List of QoL improvements for engineer.
Since there’s no suggestion forum. I want to begin:
1) Autoattack on KITS to be saved between swapping kits/weapons.
2) Engi weapons/flamethrower damage is subpar compared to grenades/other classes.
3) Jump shot locks you in the air for about 0.5s, even when you jump in same place (make JS more responsive)
4) Elixir X remake (maybe make it transform player into super hero with lasers and stuff)
5) Random effects way too unreliable, esp. Elixir U toolbelt skill. Make them cycle between effects or smth.
6) Custom backpacks/kit weapons
7) Bazooka kit/weapon with proper animations (held on an arm, http://i622.photobucket.com/albums/tt301/Lore_Naga/Wallpapers/Charrzooka.jpg)
All of this, Especially 7… I feel left out always looking the same with the same kit since level 15.
I could do without the landing animation in Jump Shot. Where before you land you stop mid-air and get into a stance, then land. It feels really clunky and it also slows you down quite a bit.
The Flamethrower’s main attack also seems to miss a lot when strafing.
Also the pistol’s Dart Volley seems to miss a lot. I don’t know if it’s the animation tricking me, or simply the game not showing me the damage numbers, but when shooting from a bit of range, the darts spread out with each shot, and it looks/feels like they miss. Even if the animation isn’t the issue, I would really like the shots to just go in a straight line. It just feels clunky now.
The Flamethrower’s main attack also seems to miss a lot when strafing..
This and number 5 are my biggest complaints right now.
- Make rifle 5 and 6 not so stupid. I honestly don’t get it. It’s so slow and you can’t fight while using them. In fact, using those 2 skills is having a death wish! So in effect you only have 3 attack skills on the rifle.
- Let “swap weapons” go to the last kit used. It’s so slow to switch kits to use a skill or two mid-combat, because I have to fumble searching for the key to activate the kit.
- Reduced cooldown on turrets if you go to pick them up.
- Since our elites are so boring, let us equip a utility skill there. Just kidding, just kidding! Or am I?
Not sure if this is a QoL issue, but our weapon stats are not transferred to our Kits.
How about a different key for collecting your turrets? Mass looting an event without accidently removing your turrets is a real p.i.t.a.
3) Jump shot locks you in the air for about 0.5s, even when you jump in same place (make JS more responsive)
Have you guys tried jump shot with quickness? It’s unbelievable how much better this skill is with it, response time is far faster. Seems like an easy fix to make the ability much more usable.
If anything, I’d rework how a lot of the class works to make it “feel” and act more like the others while retaining the Engineer look and playstyle.
For rifles? Have two different types of fire that you can switch between—rifle and shotgun. Shotgun would be the main line of abilities the rifle currently possesses, while rifle would have more emphasis on long range/single target damage. This would create three main styles of play—short, medium, and long range.
For kits? Make them the equivalent of another weapon that you can slot into your hero tab, just like everybody else can, as soon as you purchase it with skill points. This frees up a utility slot that could go towards something else. Also, tweak the numbers to make them more desirable.
Turrets? These need an increase in both health and damage to be really viable. It’s kind of sad when one of the main defining points of the profession is so weak in comparison to other abilities that better compliment multiple builds. Also reduce the cooldown for placement when you pick them up.
Lastly? A hammer. That’s just personal preference, but I’d love a hammer as an alternative weapon for when mobs and players get too close.
(edited by Shevek.2691)
Since there’s no suggestion forum. I want to begin:
1) Autoattack on KITS to be saved between swapping kits/weapons.
2) Engi weapons/flamethrower damage is subpar compared to grenades/other classes.
3) Jump shot locks you in the air for about 0.5s, even when you jump in same place (make JS more responsive)
4) Elixir X remake (maybe make it transform player into super hero with lasers and stuff)
5) Random effects way too unreliable, esp. Elixir U toolbelt skill. Make them cycle between effects or smth.
6) Custom backpacks/kit weapons
7) Bazooka kit/weapon with proper animations (held on an arm, http://i622.photobucket.com/albums/tt301/Lore_Naga/Wallpapers/Charrzooka.jpg)
Thank you! As soon as I found out the forums were up I ran over here to post all of this! The engineer has been greatly improved since beta, and I’m thankful to ANet for the attention they’ve given it. Yet there are still a few changes that seem obvious and are direly needed by the engineer community. I hope ANet reads this and sees that these are great suggestions and some of them would make the class 10x better and take the handicap in SPvP off of us (Example: No pre-set auto-attack for kits).
