll just go back to flamethrower-oh wait, that does a lot less damage now and there’s no ability cooldown reduction, since they removed deadly mixture and fire-forged trigger
Well, I’ll go back to bombs-oh wait, they removed elixer-infused bombs.
… the tool kit is pretty cool, right?
Nice job Grouch. Maybe next time you might not want to wait a week.
I’m sure it took them time to find out about it, then to investigate it, then probably hoped to have a solution quickly, then didn’t, so disabled it till they can find one.
I’d really like to believe that, and I applaud your good will, but multiple threads were made just a day after the bug was introduced. All they had to do was a little reading, reproduce it, and react accordingly. And by react accordingly, I primarily mean communicate. If an immediate fix wasn’t possible, they could have simply said so. They could have also disabled it much sooner, which I would surmise is much easier than the required fix itself.
I don’t know, it’s just intensely frustrating and borderline depressing to deal with. I love the game, especially its competitive aspect, but to see such a gross mishandling of this situation really brings down my enjoyment of the game. I’m aware, and admit that I have no idea what their internal procedures are for situations like this, but I can’t help but feel like this was handled extremely poorly.
https://www.youtube.com/watch?v=Am9gVQB8gss
(edited by WhiteCrow.5310)
WHAT
THE
CRAPNot cool Josh, not cool at all.
I am straight up angry right now.You have completely kitten the engineer for every mode of the game.
By temporarily disabling a bugged trait until it can be fixed. Dude, learn to play the freakin game and stop relying on overpowered abilities. First endless complaints over Mortar getting balanced, now because you can’t use a trait that’s clearly working incorrectly? This community is disappointing.
What was working incorrectly?
Old Grenadier was a GM and it gave you an extra grenade. THe new one was moved to adept and supposed to just increase velocity of the grenades (land at your target faster) and have the blast radius increased. However, what it was doing was giving you extra grenades. In my testing it wasn’t even just 1 though, just on a normal grenade toss I saw 5, now it wasn’t a very long test just enough to see if people were right saying it got extra grenades, but it was clearly working incorrectly. I’ve heard some claim they were getting double the nades they should, so it’s no surprise that people were claiming instant kills with Grenade Barrage. But, even just 1 extra grenade means we were getting an extra 33% damage, 2 nades 66%, and that’s just not what it was supposed to be.
Nades without this trait are still good, with what the trait is supposed to be it should make them more reliable in PVP or ranging in general, but it wasn’t supposed to give any sort of damage increase, just a quality of life trait. Much like Short Fuse doesn’t make bombs suddenly amazing, it just makes them more friendly to use.
If that is true, that is bad, but I never encountered getting extra grenades.
Faster grenades= More DPS (damage Per Second)
WHAT
THE
CRAPNot cool Josh, not cool at all.
I am straight up angry right now.You have completely kitten the engineer for every mode of the game.
By temporarily disabling a bugged trait until it can be fixed. Dude, learn to play the freakin game and stop relying on overpowered abilities. First endless complaints over Mortar getting balanced, now because you can’t use a trait that’s clearly working incorrectly? This community is disappointing.
What was working incorrectly?
Old Grenadier was a GM and it gave you an extra grenade. THe new one was moved to adept and supposed to just increase velocity of the grenades (land at your target faster) and have the blast radius increased. However, what it was doing was giving you extra grenades. In my testing it wasn’t even just 1 though, just on a normal grenade toss I saw 5, now it wasn’t a very long test just enough to see if people were right saying it got extra grenades, but it was clearly working incorrectly. I’ve heard some claim they were getting double the nades they should, so it’s no surprise that people were claiming instant kills with Grenade Barrage. But, even just 1 extra grenade means we were getting an extra 33% damage, 2 nades 66%, and that’s just not what it was supposed to be.
Nades without this trait are still good, with what the trait is supposed to be it should make them more reliable in PVP or ranging in general, but it wasn’t supposed to give any sort of damage increase, just a quality of life trait. Much like Short Fuse doesn’t make bombs suddenly amazing, it just makes them more friendly to use.
It was a bit more than that.
Grenade Barrage was more grenades, in fact, it was twice as many grenades as it was suppose to be, enough that you could easily take off 90% or more of another player’s health with just a single use, if you were close enough for all the nades to hit.
