(edited by TheOneNOnlyGeneralBama.9586)
Leaked Notes / BS or Not?
Ah sweet ty
15/char
sounds legit, I’m kinda disappointed tho, we got decent updates but necros…. I’m glad they got an update but every buff screams out, “skrew you engi”. A 9s+ wall of fear, our burning (4s on a 10s cd) and they got fear…
it will be impossible for engi’s to 1v1 necros now or anyone without stability or instant full condi removal.
All we can do is play the waiting game , wait i think we been doing that since “release” :o
I want to believe.
Rocket boots moving us forward and jump shot actually working? We would actually be able to keep up with the speedier classes!~
I hope this isnt the real notes. They talked about spreading out stun breakers so they could diversify builds so they take away two stunbreakers (elixir r and rocket boots) and add them to the worst 2 skills we have slippery shoes (horrible range and long cd) and thumper turret( worst of the worst). no real build diversity made here except SD builds can switch out rifle turret for ram head. NOW “super speed is now a stun breaker” does that include kit refinements equipping tool kit superspeed? if so then ill bend over and take it with a smile cause now i can play full kit engy with stun breaker.
Ram head was highly useful for my burst rifle electrify build I was using for a while. Glad they made that change. Now I’ll have three abilities that won’t be longer on the cooldown more than 20 seconds.
Looks like there’s some good choices for defense coming for bombcats too! I hope this is real. Too bad they didn’t return what was lost on the kit refinement for EG/TK. sigh
sounds legit, I’m kinda disappointed tho, we got decent updates but necros…. I’m glad they got an update but every buff screams out, “skrew you engi”. A 9s+ wall of fear, our burning (4s on a 10s cd) and they got fear…
it will be impossible for engi’s to 1v1 necros now or anyone without stability or instant full condi removal.
Yep, pretty much this in my opinion.
Buffs are nice, but there’s no really dramatic changes going on here. No new weapons being made available, no hobosack appearance fix, just more buffs that make a bunker build stronger and stronger…and I don’t like/play bunker builds.
Real or not real?
Hmmm…
Throw Junk: Reduced weakness duration to1 second.
Nerfing a downed skill of the class with the worst downed skills game, while doing nothing to improve it?
Sounds exactly like something they’d do. Especially to Engineers.
(edited by Mif.3471)
they did say that with the new weakness changes, durations are getting cut. Makes sense too.
engie roaming vids: http://www.youtube.com/channel/UC9NnXVfY4vRU1F-X7b1Oorw/videos
i hope this is just a joke, and not a ptch note.
http://incendies-guild.tk/
Hope not, these patchnotes are highly disapointing. Dont really do anything. Shows a complete lack of understanding of the profession. Nerfs. Still no fix to our abysmal downed state. Some meager buffs and fixes. Nothing really changes. No added build diversity.
So these patchnotes are probably true.
(edited by Terrahero.9358)
as long as my grenades do not get nerfed in anyway i am happy
shame about elixir R i love that so much
Fractal lvl 80 – 126 AR
It’s great that Anet are leaking this sort of thing ahead of the patch, as it gives us time to start thinking about the implications.
Now if they’ll just start listening to how we respond to them . . .
Notes look rather legit to me. The copied notes posted by OP don’t include the trait changes (which actually look quiet good) though.
I think our class is getting a fair few buffs to non-viable utilities which is nice although gadgets still seem a bit weak imo. All-in-all i’m quiet happy our builds haven’t been nerfed although the change to Elixir R seems a bit rough…but we are getting additional toys to play with.
Sure…every other class is getting the same if not more than us…but oh well – better that than getting nerfed to the ground Ele-style.
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard
Added leaked traits changes.
I want to believe.
Rocket boots moving us forward and jump shot actually working? We would actually be able to keep up with the speedier classes!~
Far as i see , it’ll still be on a 900 leap and thats just not enough imo. I Find leaving combat with Super for 5 secs greatly covers 1200 , and mind you can’t be slowed or immobilized during this trek. Notes hint at Super Speed being a stun breaker , my ONLY issue left then is slick shoes massive CD :|
If these changes are indeed true , i think ill have not enough points to get what i want cause i pretty much want all of those traits lol. I do think that 10 more trait points across the board is needed , but probably a bit far fethced seeing as i havent inspected what other classes can get for their extra 10.
