Making Engis viable.

Making Engis viable.

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Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Add hammer, MH mace, and torch to our weapons. Won’t happen until an expansion, or maybe not ever.

Weapons:
Pistol OH: A range increase to the highest potential burn on blowtorch (50-75units)
Shield: Slight cool down reductions (about 5 seconds)
Rifle: 10% damage increase to the auto attack.

Turrets: Activated abilities of turrents resolve instantly, not on next attack of turret. Turrets take 30% less damage from AoE and multi-target abilities. Time between shots reduced by 5-7.5%.
-Thumper: 10% dmg increase, 100-125 range increase, lower activated cooldown.
(Thumper Toolbelt): Grants stability for 4 seconds in a small aoe on use. cool down reduced to 60 from 90.
Flame Turret: Range increased by 125, Health increased by 25%.
Rifle Turret: Damage increased by 12.5%, Health increased by 25%.
Rocket Turret: Damage increased by 10%, Health increased by 25%, Burn changed to 5 stacks of bleed (10 seconds) from shrapnel (makes more useful to combine with flame turret now.).
(Rocket Turret Toolbelt): Daze 2 seconds, reduce cool down by 10 seconds. (would make it 50 i think).
Healing Turret: Healing pulse heals 7.5% more, Health increased by 25%
Net Turret: Health increased by 15%, otherwise good as is.

Kits: All the tool belts for these are pretty good.
Flamethrower
1: Damage increased by 15%, burn 2 seconds. Fix the bugs that makes it not hit anything 50% of the time.
2: We can detonate the glob of fire when we want to. PLEASE GOD fix this targetting from shooting straight into the ground and being obstructed 60% of the time.
3: When air blast is used a second ability is unlocked for 7 seconds. That ability is BACKDRAFT, which applies a 3 sec burn and pulls them back toward you. (old #5)
4: Deals 125% more damage each time it is walked through. All fire walls should do this.
5: Increase range by 75.

Elixir gun: Good as is, targeting for fumigate could use help.

Grenade Kit: Increase #1 damage by 12.5% (30% nerf was too much). Otherwise good.

Bomb Kit: Good. Maybe reduce explosion delay by 20%

Tool Kit: Increase all damage by 12.5%, reduce casting time of magnet by 1/2, reduce cool down of magnet by 10 seconds. Increase healing done to turrets by about 125-150%. It is a cool idea but useless atm. Maybe let the healing pulse on each attack to nearby turrets (say within 500 units) and heal them over time. having to be ON TOP of them is not helpful. I miss the launch on pry bar… a lot. it was just so satisfying.

Medkit: Remove cast times from the skills in this kit. Let them be instant without being able to be used while disabled. Otherwise this is good as is. For that trait that lets us throw the stuff make it a small aoe and make the effect of the skill being used go off in that small aoe upon landing if there is even ONE person in the vicinity of its range. Otherwise the normal med stim or cleanse is dropped.

Gadgets
Goggles: Good as is
Rocket Boots: A stunbreaker that stuns you… I like them thematically and the distance they create but they need to not “launch” you back. Instead make fire shoot from your feet and do a LEAP backwards (leap finisher). I know why its coded as a launch, but this would make them viable and a good stunbreaker.
Throw Mine: Needs to explode on an enemy if it lands within range to hit them, remove 2 boons, and needs to have its range increased by about 50-75. It just is VERY lack luster right now.
(Tool belt for Mine): Just horrible… Make them cripple, give them a better fall pattern, increase area.
Battering ram: Good as is!

Elixirs: All elixirs are good EXCEPT

Tool Belt for Elixir U: Get rid of the ethereal field… We need this to reliably block projectiles and while i like the field for confusion it undermines the purpose of the ability.