1-5 however, the problem was piercing grenades: any time a grenade made contact with a target while mid-flight, it would do its AoE damage, in addition to the damage they do when they finally land. In a 1v1, this didn’t happen too often (Barrage was the bigger problem) but in PvE it was easy double damage or triple damage, especially with the stacking strat for dungeons and against bosses that are large and/or immobile, and for Wuv zerging, target the middle of an enemy zerg and you’re talking a possible 75 (SEVENTY-FIVE!) separate hits per toss (3 nades per toss, with pierce cap of 5 possible “hits” generating 5-target AoEs), which means 75 stacks of vuln, 75 applications of whatever condition that grenade had, 75 possible Shrapnel and sharpshooter procs, with most of those likely going to 3 or 4 targets or about a dozen hits apiece… It got pretty insane pretty fast.
Anyway, I’m glad this is getting fixed. I am sick and tired of the idea that I “must” use grenade kit in almost every part of this game to be considered viable.
(edited by Foefaller.1082)
If that is true, that is bad, but I never encountered getting extra grenades.
Faster grenades= More DPS (damage Per Second)
Faster grenades is NOT equal to more DPS.
The projectile velocity is increased, but not your actual attack speed.
You still get 2 throws in per second. You get the first hit in faster, yes, which is a DPS increase strictly speaking, but it should be a nearly unnoticeable DPS difference if you’re using it at closer ranges and are good at reliably hitting targets.
If you need the speed to hit things reliably, it would seem like a massive DPS increase though.
Of course, that assumes it’s working properly. As explained, Grenadier was a potential damage multiplier so of course it was a DPS boost. It just wasn’t supposed to be.
I legitimately cannot believe there are people who thought this trait was fine was it was before they disabled it. Just… what…?
About time it was done, sheesh.
If that is true, that is bad, but I never encountered getting extra grenades.
Faster grenades= More DPS (damage Per Second)
Faster grenades is NOT equal to more DPS.
The projectile velocity is increased, but not your actual attack speed.
You still get 2 throws in per second. You get the first hit in faster, yes, which is a DPS increase strictly speaking, but it should be a nearly unnoticeable DPS difference if you’re using it at closer ranges and are good at reliably hitting targets.
If you need the speed to hit things reliably, it would seem like a massive DPS increase though.
DPS stands for “damage per second.” Faster grenades = more DPS
Also, maybe I do need the trait to more reliably hit targets, why is that bad? Obviously that has always been an issue, since the made this trait in the first place.
If that is true, that is bad, but I never encountered getting extra grenades.
Faster grenades= More DPS (damage Per Second)
I roam with a guy that’s full glass with traited grenades who, and this isn’t an exaggeration, insta-killed people from full to zero with a single barrage… pretty much all the time. 13 grenades at 2.7k per grenade.
Ehmry Bay | Omg Brb Icecream Truck (ICEE)
Nice job Grouch. Maybe next time you might not want to wait a week.
I’m sure it took them time to find out about it, then to investigate it, then probably hoped to have a solution quickly, then didn’t, so disabled it till they can find one.
I’d really like to believe that, and I applaud your good will, but multiple threads were made just a day after the bug was introduced. All they had to do was a little reading, reproduce it, and react accordingly. And by react accordingly, I primarily mean communicate. If an immediate fix wasn’t possible, they could have simply said so. They could have also disabled it much sooner, which I would surmise is much easier than the required fix itself.
I don’t know, it’s just intensely frustrating and borderline depressing to deal with. I love the game, especially its competitive aspect, but to see such a gross mishandling of this situation really brings down my enjoyment of the game. I’m aware, and admit that I have no idea what their internal procedures are for situations like this, but I can’t help but feel like this was handled extremely poorly.
So, 1 day get’s posted, maybe 2nd day they are aware. 3rd day on docket but unable to do anything because they are already in the middle of something. so on to 4th day, start looking for fix, then weekend, monday hits, still trying to look, can’t figure it out in the time they have devoted, 6th day they submit a plan of disabling, 7th day they get the ok.
I don’t think I’m being optimistic at all, just realistic about the work their doing. It’s easy to look back and say how it should have been done, I’m sure they’d agree they should have disabled right away, but that’s not how it happened and I’m sure there were reasons.
