July 26th Patch Notes......kitten ...
3 Nerfs made no sense, but overall did not break the Engineer or affect its role in the game.
First off, it was finally a time where Medic Gyro and Healing Turret were in balance, and now there is only Healing Turret.
Three nerfs to Medic Gyro users and not Healing Turret users -
- Medic Gyro cast time increase from instant to .5s
- Reconstruction field cast time from instant to .5s
- Bunker Down not giving Regeneration
All these changes mean nothing if you run Healing Turret! They might as well not have even done these. Healing Turret and Elixir Gun are already perma Regen, so the Bunker Down nerf only affects Medic Gyro users.
So basically, these nerfs were totally 100% pointless, and where there were different Scrapper build variations before, now there is one.
Kind of a dumb waste of developer resources but the Engineer is largely unaffected besides one less option.
Pointless for the cookie-cutter meta build.
Support cleric gyro was right behind it. (and better than Tempest Ele for rez/stomp, self healing and self cleanses… it was a blast to run with a tempest ele meta and getting top support achievement.)
And the nerfes did make sure you don’t want to play gyro again. (add the hammer nerfs + the gyro traits nerfs)
Anyway, bunker guard reborn is coming back, no need of Scrapper Bunker Guard 2.0.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/
I suppose, what annoys me the most is that you could remove the engineer entirely from the game, and it wouldn’t change anything.
Sure it would kitten a few people off, but what really does the engineer add to the game, that others don’t do better or easier than we do?
It’s almost painfully obvious that they have great regrets at what scrapper added as well, as it’s been more problems with it than any other specialization in the game. And they still “evaluate” the engineer… that’s just bullkitten.
They receive from us many suggestions, ideas and other interesting things how to try repair engi in game modes… but they only change some numbers(cd, dmg, number of conditions apply) this is not balance for what I wait half year. Biggest smile make me if they nerf rocket charge. 3x leap – 2x finisher… why they not remove 1 leap(much work..) I was defend anet balance team and think that they make their job pretty well, but after last 2 patches I am really dissapointed.
But still is better to play not-viable engi(raids for example) then boring temp
So.. I start play scrapper. "
They receive from us many suggestions, ideas and other interesting things how to try repair engi in game modes… but they only change some numbers(cd, dmg, number of conditions apply) this is not balance for what I wait half year. Biggest smile make me if they nerf rocket charge. 3x leap – 2x finisher… why they not remove 1 leap(much work..) I was defend anet balance team and think that they make their job pretty well, but after last 2 patches I am really dissapointed.
But still is better to play not-viable engi(raids for example) then boring temp
the only buff worth mentioning that was said on this forum in the last 3 months is net shot. everything else requires more than number tweaks. everything else requires new animations or new programming that doesnt currently exist, and anet isnt throwing dev resources to that stuff except for expansions when theyre already keeping themselves busy delivering 5 other major types of content in these quarterly updates.
pick reasonable, dev-efficient changes and get support for them and theyll prolly happen.
head here to discuss wvw without fear of infractions
I suppose, what annoys me the most is that you could remove the engineer entirely from the game, and it wouldn’t change anything.
Sure it would kitten a few people off, but what really does the engineer add to the game, that others don’t do better or easier than we do?
It’s almost painfully obvious that they have great regrets at what scrapper added as well, as it’s been more problems with it than any other specialization in the game. And they still “evaluate” the engineer… that’s just bullkitten.
The Engineer has the shortest cooldown and highest success rate on fast revives of all the professions. The only support oriented profession to combine high, point blank, AoE cleave, and fast reviving. The best profession at managing environments where there are allies and enemies going down.
If you look at it from a PvE damage perspective then I suppose they aren’t as special, hey
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Thanks to Ooops.8694 for the PM he sent. Very well thought out, and explained a lot. Just wanted to publicly thank him for that.
Edit: having read his PM and the further discussion here I’ll say my opinion on a couple points.
