October 7th patch notes

October 7th patch notes

in Engineer

Posted by: Venoma.7052

Venoma.7052

Engineer:
Grenade Kit: Grenade skills now have the same cast time underwater as they do on land.

Explosives Trait Grenadier: This trait now gives a bonus to underwater grenade skills.

Big Ol’ Bomb: This skill has been updated to be a blast finisher.

[Insert appropriate youtube clip here]

October 7th patch notes

in Engineer

Posted by: Brutal Arts.6307

Brutal Arts.6307

How useless are engineers underwater now?

Did they at least stealth buff the harpoon gun auto attack to fire more than once every 5 seconds?

You have gotten what you paid for, all that remains is biweekly gemshop pushing.

October 7th patch notes

in Engineer

Posted by: XelNigma.6315

XelNigma.6315

ya we get it, anet wants engineers to be demo men.

but really, could they maybe start working on fixing non grenade/bomb kit stuff?
I really want to beable to deploy my turrets among other turret related changes/fixes.

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Posted by: TwiceDead.1963

TwiceDead.1963

ya we get it, anet wants engineers to be demo men.

but really, could they maybe start working on fixing non grenade/bomb kit stuff?
I really want to beable to deploy my turrets among other turret related changes/fixes.

I don’t want to be a demo-man! I want to burn stuff with dual-pistols and flamethrowers! :C

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in Engineer

Posted by: Loe.6351

Loe.6351

Its so anoying that we have so many broken stuff on our class and even so they will look to nerf kitten undewater nades.

I just cant understand.

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in Engineer

Posted by: Anymras.5729

Anymras.5729

ya we get it, anet wants engineers to be demo men.

but really, could they maybe start working on fixing non grenade/bomb kit stuff?
I really want to be able to deploy my turrets among other turret related changes/fixes.

They’ve fixed something about the grenades, mines or bombs just about every patch – what about the Turrets, where one of the main traits only works properly on one of the five turrets available and removes the toolbelt skill on the only other one it halfway functions with? Where the failsafe for when they get blown up doesn’t trigger the traits of the very tree said failsafe is gained from? Where they don’t gain anything from player stats, instead being about as tough as tissue paper, able to be one-shotted by basically anything after level 15, while dealing low-to-mediocre damage at higher levels?

I haven’t seen a single patch in any way, shape or form to the Turrets, except for the Mortar, which now gains a whopping 100 range on top of its 1400, putting it, properly traited, on-par with…the Grenade Kit. If the Grenade Kit wouldn’t let you move – especially problematic with the amount of aggro Engineers get (or at least me).

I keep trying to have patience, but this is starting to get stupid. Glad Dishonored’s coming out – it’ll be nice to have something new to play where I’m not disappointed by every patch focusing on one aspect of the class while mostly ignoring the others.

October 7th patch notes

in Engineer

Posted by: AndrewWaltfeld.4621

AndrewWaltfeld.4621

Not surprised – any chance to the engineer class other than fixing bugs needs far more extensive testing than other classes. it comes with the territory of being jack of all trades.

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in Engineer

Posted by: Anymras.5729

Anymras.5729

Could they at least get the traits working properly? Nobody can really say which classes need boosting until the traits work right.

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Posted by: AndrewWaltfeld.4621

AndrewWaltfeld.4621

Could they at least get the traits working properly? Nobody can really say which classes need boosting until the traits work right.

yeah I agree. Be nice if the traits worked, was merely commenting on the mortar etc.

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in Engineer

Posted by: MassRelay.9327

MassRelay.9327

Honestly though, you had to see the underwater grenade nerf coming. It was way op.

Is anyone else noticing their bullets from normal rifle shots going THROUGH the enemies? Like the animation of the bullet keeps going even after you hit the mob.

October 7th patch notes

in Engineer

Posted by: Like Forty Seven Ninjas.6982

Like Forty Seven Ninjas.6982

Honestly though, you had to see the underwater grenade nerf coming. It was way op.

Is anyone else noticing their bullets from normal rifle shots going THROUGH the enemies? Like the animation of the bullet keeps going even after you hit the mob.

Rifles are piercing by default, pretty legit, I love it.

DH Yak’s Bend – Perfect Dark [PD]
Dr Hoppenheimer – Engi / Meowzir – Guard /
Mulcibur Nox – Ele / Mr Directed – Mes

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Posted by: szar.9054

szar.9054

How useless are engineers underwater now?

