(edited by Ratkoon.8635)
Problematic Skills
I very much agree with Rifle Jump- the pause makes it a pain in the kitten when you are fighting anyone who knows what they are doing because it’s like the game triggering a slow motion “now-is-when-you-dodge” moment for them. Either get rid of the pause or increase the radius or something.
The rest I kinda disagree with. Magnet just needs a shorter cooldown in general, Elixir X needs a complete overhaul (randomness on elixir tosses is annoying enough, a random elite is just useless), Barrage is fine how it is in my opinion, and the wrong direction thing isn’t full cooldowns in my experience, just short stuff that kinda works like a punishment for missing.
That’s my take.
I did some testing with the “Facing Wrong Direction” part and found it is still their full cool downs. My post wasn’t really supposed to be my opinion, more or less my observations to help balance the class. I edited it to reflect that fact.
If you press the button to deploy a turret and immediately dodge the turret won’t be deployed but it will trigger the cool down. It happened to me yesterday when I accidentally double tapped a movement key.
As for Elixir X, it is a 50/50 but it doesn’t mean it will trigger 5/10. If you toss a coin in the air it’s a 50/50 chance for each side but you can get heads or tails 10 times in a row.
Elixir X: I know that. However I have been used it probably 50 matches 3 or 4 times a match and have got brute 4/5 times. So much so I plan for the brute and am caught off guard by the tornado. None the less it should be changed. It’s an ultimate, it should be something I can depend on.
As for Elixir X, it is a 50/50 but it doesn’t mean it will trigger 5/10. If you toss a coin in the air it’s a 50/50 chance for each side but you can get heads or tails 10 times in a row.
I’ve tested this extensively myself. I used Elixir X one hundred times. The Tornado transformation is given roughly 1/3, or 33% of the time.
I have been playing engineer since prelaunch, almost exclusively. These are just some of the more annoying things I have come across while playing.
Rifle Jump: The animation is bugged and you hover in the air like a looney toon for half a second at the destination before landing/causing damage. Thief’s heartseeker doesn’t do this, the warrior jump doesn’t do this, why does ours?
This has had a great many threads on it, they have done some effort to smooth it in past updates but as you know, it still has issues
Barrage: The AOE ring is far to large. It should be shrunk by around 25% as the cluster of grenades never uses the full ring. I tested this at various distances on the dummies in the mists and about 25% of the outer most area in the ring does no damage.
By what metric do you measure the value of this to come to your conclusion? I couldn’t disagree with you more, It is a class mechanic that works in conjunction with utilities, and is the same size as traited staff on elementalist AoE’s.
By the way, there are threads with the names of some of the skills you mention here that that are on, and have been on the front page of the engineer forums for 3 days, probably could have saved making a new thread for your comments and posted this there.
(edited by coglin.1496)
Well, I’ve just checked the skill description and it doesn’t say that it’s a 50/50 chance so it could be that the tornado is not as common as juggernaut.
“Drink Elixir X, becoming a rampaging brute or whirling tornado. Underwater become either a withering plague or a whirlpool.”
If it is a bug or intended feature only the devs can say.
We need traits that choose which transformation you get…. I know for one the Giant is more useful for me on flamethrower because it sky rockets my HP to 40k and I tank kittening everything.
I hate the randomness of it…..