1: We have nothing unique to bring to the game.
Same can be said for most classes. The only unique things I can think of? Necro has (I think) exclusive access to boon corruption. Mesmer to alacrity. That’s it. Everything else at least one other class has access to in some appreciable amount.
2. You could remove engi from the game, and no one (but engi players) would notice or care.
That statement can be said for every class. Seriously. The only people who care about a class are the ones that play it. No one but mesmer players would miss mesmer if it was removed even with its exclusive access to alacrity (oh and portal, yay…)
3. Anything we do someone else can do better.
Then why is our condi build the top condition damage build across the game, and most desired in that role? It is in almost every raid group list I ever see.
4. It requires a lot of work….
Umm… if you got past level 40 without figuring that out, I don’t know what to tell you. That’s Engi. We have access to more skills at any given time than any other class (even elementalist). There is a price to be paid for that many options at your fingertips. That is the nature of the class and has been since the beginning of GW2. Complaining about that now… I don’t see the point.
5. … for very little reward.
See #3.
Second Edit:
Another thing. Someone pointed out the weakening of Scrapper. This applies primarily to PvP, and I have to say, I’m exceedingly happy that they are starting to do some skill splits (hopefully more in the future) so that pve and pvp balance becomes easier to maintain without one game mode (usually pve, lets be honest) paying the price for the other. I don’t wish ill on pvp players, I just want a better experience for all, and splitting skills this way will help in the long run.
(edited by bearshaman.3421)
1. There was-slick shoes- but too much OP.
2. As you say. You can remove Gw2 and no one care (only gw2 players)
3. Yea everybody do things better then engi, and our condi dps (which is biggest on single target in game) is not needed. Do you go into risk and pick engi who have hard piano click (I like it btw) or you choose safe way..
4. But in solo content you can’t be suprised.
5. Tempests reward is great dmg, chrono is a brutal support and great in utility, ps warr+rev great support and great cc, condi necro big condi “cleave” and some utility with condis and druid great support and heal.
Our reward is piece of every class what I mention. We can stacking really easy 12 might stack in our rotation, we can do good fast cc, some quality of life(smoke bomb on gorsy/sabby/slothy..holding 2 spirits on gorsy..) some sustained heal (HT + pick, water field blast)… So we are rewarded-lot of work=lot of fun.
So.. I start play scrapper. "
IN my opinion you are making a little mistake. you are underrating something that is real important in this patch. The reduction of A.E.D. open really a lot of space for new builds. A.E.D. is really a good skill imo becouse it is an high risk high reward skill : if you manage it correctly you can heal and clean condition togegher. With aed, tool (for gadgetteer) and 1 other gadget you can build very interesting builds . And not all gadget are kitten. Try to build a condi build with Ft, rocket boots, toolkit and sneak gyro… it works really well and it has a really good burst . To all of this add expert examination and you will see that you can have much more fun builds now. Sorry but i prefer to chose between 4 or 5 builds rather than been stacked to the same hammer , eg, bulk gyro as the last 3 seasons … and the paladin/marauder meta is still there and still viable , only a little nerfed but not to trash
Try to build a condi build with Ft, rocket boots, toolkit and sneak gyro… it works really well and it has a really good burst .
So you dont run a stun break? That sounds very promising, great advice…
Can someone who can logically and rationally and objectively do this, PM me and explain what the problem is for engineers? I will say I’m a PVE only player (maybe WvW I am becoming more interested in that too), so if it’s only pvp issues, don’t bother. But I want to understand why this is such a bad patch for us. Aside from a few nerfs (shock shield, some hammer skills, etc) I thought this was a good patch for us. And hammer was incredibly strong anyway.
This patch in a nutshell : We had our arm broken and were given a lollipop.
This is an example of a completely useless response. Thanks for demonstrating what I am not looking for.
