Pacific Rim is a good movie

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Posted by: Super Riceman.8702

Super Riceman.8702

Downed Skill 2 (Grappling Line): Change to Acid Bomb, cooldown 10 sec

Utility Goggles: applies revealed debuff to anyone in a 1000 range of you for 3s

Blunderbuss: Make cast time instant

Throw Junk: Change chance for chill to 1s immobilize, weakness to 2 stack of vuln 4s

Immobilize gives downed state more trait support/benefits condi duration, vuln benefits power/crit

Overcharged Shot: increase the distance you are launched back

Personal Battering Ram: Transfers 2 conditions to enemy and gives 4 sec of stability

Solves lack of gadget condi removal, lack of guaranteed stability for the class outside of Elixir X

Throw Mine: change remove boon to steal boon if you are in the blast radius

Elixir R: Remove cast time

Elixir C: Also gives stealth for 3 sec

Mortar: Change to a kit, remove minimum range, allow it to crit, unreflectable and doesn’t give stability

Solves position issues, survivability, benefits from better traits, 2 turret elites are redundant as supply crate already includes turrets, just add a 45 seccooldown to the 6th superior rune of lyssa, other on-elite runes

Rocket (Rocket Turret Toolbelt) knocksdown for 2 sec

Analyze Also applies haste debuff for 3 sec

Empowering Adrenaline: Gain 2 sec of quickness when you use a gadget

Since all the gadgets seem to have an offensive aspect, gadget traits should support that

Kit Refinement: Remove global cooldown, each has an individual ICD

Rifled Barrel Turrets: Move to Master Tier

Even when turrets come up in survivability I don’t think this trait does enough for 30pt

Performance Enhancement: Gain 35 healing power for each stack of might

You will only get a significant bonus in power if you go for a lot of heal pow, even then it is Diamond Skin bad

Accelerant Packed Turrets: Move to Adept Tier

There are few traits for turrets in the Adept Tier so going 20pts for this seems wasteful

Modified Ammunition: grants a 3% crit chance and 3% dmg per condition

Napalm Specialist: Increase bonus to 50%

Adrenal Implant: No negative effect when you gain quickness

Armor Mods: Gain 3s of prot when you use a toolbelt skill, cooldown 10s

Power Shoes: Makes strafing same speed as forward movement

Static Discharge: The bolt shoots to your target, not where you are facing

Blood Injection: 5% dmg reduction when bleeding or poisoned

Energized Armor: 5 sec of swiftness when critically hit cooldown 5 sec

All of these X% of Y given as a bonus to Z traits don’t seem to do enough, even if you get enough of Y it would be better to just stack Z if thats what you wanted.

Exploit Weakness: Weaken targets for 2 sec when you immobilize them

Mine Field/Reserve Mines: Instead of a random pattern, they deploy in a 180 aoe circle around you

New Traits
Inventions: Grandmaster Tier:
Jaeger: Turrets can move and dodge. Cannot be picked up. Heal/Net Turret follow you within 600 units, Flame/Thumper/Rifle/Rocket Turret defend a 900 aoe area

Alchemy: Grandmaster Tier:
Mutagen Infusion: Gain 3% boon duration for every condition on you

Turret Changes
Flame Turret
-Make Health/Armor equal to that of Drake Pets
Tough enough to survive for the range it fights at

Thumper Turret
-Health/Armor equal to that of Ursine Pets
Very tough, justifies long cooldown

Rifle/Rocket Turret
-Health/Armor equal to that of Cat Pets
Harder to kill but not too hard considering their range/use

Fix innacurate rate of fire for turrets, fix their hit-boxes, make overcharge instant instead of next attack, fix them getting ignored by devs
Fix the bug that causes weapons to be invisible when casting throw mine.

