Now that the dust has settled.... Patch Talk
we had a few ‘good’ damage builds before the patch, and even support could work to some extend. 100 nades could be ridiculous burst, Elixir Gun could support well with double super elixir proc AND condition removal from kit refinement.
One of the strongest was p/p HGH (condi mostly)
They nerfed one strong damage build, actually nerfed the support builds too by ruining kit refinement.
And kits have less options to remove conditions now too, also a big nerf to multi-kit builds.
They buffed elixir U, making it a stunbreaker too.
While kits and turrets still don’t have a single stunbreaker.
In other words: they ruined several builds… but buffed the strongest elixir builds!
Incredibly weird.
I have no idea what the dev’s are thinking.
If this turns out to be the case, than the complaints about p/p HGH will come from two sides:
1. the other professions who complain about the strenght of this build.
2. the engineers who feel forced to use elixirs in every single viable build.
we had a few ‘good’ damage builds before the patch, and even support could work to some extend. 100 nades could be ridiculous burst, Elixir Gun could support well with double super elixir proc AND condition removal from kit refinement.
One of the strongest was p/p HGH (condi mostly)They nerfed one strong damage build, actually nerfed the support builds too by ruining kit refinement.
And kits have less options to remove conditions now too, also a big nerf to multi-kit builds.They buffed elixir U, making it a stunbreaker too.
While kits and turrets still don’t have a single stunbreaker.In other words: they ruined several builds… but buffed the strongest elixir builds!
Incredibly weird.
I have no idea what the dev’s are thinking.If this turns out to be the case, than the complaints about p/p HGH will come from two sides:
1. the other professions who complain about the strenght of this build.
2. the engineers who feel forced to use elixirs in every single viable build.
Yeah, it looks like it’s time to put my multi-kit build to rest.
I also hope they change the mine on grenade kit to swap to something else — anything else.
KR was a buff to bomb kit but a nerf to nades, flamethrower, and elixir gun. It was also a nerf to builds using more than one kit. Huge indirect nerf to any build without 20 in alchemy and at least one elixir, as there are no longer any decent condition removal options for those builds.
Turrets are now stronger but the issues that keep people away (no targeting, stunbreak/condi removal) are still there. No surprise—we’ve expected that turrets wouldn’t be viable for several more patches/buffs.
Some bugfixes.
Quickness nerf means that perhaps running without a stunbreak won’t be so difficult. That alone could open up our build options considerably.
Odd change to grenade line of sight. No one is sure what situations it is useful in, but it might be very helpful.
Multiple kit builds are still very possible, just don’t take KR. 4-kit builds are perhaps impossible now, but 3-kit/1 elixir might work.
(edited by NevirSayDie.6235)
I was a multi-kit engineer ever since I created this Wiggley Wombat sillyness.
Using 3 or 4 kits always.
Kit refinement was my solution to condition removal, and even my small replacement for not having a stunbreaker on ANY kit.
Now I’ll have to let this go.
Both the multi kits, since they just aren’t doing enough damage unless you trait heavily into a single kit.
And of course the kit refinement trait, since it fights with speedy kits, and mostly it fights with itself, every 20 seconds…
I tried a somewhat tanky 4turret build in spvp. It wasn’t so bad. Good for fighting in confined spaces and even if they try to escape, net turret seems to do a good enough job of keeping them there. I definitely noticed the toughness of the turrets. They don’t die to 1 war GS whirl-thingy now. but my build was rushed so it wasn’t optimized. In team battles, they’re still pretty terrible unless you have another eng and both of you pop your ults.