So far, the issue in my opinion is in terms of PvE. In a game where it’s all about the uniqueness of your class, and what your class can bring to your group (whether it be PvE, PvP or WvW really), the engineer brings nothing of note to anything.
The engineer is a very typical, Jack-of-all-trades, master-of-none class. As was its intention when it was created. However, it being so creates a problem. Why bring something that is sub-par to anything else, unless you’re required to? And furthermore, why bring something that has a very high skill-cap, for little to no reward, when you can bring something that is relatively easy and risk-free, for more reward?
This was our main concern before this patch, and our dream was that they would do something, ANYTHING to fix it. Instead we get the standard: “We’re still evaluating it”, which basically means, “We’re not sure what to do, so here’s some random, yet sort of pointless changes to make it seem like we’re doing something”.
Edit: Like the change to A.E.D. Yes, it was crap before the patch. If they presented a change that made it viable, that would be great, but it’s still garbage, so the change they presented was in-short, pointless.
I agree with your response, in general, but it overlooks what I see to be a bigger problem with the direction the game is taking: namely the introduction of Specializations (and the restriction of Trait Lines to 3) – which is/was an attempt by Anet to reduce build diversity throughout all Professions so as to simplify PvP balancing.
No other profession has been as impacted by the introduction of Specializations as Engineers. Build/theory-crafting has all but disappeared from the Engi. And this is what used to make the Engineer so special.
1: We have nothing unique to bring to the game.
Same can be said for most classes. The only unique things I can think of? Necro has (I think) exclusive access to boon corruption. Mesmer to alacrity. That’s it. Everything else at least one other class has access to in some appreciable amount.
Necro has Epidemic, which makes them a better choice for condi DPS than engineer most of the time. Mesmer has alacrity and quickness. Revenant has increased boon duration buff. Warrior has Phalanx Strength for building might and Empower Allies and banners for buffing. Ranger has healing and skills and traits that buff allied DPS. Tempests have (or had) insane DPS (still top tier). Guardians can provide permanent protection.
Which leaves engineer and thief. With the latest patch, thief might get a slot instead of a tempest in a raid, not sure. Engineer sure as hell won’t though.
2. You could remove engi from the game, and no one (but engi players) would notice or care.
That statement can be said for every class. Seriously. The only people who care about a class are the ones that play it. No one but mesmer players would miss mesmer if it was removed even with its exclusive access to alacrity (oh and portal, yay…)
Every single player who does raids would miss mesmers if they were removed.
3. Anything we do someone else can do better.
Then why is our condi build the top condition damage build across the game, and most desired in that role? It is in almost every raid group list I ever see.
Condition engineer is only really desirable at Vale Guardian, and even then necromancers can do the job just as well, or better. So no.
4. It requires a lot of work….
Umm… if you got past level 40 without figuring that out, I don’t know what to tell you. That’s Engi. We have access to more skills at any given time than any other class (even elementalist). There is a price to be paid for that many options at your fingertips. That is the nature of the class and has been since the beginning of GW2. Complaining about that now… I don’t see the point.
The point is, it requires a lot of work for being subpar. Other professions can do what we do, better and easier. Basically, even if an engineer does his rotation 100% optimally (which he won’t) he still won’t do more DPS than a tempest, nor does he bring any unique buffs. Would you pick the engineer for a raid team?
(edited by Pakkazull.6894)
Kind of a dumb waste of developer resources but the Engineer is largely unaffected besides one less option.
Are you still playing revenant in comps?
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
Tempests have (or had) insane DPS (still top tier). Guardians can provide permanent protection.
You know who else is in that top tier? Us! Yeah, we’re near the top, it’s just that Ele staff is insane on large hitboxes and even without that they’re still just the top of the top tier meaning bring them if you can. We’re perfectly viable though, really not that large of a gap between D/W Ele and power Engi actually, and if you can master the rotation Condi is great.
