Predict friday's balance changes
Wait, what? Ready Up’s going to have a balance preview for Engineers? I feel so out-of-the-loop. Where do we find this stuff out?
…That said, I really like at least two of these proposed changes (Gadgeteer and Coated Bullets).
- Switching kits gets a 15sec cd
- mines do not rip boons anymore
- dmg from s/d gets halved
- BK dmg gets halved
- all turrets attack-speed gets doubled
- shield #5 can not be thrown anymore
- shield #4 is not a blastfinisher anymore
- blowing up turrets are no blastfinishers anymore
- pistol #3 does not bounce anymore
- pistol #2 scatters in a 180° angle now
- Shrapnel becomes a master trait and only procs on crits
- Hobosack clipping will be fixed: no backpacks whatsoever for the engi anymore.
- Stability on elixir B gets removed
- Elixir S instantly kills yourself.
Because kitten you, thats why.
lets see, hmmmm possible buff to turrets to promote build diversity.
cleaning formula made adept to help with condition removal.
hobosacks can now be toggled off(bugged and doesn’t work for a year), or hobo sacks size doubled so people can more easily predict what kit we are in.
incendiary powder can only work when in elixir x form.
rocket boots no longer changes direction when hitting pebbles(bugged for a year throws you out of the map).
Alright so, ready up will have a balance preview for engineer this Friday.
Who told you that?
Its in the spvp forums. Titled ready up ep18
https://forum-en.gw2archive.eu/forum/pvp/pvp/Ready-Up-Episode-18-7-25-Noon-PDT/first#post4231196
Yeah, staff straight-up say they’re doing a balance preview for Engineers and Rangers. Probably won’t mention hobosacks, despite them being a ‘balance’ issue according to the staff (and just the staff).
I just expect a couple of turret nerfs, it’s hard to justify changing anything else.
engie roaming vids: http://www.youtube.com/channel/UC9NnXVfY4vRU1F-X7b1Oorw/videos
I hope they remove turrets and let other stuff untouched. I guess they do not know that we need better condition removal or stun breaker.
-Incendiary powder changed to GM
That would kill everything
https://forum-en.gw2archive.eu/forum/pvp/pvp/Ready-Up-Episode-18-7-25-Noon-PDT/first#post4231196
Yeah, staff straight-up say they’re doing a balance preview for Engineers and Rangers. Probably won’t mention hobosacks, despite them being a ‘balance’ issue according to the staff (and just the staff).
ty for the link.
I already hate that ready-up, cause it’s announced in esports area instead of profession balance.
But gonna stay in tune and watch it very closely.
MY prediction btw.
2h Hammer, it was tested long time ago but i think they waited for China to get into the game.
on other side, the list could be huge, i just wish it will be not turret fixes.4
Like always, it will be nerfs based on players’ whinings rather than on actual balance reasons.
I expect some other turret nerf, probably one on supply crates and some nerfing change to incendiary powder.
If they touch IP than the condi engi is dead. It is already impossible to kill condi necro and very hard to kill ele. Without IP we cannot kill ele and we become weak in Team fights vor in fights against the warrior
Plus it’s one of the only ways we can damage classes who kite a lot or avoid our damage, like mes and thief.
Hobosacks: Now weapon kits have two hobosacks instead one and every weapon (rifle or pistol) have hobosack.
Turrets: Chance to autodetonate and criple yourself on use.
Weapon kits: Cooldown increased to 15 seconds.
(edited by aim.7845)
Hello frands! Vee Wee here, #1 Engi NA and world first rank 80!
Hopefully with some of these!
https://forum-en.gw2archive.eu/forum/professions/balance/Engineer-Balance-Changes/first
Wahoo! Bye frands!
IMO most broken thing about engi is the short CD instant launch. If they didn’t have such easy setups for damage they wouldn’t be quite as broken. Also pulling in stealth should probably reveal.
I’m hoping they’ll remove the damage off acidic elixirs so you ckittene it in conjunction with elixir S. It’s a nerf that would actually be a buff. I don’t see that happening though.
EDIT: ckittene == “can” + “use”. Thanks profanity filter, you kitten.
(edited by Yamsandjams.3267)
I’m hoping they’ll remove the damage off acidic elixirs so you ckittene it in conjunction with elixir S. It’s a nerf that would actually be a buff. I don’t see that happening though.
that thing is so broken I almost forgot it existed!
engie roaming vids: http://www.youtube.com/channel/UC9NnXVfY4vRU1F-X7b1Oorw/videos
-Incendiary powder changed to GM
That would kill everything
Yup absolutely.
Highest ranked reached 28 soloq
Isle of Janthir
Let’s start with a nerf to Incendiary Powder, not to GM but something like shorter duration or less chance of proccing (30% to proc on crit for example). Then it’s time to buff everything but Kits to actually give us proper build diversity. Look at the Gadgeteer trait for example, how useless can a GM trait be? Seriously.
I’d like them to buff Gadgets mainly as they are simply too weak right now compared to Kits/Elixirs.
id like to see launch personal battering ram get its cast time removed so i can take it over rifle turret, sure if they did that then you could take rifle turret pbr and toolkit and get more damage in your burst but no stun breaker or (and this has been insanely good for fighting thiefs in tpvp) immunity to blind.