Thanks for making a class made for me, ANet! Can’t wait to see what else you guys have in store.
I’m with Ludi, Engi is fun, but flamethrower is so unreliable it’s rediculous, i don’t even consider using it viable.
Not sure if this is a QoL issue, but our weapon stats are not transferred to our Kits.
This this 100% this! Whats the point of having +power or +vitality on our weapons if were not even going to use them? And don’t get me started on how useless slotting gems in weapons are.
This is my number 1 concern and it desperately needs to be addressed.
3) Jump shot locks you in the air for about 0.5s, even when you jump in same place (make JS more responsive)
Have you guys tried jump shot with quickness? It’s unbelievable how much better this skill is with it, response time is far faster. Seems like an easy fix to make the ability much more usable.
Yeah but going melee using jumpshot with quickness is almost pure suicide unless it’s a 1v1. You have enough survivability issues in a rifle spec as it is without tossing up + 50% damage when you enter melee.
For me my biggest QoL issue is the turret system, the under-par inventions trait line, and the simple fact that a minimum of 20 points in alchemy with elixir utilizes is pretty much mandatory for spvp and wvw. You need the condition removal on elixir use which removes the need for a condition removal utility which opens up space for elixir B or elixir S, to go alongside elixir R or the semi broken ((I’m about to time toss on the res field on myself, instarez)) When you add that to protection on CC, might on elixir use, and others like elixir S at 25% you have an overwhelming amount of survivability and dps in the same line.
Without alchemy your pretty going to be focused to death continually by a good group. To get the same amount of survivability outside of alchemy pretty much requires all 3 utility slots which kills any kind of dps spec, and since your going to be using elixirs in those spots anyway why not spec alchemy?
I know the dev’s don’t particularly like these kinds of posts, and I am sure they are well aware of the issues with alchemy and inventions. It’s also an insane amount of work to redo one trait line let alone two, and before you can do anything you have to actually come up with something creative to do. So I give the dev’s a lot of credit.
We turret engi’s must suck it up and make up for the inventions trait line with guts, bravado, and using net gun in rotation with rocket turret to spam CC with rifle.
(rifle net, tool belt net, tool belt rocket, net turret net, rifle net, rocket turret rocket, overcharged shot, net turret activate, rifle net, net turret net, overcharged shot) (with the cripple on immobilize trait just to be mean!)
I’d have to say the stats not transferring to our kits is a QoL change, I mean the profession is based around the idea of having numerous kits to swap into, yet we’re penalized on stats and sigils for doing so and none work while in it. If I feel like going full flamethrower or grenade/bomb kits, there is 0 reason for me to have a gun equipped except for CC utility as it is, and that really hurts on customization, not to mention that puts our overall stats down 1-2 slots (and again, lack of sigil beyond say stacking ones that the buff stays while swapped).
I am torn between two ideas posted here. I like the idea of slotting a kit in a 2nd weapon slot (or the recall to last one selected). However I also like the idea of different “modes” for our equipped weapon set.
We only have 3 options to equip (Rifle, 2x Pistol, Pistol & Shield). I like the rifle/shotgun idea (rifle mode as single target, shotgun mode as cone attacks). Dual Pistol could have one for conditions (like it is now) and one for more DPS. Pistol & Shield could toggle between personal defense and party support roles.
The Speargun skill set could use a total overhaul as well. Scatter Mines could use a slightly tighter spread range. Change Net wall to deploy at shorter range and give a push-back to the player. Have timed charge “pop” in multiple small explosions with a brighter flash and have it inflict Blindness. Replace Retreating Grapple with something totally different and more useful, maybe something more in a support line.
I also dislike how much Overcharge Shot disables myself. I would like to see recovery from that shortened a bit.
Personally I would replace Blowtorch from the Dual Wield line. If I wanna play with fire I’ll use the Flamethrower Kit. Maybe something that fires both pistols and does a knockback or inflicts Vulnerability (or both )
A default Auto attack and a slight boost to some kits would be a very nice improvement.
Of all the classes I have played so far I think this is the one that needs the most Tweeking. It is not horrid but does need some QoL improvements.
PS Turrets, Improve base stats and quicker recharge for picking up I, personally, think should be top priority. This is a major pita and the biggest thing holding back Turret builds.
#4… turn into a robot(ironman) quickness swiftness toughness all increase + lasers n missles
I say that for dual pistols, the character should be using both pistols on the attacks instead of just one.