Did they at least stealth buff the harpoon gun auto attack to fire more than once every 5 seconds?

just a worthless as everyone else.

October 7th patch notes

in Engineer

Posted by: AndrewWaltfeld.4621

AndrewWaltfeld.4621

How useless are engineers underwater now?

Did they at least stealth buff the harpoon gun auto attack to fire more than once every 5 seconds?

just a worthless as everyone else.

Only worthless if you aren’t using it right. To be honest – most people just don’t know how to fight under water. They forget they are now fighting in a 3d area instead of 2d. (you can go up/down in water, but you can’t just fly or go below ground).

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Posted by: Faul.8109

Faul.8109

Well I just hope some other classes get “proper” fixes for their underwater performance by making harpoon gun the baseline standard.

Whirpool also got a decent nerf. Maybe other classes performance will also get tuned down, hunters are the first to come to my mind.

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in Engineer

Posted by: MassRelay.9327

MassRelay.9327

Honestly though, you had to see the underwater grenade nerf coming. It was way op.

Is anyone else noticing their bullets from normal rifle shots going THROUGH the enemies? Like the animation of the bullet keeps going even after you hit the mob.

Rifles are piercing by default, pretty legit, I love it.

So, the animation must have been fixed? Because I swear I never saw the bullets going through like this before.

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Posted by: Aristio.2784

Aristio.2784

Bullets have always pierced both in animation and functionality. At least on my end.

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Posted by: Malzie.6093

Malzie.6093

Sweet! Now when I am under water I can miss moving targets half as fast! Sure being able to throw nades faster underwater may be unfair to other classes, but that only applies if the grenades actually hit the target.

In WvW its nearly impossible to kill a person under water unless they stop moving, and guess what there are no ‘good’ CC options for an engineer under water.

I hate when developers listen to all the QQ about a class and nerf it without actually looking into the situation. Engineers are now virtually worthless in water.

October 7th patch notes

in Engineer

Posted by: penatbater.4710

penatbater.4710

I still love using bombs and grenades underwater. tbh i play it sorta same underwater and on land with bombs. grab a bunch of mobs, then start spamming bombs while moving in a sorta-big circle. what i HATE is the bug that sometimes, you’re hitting a mob underwater, then he’ll stop attacking you, become invulnerable, go away (so you think it’s over), then suddenly come back =/

Don’t disturb me, I have a cat in me at the moment.

October 7th patch notes

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Posted by: XelNigma.6315

XelNigma.6315

If they dont want to fix trait problems yet they could to at least focus on the game breaking bugs like healing turret’s regen only healing for 5 once its gone. or a lesser problem; turrets shooting at structures that have already been destroyed.

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Posted by: Volte.9670

Volte.9670

Are people honestly crying about nades being nerfed underwater? They were overpowered as fk. Anyone could have seen that nerf coming a mile away.

Ovadose – 80 Asura Engineer

October 7th patch notes

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Posted by: lepri.6504

lepri.6504

It is painfull to say this but underwater grenades were way op and had to be changed. Targeting greandes still making them op underwater but that much power we deserve when there are too many problems we face. I would not wan’t anything other than stat/sgil fix on kits. I am aware of the loads of bugs/problems on engineer but if they were gonna priotise something, that should be kit stat/sigil fix (i am sorry turret lovers).

Also grenades/bombs getting most fixes is reasonable while the majority of players using them. However this is the result of other game breaking bugs about engineer, we are forced to be grenadiers.

Blacktide>>Yafes>>Asura Engineer

October 7th patch notes

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Posted by: Ronin.5038

Ronin.5038

After last weeks changes, i started to have hope that the engineer fixes would be going in the right direction.
I was wrong.
Why does ANet keep tinkering with the kitten grenade kit? Sure it needed a bit of a nerf in the pve department, but with pvp any intelligent target would just move left or right to dodge ALL grenades.
Big Ol’ Bombs change was expected (as one of the largest player made explosions in the game it should’ve always been a blast finisher)
I’m just going to take a guess and say that next weeks patch notes will have 2 more changes to the grenade kit, a nerf to the engineer overall and 1 positive change that actually matters.

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Posted by: Haralin.1473

Haralin.1473

Again no stas on Kits since Beta this shows how important the engineer is for ArenaNet. No real Bugfixes it gets annoying.

Haralin Engineer
[Skol]

October 7th patch notes

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Posted by: ulrik.9563

ulrik.9563

Im a little bit disappointed… I dont want to play grenadier, I like turrets, Elixir gun etc… But turrets are…mediocre. I still play them, but…

Sadly, it seems to me like another situation in another MMO with least played class – gunslighter in SWTOR. Week after week complaining about bugs resulted into minor fixes and bigger nerfing.