After PvPing lower end with Scrapper. It doesn’t seem too bad. Necros are still a hard counter. I have a bit more trouble with Mesmers and Revs than I did before. Thieves are still a joke. Warriors and Guards are kind of even. Druid isn’t too difficult to beat. Ele’s are easy.
My over all thoughts are that
1) I really can’t effectively use Medic Gyro. Healing Turret is much easier now.
2) I find it hard to pressure someone unless I can get them to stand in my Acid Bomb. Lower end, people often do.
So over all, Medic Gyro nerf did nothing but make the Medic Gyro worthless in comparison to Healing Turret. And I think the damage nerf was unnecessary. Maybe a slight buff to the auto-attack or something would be enough compensation.
On another note, I avoid Necros completely. Don’t even bother fighting them. I may be doing it wrong, but it’s not just an uphill battle like it is with Revs, I see no victory in sight with a Necro around.
Necro has Epidemic, which makes them a better choice for condi DPS than engineer most of the time. Mesmer has alacrity and quickness. Revenant has increased boon duration buff. Warrior has Phalanx Strength for building might and Empower Allies and banners for buffing. Ranger has healing and skills and traits that buff allied DPS. Tempests have (or had) insane DPS (still top tier). Guardians can provide permanent protection.
Which leaves engineer and thief. With the latest patch, thief might get a slot instead of a tempest in a raid, not sure. Engineer sure as hell won’t though.
None of the things you listed are unique to those classes. Some other class(es) can do the same things you listed. I will add portal for mesmer to the list. So three unique things in two classes. I’ll address the raid thing later (again).
Every single player who does raids would miss mesmers if they were removed.
Debateable. I have seen raid groups that didn’t feel like a mesmer was necessary, and they did fine without it. Does it make things easier? Sure, but I addressed that already with the fact of them having sole access to alacrity (which makes for them having one build and one build only for any group content if they want to be considered.)
Condition engineer is only really desirable at Vale Guardian, and even then necromancers can do the job just as well, or better. So no.
Again, debateable. yes I’ve seen raid teams use necros instead of engi, but it’s not because it was better. It was because either one was acceptable. No appreciable advantage either way.
The point is, it requires a lot of work for being subpar. Other professions can do what we do, better and easier. Basically, even if an engineer does his rotation 100% optimally (which he won’t) he still won’t do more DPS than a tempest, nor does he bring any unique buffs. Would you pick the engineer for a raid team?
My opinion and yours is irrelevant, because it is an opinion. I am going by what is actually happening in game in raid groups. and Engis are almost always present. You might feel like they don’t have a place, but the people I’ve talked to who have sought out condi engi specifically for the raid groups would say otherwise.
(edited by bearshaman.3421)
What he listed are all unique things. Ranger is the only provider of the +150 prec with spotter, ~7.5% damage from Frost Spirit, 3.75% damage from Glyph of Empowerment, and Sun Spirit ain’t bad. Warrior is the only one to give the +150 power aura, then +170 to all damage stats from the Banners. Rev for boon duration and +ferocity aura. Mesmer and Alacrity. These are things that are unique to specific professions. Though Might and quickness aren’t unique we know warrior and Mesmer outshine the rest in those categories.
There’s a reason the backbone of a raid group is Mesmer, PS War, Druid, and Rev, from there it’s just fill in the blank. You can of course do without these, but that’s a lot of damage modifiers being left out then. For the damage spots though Engi really isn’t a bad option if played well.
What he listed are all unique things. Ranger is the only provider of the +150 prec with spotter, ~7.5% damage from Frost Spirit, 3.75% damage from Glyph of Empowerment, and Sun Spirit ain’t bad. Warrior is the only one to give the +150 power aura, then +170 to all damage stats from the Banners. Rev for boon duration and +ferocity aura. Mesmer and Alacrity. These are things that are unique to specific professions. Though Might and quickness aren’t unique we know warrior and Mesmer outshine the rest in those categories.