Hope not, these patchnotes are highly disapointing. Dont really do anything. Shows a complete lack of understanding of the profession. Nerfs. Still no fix to our abysmal downed state. Some meager buffs and fixes. Nothing really changes. No added build diversity.
So these patchnotes are probably true.
Looks to me like they added a great amount of potential for build diversity, and we are already one of the better professions in that area anyway, in that we have several viable tPvP builds, and even those builds have several variations in style.
“New grandmaster trait – Modified Ammunition: Damage is increased by 2% per condition on the target, when wielding a pistol or rifle.”
Should this be interpreted as for each unique condition? (seems kind of right) or each condition stack (would get op really fast)?
“New grandmaster trait – Modified Ammunition: Damage is increased by 2% per condition on the target, when wielding a pistol or rifle.”
Should this be interpreted as for each unique condition? (seems kind of right) or each condition stack (would get op really fast)?
unique, its always per unique condition/boon.
engie roaming vids: http://www.youtube.com/channel/UC9NnXVfY4vRU1F-X7b1Oorw/videos
sounds legit, I’m kinda disappointed tho, we got decent updates but necros…. I’m glad they got an update but every buff screams out, “skrew you engi”. A 9s+ wall of fear, our burning (4s on a 10s cd) and they got fear…
it will be impossible for engi’s to 1v1 necros now or anyone without stability or instant full condi removal.
The necro wall do not stop bullets, and we have plenty of those.
“New grandmaster trait – Modified Ammunition: Damage is increased by 2% per condition on the target, when wielding a pistol or rifle.”
Should this be interpreted as for each unique condition? (seems kind of right) or each condition stack (would get op really fast)?
unique, its always per unique condition/boon.
A P/P build could bring that up to 10% on pistols alone (bleed, poison, confusion, burn, cripple) temporarily. For rifle it may be a bit more difficult.
What I saw was some bad nerf (Elixir R, now completely useless if not for toolbelt, and even shield cannot use anymore to get extra protection while attacking!).
Why would I need more damage if I use conditions? It makes no sense at all…
Welp, Elixir R is kind of done ha. Should have given it a solid cooldown reduction or added a new effect to it like cleanse immobilize or something.
Dr Hoppenheimer – Engi / Meowzir – Guard /
Mulcibur Nox – Ele / Mr Directed – Mes
sounds legit, I’m kinda disappointed tho, we got decent updates but necros…. I’m glad they got an update but every buff screams out, “skrew you engi”. A 9s+ wall of fear, our burning (4s on a 10s cd) and they got fear…
it will be impossible for engi’s to 1v1 necros now or anyone without stability or instant full condi removal.
The necro wall do not stop bullets, and we have plenty of those.
Main: Asuran Engineer — Alt 80’s Ra-T-M-G-El-N-W-En-En-Re-Ra
Doctorate in Applied Jumping
Very very underwhelming patchnotes – bad changes to existing stuff + nerfs
no relevant buffs to anything (maybe with 1 exception)
very very very very very bad – makes me sad
If those notes make you sad , then im sure you’re incapable of happiness
I hope they’re BS, because they’re kitten for class balance (c.f. Guardian’s 100% buffs with Engs buffs/nerfs and vulnerability to Torment).
this is Bullkitten did you take a look at the thief notes engi changes are a joke .
This is why the Engie board is so divided… Elixir R becomes useless because of no stunbreak? Really? Because we all took it for the stunbreak first and foremost… it’s STILL the best overall Elixir even with no stunbreak, with the exception of maybe Elixir S.