Attachments:

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

(edited by Super Riceman.8702)

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Posted by: Zenguy.6421

Zenguy.6421

That’s a very good list.
(15 chars)

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Posted by: ukuni.8745

ukuni.8745

i like your idears heres somethings that id recommend/change, hopefully anet sees this and post and has a good think about it

the modified ammo one is a fantastic idear, but maybe drop it to 4% and up the damage by 4% that i think would function better with pistol and rifle, your idear for the downed skill wouldn’t work since blind wont stop stomps in good teams it would be great though id prefer something like the current overcharged shot, knocks you both back so you can avoid getting stomped really easy by 2 people

armor mods might be a lil overpowered and for bunker engis really overpowered, performance enhancement is a great idea i think it will open up much better power based builds for the engineer and since there’s alot more access to boon removal/steal this wouldn’t make it overpowered(well for the first week people would hate it), love the idea’s for gadgets make them as offensive as possible to make up for there lack of everything else.

your new trait idea “mutagen infusion” would combo well with the idea for performance enhancement and make the most interesting tank around, the more conditions you get the more might you stack the more might you get the better your regen ticks bigger regen ticks means less overall damage from conditions, i do think it would have to be a grand master tier though because running it with hgh and your idear for potent elixirs would be way to over the top(you could run a hgh build without might duration runes)

not sure about utility goggles, giving that to 1 class would mean that engineers would be a must in every group in wvw, throw mine should be invisible and should also allow you to keep placing them but give them like a 30 sec duration so you can only get 2 down or 3ish when traited and make it remove 1 boon.

overcharged shot i think maybe keep the self cc but change it to knockdown everything in a line(if it isnt hitting heaps of stuff it aint that overcharged) maybe amp up the cool down to balance it out, blunderbuss i think is fine with the fix to jump shot, pbr is good and adds to the idear of an offensive approach to gadgets, napalm specialist with 50% duration wouldn’t need to go threw invulnerability since it would always be up maybe instead it gives 33% more burning duration and 33% higher damage from burning.

turrets defiantly still need a look at, thumper turret,flame turret and healing turret for sure increase the hp, rifle turret and rocket turret could use a bit more hp, change overcharges i think to instant 1 use skills, maybe change the rifle overcharge to function better with that(fires in a cone inflicting 3/4 stacks of bleed on targets hit), healing turret as much as i love it as it is now it does need to be more of a turret i recommend that the base heal from planting the turret be a bit higher, remove the healing on the over charge but leave the water field and removes 3 conditions, and make its 3 second rotation a aoe static heal instead of regen (maybe both) the heal could start at 300/400 at 0 healing power and get to around 600-800 at 1k healing power, that would make people want to leave it out as well as making it an effective part of team strategy’s for both sides of the fight, the water field can also be used as a way for the engineer to get some extra quick hp befor his turret goes on cd and he has to wait for it to get his heal again, also id like to see a trait that makes turrets always focus your target so rifle and rocket turret can be used more effectively versus things like minion masters, mesmers, spirit rangers and other turret engineers but only if you trait for it otherwise they aimlessly shoot at the nearest target (which I’ve found really handy in some duels).

1 last trait idear they should look at making is for alchemy maybe even replace hgh with it (if they toke the op’s original ideas for potent elixirs and his new trait idear) but remove the random chance on elixirs and make them always do all the boons instead of a random one(elixir x would be a tricky one).

anyway that’s my thoughts on changes for the engineer, none will happen but we can dream right.

Still Winning And Grinning (Swag)
Ukune – Engineer of Maguuma
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Posted by: TheOneNOnlyGeneralBama.9586

TheOneNOnlyGeneralBama.9586

While I do think that the engineer has been improved over these last few patches, there are still many meh/bad skills & traits. Here are some suggestions to change that.

Downed Skill 2 (Grappling Line): Change to Smoke Bomb

Prevents stomps and combos w/ 3rd skill

Utility Goggles: Reveals stealthed enemies and traps when they enter/are in 1200 range of you for 10 sec

There are very niche cases where you would take this over other stun breakers. This would widen its uses and give it something unique over the others

Blunderbuss: Remove cast time

Slow cast + Short range is a bad combination

Overcharged Shot: Change knocked backwards to evade backwards

Self-CC is a dumb idea

Personal Battering Ram: Transfers 2 conditions to enemy and gives 3 sec of stability +1 sec for each transferred condition

Solves lack of gadget condi removal, lack of guaranteed stability for the class outside of Elixir X