The Grenadier trait was:
1. Doubling the number of grenades launched by the tool bar skill
2. Attaching a hidden Piercing skillfact to I think the first 4 Grenade Kit skills
The first is overpowered for obvious reasons.
The second makes grenades scale in damage based on the number of targets the projectile passes through. If your grenade passes through four targets, it explodes five times; one for each target, one when it lands. With good use they could deal twice as much damage against a single target as they should; when fighting a clustered group of enemies, they’d deal up to six times as much damage as intended.
WHAT
THE
CRAPNot cool Josh, not cool at all.
I am straight up angry right now.You have completely kitten the engineer for every mode of the game.
By temporarily disabling a bugged trait until it can be fixed. Dude, learn to play the freakin game and stop relying on overpowered abilities. First endless complaints over Mortar getting balanced, now because you can’t use a trait that’s clearly working incorrectly? This community is disappointing.
What was working incorrectly?
Old Grenadier was a GM and it gave you an extra grenade. THe new one was moved to adept and supposed to just increase velocity of the grenades (land at your target faster) and have the blast radius increased. However, what it was doing was giving you extra grenades. In my testing it wasn’t even just 1 though, just on a normal grenade toss I saw 5, now it wasn’t a very long test just enough to see if people were right saying it got extra grenades, but it was clearly working incorrectly. I’ve heard some claim they were getting double the nades they should, so it’s no surprise that people were claiming instant kills with Grenade Barrage. But, even just 1 extra grenade means we were getting an extra 33% damage, 2 nades 66%, and that’s just not what it was supposed to be.
Nades without this trait are still good, with what the trait is supposed to be it should make them more reliable in PVP or ranging in general, but it wasn’t supposed to give any sort of damage increase, just a quality of life trait. Much like Short Fuse doesn’t make bombs suddenly amazing, it just makes them more friendly to use.
If that is true, that is bad, but I never encountered getting extra grenades.
Faster grenades= More DPS (damage Per Second)
Your animation length is the same, so no more DPS, it’s just that they land quicker. Just like throwing at your feet or 10’ away is no DPS difference as long as they all land. The trait should have made it more consistent to land further away, so in a way they could have lead to more dps, but no more than just hitting the potential they had.
WHAT
THE
CRAPNot cool Josh, not cool at all.
I am straight up angry right now.You have completely kitten the engineer for every mode of the game.
By temporarily disabling a bugged trait until it can be fixed. Dude, learn to play the freakin game and stop relying on overpowered abilities. First endless complaints over Mortar getting balanced, now because you can’t use a trait that’s clearly working incorrectly? This community is disappointing.
What was working incorrectly?
Old Grenadier was a GM and it gave you an extra grenade. THe new one was moved to adept and supposed to just increase velocity of the grenades (land at your target faster) and have the blast radius increased. However, what it was doing was giving you extra grenades. In my testing it wasn’t even just 1 though, just on a normal grenade toss I saw 5, now it wasn’t a very long test just enough to see if people were right saying it got extra grenades, but it was clearly working incorrectly. I’ve heard some claim they were getting double the nades they should, so it’s no surprise that people were claiming instant kills with Grenade Barrage. But, even just 1 extra grenade means we were getting an extra 33% damage, 2 nades 66%, and that’s just not what it was supposed to be.
Nades without this trait are still good, with what the trait is supposed to be it should make them more reliable in PVP or ranging in general, but it wasn’t supposed to give any sort of damage increase, just a quality of life trait. Much like Short Fuse doesn’t make bombs suddenly amazing, it just makes them more friendly to use.
It was a bit more than that.
Grenade Barrage was more grenades, in fact, it was twice as many grenades as it was suppose to be, enough that you could easily take off 90% or more of another player’s health with just a single use, if you were close enough for all the nades to hit.
1-5 however, the problem was piercing grenades: any time a grenade made contact with a target while mid-flight, it would do its AoE damage, in addition to the damage they do when they finally land. In a 1v1, this didn’t happen too often (Barrage was the bigger problem) but in PvE it was easy double damage or triple damage, especially with the stacking strat for dungeons and against bosses that are large and/or immobile, and for Wuv zerging, target the middle of an enemy zerg and you’re talking a possible 75 (SEVENTY-FIVE!) separate hits per toss (3 nades per toss, with pierce cap of 5 possible “hits” generating 5-target AoEs), which means 75 stacks of vuln, 75 applications of whatever condition that grenade had, 75 possible Shrapnel and sharpshooter procs, with most of those likely going to 3 or 4 targets or about a dozen hits apiece… It got pretty insane pretty fast.