There’s a reason the backbone of a raid group is Mesmer, PS War, Druid, and Rev, from there it’s just fill in the blank. You can of course do without these, but that’s a lot of damage modifiers being left out then. For the damage spots though Engi really isn’t a bad option if played well.
The cue here, of course being “if played well”… I consider myself a good engineer, I can hit 26-29k depending on situation. I also consider myself a mediocre tempest, and post-patch I can still hit 30-35k with it.
In other words, what incentive (or better yet, excuse) do I have, to choose playing an engineer unless it’s required?
edit: some grammar (also fixed that, lol).
edit: also, the way I see it, bringing my engineer these days is a strain on my team, and I don’t like that.
(edited by Allie.4925)
What he listed are all unique things. Ranger is the only provider of the +150 prec with spotter, ~7.5% damage from Frost Spirit, 3.75% damage from Glyph of Empowerment, and Sun Spirit ain’t bad. Warrior is the only one to give the +150 power aura, then +170 to all damage stats from the Banners. Rev for boon duration and +ferocity aura. Mesmer and Alacrity. These are things that are unique to specific professions. Though Might and quickness aren’t unique we know warrior and Mesmer outshine the rest in those categories.
There’s a reason the backbone of a raid group is Mesmer, PS War, Druid, and Rev, from there it’s just fill in the blank. You can of course do without these, but that’s a lot of damage modifiers being left out then. For the damage spots though Engi really isn’t a bad option if played well.
The cue here, of course being “if played well”… I consider myself a good engineer, I can hit 26-29k depending on situation. I also consider myself a mediocre tempest, and post-patch I can still hit 30-35k with it.
In other words, what incentive (or better yet, excuse) do I have to choose playing a tempest unless it’s required that I play an engineer?
30-35k with staff on an immobile large hitbox target? The fact that not all targets are like that is a good incentive. From where I’m sitting we’re a very viable option for everything that doesn’t fall into the more stationary Large hitbox target category. Once things are moving a little bit or small hitbox then Ele goes over to D/W and we become competative (right there with thief>Ele>Engi as I understand though all very close). And, that’s in reference to our easy mode SD Power build. For condi we can do a little more but yes then the well played comes into play a lot. But… main reason to play an engi? It’s kittening fun! Ele lost it’s fun with this nerf more than it lost it’s damage, and while the SD engi build is much more simplistic than we’re used to, it’s still a hell of a lot more fun than Thief auto attacking.
(edited by Jerus.4350)
How many times you see ele downed in raid? I run pugs and ele licking floor very often. My engi die only if I want. So ressing temp = loosing his dps + loosing dps other 1-3ppl. Tempest is great at gorsy, meaby bit on sabby (SD vannila engi is there amazing! Even if you must do cannons) but I don’t see reason why should go into risk and take squishy class which can lower group dps.
BTW: Running raids only with pugs, I know that there are great tempests, but not ususually in pug raids.
So.. I start play scrapper. "
What he listed are all unique things. Ranger is the only provider of the +150 prec with spotter, ~7.5% damage from Frost Spirit, 3.75% damage from Glyph of Empowerment, and Sun Spirit ain’t bad. Warrior is the only one to give the +150 power aura, then +170 to all damage stats from the Banners. Rev for boon duration and +ferocity aura. Mesmer and Alacrity. These are things that are unique to specific professions. Though Might and quickness aren’t unique we know warrior and Mesmer outshine the rest in those categories.
There’s a reason the backbone of a raid group is Mesmer, PS War, Druid, and Rev, from there it’s just fill in the blank. You can of course do without these, but that’s a lot of damage modifiers being left out then. For the damage spots though Engi really isn’t a bad option if played well.
The cue here, of course being “if played well”… I consider myself a good engineer, I can hit 26-29k depending on situation. I also consider myself a mediocre tempest, and post-patch I can still hit 30-35k with it.
