If damage is meant to be low
Or better: actually give us the versatility that seems to warrant this low damage penalty.
We don’t have it now… or traits only support single purpose builds, never a true versatile build.
So if we pay the price for it, I would really like to have the actual versatility now, if you dev’s don’t mind…
Or better: actually give us the versatility that seems to warrant this low damage penalty.
We don’t have it now… or traits only support single purpose builds, never a true versatile build.So if we pay the price for it, I would really like to have the actual versatility now, if you dev’s don’t mind…
This is how I feel. The Engineer as it stands isn’t a versatility class like the Elementalist, it’s a variety class like the Warrior where you never know what you might be facing when going against one because of the Weapon Kits.
The worst part? The only way to describe the Engineer is to compare it to other, superior classes in some regard or another. You don’t compare the Guardian to a better tank or the Thief to a better Spiker. Short of CC (which is almost meaningless in PvE and doesn’t have the large fields the Guardian has to be useful in WvW) we are truly the second-fiddle to every other class.
I want power armor!
Chainswords, jetpacks, bolters.
Praise the Omnissiah!
Or better: actually give us the versatility that seems to warrant this low damage penalty.
We don’t have it now… or traits only support single purpose builds, never a true versatile build.So if we pay the price for it, I would really like to have the actual versatility now, if you dev’s don’t mind…
A million times this.
Or better: actually give us the versatility that seems to warrant this low damage penalty.
We don’t have it now… or traits only support single purpose builds, never a true versatile build.So if we pay the price for it, I would really like to have the actual versatility now, if you dev’s don’t mind…
It just occured to me that that is how we are paying the versatility tax. Why do we have specific trait kits and not general ones? Because the more kits we take and the more versatile we are, the less our specific traits have an impact overall. :/
Edit: Thats apart from the other ways our versatility hurts us though
(edited by Penguin.5197)
Or better: actually give us the versatility that seems to warrant this low damage penalty.
We don’t have it now… or traits only support single purpose builds, never a true versatile build.So if we pay the price for it, I would really like to have the actual versatility now, if you dev’s don’t mind…
QFT
our traits do only support single purpose builds, but we are being nerfed in what we do anyway. why? because we are too good at it?
if we build our traits, gear, sigils, runes and slot skills to be good at doing only a few things. then there is absolutely nothing wrong with being good at doing those things.
Or better: actually give us the versatility that seems to warrant this low damage penalty.
We don’t have it now… or traits only support single purpose builds, never a true versatile build.So if we pay the price for it, I would really like to have the actual versatility now, if you dev’s don’t mind…
A million times this.
Absolutely agree. We don’t have the versatility to justify turning this class into a whimp. Sure we have a couple of options but there are missing things we should have in this class that would make it worth the loss of damage builds. Mobile turrets, sniper kit, homing mines, napalm shot on FT that explodes on impact, rocket boots that increase our run speed 25% out of combat, AOE zones when throwing elixirs, my list is long.
You’d think that if we did cruddy damage like this we could be very defensive, hard to kill/pin down and have tons of crowd and condition stacking. You’d think we’d be the most annoying mother-truckers, supporting, and changing the whole flow of battle.
We dont.
The decent control abilities really amount to magnet pull, some cripples, nets from rifle/net turret, and frost grenade along with some minor stuns from supply crate (the elite,) overcharge shot, static shield and the like. That sounds alright, but you can’t do them all at once, not if you hope to survive and contribute anything else at all.
I’d be fine with low damage and hybrid tax if we had some really good abilites.
Wouldn’t it be nice if turrets were powerful and beefy? They’re not, but that could be very useful. We would trade-off the ability to charge at the enemy and do damage like anyone else for the ability to make anywhere the turret is an indisputably bad place for enemies to be. Same thing for mines.
Wouldn’t it be nice if elixirs were as good as they are now, except you weren’t at the mercy of the cooldown blocking you from using other things? That could happen if the toolbelt elixirs weren’t complete garbage.
What if all the kits were awesome regardless of what you traited and you really were able to pick whatever you wanted for the situation without penalty? Instead you have grenades be what you use for everything, and forgetting flamethrower exists unless you have juggernaut etc.
And I might take more gadgets if I had room to. Instead, I need multiple kits to cover weaknesses and elixir buffs to cover the inherent lackluster. Instead of having to swap everything all the time, wouldn’t it be nice if one kit did everything it was made for really well without having to swap around to make it all viable?
For example, what if the elixir gun had a faster attack, a much better cripple, a much better method of applying a condition, and a better #4? I would use that bad boy as my main and take a gadget instead of taking toolkit to supplement the other half of the weak cripple, conditons, and survivability (gear shield vs long cooldowns on #4 and elixir S.)
what everyone is saying is that the engineer class is in a really bad spot, pretty much on everything right now.
that the engineer needs a buff on everything. a buff on our traits, on our damage, cooldowns, conditions and utilities.
i demand a call in tank skill instead of mortar!
As far as I’ve seen, engies don’t have passive boosts along them. It would be nice if the kits had specific boosts with them to compensate for the low damage option. Or better yet, make kits and gadgets give specific passives to engineers.
what everyone is saying is that the engineer class is in a really bad spot, pretty much on everything right now.
that the engineer needs a buff on everything. a buff on our traits, on our damage, cooldowns, conditions and utilities.
Exactly.
At times, in WvW, I feel I have to be PERFECT in order to fend of an incoming attack. Make one mistake and you get wrecked. Other classes seem to have this “OH kitten” button that lets them leave the combat and hit the ‘reset’ button. We don’t. We have to sit there and wait(or, for example, try to catch that flying lightning ball/invulnerable Ele, which I don’t, because it’s pointless, as they are back to full health in a matter of seconds) to see if the opponent will come back, praying our Elixirs and abilities recharge fast enough for the next attack.
“Which Lo Pan? Little ol’ basket case on wheels, or the ten-foot-tall roadblock?!”
-Kurt Russell, Big Trouble in Little China