Anyway, I’m glad this is getting fixed. I am sick and tired of the idea that I “must” use grenade kit in almost every part of this game to be considered viable.
I know I tested it on a dummy for a couple mins, I wasn’t seeing consistent double, but I was seeing consistent more. Granted I may have screwed up on my barrage and that was getting consistent double? But on the 1 skill I saw 4 or 5 (it was a pain to test with the bleeds that I forgot to disable).
If that is true, that is bad, but I never encountered getting extra grenades.
Faster grenades= More DPS (damage Per Second)
Faster grenades is NOT equal to more DPS.
The projectile velocity is increased, but not your actual attack speed.
You still get 2 throws in per second. You get the first hit in faster, yes, which is a DPS increase strictly speaking, but it should be a nearly unnoticeable DPS difference if you’re using it at closer ranges and are good at reliably hitting targets.
If you need the speed to hit things reliably, it would seem like a massive DPS increase though.
DPS stands for “damage per second.” Faster grenades = more DPS
Also, maybe I do need the trait to more reliably hit targets, why is that bad? Obviously that has always been an issue, since the made this trait in the first place.
Did I say it was bad?
Grenades being harder to land at longer distances was always their weakpoint.
What I’m saying is, If grenadier was working properly, it would not be a DPS increase at short ranges, because it does not actually increase the number of grenades you can throw per second. At point blank it wouldn’t matter, so if you’re using grenades at short ranges, grenadier isn’t strictly necessary anymore.
Grenadier could mean more DPS at the max ranges, but it’s not strictly a pure DPS increase anymore like the whole 3rd grenade was.
If that is true, that is bad, but I never encountered getting extra grenades.
Faster grenades= More DPS (damage Per Second)
Faster grenades is NOT equal to more DPS.
The projectile velocity is increased, but not your actual attack speed.
You still get 2 throws in per second. You get the first hit in faster, yes, which is a DPS increase strictly speaking, but it should be a nearly unnoticeable DPS difference if you’re using it at closer ranges and are good at reliably hitting targets.
If you need the speed to hit things reliably, it would seem like a massive DPS increase though.
DPS stands for “damage per second.” Faster grenades = more DPS
Also, maybe I do need the trait to more reliably hit targets, why is that bad? Obviously that has always been an issue, since the made this trait in the first place.
Did I say it was bad?
Grenades being harder to land at longer distances was always their weakpoint.
What I’m saying is, If grenadier was working properly, it would not be a DPS increase at short ranges, because it does not actually increase the number of grenades you can throw per second. At point blank it wouldn’t matter, so if you’re using grenades at short ranges, grenadier isn’t strictly necessary anymore.
Grenadier could mean more DPS at the max ranges, but it’s not strictly a pure DPS increase anymore like the whole 3rd grenade was.
Even at long range it’d only be more DPS in the sense of getting all 3 to land.
smh. condi cancer it is then.
Koffix [xxx] (all the rest)
[Phnx] Phoenix Rises from the Ashes | Crystal Desert
in my opinion, a pretty good call, the trait was fun while it was bugged, though i never used it in pvp, and for those of you who doubt engineer’s damage in pve without this trait, if you take glass cannon, engi can get up to 17k damage per second, which, is higher than guardian with the feel my wrath bug, so don’t count it out of the coming meta just yet.
p.s. if you rely purely on grenade barrage for damage in pve you probably shouldnt be playing engi to begin with.
Hmm, all my builds require grenades. I wish they woulda have just taken out the penetration component of it and left everything else as is rather than disabling it altogether. Oh well, I needed to go finish witcher 2 and 3 anyways so maybe it’ll be fixed by then.
While you’re at it can you also replace glass cannon with heal bombs? Or at least find some way to fit heal bombs back in? That was one of my favorite traits in hotjoin pvp. Bunker for days.
Hmm.. and here I was thinking they wouldn’t just disable Grenadier since it is so central to a Grenade Kit engineer, and engineer as a class itself. Guess I was wrong.
Guess I will also be shelving my engie until they fix the trait
I feel sorry for those who main an engie, but I guess you can go try some other builds for now.