In other words, what incentive (or better yet, excuse) do I have to choose playing a tempest unless it’s required that I play an engineer?
30-35k with staff on an immobile large hitbox target? The fact that not all targets are like that is a good incentive
. From where I’m sitting we’re a very viable option for everything that doesn’t fall into the more stationary Large hitbox target category. Once things are moving a little bit or small hitbox then Ele goes over to D/W and we become competative (right there with thief>Ele>Engi as I understand though all very close). And, that’s in reference to our easy mode SD Power build. For condi we can do a little more but yes then the well played comes into play a lot. But… main reason to play an engi? It’s kittening fun! Ele lost it’s fun with this nerf more than it lost it’s damage, and while the SD engi build is much more simplistic than we’re used to, it’s still a hell of a lot more fun than Thief auto attacking.
First of all, my dps was with D/W fresh air ele, on a moving target without alacrity. It’s still basically the same as pre-patch. I agree that ele lost a lot of it’s charm (read: simplicity) in this patch, but it’s still top notch.
The engineer on the other hand, while fun (but in the long term, repetitive), is still below everyone else in terms of dps, despite being so much higher in skill-cap.
How many times you see ele downed in raid? I run pugs and ele licking floor very often. My engi die only if I want. So ressing temp = loosing his dps + loosing dps other 1-3ppl. Tempest is great at gorsy, meaby bit on sabby (SD vannila engi is there amazing! Even if you must do cannons) but I don’t see reason why should go into risk and take squishy class which can lower group dps.
BTW: Running raids only with pugs, I know that there are great tempests, but not ususually in pug raids.
While this is a valid point, if people know the fights they’re at, and know what to do, they won’t die. I don’t pug, so maybe that’s why I’ve got this mindset.
When it comes to taking the safer alternative, in my opinion that’s always a good idea, yes. But it all boils down to skill. A good engineer will still be sub-par to any other class with the same level of skill.
edit: in other words, why take one with you?
The one that really blew me away was nerf to shield. Shield!? Really!!? No one used shield before this patch, why in the name of all that is good would they nerf this hands down least used weapon, probably across all classes in all game modes. Sure it doesn’t make a difference to how we play (as Chaith pointed out, there was essentially no impact to the meta build aside from killing medic gyro as a viable variant), but I found that shield nerf just plain insulting.
Edit: jk, I was thinking shock shield throw skill, not hammer 4 static shield.
Cubones Mother – 80 mes
Jade Quarry [Uhhh]
What he listed are all unique things. Ranger is the only provider of the +150 prec with spotter, ~7.5% damage from Frost Spirit, 3.75% damage from Glyph of Empowerment, and Sun Spirit ain’t bad. Warrior is the only one to give the +150 power aura, then +170 to all damage stats from the Banners. Rev for boon duration and +ferocity aura. Mesmer and Alacrity. These are things that are unique to specific professions. Though Might and quickness aren’t unique we know warrior and Mesmer outshine the rest in those categories.
There’s a reason the backbone of a raid group is Mesmer, PS War, Druid, and Rev, from there it’s just fill in the blank. You can of course do without these, but that’s a lot of damage modifiers being left out then. For the damage spots though Engi really isn’t a bad option if played well.
The cue here, of course being “if played well”… I consider myself a good engineer, I can hit 26-29k depending on situation. I also consider myself a mediocre tempest, and post-patch I can still hit 30-35k with it.
In other words, what incentive (or better yet, excuse) do I have to choose playing a tempest unless it’s required that I play an engineer?
30-35k with staff on an immobile large hitbox target? The fact that not all targets are like that is a good incentive
. From where I’m sitting we’re a very viable option for everything that doesn’t fall into the more stationary Large hitbox target category. Once things are moving a little bit or small hitbox then Ele goes over to D/W and we become competative (right there with thief>Ele>Engi as I understand though all very close). And, that’s in reference to our easy mode SD Power build. For condi we can do a little more but yes then the well played comes into play a lot. But… main reason to play an engi? It’s kittening fun! Ele lost it’s fun with this nerf more than it lost it’s damage, and while the SD engi build is much more simplistic than we’re used to, it’s still a hell of a lot more fun than Thief auto attacking.
