Lets talk other kits
Just an update, it seems that the FT is doing more damage and critting more than pre patch. I haven’t changed anything and i’m critting a ton for some reason. Im also doing a lot more with my basic #1 attack with it. Averaging around 2,000 final damage in one cast of the #1 while before i was averaging around 1,600. This is without crits. With crist im getting around 2,500.
Also, elixer gun’s #5 doesn’t seem to be healing as much now. Im not sure about how much, but it doesn’t seem as much as it use to be.
Other than that we are still the best class to run supplies in WvW. With the 25% increase speed in combat, nobody will be able to catch us.
You realize that just about EVERY class had the exact same buff, right? And nearly all of them don’t have to spend trait points to get the 25% movement speed, either..
Not to mention that perma-swiftness negates the “buff” for Engineers anyway.
So just did some testing.
Grenades: With the nerf, three grenades doesn’t even equal 1 bomb anymore. The explosive radii of the 3 grenades still isn’t as wide as my thief’s sword. They did some work on the damage ticks of the cond damage I see but as far as burst damage is concerned we might as well be poking things with a stick. 3 grenades still does not equal a single bomb attack. Doesn’t that bother your math, because it bothers the hell out of mine? I am still throwing out 30 grenades to kill things in level 80 areas, there’s still a miss problem because they are still no tab targeting so that 30 can sometimes turn into 39 grenades before killing the enemy.
FT/EG/Torch: is STILL missing about 40% of the time altho they have widened the area in which this occurs in. Until they completely remove this miss problem this won’t be viable. The napalm does significant damage when it lands but it still does not explode on impact, something that is absolutely necessary to make this kit viable.
EG heal zone: Is still not a water zone, something we absolutely need as engis in the support role as we have way too many cond removal tools. And now that’s nerfed so no more dungeons as they say, no one can survive off of ticks to 150 hit points when bosses can one shot you. sorry….just the facts.
Speed of Attacks: for pistols/grenade flight times/bomb timers is still entirely too slow. You have to understand that when you slow attacks like these especially when they are up close you are harming the class not helping it. Just set the delay at the same percentage that the drop percentage for rares is set at that should be good.
Toolkit damage: was not increased at all. It barely does enough damage as any other class with a one hander. It might be considered a support class but if you don’t learn from the mistakes of other gaming companies who made classes like this then you are only harming yourself. Support classes need to solo just as easily as the rest of the classes and engineers are no different. Setting this kit up to only have two burst damage attacks one of which barely can keep up or kill anything in 12 hits rather then the 3 we see in other classes isn’t the best thing to do imo.
So even tho we did get sigils working, all in all, this class has suffered again had the focus be underwater again, and almost nothing was done to make this class playable on land. I guess you really don’t listen to your fanbase after all. I know what’s coming and I hope it’s not too damaging but I do hope it opens your eyes to what you have started.
Other than that we are still the best class to run supplies in WvW. With the 25% increase speed in combat, nobody will be able to catch us.
You realize that just about EVERY class had the exact same buff, right? And nearly all of them don’t have to spend trait points to get the 25% movement speed, either..
Not to mention that perma-swiftness negates the “buff” for Engineers anyway.
yep it does. This trait should allow us to run like this all the time it would eliminate the waste of it all.