Throw Mine: Reduce cooldown to 15 sec, change remove boon to steal boon

Elixir R: Remove cast time

The cast time seems like an unnecessary nerf after they already removed the stun break

Elixir C: Also grants stealth for 4 sec

Not a bad skill but more stealth would help more bursty builds and help it be considered w/ out automated response

Mortar: Change to a kit, remove minimum range, allow it to crit, unreflectable and doesn’t give stability

Solves position issues, survivability, benefits from better traits, can crit
2 turret elites are redundant as supply crate already includes turrets

Empowering Adrenaline: Gain 2 sec of quickness when you use a gadget

Since all the gadgets seem to have an offensive aspect, gadget traits should support that style.

Kit Refinement: Remove global cooldown, each has an ICD of 10 sec

Rifled Barrel Turrets: Move to Master Tier

Even when turrets come up in survivability I don’t think this trait does enough for 30pt

Performance Enhancement: Each stack of might also grants 35 healing power

You will only get a significant bonus in power if you go for a lot of heal pow, even then it is Diamond Skin bad

Accelerant Packed Turrets: Move to Adept Tier

There are few traits for turrets in the Adept Tier so going 20pts for this seems wasteful

Modified Ammunition: Also grants a 5% crit chance per condition

Napalm Specialist: Increase bonus duration to 50%, Attacks that cause burning are unblockable

They moved a master trait to grandmaster status with out changing it to be worth it

Adrenal Implant: No negative effect when you gain quickness

Armor Mods: Increases toughness by 65 and precision by 55 for every 5% health missing

Potent Elixirs: Combine w/ fast-acting in the adept tier

New Traits
Inventions: Grandmaster Tier:
Jaeger: Turrets can move and dodge. They guard in the 1200 range area they are deployed in. Cannot be picked up, replaced with follow command and guard area command.

Alchemy: Master Tier:
Mutagen Infusion: Gain 4% boon duration for every condition on you

Turret Changes
Flame Turret
-Make Health/Toughness equal to that of Drake Pets
Tough enough to survive for the range it fights at

Thumper Turret
-Health/Toughness equal to that of Ursine Pets
Very tough, justifies long cooldown

Healing/Rifle/Rocket Turret
-Health/Toughness equal to that of Cat Pets
Harder to kill but not too hard considering their range/use

Also fix all of the turret bugs (inaccurate rate of fire, delayed overcharge on flame turret, targeting boxes, etc.)
Fix the bug that causes weapons to be invisible when casting throw mine

Aaaaannnnd i’d kill for anything on your list because they seem very well thought out , and you don’t just ask for over the top crap like 20 secs of stealth on 3 sec CD lol

Edit : Spoke too soon but those goggles make the blinds from thieves completely useless…u can stand right on top of smoke fields and tear a hole in their hide…

I never expect to lose. Even when I’m the Engineer , I still prepare a victory speech.

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Posted by: Super Riceman.8702

Super Riceman.8702

i like your idears heres somethings that id recommend/change, hopefully anet sees this and post and has a good think about it

not sure about utility goggles, giving that to 1 class would mean that engineers would be a must in every group in wvw, throw mine should be invisible and should also allow you to keep placing them but give them like a 30 sec duration so you can only get 2 down or 3ish when traited and make it remove 1 boon.

I don’t think utility goggles should be the only one, there should definitely be other ways for other classes but utility goggles is the way for the engineer.

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

(edited by Super Riceman.8702)

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Posted by: Seras.5702

Seras.5702

I like just about everything in your list. I think that all of them together make Engi a bit OP but picking a few out and implementing them would be very beneficial. I especially like your changes to gadgets & Elixir C.

…and yes, Pacific Rim is a good movie.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

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Posted by: Haturz.7526

Haturz.7526

The only one I really have a problem with is Jaegar.
While I like the idea of having them be mobile, they can’t be guarding in a 1200 radius as that would give the engineer a max of 2400 range… that’s insane.
Secondly, we can’t have a command option for turrets as both the necro and ranger community would start QQing.
I would say that if they become mobile we’d have to shorten the range of the rifle, net, and rocket turret and have them only guard around a 400-600 radius.