Other than that, there are some significant buffs in those notes. If you don’t agree just think about what combining Protective Shield/Protection Injection/Armor Mods/Stabilized Armor into a build will do for survivability… as just one example…
These patch notes, the more you start to actually put together possible builds… seem less and less likely to be true, Anet doesn’t usually make such drastic sweeping changes, if these are accurate I would be very surprised.
sounds legit, I’m kinda disappointed tho, we got decent updates but necros…. I’m glad they got an update but every buff screams out, “skrew you engi”. A 9s+ wall of fear, our burning (4s on a 10s cd) and they got fear…
it will be impossible for engi’s to 1v1 necros now or anyone without stability or instant full condi removal.
Yep, pretty much this in my opinion.
Buffs are nice, but there’s no really dramatic changes going on here. No new weapons being made available, no hobosack appearance fix, just more buffs that make a bunker build stronger and stronger…and I don’t like/play bunker builds.
If anyone needed Torment it’s us. That’s for sure. And they need to change the tossed elixirs so we can have a direct stability boon without the RNG hassle.
be happy guys, P/P is in a great place with multiple builds and this patch will gibe you piercing bullets for 20 points instead of 30 which is HUGE! AND if you spend 10 more points you get 5% extra damage from the minor an 2% extra damage per condition for the master! That a crazy amount of damage in a group focusing a target with 3 or 4 conditions.
sounds legit, I’m kinda disappointed tho, we got decent updates but necros…. I’m glad they got an update but every buff screams out, “skrew you engi”. A 9s+ wall of fear, our burning (4s on a 10s cd) and they got fear…
it will be impossible for engi’s to 1v1 necros now or anyone without stability or instant full condi removal.
Yep, pretty much this in my opinion.
Buffs are nice, but there’s no really dramatic changes going on here. No new weapons being made available, no hobosack appearance fix, just more buffs that make a bunker build stronger and stronger…and I don’t like/play bunker builds.
If anyone needed Torment it’s us. That’s for sure. And they need to change the tossed elixirs so we can have a direct stability boon without the RNG hassle.
It almost seems as if the initial design of the elixirs were one of much shorter effects and cooldowns, so we could chug down those elixirs like a drunk during happy hour.
that is at least the only way i can really think off that would defend any use of RNG in a skill mechanic.
rumble = 1s stability. So anet has fixed engi now? We missed stability the most and now its solved hurraay! Think of all things u can do in that 1s.
rumble = 1s stability. So anet has fixed engi now? We missed stability the most and now its solved hurraay! Think of all things u can do in that 1s.
It’s a stunbreak on a turret, on a 45 second cooldown that is also a blast finisher. That 1s stability grants you a moment without fear of knockdown/stun/etc. to heal, dodge, or make a clutch movement, uninterrupted. It would actually be a massive deal to anyone wanting to finally run an all turret build, despite your sarcasm.
(edited by aydenunited.5729)
It’s a stunbreak on a turret, on a 45 second cooldown that is also a blast finisher. That 1s stability grants you a moment without fear of knockdown/stun/etc. to heal, dodge, or make a clutch movement, uninterrupted. It would actually be a massive deal to anyone wanting to finally run an all turret build, despite your sarcasm.
This won´t change the fact that this turret has very limited direct purpose and neither will it improve the general weak sides of turrets – basically they are again wasting time instead of touching the core-problems.
Most of the other balancing things go in the same direction. Best example Acidic Elixirs – this trait is simply stupid everywhere except maybe spvp.
In the end the nerfs (Elixir R, . .) will still have more impact in making the still only viable builds and good utilities weaker. Yes, no power creep but more nerf creep for the engi.
But also no heavy nerf-bat for overall HGH and grenades again, so I´m personally not so much concerned.
The 2% additional dmg for every condition on enemies is HUGE, there are 12 diffrent conditions in the game (including torment) and 10 of them are on most of the time when fighting legendary bosses. Thats 20%-24% extra dmg when using pistol/rifle. Also 5% from the minor trait if the enemy have bleed, 10% more dmg to rifle trait, 10% for having full edurance etc etc. Static discharge is getting really powerfull with this update.
They also reduce the recharge on Analyze, the toolbelt skill for SD’s stundbreake and increesed the dmg from Rifle turrets toolbelt by 33% so theres a small dmg buff there as well.