First of all, my dps was with D/W fresh air ele, on a moving target without alacrity. It’s still basically the same as pre-patch. I agree that ele lost a lot of it’s charm (read: simplicity) in this patch, but it’s still top notch.
The engineer on the other hand, while fun (but in the long term, repetitive), is still below everyone else in terms of dps, despite being so much higher in skill-cap.
Cross posting some numbers:
Staff Ele, large hitbox: 28.0k / 33.6k with Alacrity (-9.5% dmg after patch)
DW Ele, small hitbox: 23.6k / 26.0k with Alacrity (-10.1% dmg after patch)
Condi Engi: 25.5k / 28.4k with Alacrity (+2.9% dmg after patch)
Power Engi: 25.8k / 27.2k with Alacrity (a bit more than +0% dmg after patch)
Power Thief: 26.2k / 26.4k with Alacrity(-3.1% dmg after patch)
There were some additional notes, most important ~800 extra damage from buffing on the D/W Ele.
Anyways those are with realistic buffs. A little different from what I’m seeing from the main Ele’s (26k+ and 29k+w/alacrity as per: https://www.youtube.com/watch?v=dTwBSuKxNJY)
These numbers leave out D/D Thief though which I think will take the prize on the mobile/small hitbox DPS.
Can someone who can logically and rationally and objectively do this, PM me and explain what the problem is for engineers? I will say I’m a PVE only player (maybe WvW I am becoming more interested in that too), so if it’s only pvp issues, don’t bother. But I want to understand why this is such a bad patch for us. Aside from a few nerfs (shock shield, some hammer skills, etc) I thought this was a good patch for us. And hammer was incredibly strong anyway.
Judging by your posts in the elementalist forums, I had assumed that you were a pve only player. I guess I was right. The problem for engis is mostly a pvp problem. Same thing with eles, mostly a pvp problem. PVE was mostly left untouched and almost any build works in pve anyway.
Can someone who can logically and rationally and objectively do this, PM me and explain what the problem is for engineers? I will say I’m a PVE only player (maybe WvW I am becoming more interested in that too), so if it’s only pvp issues, don’t bother. But I want to understand why this is such a bad patch for us. Aside from a few nerfs (shock shield, some hammer skills, etc) I thought this was a good patch for us. And hammer was incredibly strong anyway.
Judging by your posts in the elementalist forums, I had assumed that you were a pve only player. I guess I was right. The problem for engis is mostly a pvp problem. Same thing with eles, mostly a pvp problem. PVE was mostly left untouched and almost any build works in pve anyway.
Anyone else tired of that statement being thrown around?
Can someone who can logically and rationally and objectively do this, PM me and explain what the problem is for engineers? I will say I’m a PVE only player (maybe WvW I am becoming more interested in that too), so if it’s only pvp issues, don’t bother. But I want to understand why this is such a bad patch for us. Aside from a few nerfs (shock shield, some hammer skills, etc) I thought this was a good patch for us. And hammer was incredibly strong anyway.
Judging by your posts in the elementalist forums, I had assumed that you were a pve only player. I guess I was right. The problem for engis is mostly a pvp problem. Same thing with eles, mostly a pvp problem. PVE was mostly left untouched and almost any build works in pve anyway.
Anyone else tired of that statement being thrown around?
I am tbh. Any build may work in Central Tyria OW, but that’s it. Anywhere else, and you have to think about your build just as much as pvp. Fractals, dungeons, raids, event maps even. PVE isn’t the cake walk everyone seems to think it is.
On your previous comment, yes I did realize it was a pvp issue, and I hope they continue with the skill splits so they can better balance each game mode without hosing up the other ones.