Changing IP would have so many ripple effects that I doubt it would be worth the investment.
I hope for damage buff to Rifle #1 and possibly some effect (longer range)/CC condition to Rifle #5, but I expect neither.
I don’t have much hope for actual good changes. Balance changes always brings nerfs and I expect grenade kit to get hit kitten this one.
Since grenades are consistently reported as the maximum DPS kit, yes, I’d expect that to get nerfed adjusted.
branded creature, icebrood creature, war war war.
mel: Soft kitty.
I’d like some ways to make viable Gadget builds.
I’d also like to see some improvements so that Power Pistol builds and Rifle Condition builds could exsist.
Seeing as how we only have two primary weapons.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Since grenades are consistently reported as the maximum DPS kit, yes, I’d expect that to get
nerfedadjusted.
They are even too weak, considering that a grandmaster trait is mandatory for their use.
Balancing them over the traited version was already nonsensical – it goes against the whole point of having traits itself. Nerfing it further while still balancing it upon Grenadier would just be madness.
Since grenades are consistently reported as the maximum DPS kit, yes, I’d expect that to get
nerfedadjusted.They are even too weak, considering that a grandmaster trait is mandatory for their use.
Balancing them over the traited version was already nonsensical – it goes against the whole point of having traits itself. Nerfing it further while still balancing it upon Grenadier would just be madness.
Yes, it would be, but look at what they did to the Mesmer class and tell me that this isn’t possible. Secondly, they have a track record of nerfing high dmg kits/abilities and breaking high dmg builds.
Make all grenade skills automatically throw 3 grenades.
GM skill to be additional range and +10% damage/condition damage increase
Reduce total additional range from 300 to 200.
This would open up a lot of build variation using grenades without having to spec all the way up the trait line.
Tie Incendiary Powder to Explosions (Bombs, Mines, Grenades) to slightly nerf it.
FIREARMS:
Sharpshooter: Critical Hits apply Bleeding (no longer only 33% chance). Only applies to rifle and pistol skills.
Napalm Specialist (rename to Ordinance Master): All Conditions have a 20% increase to duration.
Modified Ammunition: Each condition you land on a foe has a 15% chance to remove a condition on you.
Infused Precision: Gain Swiftness and 75 Precision on critical hit.
INVENTIONS:
Elixir Infused Bombs: Add. 15% chance to remove 2 conditions from engineer ONLY (5 second ICD after trigger).
Metal Plating: Increase to 66% damage reduction.
Autoheal: Increase to 10% turret healing.
Rifled Turret Barrels: Increase damage to 25%
ALCHEMY
Automated Response: Add Removes 1 condition every 10 seconds (then at the hp trigger the reduction in condition duration would still occur).
Cleaning Formula 409: Add when consuming an elixir change 1 condition to 1 random boon.
GADGETS:
Gadgeteer: Make like Experimental Turrets. X seconds/10 seconds.
Grenadier is replaced by turretmeister! Double hp and armor for turrets, they also siphon health for their master! Can only be damaged by targeted attacks!
Incendiary powder replaced with chilling powder! Critical hits inflict chill with 30s ICD, glacial heart style. The trait is too good to let just the guards enjoy it.
More npc builds for everybody!
MY prediction btw.
2h Hammer, it was tested long time ago but i think they waited for China to get into the game.
No way, this will be balance change preview, not new feature preview
http://wpwhendead.tumblr.com - a GW2 webcomic about a Charr and a Skritt
Anyone seen it today and can provide updates?
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
I heard they changed FT, and by changed I mean they added a cast time to the KB and made FT #2 only explode at max distance, or contact. Keep in mind this is from a chat in mists. AED apparently will remove condi too. Again from chat.
Yeah i saw it
Flame Jet Dmg buffed by 33%
FT 2 is now a blast finisher
Dmg of toolkit skills increased by 10% if Power Wrench Trait is traited
Toolkit #1 now cripples without trait
Elixier R removes immobility
AED removes damaging condis on lethal
accelerated packed turrets knockback range halfed
I think that’s everything, gonna edit something maybe
Pretty excited about FT changes
edit1: Always Prepared Trait now spawns a “Slick-Field” ,similiar to Slick Shoes, on your position wich knocks down foes.
edit2: Toss Elixier C now removes 2 instead of 1 condition.
As stated below: Rocket Turret now aims better.
edit3: Created a new topic :P
(edited by Waylander.2103)
They also said they were buffing flamethrower damage on 1, and that 2 will be a blast finisher now. Rocket turrets will have faster rockets that aim better.
edit: waylander beat me to it and has more info
Clarishy – Ranger
Tinkershy – Engineer
Found it on Reddit
http://www.reddit.com/r/Guildwars2/comments/2bpy0i/ready_up_upcoming_engineer_ranger_changes/
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
Omg 33% damage buff to flame jet. I didn’t really think that would ever happen. I think I’m gonna cry
Keep it together penguin, keep it together