I’ve been playing around with a SD variant with Pistol/shield instead of rifle recently, and the multiplication of hits pistol deals with coated bullets and it’s explosive passive when hitting a cluster of enemies is quite powerfull. I can’t wait to try it out with the additional dmg for every condition and increased SD effectivnes.
It’s a stunbreak on a turret, on a 45 second cooldown that is also a blast finisher. That 1s stability grants you a moment without fear of knockdown/stun/etc. to heal, dodge, or make a clutch movement, uninterrupted. It would actually be a massive deal to anyone wanting to finally run an all turret build, despite your sarcasm.
This won´t change the fact that this turret has very limited direct purpose and neither will it improve the general weak sides of turrets – basically they are again wasting time instead of touching the core-problems.
Most of the other balancing things go in the same direction. Best example Acidic Elixirs – this trait is simply stupid everywhere except maybe spvp.
In the end the nerfs (Elixir R, . .) will still have more impact in making the still only viable builds and good utilities weaker. Yes, no power creep but more nerf creep for the engi.
But also no heavy nerf-bat for overall HGH and grenades again, so I´m personally not so much concerned.
I hear these types of things every patch (healing turret was ripped apart on these boards and now it’s one of our best options) and every patch, we do a little better overall in the sPvP meta than before. The boards seem to think it’s one step forward, two steps back, but in reality, it’s the opposite, and a simple change like this can completely turn things on their head when you combine them with other changes. It’s the main element to people not doing well with the Engie, they only look at a certain skill or trait by itself, when we are one profession that can drastically alter our effectiveness simply by coordinating a few key skills and traits together.
You can pick fun at Acidic Elixirs (which still seems horrible, I agree), say that Elixir R is useless now, and things like Rumble for turret builds because everyone says they are bad, but when the next major meta build rises to the top, you’ll just be the ones copying and pasting a build , while other Engineers are playing “I Told You So”.
It’s popular opinion on these boards that Engies still get the nerf bat every patch, and it’s a running gag. In reality, we are upper echelon sPvP meta and have a place in many different teams, even at top-end tPvP, which is more than many supposed “OP” professions can say.
They seem real enough to me…. all my engineer needed was for them to roll back the last patch’s nerfs to kit refinement/elixir gun, and I’d be happy.
I’m not happy.
Edit: ^ “(healing turret was ripped apart on these boards and now it’s one of our best options)”
healing turret sucks, it’s water field sucks, and it’s a sad attempt to compensate for the KR/elixirgun nerf
Playing the engineer “as intended” is simply not viable.
(edited by Ezeriel.9574)
They seem real enough to me…. all my engineer needed was for them to roll back the last patch’s nerfs to kit refinement/elixir gun, and I’d be happy.
I’m not happy.
Edit: ^ “(healing turret was ripped apart on these boards and now it’s one of our best options)”
healing turret sucks, it’s water field sucks, and it’s a sad attempt to compensate for the KR/elixirgun nerf
Judging by your quote you’ve already made up your mind several months ago, if you’re still whining about kit refinement. And you know what? Even then, as powerful as that was, this entire board was still unhappy and complained about how useless Engineers were, even moreso.
I was really hoping for a pistol auto attack buff or instant box of nails at the least. Engineer bleed stacking is very weak outside of grenade builds.
Most of the other balancing things go in the same direction. Best example Acidic Elixirs – this trait is simply stupid everywhere except maybe spvp.
And that is the basic nature of balance in this game, it is all about SPVP.
Sure, they made some off hand comments on a SOTG video a while back about splitting the skills and such more, but so far there has been little action to back up the claims.
Nerfs? Guys engi get one of biggest buff since launch. Best of them is stunbreaker on Super Speed. Do you know what it means? With KR we will have stunbreaker every 10s(!!!) while swap on Toolkit. SD builds and FT builds get Huge up also as our whole bunker possibilites. Shield get rework on melee so we now block all atack instead one, I see only buffs and fixes. Just Elixir R is bit sad.
Only what devs still dont want to do is some usable stability.