Annoying as the lack of improvements for non-hammer weapons was, the nerfs do not seem to have seriously hurt the engineer/scrapper too much across most game modes. It is fairly obvious that the main target was the meta power scrapper build for PvP and, after playing around with it, I think it still does what it was doing fairly well.
That said, I do think that the balance team might have gone a bit overboard with cutting into both damage and sustain on the meta build. The damage reduction of Shock Shield I understand (people have been complaining about this for ages), but the cast time changes for Medic Gyro and the removal of regeneration from Bunker Down medpacks make less sense.
The first one seems like an attempt at pandering and, as Chaith noted, pretty much does nothing but cripple build diversity (we’re just going to take Healing Turret instead; yes it is easier to interrupt, but I’m guessing there will still be tons of complaining about scrappers that “disappear and reappear with full health a split second later”). It doesn’t kill the scrapper build and permits a bit of counterplay (I guess), but I just don’t really see the point. Nothing to cry over, just a weird choice.
The second one is also minor and has little impact on the meta build, but I take issue with it from the perspective of so-called “vanilla” players: Why nerf a core trait? If you want to nerf scrapper sustain, then why not hit something like Rapid Regeneration? Why should core traits (and, in turn, non-HoT players) suffer for what some folks seem to perceive as the sins of the scrapper? Again, nothing to get too riled up about, but I cannot follow the logic here.
So, all in all engi had some losses in this patch, but nothing too big. Maybe next time we’ll see those non-hammer weapon buffs folks have been asking about for ages
We really need some improvements to the non-hammer weapons or some massive nerfs to the projectile hate that is EVERYWHERE now
When was the last time you saw a non-hammer engi in ranked. I saw exactly 1 last season, and it was really bad. I miss the rifle gameplay from pre-HoT and pre-June patch before that.
Hey Guys
Well to be honest ! I didn`t expected some buffs for us. So i barely got dissapointed and nice 5% more dmg , but kitten on moving targets ? Seems like they want us to go condi only ?
Anyways still waiting for the day , when we get 2-3 sec cast time on each AA ,because dps is too op otherwise!
Hey Guys
Well to be honest ! I didn`t expected some buffs for us. So i barely got dissapointed and nice 5% more dmg , but kitten on moving targets ? Seems like they want us to go condi only ?
Anyways still waiting for the day , when we get 2-3 sec cast time on each AA ,because dps is too op otherwise!
Power engi is very good, and on the mobile target in the training area it does drop but not by much still being able to land most bombs. Condi actually has more issues in requiring a stationary target with the field damages.
Hey Guys
Well to be honest ! I didn`t expected some buffs for us. So i barely got dissapointed and nice 5% more dmg , but kitten on moving targets ? Seems like they want us to go condi only ?
Anyways still waiting for the day , when we get 2-3 sec cast time on each AA ,because dps is too op otherwise!
Power engi is very good, and on the mobile target in the training area it does drop but not by much still being able to land most bombs. Condi actually has more issues in requiring a stationary target with the field damages.
The only skill that requires you to have a stationary target is napalm. The fire bomb is short enough to be placed in front of a target and land all of it’s tics.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Hey Guys
Well to be honest ! I didn`t expected some buffs for us. So i barely got dissapointed and nice 5% more dmg , but kitten on moving targets ? Seems like they want us to go condi only ?
Anyways still waiting for the day , when we get 2-3 sec cast time on each AA ,because dps is too op otherwise!
Power engi is very good, and on the mobile target in the training area it does drop but not by much still being able to land most bombs. Condi actually has more issues in requiring a stationary target with the field damages.
The only skill that requires you to have a stationary target is napalm. The fire bomb is short enough to be placed in front of a target and land all of it’s tics.
True, proper placement can certainly reduce the loss in movement, but still quite often you won’t get you full 4 ticks of the bomb. More an issue in fractals though.