And engineer seems to me – a little bit – in similar position of being “perifery class”. Underwater combat fixes…? OK, BoB update is nice, but when you look at swarm of bugs, its really a second rate problem.

I wish devs said anything – we will be brainstorming turret efficiency/ cooldowns and some other cases… But the big silence smells to me like Gunslighter, who looked on care taken in cases of favourite classes and was left behind.

I dont want to whine, the game is still fun, but I want to have multiple choices to be useful part of team… Not just greanade man.

October 7th patch notes

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Posted by: Ethanfel.1263

Ethanfel.1263

the cast speed is hardly different from before but now the grenadier talent work properly.. it’s more a improvement than anything else.

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in Engineer

Posted by: Ethanfel.1263

Ethanfel.1263

and the comeback of the big ol bomb combo effect is quite nice

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Posted by: Strifer.3507

Strifer.3507

Engineer’s grenade underwater honestly needed a well deserved nerf, being a grenadier Engineer myself.

I suppose the other bugs fixes (or wishlist) will come around later. No comments regarding Engineers for this patch.

Guardians and Rangers on the other hand got struck with serious nerfs. We shouldn’t even be QQing at all.

Cheers

October 7th patch notes

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Posted by: Ketill.5218

Ketill.5218

the cast speed is hardly different from before but now the grenadier talent work properly.. it’s more a improvement than anything else.

Which doesn’t benefit those of us who aren’t spec’d in grenades. As a mostly flamethrower and rifle build most of my traits become almost completely worthless once I get underwater (and the ones that do work aren’t really that great since harpoon gun kind of sucks anyway).

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Posted by: Lyuben.2613

Lyuben.2613

I don’t get why they fixed faster cast grenades… but not bombs.

Underwater bombs have always been much faster, akin to how much faster grenades were.

Weird.

Vibor Bauman- Level 80 Engineer- Gandara

October 7th patch notes

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Posted by: Strifer.3507

Strifer.3507

@Ketill
Traits not working (not suitable, more accurately) underwater is a common problem with all classes and builds, not just engineers who don’t play grenade.

Precisely because grenades are OP underwater, especially so for grenadiers who specced for it, that they needed a well deserved nerf underwater. I don’t mean to be offensive but I understand your complaint…

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Posted by: Cody.5241

Cody.5241

To be honest, I really liked the way the Grenade kit operated while under-water — apart from the obvious missing buff(s) from the Grenadier GM trait. Whether it was overpowered or not, I’m not really in a subjective position to make that evaluation. But with the application of the missing trait buffs, until I test it out myself for verification, I imagine the actual Time-To-Kill (certrainly from a PvE perspective) might actually just be the same.

I do agree that these are ‘fringe’ improvements/modifications that don’t seem to be addressing some fundamental, long-term issues that many players deem to be more of a priority…

Is the class currently broken and unplayable? No, of course not.
Could it be better if it worked as specified in the various traitlines? Absolutely.

October 7th patch notes

in Engineer

Posted by: coglin.1496

coglin.1496

WoW, we got BoB fixed (thank goodness) and everyone complains?

As far as the grenades go, they sure seem quick to fix the one or two possibly OP issues we have, yet forget about all the UP or flat out broken ones.

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

October 7th patch notes

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Posted by: Lyuben.2613

Lyuben.2613

WoW, we got BoB fixed (thank goodness) and everyone complains?

As far as the grenades go, they sure seem quick to fix the one or two possibly OP issues we have, yet forget about all the UP or flat out broken ones.

People aren’t complaining about what they did fix.

More about what they didn’t fix.

Vibor Bauman- Level 80 Engineer- Gandara

October 7th patch notes

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Posted by: Anymras.5729

Anymras.5729

I’ve used the Bomb Kit fewer times than I have fingers. Big Ol’ Bomb getting a buff doesn’t do anything for people who don’t use it, and the combo finisher being added to one ability does absolutely nothing for any of the various traits that do not function properly, or anyone who does not use Big Ol’ Bomb or lay down combo fields for people who do.

October 7th patch notes

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Posted by: coglin.1496

coglin.1496

WoW, we got BoB fixed (thank goodness) and everyone complains?

As far as the grenades go, they sure seem quick to fix the one or two possibly OP issues we have, yet forget about all the UP or flat out broken ones.