I like the idea of the mortar kit though and think they should make it a kit. Have us hold the mortar much like a Rocket Launcher. I also would like the idea of us having to implant ourselves for the cast time of the skills, but if traited we don’t need to implant ourselves. Just my 2 cents

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Posted by: Oxstar.7643

Oxstar.7643

One problem. Overcharge shot is not a self cc. The animation for falling backwards and getting up is actually equal to simply taking a hop backwards. Also nothing prevents a roll before you get up again so it can’t even be called a cc. And it happens to put more distance between you and the foe, that’s a GOOD thing.
The animation is just there to make the point that engineers are not trained fighters, but geniuses who uses their smarts and tools to fight.

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Posted by: Castaliea.3156

Castaliea.3156

Honestly I want all of the Rifle skills redone. We’re using a rifle, not a blunderbuss.

I find it so infuriating (that’s not true, it’s 100x more annoying but I’m trying to contain my rage) that they made all these great scoped rifle skins and I can’t use any of them because every single engineer rifle skill is some crazy shotgun (aka a blunderbuss) skill and it feels so stupid running around with a scoped rifle at 100 range using it like a shotgun, hip firing it. What is this? Call of Duty? Either redo these weapons to actually be Rifle skills to introduce another weapon called Blunderbuss or Shotgun and transfer the skills to that and give us new Rifle skills entirely.

This and and as much as I admire the work put into making each kit look unique there needs to be an option to disable them. The price of Back items in this game is ridiculous and I can’t even enjoy mine half the time. Although this was already talked about as being “aware of” just need to make it clear that, re-skinning them is a no-no, we want to see our back items.

This post sounded more demanding than I’m used to writing, sorry. Just had to get that off my chest.

Guild Leader
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(edited by Castaliea.3156)

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Posted by: Langeist.3675

Langeist.3675

One problem. Overcharge shot is not a self cc. The animation for falling backwards and getting up is actually equal to simply taking a hop backwards. Also nothing prevents a roll before you get up again so it can’t even be called a cc. And it happens to put more distance between you and the foe, that’s a GOOD thing.
The animation is just there to make the point that engineers are not trained fighters, but geniuses who uses their smarts and tools to fight.

The other good thing about this move is that it removes immobilize and i think some snares. The other downside is when you use it on someone who has stability. They will just keep wailing on you as you lay on your back.

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Posted by: Sevoha.6724

Sevoha.6724

With some of them, they don’t make sense as far as why certain skills would have those additions to them. Why would slick shoes have a freeze effect? I could see cripple though since it doesn’t involve freezing. Why would mines have boon stealing? Mines don’t have any type of interaction with the user once it has gone off. I can see turning it into a launch or adding a cripple, but what I’d like to see is a way of giving us more control over location of where the minefield is placed.

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Part 1 :

Downed Skill 2 (Grappling Line): Change to Smoke Bomb, cooldown 15 sec

Prevents stomps and combos w/ 3rd skill

Can you give a more elaborated explanation about your downed skill, is it an AoE? how does it synergies with the boom time? I totaly understand downed skills need to be looked at for the engineer, but realy double interupt AoE with inner synergy? It seems a bit much, if you ask me.

Utility Goggles: Reveals stealthed enemies and traps when they enter/are in 1000 range of you for 10 sec

This would widen its uses and give it something unique over the other stun breaks

Utility google already protects you against blind wich is the bigest threat coming out of a thief, also how would it work for PvE, does it work on traps layer in dongeons or only on ennemies laying traps? Sinds you can see stealthed ennemies, do you keep the blind immunity? the idea sounds interesting, but can you elaborate a bit more?

Blunderbuss: Reduce cast time to 1/4 sec

Slow cast + Short range is a bad combination

I understand it is a long cast time, and hard to place in melee sinds you have no melee assistance to set it up like the other slower melee moves. So I see nothing against that. Maybe just a small increase of the aftercast so you don’t chain up to quickly with your next move.

Overcharged Shot: remove the self-cc

Agreed, the self KB needs to be removed, they could always turn into a retreat move that push you backward because of the power but doesn’t knock you off.

