[Skol]
(edited by Haralin.1473)
So we all think that Engi needs some improvements, so lets give A-Net our ideas
Here are mine:
- fix the bugs
- make toss elixir b a stunbreaker
- reduce cooldown of gadgets
- minefield not only should remove 1 condition, it should convert one boon to one random condtion
- make Waterfield of Cleaning Burst and Regeneration Mist last longer
- make Elixir R a stun breaker and Toss Elixir R remove all condtions not only one (it has a 100sec reusetimer it must be worth it)
- reduce the rate of fire on turrets, all turret -1 sec besides net turret
- make rocket boots grant stability while flying
- make Mortar field pulse damage not just the condition
- make turrets be movable, like the revenant can move his tablet
- make turrets damage reduction higher and let them do more damage
- make experimental Turrets pulse boons like the revenant elite spec or reduce the puls interval
- give throw mine a larger radius of 300
- let us use skills when activate elixir S (warrior also can do it in there immunity)
- let launch personal battering ram cause torment
- make advanced turret not only reflect missiles let it be like the hammer skill of the guardian (Ring of Warding) with an icd (60sec).
- medical dispersion field remove icd and increase the healing on 20%
Just some thoughts, post yours in here so we get ideas for the devs
(edited by Haralin.1473)
So we all think that Engi needs some improvements, so lets give A-Net our ideas
Here are mine:
- fix the bugs
- make toss elixir b a stunbreaker
- reduce cooldown of gadgets
- minefield not only should remove 1 condition, it should convert one boon to one random condtion
- make Waterfield of Cleaning Burst and Regeneration Mist last longer
- make Elixir R a stun breaker and Toss Elixir R remove all condtions not only one (it has a 100sec reusetimer it must be worth it)
- reduce the rate of fire on turrets, all turret -1 sec besides net turret
- make rocket boots grant stability while flying
- make Mortar field pulse damage not just the condition
- make turrets be movable, like the revenant can move his tablet
- make turrets damage reduction higher and let them do more damage
- make experimental Turrets pulse boons like the revenant elite spec or reduce the puls interval
- give throw mine a larger radius of 300
- let us use skills when activate elixir S (warrior also can do it in there immunity)
- let launch personal battering ram cause torment
- make advanced turret not only reflect missiles let it be like the hammer skill of the guardian (Ring of Warding) with an icd (60sec).
- medical dispersion field remove icd and increase the healing on 20%Just some thoughts, post yours in here so we get ideas for the devs
Some of these ideas are ok, but some are asking a bit too much
Toss elixer b- This is more an ability to counter being stunned if it became a stun break and grant stab it would be pretty op actually considering you can get this one a 16 sec cd.
Gadgets- The trait should give us a 25% cd reduction baseline and give us a 50% cd if the gadget was overcharged also changing the charges too stack too 25 and stacks when you deal damage not when you get hit.
Healing turret is fine more than fine
Mine- The toolbelt should be instant cast smaller radius that the mines spread this would make it amazing for instant burst/ Mine itself I think would be better if it was changed to a blowout that launches them in the air or backwards as well as both applying bleeds for condi usage
Rocket boots- This could actually use an evade but i would love too see the ability actually have a decent damage portion on both toolbelt and utility making them both targeted leaps 600 range with burning on toolbelt and heavy burst on landing for the utility
Elixer C- Should grant resistance for 1 or 2 sec per condition converted on both toolbelt and utility
Turrets- need a rework I wouldnt mind if they were kinda squishy as long as some cds were reduced and they could scale with stats and crit also changing the overcharges on some to require more player interaction like target area for rocket turret for a aoe of small missiles that lasts for like 3-4 sec things like that.
A.E.D- I am going too throw this out again. Cd reduced too 30 sec base heal of 5k the on death heal will instantly heal for 5k then regen 5k over 5 sec before healing power. Overcharge should Heal you for a bit more not much and convert a condition too a boon per pulse.
Static shock- W/e the toolbelt is the damage is great the range and clunkyness not so much change this too a pbaoe 240 instant change the stun too a daze or increase its range too 900 keep it single target.
Thats all i got for now..
Really interesting ideas in here, I just want to say something about some of them
-minefield should convert one boon to one random condition
I don’t think this fits the theme of the skill. It is impactful power, not some random poison. But I would like to see that each mine is ripping 1 boon from every single target. So they are removing aoe, not only one boon.
-make waterfield of cleaning burst and regeneration mist last longer
against it, the last healing skill which needs improvement is healing turret. Just fix the bug which doesn’t recharge cleaning burst with amr, that’s enough
-make elixir r a stun breaker
it used to be one and they removed it. I don’t mind, it’s ok, but they should fix the issue that elixir u is interrupting your action while using it. no other skill with 0 cast time does something like that
-reduce rate of fire on turrets
great idea. btw pls make turrets able to get boons too. all other minions can get boons, it’s just fair.