Tekkit’s Workshop
/scans list of changes for the words “Now able to hide hobosacks”
Oh Nothing to see here. Move along.
Nerfs? Guys engi get one of biggest buff since launch. Best of them is stunbreaker on Super Speed. Do you know what it means? With KR we will have stunbreaker every 10s(!!!) while swap on Toolkit. SD builds and FT builds get Huge up also as our whole bunker possibilites. Shield get rework on melee so we now block all atack instead one, I see only buffs and fixes. Just Elixir R is bit sad.
Only what devs still dont want to do is some usable stability.
They said they want to give us more access to stun breakers. If these notes are not BS, then what they meant is that they want to take away some existing stun breakers that people are using and move them to utilities which see very little use. And when asked why what would be their answer? To increase build diversity. BAH!
If KR gives a stun breaker on TK swap (I’m skeptical), and ANet doesn’t recognize this as an OP bug (unlikely), then I’ll be happy, because I’ve really been digging a kit build I’ve been using lately, and I have no stun-breakers.
Doing what I can for DB during EU primetime
Nerfs? Guys engi get one of biggest buff since launch. Best of them is stunbreaker on Super Speed. Do you know what it means? With KR we will have stunbreaker every 10s(!!!) while swap on Toolkit. SD builds and FT builds get Huge up also as our whole bunker possibilites. Shield get rework on melee so we now block all atack instead one, I see only buffs and fixes. Just Elixir R is bit sad.
Only what devs still dont want to do is some usable stability.They said they want to give us more access to stun breakers. If these notes are not BS, then what they meant is that they want to take away some existing stun breakers that people are using and move them to utilities which see very little use. And when asked why what would be their answer? To increase build diversity. BAH!
If KR gives a stun breaker on TK swap (I’m skeptical), and ANet doesn’t recognize this as an OP bug (unlikely), then I’ll be happy, because I’ve really been digging a kit build I’ve been using lately, and I have no stun-breakers.
No stunbreakers? you’d better be immensely tanky or running Protection Injection lol
Nerfs? Guys engi get one of biggest buff since launch. Best of them is stunbreaker on Super Speed. Do you know what it means? With KR we will have stunbreaker every 10s(!!!) while swap on Toolkit. SD builds and FT builds get Huge up also as our whole bunker possibilites. Shield get rework on melee so we now block all atack instead one, I see only buffs and fixes. Just Elixir R is bit sad.
Only what devs still dont want to do is some usable stability.They said they want to give us more access to stun breakers. If these notes are not BS, then what they meant is that they want to take away some existing stun breakers that people are using and move them to utilities which see very little use. And when asked why what would be their answer? To increase build diversity. BAH!
If KR gives a stun breaker on TK swap (I’m skeptical), and ANet doesn’t recognize this as an OP bug (unlikely), then I’ll be happy, because I’ve really been digging a kit build I’ve been using lately, and I have no stun-breakers.
No stunbreakers? you’d better be immensely tanky or running Protection Injection lol
You guys are definitely right about removing Sbs from commonly used skills and placing them on lessers…thats not how you go about that :|
sounds legit, I’m kinda disappointed tho, we got decent updates but necros…. I’m glad they got an update but every buff screams out, “skrew you engi”. A 9s+ wall of fear, our burning (4s on a 10s cd) and they got fear…
it will be impossible for engi’s to 1v1 necros now or anyone without stability or instant full condi removal.
Yep, pretty much this in my opinion.
Buffs are nice, but there’s no really dramatic changes going on here. No new weapons being made available, no hobosack appearance fix, just more buffs that make a bunker build stronger and stronger…and I don’t like/play bunker builds.
If anyone needed Torment it’s us. That’s for sure. And they need to change the tossed elixirs so we can have a direct stability boon without the RNG hassle.
It almost seems as if the initial design of the elixirs were one of much shorter effects and cooldowns, so we could chug down those elixirs like a drunk during happy hour.
that is at least the only way i can really think off that would defend any use of RNG in a skill mechanic.
This is pretty much how it feels to play Elixir heavy builds as an engineer imo