Tool Belt for Elixir S: This needs to only grant stability. No one can even see ur throwing the elixir to stop attacking long enough to have the stealth help. And since its 2 uses are POLAR OPPOSITES u cannot rely on it to do its job. Have it give stability or aegis? then either way it does its job and doesnt have 2 situations to be thrown in, thus creating MUCH less confusion. I still would like it to only apply stability 100% of the time but w/e.

Elites: Okay…

Crate: Good as is, yay! Id love for it to do more upfront damage but the turrets more than make up for that.

Elixir X: I hate this ability. It is not an engi ability, it is a mix of the two worst elites from warrior and elementalist. I would rather it do this:
-Grants all boons for 10 seconds and reduces the time of conditions on you by 25% for 10 seconds. This goes along with elixirs and isnt crap.

Mortar: I like this in theory but everything about it needs to be buffed. on top of that can we make it so that you can carry the mortar at a slowed movement speed like some kinda juggernaut? Reduce the range while carrying it and it is not ground targeted anymore (aoe centered on struck foe) while carried.

(edited by Rump Buffalo.2594)

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Posted by: Rump Buffalo.2594

Rump Buffalo.2594

Change:

Modified opinion on pistol MH

(edited by Rump Buffalo.2594)

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Posted by: Fiorrello.8126

Fiorrello.8126

nothing that hasn’t already been said.

everyone agrees that engineer needs some far reaching damage buffs, cooldown quality of life fixes, bug fixes, trait mergers, trait fixes, aoe changes, that turrets need to be tougher and do more damage, and that we need better elites and to have RNG removed.

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Posted by: Orion the Cursed.1206

Orion the Cursed.1206

Adding new weapons are a low priority.

I sPvP a lot. Adding 12.5% damage is a bit much. Maybe 5%-7% at first.

Rifles auto attack and grenade1 is good enough as it is.

The rest: random effects should be at least rewarding 50% of the time. A duration increase perhaps.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Good thoughts. I’d say it would be good to just choose a few small but important buffs to push for—Anet’s not going to buff us across the board, even if it’s justified. I’m not sure if we should push for turret buffs, because unless it’s something like double health, double damage, people still probably won’t use them. I’d say we should focus on:

—bug fixes
—projectile reflect for fractals viability
—group stability or easier access to stunbreaks for pvp
—much lower cooldowns for gadgets, so they can be a viable alternative to taking another kit

Although it looks like instead, we may just get an OP portal-like utility (not as good as the real portal, of course) to even out the bad things…sigh.

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Posted by: Rump Buffalo.2594

Rump Buffalo.2594

nothing that hasn’t already been said.

everyone agrees that engineer needs some far reaching damage buffs, cooldown quality of life fixes, bug fixes, trait mergers, trait fixes, aoe changes, that turrets need to be tougher and do more damage, and that we need better elites and to have RNG removed.

well alright that’s true. I just wanted to consolidate this stuff into one post and see what people thought.

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Posted by: MikeT.9428

MikeT.9428

“Engineer feels weak compared to my guardian – what classes are the team looking to tweak?

(Host) – Engineer Grenade build was on the watch list before and it was changed accordingly. To be fair, the engineer is still awesome with the grenade build. (Colin) – yes that is what I run on my character and I agree.

We are looking at all professions at all times, we try not to just look at a single profession at any one time. That is a really dangerous thing to do and you are not look how it affects the entire game.

The guardian is intended to be meaty-tough, engineer is more for people who are looking to play with versatility, tricks, and gadgets. If there is something on engineer we need to tweak, we will take a look at it."

Nothing to see here. Move along…
Engineer works at intended. You either get to use a weapon kit or roll another class if you want to be better all around.

Jade Quarry
Never underestimate an engineer with a wrench
Exploding illusions FTW

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Posted by: Rump Buffalo.2594

Rump Buffalo.2594

“Engineer feels weak compared to my guardian – what classes are the team looking to tweak?

(Host) – Engineer Grenade build was on the watch list before and it was changed accordingly. To be fair, the engineer is still awesome with the grenade build. (Colin) – yes that is what I run on my character and I agree.