Also, do something about the mortar.
It’s completely useless and obsoleted by grenade kit and the elite supplies trait doesn’t work on it. The range stays the same.
I’d also like to point out that the trait that allows turret ground targeting doesn’t work either.
I agree with 1-6. Another off the top of my head is the rifle #2 net never lands on moving targets. It’s really annoying to land this in PvP.
Never have I agreed so much with people on a forum.
I would LOVE to use my rifle like a rifle instead of a shotgun. Being able to switch modes on our normal weapons would really have an engi feel to it. Like we have modified our weapon.
Iv also never been a fan of “This skill does a random effect!” kind of crap, Its stupid and games need to stop doing it.
Iv had so many arguments on /map when I talk about how much the flamethrower misses when moving. So glad to see others are aware enough to realize it too.
Also, I hate that the range is only like 450 but the flame graphic it self (on a charr) reaches out to like 800 or so.
Turrets become less useful as you gear up, make them SCALE UP with gear please.
i agree with 1,2 and 5 ^^
Repurpose the F key, seeing as we can’t switch weapons, to tell our turrets to target what we’re targetting, and not that corpse that was here when we arrived at the fight.
Flame Blast on flamethrower is really buggy. If you’re on slightly uneven terrain, your character will just shoot it in the ground and you get the “obstructed” text. For a skill that kinda hard to hit optimally, it needs to be reliable.
Flame Blast on flamethrower is really buggy. If you’re on slightly uneven terrain, your character will just shoot it in the ground and you get the “obstructed” text. For a skill that kinda hard to hit optimally, it needs to be reliable.
This seriously needs to be fixed. I airblast an enemy to get them in range for flame blast and then when I use it get “obstructed” even though there is absolutely nothing separating me from the targeted enemy. Flame blast either needs to explode on impact instead of at range or it needs to stop getting obstructed by invisible walls or maybe ghosts.
3) Jump shot locks you in the air for about 0.5s, even when you jump in same place (make JS more responsive)
Have you guys tried jump shot with quickness? It’s unbelievable how much better this skill is with it, response time is far faster. Seems like an easy fix to make the ability much more usable.
Yeah but going melee using jumpshot with quickness is almost pure suicide unless it’s a 1v1. You have enough survivability issues in a rifle spec as it is without tossing up + 50% damage when you enter melee.
I didn’t mean use exlixir U with it, just that jump shot /can/ be fixed to be much more responsive – this can be seen by using quickness. It’s a really easy fix for the ability I think.
3) Jump shot locks you in the air for about 0.5s, even when you jump in same place (make JS more responsive)
this one is the only one I don’t agree with. All you have to do is net shot on blow them back b4 you use js
I wish we could have back the Psybar Knockback
I feel the enginner dont have enought CC :P
(but i surely miss it)
Add better rifle damage and range. We should be above and beyond what a warrior does for rifle damage and range and we are not.
While I agree with everything here, the #1 issue that overshadow everything else, for me, is the auto attack on kits.
imho the random toss elixir abilities and elixir X should be reworked. random effects is a no go in pvp. imho the the toss elixir C is the best example how all the toss abilities should look like: it removes one condition and gives you a random boon => it has one useful effect that is always the same and one random boon. this could be done for all toss elixir abilites, e.g. toss elixir H could give regeneration for 4 seconds and one random boon.
1) Turrets need much shorter cooldowns and/or to be able to be picked up without putting the turret on cooldown. Turrets also need to fire more often, shoot at your selected target, use player stats and and have better ranges.
2) The mortar also needs to be able to be picked up, have a longer range and do substantially more damage. Currently the #1 damage is substantially worse than just using grenades.
3) The flame thrower almost always misses while strafing and hitting anything with the #2 explosion comes down to luck more than anything else.
4) The kits need auto attack.
5) The kits need to retain the stats provided by your weapons.
6) The random effects on elixir H, U, S and B are too different from each other to rely on.
7) Many of the gadgets, such as the ram, utility goggles and slick shoes have cool-down lengths that make them undesirable compared to other skills. Particularly so given that some are otherwise very similar in effect to other skills e.g. mine vs battering ram.
8) The rifle’s reliance on close range skills for the majority of its damage abilities renders it ineffectual in many WvW scenarios, e.g. keep sieges.
9) The general lack of effective ranged damage across the majority of engineer skills and kits funnels engineers into a choice between grenades or pistols for WvW.
(edited by misanq.2769)