Happy with patch

Happy with patch

in Engineer

Posted by: Venoma.7052

Venoma.7052

Once again, patch hits and no one is happy. This isn’t Engineer specific either; nearly everyone is crying about something or other.

Regarding the Engineer specific changes:
- The grenades nerf was expected. I’m fairly certain most sensible people will agree. However, by adding in the increased grenade speed they’ve countered the reduced burst with an increase in dps and made the grenades easier to hit their targets. {Yes, close range the increased nade speed doesn’t really matter that much but at 1500 range it is definitely a welcome change!}

- Elixir R toolbelt CD nerf sucks. Once again though, it is somewhat expected. It is an incredibly strong skill whose original CD could be reduced further through traits making it somewhat OP.

- The Fumigate change is welcome.

- The Turret buffs/changes are also not too bad. Although turret survivability is still an un-adressed issue.

- The Tool Kit buffs are fantastic! A 3 second block combined with a 1200 range pull makes for a very versatile kit. If you’ve been waiting to give this kit a try now is the time. “Get over here!”

Overall: Yes, we didn’t get everything we wanted. Yes, Flamethrower needs some bugfixes &/ rework of some skills. Yes, Gadgets could be made to be more attractive. Yes, some traits are still bugged. However, we were given some decent buffs and expected nerfs this patch.

If this doesn’t cheer you up about your Engineer then go have a read through the Ranger notes! :P

Happy with patch

in Engineer

Posted by: Torrent.7380

Torrent.7380

I am one of the few who is happy. The ‘nerfs’ didn’t affect my build.
Toolkit changes were nice, though I would have preferred the gear shield cool down reduced instead of block duration increased. Still hoping they eventually just change the wrench model to a big 2h pipe-wrench to aesthetically fit the slow swing and just look cooler.

the thumper was the only turret I used regularly and it got quite a nice dmg increase.

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Posted by: Progress.9652

Progress.9652

I want to chime in here. The 10% Grenade nerf is (as you said) expected. Grenades do (and still do) an obscene amount of damage. If your specced for criticals having 50% chance of vulnrability and 6% chance of burning then it gets better.

Your analysis of Elixir R is also correct.

Theres only two thing i want to say to Areannet on this

1) Don’t nerf grenades anymore. I can see them nerfing it by another 10% in the future.

2) Flamethrower should have a ‘suck in’ rather than a ‘blow away’. Sounds very sexual but i think it was called ‘Backdraft’ in the Betas.

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Posted by: Anymras.5729

Anymras.5729

Most of the fixes don’t affect me in the least, being a Turret Engineer. It was nice to see them finally boost turrets a little, but I’m mostly unimpressed with the Engineer section for the following reasons:

1 (Nitpicky?) : The Turrets section of the Engineer fix should consist of Turret fixes/changes/patches, right? Then why are only 6 of the 13 things in that section Turret changes? Underwater combat, Elixir toolbelt skills, even a couple traits and corrected tooltips all found themselves in Turrets. Were they too exhausted from fixing tooltips and icons to proofread?

2 (Frustrated) : Deployable Turrets is still not working above 25-30% of the way outside of Heart of the Mists, which has become enough of an irritation to me that I flat-out stopped playing a month ago, and have no desire to play until they fix it. Of course, with new crap every month (going by the ‘every month will have a theme’ idea I read some time back), the old bugs will be forgotten by the two-person bugfixing team while they scramble to fix the new bugs brought in by the new content. ’They’ll release it when it’s done,’ my hairy rump.

Reading through the Ranger notes does nothing to cheer me up; I am not the kind of person who stops being irritated about their own issues when confronted with the issues of others, much to the chagrin of my poor mother (“There are children in Africa who wish they had liver and onions!” “Fine, stick it in some tupperware and mail it to them.”).

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Posted by: Progress.9652

Progress.9652

I agree: Turrets are worse than useless

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Posted by: Anymras.5729

Anymras.5729

I wouldn’t say they’re that bad – I made it to level 80 using almost nothing but Turrets. I actually quite like them, which is probably why Deployable Turrets still being bugged is so incredibly irritating to me. Hell, when I switched to other setups, I found myself doing much, much worse, as opposed to having party members go “Wow, Ix, your turrets are awesome.” (Actually happened. Was kinda confused.) Might’ve had something to do with the ludicrous aggro that turrets help me offset – it’s a lot easier to run, if you need to, when you’ve got a bunch of mechanized weapons watching your back, but that’s a different discussion.

They could seriously use a boost, though. Like, how about making them scale with the user’s stats, like just about everything else, as opposed to just their level? Even kits get a bonus from your equipment statbonuses – or so it seemed to me, when I checked on a whim. Turrets? Not a single thing you can do, aside from two whole traits, affects the damage your turrets can give and take. Pretty sure Net Turret and Flame Turret have tooltips that seem to indicate that they’re supposed to at least gain a duration increase, but they don’t. I’ve taken all my armor off and watched my turrets keep doing exactly the same amount. Ah, well. They’d probably manage to get the player’s stats switched with the turrets, somehow, if they tried it. And then take six months to fix that.

(edited by Anymras.5729)