We are looking at all professions at all times, we try not to just look at a single profession at any one time. That is a really dangerous thing to do and you are not look how it affects the entire game.

The guardian is intended to be meaty-tough, engineer is more for people who are looking to play with versatility, tricks, and gadgets. If there is something on engineer we need to tweak, we will take a look at it."

Nothing to see here. Move along…
Engineer works at intended. You either get to use a weapon kit or roll another class if you want to be better all around.

wha… god i …

All i can say is i hope this is being sarcastic

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Posted by: Khallis.5708

Khallis.5708

my fixs

1) Revamp the Rifle and make it an actual rifle not a pseudo shotgun
2) revamp Pistols and make them actual pistols not blowtorch, poison dart gun and kitten glue gun.

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Posted by: XerxesBlack.5892

XerxesBlack.5892

I don’t think we need more weapons.
BUT WAIT!
What I do think we need are kit revamps so that they scale with our stats (or just hit harder). Or if they do make them scale better. Switching between my armor that I made for con damage and armor for hitting hard and my grenades still hitting about the same is not a good feeling…

Beaks N Talons [NERF] – Engineer of the great and mighty Fort Engineer guild!

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Posted by: Dooks.5028

Dooks.5028

^^ I agree; whether i go condition focused armor or raw damage, enemies drop at about the same rate imo. need a bit of a revamp.

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Posted by: coglin.1496

coglin.1496

I guess no one has any thoughts

What is there to say? your title implies engies are not viable. That is a foolish notion. They may not be the strongest class, but to imply they are not viable makes taking anything in your post seriously, rather difficult. More so, when we have 14 other threads on the first 2 pages that cover the same information. You could simply follow the code of conduct and stop making unnecessary threads and post what you have to say in the ongoing discussions. Otherwise you are simply making everyone suffer when they do a search, by piling more rehashed threads in.

Poor craftsman blame their tools. Poor players blame their Engineer.

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Posted by: Rump Buffalo.2594

Rump Buffalo.2594

I guess no one has any thoughts

What is there to say? your title implies engies are not viable. That is a foolish notion. They may not be the strongest class, but to imply they are not viable makes taking anything in your post seriously, rather difficult. More so, when we have 14 other threads on the first 2 pages that cover the same information. You could simply follow the code of conduct and stop making unnecessary threads and post what you have to say in the ongoing discussions. Otherwise you are simply making everyone suffer when they do a search, by piling more rehashed threads in.

Interesting notion considering they’re non-existent in pvp and are laughably overshadowed in dungeons and wvw…

I’m curious just where exactly you think we’re viable

(edited by Rump Buffalo.2594)

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Posted by: Desterion.6407

Desterion.6407

I’m the only engineer not part of the engi guild that I’ve had in my dungeon parties. In wvw maybe 1/20 players is an engineer from what I see. They’re just plain weak when it comes to pvp. Some people can make it work but you have to be really good unlike some classes like warriors where anyone can win with one. The fact that our versatility and being able to do a bunch of things is a joke. Just look at an ele. they’ve got the equivalent of 4 kits equipped at the same time in addition to utilities. Engineers need buffs all across the board in order for them to stop being 2nd class characters. Only the truly dedicated are still playing the class.

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Posted by: Fault.8735

Fault.8735

anet say s engis are fine sorry they wont look at this thread

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Posted by: MikeT.9428

MikeT.9428

I do prefer to WvW with the engi over the necro, and the mesmer 80’s that I have but in dungeons the mesmer shines compared to the engi. I could WvW with the mesmer too but they are too slow in travel and the engi is more fun to me in pvp.

Viable can mean different things to different people. Over-all the engi is weak but that doesn’t mean certain builds by talented players can’t get the job done.

I play the engi because he’s fun but not because he’s all that good at anything.