Personal Battering Ram: Transfers 2 conditions to enemy and gives 3 sec of stability

Solves lack of gadget condi removal, lack of guaranteed stability for the class outside of Elixir X

A lot of profession don’t have acces to good stability skills or rely on transformation skills to becomes unshakable, so I don’t see why engineer should right now get acces to stability while it already got solid stun breakers. Also it makes no sense to put it on Battering ram, same goes for the condition transfer, how would a Battering Ram remove those?

The only thing I could possibly see is a way to use it while stuned or knocked to push back foes defensively or maybe destroy boons because of the brutal impact of the skill. The rest just makes no sense at all.

Throw Mine: change remove boon to steal boon

Again, how does that make any sense? Removing boons is already pretty solid why don’t you ask for something else? Why aren’t you asking for extra cripple on the little mines, Burning or Bleeds for a better synergy with pistol builds wich actualy lack long bleeds and got only a stationary Cripple?

Edit : Saw your response above, and no, you can build something with logical sense and make it viable. What you are asking for is the same to ask the Warrior Stomp to deal additional poison damage, it makes no sense and should never be implemented for the sake of this game.

Elixir R: Remove cast time

The cast time seems like an unnecessary nerf after they already removed the stun break

Or just make it a stun breaker again? The cast time symbolise the time you need to drink the elixir. There is almost no reason to pick that skill anymore unless you want a team rez. And again, other profession have improved version that actualy work way better compared to our toolbelt skill.

If it isn’t a stun breaker it still does need something more, swiftness or vigor maybe? Or why not add a small healing portion to it?

Elixir C: Also gives stealth for 4 sec

Not a bad skill but more stealth would help more bursty builds and help it be considered w/ out automated response

This is already a solid skill, and the engineer doesn’t need more stealth. The toolbelt skill of C already does that, even if it is 50/50. WE don’t need more stealth in this game. If you are looking for a more stealthy approach with the Engy, just go for bombs or turrets because they both get acces to combo field : smoke.

(edited by Ambrecombe.4398)

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Part 2 :

Mortar: Change to a kit, remove minimum range, allow it to crit, unreflectable and doesn’t give stability

Solves position issues, survivability, benefits from better traits, can crit
2 turret elites are redundant as supply crate already includes turrets
just add a 45 seccooldown to the 6th superior rune of lyssa

My first idea was to make it a turret, sinds it works pretty well on the bundle one, with the 5 current skills it used, but like you said it is prety redundant. A kit seems a good alternative, but should it have limited stack? Longer range? A cooldown, sinds lets stay serious, we are talking about an elite with every possible synergies comming out of runes like Monk, Lyssa or Mad King.

Rocket (Rocket Turret Toolbelt) Reduce cooldown to 10 sec

The turret can potentially be down for almost a minute, the toolbelt should be available enough to protect yourself when it is.

Right now it stops your current actions, doesn’t do that much of damage, and is on a 30sec CD wich is pretty long, instead to turn it into a surprise shot variant why not turn it instead into a more control focused skill by adding a 2sec Daze on it to quickly interupt the pesky people who just destroyed your turret.

Analyze Also applies revealed debuff for 3 sec

Don’t see a single problem with that idea sinds the cooldown of Analyse is already pretty long and could be potentialy used with your version of Utility google to reveal fleeing thiefs out of their shadow refuge. Makes a lot of sense, and could ahve some interesting results in PvP metas.

Elixir X: Always gives rampage w/ rifle equiped, always tornado w/ pistol

Just no, you knew the risk when you took Elixir X, so you should assume your choice for drinking it. And the idea seems also not worth the time spend into coding sinds it basicaly doesn’t do anything good for that skilland would ask a lot of work.

Empowering Adrenaline: Gain 2 sec of quickness when you use a gadget

Since all the gadgets seem to have an offensive aspect, gadget traits should support that style.

Well i’m not against more Gadget traits, sinds they are pretty close to inexistant.

Kit Refinement: Remove global cooldown, each has an ICD of 12 sec

Agreed for the shared itnernal cooldown, each should have its own, but 12sec is too low. You pretty much saw the results by yourself when everything was on 10sec CD, it was so powerfull that A-net decided to nerf it, maybe to much. So i’m OK if the cooldowns aren’t shared, but they should atleast remain at 20sec, sinds some of them have massive Pulls , Reflects and other nasty powerfull effects.

