Manufactured Outrage
Most of the anger stems from that, not the specific nerf.
Most of the replies I’m seeing are people saying, with all the bugs affecting the vast majority of our kits, they decided to, not just nerf, but completely gut the Mine Field. One of the few kits that actually worked and the only possible bug was cooldown time from not being affected by the Tools trait line.
I can understand why it was nerfed, but it didn’t have to be completely gutted. There could’ve been a reduction on the number of mines, but keeping the blast finisher. Or, given more mines, even a lower cooldown, but no blast finisher to compensate. Now the only reason to give a utility slot to mines is for a 18 s blast + 1 enemy boon cleanse. Compared to what else is available, it will probably be pushed to the wayside for an elixir or something.
This is pigeon holing Engineers into an ever shrinking number of viable builds and taking away one of the biggest draws of the class – it’s versatility and potential for variety of play styles. I think that’s partially why this forum is finding it so infuriating.
Reliable Excavation Demolition [RED]
Human Engineer of Anvil Rock
What Mario Metroid said. I just wont play this game anymore until they fixed at least something about the Engineer.
I can’t imagine why people are crying so much.
Some bugs? Yes.
Game breaking? No.
Mine fix? Not a big deal. Everyone knew it was coming anyway.
Truth is, engineer has a number of viable builds. Probably more than many other classes do. If you want to faceroll, roll a different class. Engineer has a a pretty steep learning curve.
I can’t imagine why people are crying so much.
Some bugs? Yes.
Game breaking? No.
Mine fix? Not a big deal. Everyone knew it was coming anyway.Truth is, engineer has a number of viable builds. Probably more than many other classes do. If you want to faceroll, roll a different class. Engineer has a a pretty steep learning curve.
So since the engineer now lacks the extreme amount of blast finishers they were able to put out, what sort of role would you put them in a dungeon environment?
I only just noticed combo finishers perhaps 2 hours before the patch, ruined my fun.
Kind of boring that we have so many blasting attacks, but only a few actually count for combos.
Also, I only noticed I could equip kits underwater an hour before that.
If engineers continue to be Neglected and “fixed” in this manner many people will demand the class stick primarily as support while in dungeons.
Assuming people havent learned the Engineer yet and thus are complaining is the easy way out Recurs. There are more than -some- bugs, missing auto-attacks on kits arent game-breaking but really f****** tiring, the minefield nerf made the spell utter crap instead of fixing it and claiming the engineer has more viable builds than other (well designed) classes is a joke, especially considering hes supposed to be about versatility.
You CAN play the engineer and be somewhat useful but there are too many bumps to make it a satisfying experience for a lot of players.
Wait, so the people who enjoyed using the mine, like my boyfriend and I, have to pretend we’re happy with the change because we never talked about this skill on forums?
First of, he doesn’t go to forums. And second, I don’t need to share my enthusiasm about every single skill in the game with the rest of the world to make sure others KNOW I use this skill.
It’s not up to you to decide whether we should be upset or not, so please kindly shut up your kitten.
ANet needs to bring back divided skills PvE/PvP like they had in Gw1, I swear everything they do in Gw2 is backwards!
Do you guys not realize how easy it was to abuse the mine blast finisher? With just two engineers can you imagine the might stacks…. Much less even more engineers.
It’s OP in PVE and PVP.
it was even worse with the healing mist, over 16k heal within 2 global cooldowns, overpowered much?
It made the class feel useful and I didn’t think it so odd, because my main is ele and on my elementalist I can get a lot of aoe heals off a water field with the right trait and utility skill.
I was banned months ago dude. And thats sort of irrelevant.
As is their forum now really…
Arenanet read this forum and most GW2 players use this one. For the best really.
Obviously 5x blast finishers on mine field can be abused, but I think ArenaNet dropped the ball with how they “fixed” the issue by simply removing the blast finishers from mine field. I mean, let’s get real, the combat in GW2 is very vanilla, with combo field + finisher interactions being the only interesting mechanic, and by taking away yet another finisher from engineers (hello… Big ’Ole Bomb… fix it please…), they are just “cutting off the nose to spite the face.”
This is what should happen:
If a player runs over a mine (from mind field or throw mine) it explodes and act as a Blast Finisher.
Detonate Mine Field – Detonates all mines and creates a single Blast Finisher on the Player.
This means if you kite a person through all 5 mines, you are rewarded with 5 blast finishers or you have the choice to detonate your mines for an “on demand” blast finisher. It would take a lot of attention and skill to get all of these to blow up in a field, but hey, I am all about adding challenges that greatly reward the player when executed well.
That’s a clever idea Kryptorchid.