-make rocket boots grant stability
evade frames would make much more sense for me. but it doesn’t need to do so.
-make turrets movable
there was a suggestion in here to make turrets targets for tool kit magnet to move them around that way. it’s logical and nice QoL change.
-let us use skills when activate elixir
against it. Warrior just gets immune to direct damage or condis. we are getting immune to just everything, being able to attack in elixir s is op.
-let launch personal battering ram cause torment
why should it? it is direct damage and how is a ram tormenting you? i want torment too, just add it to shrapnel trait instead of bleeding. makes more sense.
-make advanced turret be like ring of warding
op because we can use turrets more often. just let this trait as it is
-medical dispersion field remove icd and increase the healing to 20%
remove icd is fine, but don’t increase healing. I would say it would be fair to decrease the healing. Without ICD the trait would be REALLY strong. Don’t push it too far.
Really interesting ideas in here, I just want to say something about some of them
-minefield should convert one boon to one random condition
I don’t think this fits the theme of the skill. It is impactful power, not some random poison. But I would like to see that each mine is ripping 1 boon from every single target. So they are removing aoe, not only one boon.-make waterfield of cleaning burst and regeneration mist last longer
against it, the last healing skill which needs improvement is healing turret. Just fix the bug which doesn’t recharge cleaning burst with amr, that’s enough-make elixir r a stun breaker
it used to be one and they removed it. I don’t mind, it’s ok, but they should fix the issue that elixir u is interrupting your action while using it. no other skill with 0 cast time does something like that-reduce rate of fire on turrets
great idea. btw pls make turrets able to get boons too. all other minions can get boons, it’s just fair.-make rocket boots grant stability
evade frames would make much more sense for me. but it doesn’t need to do so.-make turrets movable
there was a suggestion in here to make turrets targets for tool kit magnet to move them around that way. it’s logical and nice QoL change.-let us use skills when activate elixir
against it. Warrior just gets immune to direct damage or condis. we are getting immune to just everything, being able to attack in elixir s is op.-let launch personal battering ram cause torment
why should it? it is direct damage and how is a ram tormenting you? i want torment too, just add it to shrapnel trait instead of bleeding. makes more sense.-make advanced turret be like ring of warding
op because we can use turrets more often. just let this trait as it is-medical dispersion field remove icd and increase the healing to 20%
remove icd is fine, but don’t increase healing. I would say it would be fair to decrease the healing. Without ICD the trait would be REALLY strong. Don’t push it too far.
Actually for battering ram I think a chunk of vulnerability would make the most sense I mean your getting hit with a mini version of something made to break down gates.
As for medical dispersion field I think it should be based off your healing power idk the percent not good with the numbers, but make it pulse healing based on that number every 3 seconds too a certain area around you, healing yourself and your team mates would have great use for self sustain and some slight heals out too your team to counter a bit of condi damage I think. I feel something around 400 or 500 every 3 seconds wouldnt be too op and if you take healing power it might be worth a grandmaster.
Most of those changes do not actually address issues the class has and many of the changes go way over whats necessary.
That said, I think Kodama has the right idea in terms of tuning.
Sure this are only some ideas that come to my mind they must be tuned some how, and therefore i like the ideas the other engis have, i think it will help devs to improve the class.
“-make advanced turret be like ring of warding
op because we can use turrets more often. just let this trait as it is”
Therefore i said it should have a icd of 60sec.
“-make waterfield of cleaning burst and regeneration mist last longer
against it, the last healing skill which needs improvement is healing turret. Just fix the bug which doesn’t recharge cleaning burst with amr, that’s enough”
I saw it from a WvW perspektive where you aid the team wih a longer Waterfield caus 1-2 Sec is to short, but i also understand your point.
(edited by Haralin.1473)
Therefore i said it should have a icd of 60sec.
Oh sry didn’t see that. ^^
But will the ICD only be for the ring of warden part and we will still reflect? If so, how will you make it visible for the enemy that it is a pushing field and not just reflection?
About water combo fields in WvW, if you want a longer lasting water combo field, that is what mortar kit is for. ^^
BTW about tossing elixir r: it already is removing more conditions than one, but just one for each pulse. ^^
And one idea of my own about gadgeteer: some already said it should have a base cd reduction of 25%. But I would like to see a change in it’s function too. The overload should change the behaviour of our gadgets by a large amount. Suggestions: Using overloaded A.E.D. makes it pulsing damage in an area around us, to give some pressure against melee fighters. Or throwing mine could explode in a cluster around the initial explosion (random locations). I would like to discuss some ideas for this trait with you guys.
Therefore i said it should have a icd of 60sec.
But will the ICD only be for the ring of warden part and we will still reflect? If so, how will you make it visible for the enemy that it is a pushing field and not just reflection?
Good point maybe make the reflekt shield look like a stone wall or something if it is triggerd and leave the reflect like it is.