Rifled Barrel Turrets: Move to Master Tier

Even when turrets come up in survivability I don’t think this trait does enough for 30pt

Actualy it is worth taking just for the fact you can put your turrets at safer distances, but yeah beside that it doesn’t do much more for them sinds the damage is pretty low. I would rather sugest to decrease the overcharge recharge time of turrets by 20% (Healing Turret included). this way you can overcharge your turret more often, greatly increasing their CC output, the healing and cleanse capabilities of a Turret Engineer compared to a none specialised one.

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Part 3 :

Performance Enhancement: Gain 35 healing power for each stack of might

You will only get a significant bonus in power if you go for a lot of heal pow, even then it is Diamond Skin bad

A lot of professions have that kind of minor traits, it maybe doesn’t do much, but it is still there to support you passively. I don’t see why our profession should be excluded to this process sinds it affects all professions. But I would personaly rather see a 5% Toughness convertion into Condition damage isntead of the current 10% Healing power into Power. At least the Toughness converstion would help the turrets a bit more sinds they only scale with Condition damage.

Accelerant Packed Turrets: Move to Adept Tier

There are few traits for turrets in the Adept Tier so going 20pts for this seems wasteful

Would be indeed great if turrets trait wouldn’t be seperated in almost every trees, but personaly I don’t see the point to make them more surviable if you want to get them destroyed for their explosion effect. It makes them indeed more versatile, but those seem so counter productive when combined together.

Modified Ammunition: Also grants a 4% crit chance per condition

Seems to much powerfull, you can basicaly get a free 28% crit chance against world bosses and any group events easely. We don’t need another super Deathshroud trait.

Napalm Specialist: Increase bonus to 50%

They moved a master trait to grandmaster status with out changing it to be worth it

I always hate 33% duration perks because you always get some of that burning duration wasted anyways. 50% sounds like something easier to balance, but I would rather ask for an extra effect for a Grandmaster trait, maybe something like :
“Your Burning effects last 40% longer and increase your condition damage by 150 whenever your target is burning.”

Metal Plating: Also grants 3 sec of protection when you deploy a turret (excludes supply drop)

Turrets become a more attractive option because they are one of two sources of on-demand prot for the engi

Is the protection for the turret or yourself? I had an idea to improve Metal plating a bit against AoE damage. Metal Plating -> Blast Shield : “Your Turrets take 35% reduced damage. Also when your Turrets are affected by AoEs they reactively shield themself and become invulnerable for 5sec (25sec CD).”

By making it a reactive shield, if it is possible priorize the Invulnerability before the damage source, you can absicaly give a second chance to your turrets and make them a bit mroe durable in fights with a lot of AoEs without making it broken int he game.

Static Discharge: The bolt will always shoot to your target, not where you are facing

Seems to be something solid to ask for.

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Part 4 :

New Traits
Inventions: Grandmaster Tier:
Jaeger: Turrets can move and dodge. Cannot be picked up. Heal/Flame/Net Turret follow you, Thumper/Rifle/Rocket Turret defend a 900 aoe area

No that thing again… Let me explain to you why it would be bad idea. You basicaly ask for something that already makes another trait useless, deployable turretsin this case. It does also turns you into a Spirit Ranger and could be bad for the engineer itself because the most dangerous things coming from ennemies when Spirits are following are not going to be the AoEs anymore but the Cleaves AND AoEs instead. By asking for this change, every time you are going to be attacked, it is going to be like the spirit ranger, your turrets are going to be hit aswell because you are the one targetd. But unlike the spirits, Turrets don’t have close the health they have and will die almost instantly.

Turrets should remain unique and stand their ground for the fight while assisting the Engineer with their ranged attack or areas of denial, anything close to passive AoE almost/complete immunity and mobile turrets is a big no.