Jade Quarry
Never underestimate an engineer with a wrench
Exploding illusions FTW

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Posted by: hydeaut.1758

hydeaut.1758

1) Revamp the Rifle and make it an actual rifle not a pseudo shotgun
2) revamp Pistols and make them actual pistols not blowtorch, poison dart gun and kitten glue gun.

I think that is what this class suffers the most from: our actual weapons are sooo bad for doing damage.

The control pistols and rifle offer is ok for me but the damage-abilities are really heavily lacking either in damage, range, reliability or how to apply (maybe except rifle 1 damagewise – for an autoattack).

The bad thing is, that this is intended according to class description and no improvement to expect and the livestream-quote is further proof for that.

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Posted by: Anymras.5729

Anymras.5729

Bumping for a point regarding Engineers with Hammers:

Everything that has a ‘Reflects Projectiles’ tag is completely untouchable if the Engineer fighting it hasn’t got a particular set of utility skills.

This is kitten stupid.

Further explanation: The prevalence of enemies with Reflects Projectiles – Earth Elementals, Mesmers of all types, anything with an attack that reflects projectiles – leads to an Engineer causing themselves a positively ludicrous amount of damage, or being completely incapable of fighting for a while – and, of course, if they haven’t turned off lock-on or autoattack, they’ll have to manually stop attacking.

What spurs this point is, in fact, an encounter with an Ascalonian Mesmer, who could put up a Reflect bubble within a few seconds of the previous Reflect bubble dropping. Every single other class in the game has some melee capability that does not stem from their utility skills, attacks that simply don’t count as projectiles, or the ability to switch weapons (and if they have two ranged weapons equipped, at least that’s the choice they made, as opposed to being “Well, that’s what we’ve got, if we don’t use kits.”). They don’t have to sacrifice utility slots to just manage to not hurt themselves.

(edited by Anymras.5729)

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Posted by: Kyon.9735

Kyon.9735

@topic
I’ll only add some things that has not been discussed as much as FT/damage/etc.

Rifle
- Make Overcharged Shot a Blast Finisher.

Tool Kit
- Add a knockback effect to Thwack or Prybar.
- Fix Magnet issues.
- Add more stacks of bleeding to Box of Nails.

Grenade Kit
- Add Ice Field to Ice Grenades. Most engineers have probably never even used the Ice Field from mortar because it’s too much of a hassle. Dropping an elite skill just for a combo field that is.
- Add Lightning Field to Flash Grenades. Only elementalists have access to this Combo Field. Share the love!

Landmine
- Make its knockback like Big ’Ol Bomb.
- Higher damage
- Fix/change its toolbelt skill.
Slick Shoes
- Larger radius

Turrets
- Scale with Hero stats
- Lower cooldown

Others:
- Give engineers a real access to stability, not a 50% chance from a toolbelt skill.
- More steam punk armors.
- More “Rifle” skins that look like shotguns.

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Posted by: coglin.1496

coglin.1496

I do not think they can make turrets scale with our stats any more then necro pets. I read a lot about making turrets mobile here too. That wouldn’t do much for us either. The mobility serves no better purpose for necro pets. I think the best thing they can do for turrets to give them value is to make their tool belt function on a really low recast, to give the turrets value when slotted as a utility skill, even if we do not have the turrets out at the time.

Poor craftsman blame their tools. Poor players blame their Engineer.

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Posted by: nakoda.4213

nakoda.4213

I do not think they can make turrets scale with our stats any more then necro pets. I read a lot about making turrets mobile here too. That wouldn’t do much for us either. The mobility serves no better purpose for necro pets. I think the best thing they can do for turrets to give them value is to make their tool belt function on a really low recast, to give the turrets value when slotted as a utility skill, even if we do not have the turrets out at the time.

this, and an alteration to turret cooldowns would dramatically increase their usability.