About water combo fields in WvW, if you want a longer lasting water combo field, that is what mortar kit is for. ^^"
Yes i know that, but often if engi says in WvW we have 3 Waterfield the most player say two of them are useless to blast and Ele are better in doing that, so i wishes to have 2 good waterfield.
BTW about tossing elixir r: it already is removing more conditions than one, but just one for each pulse. ^^
oh yes thats right didnt use it in a while but then it is ok maybe cooldown reduction can make it more attractive.
And one idea of my own about gadgeteer: some already said it should have a base cd reduction of 25%. But I would like to see a change in it’s function too. The overload should change the behaviour of our gadgets by a large amount. Suggestions: Using overloaded A.E.D. makes it pulsing damage in an area around us, to give some pressure against melee fighters. Or throwing mine could explode in a cluster around the initial explosion (random locations). I would like to discuss some ideas for this trait with you guys.
I like it
Googles can make Targets around you vulnerable or something.
Battering Ram can make a line infront of you crippled or weakend or maybe the new condition slow.
Rocket boots can leave a ring of fire at your landing position or start location
Slickshoes gives slow to enemies or quickness to allies who walk over your slime (may last is to op)
(edited by Haralin.1473)
I always though that mines should remove stability and maybe apply some condition that stops having it for a while.
Kinda waiting on the Forge to be revealed, since all balance suggestions are pointless with the arrival of HoT so soon.
That being said, I like many of the ideas in this thread.
Kinda waiting on the Forge to be revealed, since all balance suggestions are pointless with the arrival of HoT so soon.
That being said, I like many of the ideas in this thread.
Yes thats right lets see what A-Net will give us to play with
Very short:
-Elixir Infused Bombs
-10% Healing Power to Attack Power Conversion
-Get rid of Medical Dispersion Field
-Make the automatic cooldown of all healing skills a passive trait again.
Elixir infused bombs, Bomb kit and Thermobaric Detonation with no ICD would make for such a great build. cele Engi 2.0
Pistol:
- increase the bleed duration or damage from pistol 1. the skill is so useless right now
- with the new changes to posion, i think pistol 2 would do better if it was a focus fire, instead of the bullets flying everywhere except at your target. sometimes i see only 1 or 2 bullets from my whole volley hit an enemy at 400 range…
- offhand pistol 5 – the glue gun i feel needs a velocity increase
-elixir gun #2 skill needs a velocity increase. i feel that this skill was designed to chase an enemy down, given that it applies cripple and gives swiftness to allies. however i haven’t found it to be of any use as it misses 95% of the time when the enemy is running away even at 200 range walking in a straight line casually….
- the explosive GM trait that makes your dodge bomb a blast finisher with 10 sec ICD is just messed up. you can’t control when you want to blast in combat as it is tied down with your dodge. instead they should make it so that your first bomb skill is a blast finisher and it gives you this icon when the trait is not on CD, so you know when you can blast it.
- the rocket turret toolbelt skill should be reverted to back to what it was, a direct fast flying rocket at the enemy. i don’t know why they even ninja nerfed this to the slow and fly highing rocket it is today in the first place. back when turrets were actually useable in pvp, i never recalled anyone going “hey jim. please don’t rocket toolbelt me. that skill is crazy OP”. you can’t hit a moving target more than 500 range away. sometimes you can’t hit even a stationary target cause the rocket hits a ceiling… if anet intended for this skill to be short range, i think they should just decrease the range instead of making this skill so clunky as it is…
(edited by Wall E.5349)
Elixir infused bombs, Bomb kit and Thermobaric Detonation with no ICD would make for such a great build. cele Engi 2.0
Pretty much what he said. I’ll trade bunker down for Elixir infused bombs any day.
I like the cele 2.0 idea with these changes:
-Either increase the damage of nades or Reduce damage but increase its condition duration and stacks
- Make incendiary powder baseline
Flamethrower – either increase the damage of flame jet or increase the burn stack at the end of the channel. make flame blast more reliable. reduce the cd on napalm
fix the bugs yes
make pistol shots pierce and skill 1 an explosion as you promissed
make pistol 2 HIT stuff
give engi at least 1 whirl finisher which would massively help with condi builds, with vuln stacking, with condi cleansing
fix the bugs yes
make pistol shots pierce and skill 1 an explosion as you promissed
make pistol 2 HIT stuff
give engi at least 1 whirl finisher which would massively help with condi builds, with vuln stacking, with condi cleansing
They never promised this.
I would love it, but I am not sure it would be quite balanced.
fix the bugs yes
make pistol shots pierce and skill 1 an explosion as you promissed
make pistol 2 HIT stuff
give engi at least 1 whirl finisher which would massively help with condi builds, with vuln stacking, with condi cleansingThey never promised this.
I would love it, but I am not sure it would be quite balanced.
yes they did on a live stream
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