Turret Changes
Flame Turret
-Make Health/Toughness equal to that of Drake Pets
Tough enough to survive for the range it fights at

Thumper Turret
-Health/Toughness equal to that of Ursine Pets
Very tough, justifies long cooldown

Healing/Rifle/Rocket Turret
-Health/Toughness equal to that of Cat Pets
Harder to kill but not too hard considering their range/use

Also fix all of the turret bugs (inaccurate rate of fire, delayed overcharge on flame turret, targeting boxes, etc.)
Fix the bug that causes weapons to be invisible when casting throw mine

I’m not sure turrets will ever have toughness or vitality, sinds every structures in game probably don’t have stats attached to them compared to other creatures in game. By the way turrets don’t realy need extra health or damage, if you actualy reduce the hitbox to its physical size, cleaves wouldn’t be a problem for Flame and Thumper turrets, if you give them some temporary AoE immunity you can make them mroe attractive too. The AI also needs a lot of improvements, I made couple of coments about that myself so you can always check my other posts about that. And yes, the rate of fire needs a fix and overcharges have to be instant to allow a more reactive gameplay for both PvE and PvP.

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Posted by: Super Riceman.8702

Super Riceman.8702

Smoke bomb is identical to the bomb kit one but w/ a lower cooldown and the default radius, not the traited one

Utility Goggles change was meant for PvP, in PvE stealth doesn’t seem like a problem and in WvW they have already introduced some countermeasures against stealth.
Ideally it would still have blind immunity but if its too strong tie it to the fury so it gets removed when that does.

PBR transfers conditions and gives stability because that is a short coming of gadgets and the class itself, the only conditions removed by a gadget are movement related and transfering conditions would be the offensive version of condition removal (fits w/ gadgets being mostly offensive) Neither of the changes are for scientific reasons, its so that PBR can solve weaknesses of the gadget type/class and be more desirable

They clearly don’t want Elixir R as a stun breaker so it probably would be best to make the current version work

Modified Ammunition like utility goggles is just meant for PvP, in PvE and WvW there are enough allies to not have to apply conditions yourself.
Metal Plating gives protection for you, the turret already gets passive damage reduction from the trait

Elixir X is so you can plan around having a certain form in a fight instead of hoping for it.

Mortar as a kit wouldn’t need nerfing, just cooldowns for the on-elite runes. It would also fill holes the grenades don’t, healing/CC/non-reflectable.

Kit Refinement; I kinda just threw out 12 sec as an estimate, they should probably have unique cooldowns since they are not all equal in power.

Jaeger won’t make deployable turrets useless because Rocket/Thumper/Rifle can still be deployed up on hard to reach places, all that has changed is that they can kite some enemies and dodge some attacks. Even w/ the others, you can throw your heal w/ the healing turret, throw a smoke field from a distance, or put your net turret closer to the enemy so the net has less travel time for the enemy to dodge it. And I suggested raising health/armor so they don’t die in a snap

I would also like the hit boxes fixed but im not sure which they could implement easier/faster considering all the other bugs. Im hoping that they increase the health/armor because they probably would increase the hit box trying to fix it.

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

Pacific Rim is a good movie

in Engineer

Posted by: Deified.7520

Deified.7520

Oh god this is my dream patch.

Pacific Rim is a good movie

in Engineer

Posted by: The Baws.5164

The Baws.5164

Make utility goggles 5 seconds and I’d agree

By making it 10 seconds you’re basically rendering a Thief useless, and don’t say that’s good when how would you feel if you had a Thief, geared it knowing it’s basically only really good for 1v1’ing, and then having some Engi stomp you because of some broken mechanic breaking their broken mechanic lol.

Immersed in Blood [TEA]
Drunken Alliance [DKAL]
Piken Square [EU]

Pacific Rim is a good movie

in Engineer

Posted by: TriskaiX.7014

TriskaiX.7014

give turrets racial skins! and improve AI but jaeger sounds like a bad idea, necro minions are bad turrets should be equally bad, they have a bit more oomph but no mobility and that is a good balancing thing

Pacific Rim is a good movie

in Engineer

Posted by: Super Riceman.8702

Super Riceman.8702

Since its almost october here is a drawing, if you are familiar w/ 40k you might recognize them

#8/15th-karl

Attachments:

There is only one god and its name is nerf. There is only one thing we say to nerf, not today