"picked up" turrets should be on a 10 second timer,
"destroyed" turrets should be on a 20 second timer,
"exploded" turrets should be on a 30 second timer.

this would offer pseudo mobility via pick ups, and less punishment for mob aggro in dungeons, at the least making them usable during each mahor encounter rather than every other.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

(edited by nakoda.4213)

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Posted by: Manticore Five.9867

Manticore Five.9867

Addition to Nakoda’s suggestion: We’d have to put any on-plant abilities and overcharges on a separate internal cooldown to keep that balanced.

Wouldn’t do to plant a rocket turret, launch the knockdown rocket, pick it up and then 10s later do it again =)

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Posted by: leashmaygoss.2140

leashmaygoss.2140

Engineers are perfectly fine. I feel like they could use some love though, if you wanna buff me

-High end pvp engineer

Hiba
Booty Bakery [yumy]
Engineer

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Posted by: Xae.7204

Xae.7204

anet say s engis are fine sorry they wont look at this thread

Which is the problem with ArenaNet.

They only respond to sycophantic posts. They drank their own koolaid and refuse to admit when they screw up.

This is why the 5 “haves” (Warrior, Thief, Elementalist, Guardian, Mesmer) get more attention than the 3 “have nots” (Engineer, Ranger, Necro). ArenaNet can’t admit to anyone, even themselves, that they screwed the pooch on class balance. So they just ignore, or nerf, the weaker classes to maintain the illusion that they are fine.

Sadly it reminds me of the Diablo3 team under Jay Wilson.

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Posted by: Ayestes.1273

Ayestes.1273

I would switch Ranger and Warrior in that list, in regards to PvP at least. Even then, the have nots are still viable they just aren’t what you could consider tip-top competitive.

All professions need a major clean-up in their gunk sections. Even Eles, which would be widely considered to have the strongest builds right now have some absolute garbage in their trait lines. We need a little more clean-up then most, but it’s still a multi-profession problem. It’s not an unreasonable problem to have either, considering how young the game is. It takes time to fix these things, especially without throwing things too out of whack in the fixing.

We can make suggestions ourselves and provide the reasoning. In the end though, it’s going to take multiple meetings and discussions on ANets side in addition to a massive amount of testing. They may or may not use what we offer, but they do seem to at least read it all. Exaggerating and going overboard however, can often lead to being seen as not credible and overly biased. The Engineer has problems that need to be fixed, but not being viable isn’t one of them.

Virydia – Hearld
Tirydia – Scrapper

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Posted by: Manticore Five.9867

Manticore Five.9867

We can make suggestions ourselves and provide the reasoning. In the end though, it’s going to take multiple meetings and discussions on ANets side in addition to a massive amount of testing. They may or may not use what we offer, but they do seem to at least read it all.

Here’s another one who wasn’t paying attention when Anet said engineers were just fine and look at all the people who had engineer as one of their classes (he very carefully did not specify if those engineers were actually being used).

The only evidence that they pay attention is found within certain people’s wishful thinking, who completely overreact to any crumb thrown to them as “proof” that wonderful days are just around the corner.

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Posted by: Mnemesis.8257

Mnemesis.8257

I do not think they can make turrets scale with our stats any more then necro pets. I read a lot about making turrets mobile here too. That wouldn’t do much for us either. The mobility serves no better purpose for necro pets. I think the best thing they can do for turrets to give them value is to make their tool belt function on a really low recast, to give the turrets value when slotted as a utility skill, even if we do not have the turrets out at the time.

Having the turrets fade/fall apart after surviving the equivalent of a CD duration would help a lot. Makes no sense for them to sit there until you are forced to explode or pick up, which isn’t always ideal for lengthy combat or fast paced events.

Addition to Nakoda’s suggestion: We’d have to put any on-plant abilities and overcharges on a separate internal cooldown to keep that balanced.

Wouldn’t do to plant a rocket turret, launch the knockdown rocket, pick it up and then 10s later do it again =)

That is assuming your opponent doesn’t know what a dodge is for. However, I agree that the KB from the rocket should not conveniently reflect Net Shot’s CD.