People aren’t complaining about what they did fix.

More about what they didn’t fix.

Really? I got to the 3rd post and read this

ya we get it, anet wants engineers to be demo men.

but really, could they maybe start working on fixing non grenade/bomb kit stuff?
I really want to abeable to deploy my turrets among other turret related changes/fixes.

Seems like a complaint about a them fixing anything to do with bombs to me

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

October 7th patch notes

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Posted by: DjJazzman.4031

DjJazzman.4031

Why are people using grenade kit underwater over mines? Mines are much more viable imo.

Leyologist Tibbol, [I]Arcane Leyline Expert and Synergetics Graduate[/I] Tarnished Coast

October 7th patch notes

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Posted by: XelNigma.6315

XelNigma.6315

@coglin; Its a complaint about them fixing ONLY grenade/bomb kits.
I have no problem with them fixing/changes grenades/bombs. But I do have a problem with them not repairing stuff that needs it more.

Like healing turrets regeneration buff only healing 5 once it is removed/destroyed.
Turrets shooting at structures that have already been destroyed instead of the hostile mobs attacking me.
The several traits that just dont work or half work.
Having kits use your weapon stats and sigils. (seeing as this affects grenades it might actually happen)
These arent even balance problems, there bugs and function problems.

we are a class about more than just tossing grenades and laying bombs. Just because these are the most used PvP kits doesnt mean thats what we are all about.

October 7th patch notes

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Posted by: Aristio.2784

Aristio.2784

Because we only have one ability that sends out 5 mines every 30 seconds.

October 7th patch notes

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Posted by: clegane.5861

clegane.5861

btw underwater Elixir X is a real killer.

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Posted by: miniszlan.7092

miniszlan.7092

And yet again, they haven’t fixed the Deployable Turrets trait ….

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Posted by: Curring.9752

Curring.9752

The nerf was needed, though I would’ve loved to see some bug fixes for the engi. They still have a lot of bugs to fix across the board.

In the greater blob of things, there is only the zerg.
Kittens, Kittens everywhere!

October 7th patch notes

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Posted by: TheKow.7604

TheKow.7604

argh. almost as bad as the ranger threads for Shortbow, This change hasn’t effected me at all the grenades are still very effective underwater and even the Harpoon gun running both my 30/30/0/10/0 spec and the 0/30/30/10/0 specs can out gun any class underwater.

The engineer is one of the strongest underwater classes and the changes are a non factor.All I have seen since this silly update is classes that are very strong complain about being a hair weaker cause of lack of player skill,sure these changes make all the baddie meta players complain but anyone with half a brain is doing fine.

The only valid complaint about this patch is the lack of attention warriors are getting and how much stronger they all then other classes in terms of Rifle damage.

Kouto 80 Engineer,Traveling Merchant of the Grove.

October 7th patch notes

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Posted by: Visionary.5681

Visionary.5681

My first opinion when reading the patch notes was as most. I dont care about the underwater grenade nerf. Was about due. I’m just disappoint by the lack of attention going to fixing trait bugs.

My biggest issue is how there are so little fixes actually coming for Necro, who happen to be the most bugged class in the game. Yet Anet seem to be more concerned with fixing non-broken things.

Fix traits. Then see how the game is balanced.

October 7th patch notes

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Posted by: Ayestes.1273

Ayestes.1273

To be fair, Grenade Kit is still complete ownage underwater. It’s just not as ridiculous as it was before. This isn’t a big deal.

Virydia – Hearld
Tirydia – Scrapper

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Posted by: Vigilence.4902

Vigilence.4902

At this rate Engineers should be fixed by the end of 2014.

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Posted by: Zinwrath.2049

Zinwrath.2049

Meh, they just need a bigger team on this stuff imo. Though the patches have been pretty frequent compared to what i’m used to with some games. Usually they either have a giant patch every month, or little patches every week that dont change much with a giant match every month. We havent got a giant patch yet…but i bet its coming soon.

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Posted by: TurtleMuncher.9750

TurtleMuncher.9750

Heres a small tip when fighting underwater, you grab a net turret and supply crate. If your net hits them, your grenades kill them end of story

Good to know there are still engies around, I rarely see them when im in game

MERC

October 7th patch notes

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Posted by: Desterion.6407

Desterion.6407

Is it me or did the spread on grenades underwater also get increased? Instead of 2-3 grenades hitting something I’m right next to, only 1-2 hit it. Feels like a big damage nerf as well as the casting time.