Rifle-Improvement Suggestion Thread

Rifle-Improvement Suggestion Thread

in Engineer

Posted by: Deified.7520

Deified.7520

After making the post about the bugged rifle, it seems a lot of people wanted to discuss the rifle and making it better overall. So this is what this thread is here. Here are some of the things said in the previous thread

“I also think rifle #3, blunderbuss needs fixing. Maximum damage at 100 range, even with the trait!!! How can you expect to land this at a zerg fight where conditions get cleansed very often. Immobilize lock won’t work that well and the zerg keeps moving like a train.
I think blunderbuss should do blunderbuss should do max damage at 200 range and 300 if traited. Now the damage is way too small compared to its incredibly short range (less than normal melee range 130).”
-Deniara Devious.3948

“skill 2 netshot: misses way too much.
skill 3 blunderbuss : Deniaras idea sounds good
skill 4: overcharged shot: No profession deserve self knock that screws you up. There is no reason for self knock.
Skill 5. Jump shot: Hopefully fix comin soon then.”
-ikiturso.4026

“Well, the rifle is interesting…
Skill 2: is ok overall, easy to dodge but its a immobilization every 10 seconds.
Skill 3: It kinda needs a buff or a change. It deals damage equal to 2-3 normal shots, but it requires the enemy to be right next to you, and it gives them an danger animation (yellow glow) and a delay.
Skill 4: In a way I like the knockback on yourself. It’s dangerous when there are multiple enemies but in 1v1s is interesting. It gives you almost double the knockback, you get up faster so its a mini stun, and unless bugged, it is supposed to cure immobilization, chills and cripples.”
-Aldran.8574

Rifle-Improvement Suggestion Thread

in Engineer

Posted by: Deified.7520

Deified.7520

skill 2 netshot: misses way too much.

It’s an immobilize on a ten-second cooldown, the shortest in the game. The only other (non-thief) ten-second immobilize is a channeled warrior melee skill that requires adrenaline.

skill 4: overcharged shot: No profession deserve self knock that screws you up. There is no reason for self knock.

Launch is a fairly rare effect, engineers having five of the available thirteen skills that cause it, and again, it’s on a fifteen second timer, the shortest in the game outside of two skills on elite transformations. Even the launch on Conjure Lightning Hammer has a longer cooldown.

Perspective is everything.

it’s a close range weapon. +200 range on the immobilize is really the only reason to get it.

In a thread titled “rifled barrels bugs” you dare to claim it is a close range weapon? Shut up, you’re making yourself look foolish.

Also, the extra 200 range is helpful in more ways than one. Defending keeps, kiting attackers, chasing down eles/thieves, landing more jumpshots (ironic I know), etc.

You are aware there are traits that cripple targets upon immob, and upon hp threshold? Surely that 200 range would help land those. (Don’t call me Shirley)

‘you dare claim rifle is a close range weapon?’
blunderbus’ range of maximum effectiveness is 100. smh.
magnet>range increase.

Warrior Rifle#5 is 130 range, your argument is invalid.

If words confuse you, here are numbers that prove the rifle is a ranged weapon, and how Rifled Turrets benefits ALL skills:


Skill                                Base       Rifled Barrels
Hip Shot	                 1000 < 1200
Net Shot	                 1000 < 1200
Blunderbuss                  400 < 500
Overcharged Shot	   400 < 500
Jump Shot                     700 < 800

Toolkit has a ranged ability that goes 1200, according to your logic – that means it’s a long range weapon, right?

Rifle-Improvement Suggestion Thread

in Engineer

Posted by: Deified.7520

Deified.7520

And additional piece of information about the Jump Shot / Rifled Barrels Bug. Some of you may have noticed that your landing damage is substantially lower with the trait going. This is because in addition to the bounce after Jump Shot, it inverts the damage ratios; i.e. the damage for take-off and landing is reversed when Rifled Barrels is active.

Speaking of Rifle, I appreciate that they’re giving it some attention with some new traits to mess with (Modified Ammo, the new Sitting Duck, etc). However there is an issue in that there are 5 rifle traits and only 3 slots. In reality, it amounts to 2 slots since Rifle Mod is essential to any build that uses Rifle. Might it be possible to fold Rifle Mod’s damage into Rifle itself to allow for more variety?

It would be nice if the range / damage component was removed from Blunderbuss, as it is already less than half of the range of Rifle 1 and 2 before factoring the proximity increase (which puts you inside of melee range) and even in ideal situations does nearly half of Volley (which has 1200 range).

In regards to Overcharged Shot, it seems odd to exchange a cripple, freeze or immobilize for a 1.5 second stun. The clear on movement-impairing conditions seems like it would be more befitting to Jump Shot.

The increased area on Jump Shot’s landing is nice, but it doesn’t address the primary issue of the skill: its use is more likely to kill the Engineer. It shares the issue with Blunderbuss in the risk being substantially higher than the reward. The skill could benefit from a built-in evade during the leap akin to Whirlwind Attack.
Or, alternatively, an AoE blind upon landing to give the Engineer an opportunity to escape the danger the skill puts the Engineer into through its use.

Overall, it would be welcomed to see Engineer Rifle to have more depth akittens intended range than merely its 1 and 2 skills and for 3-5 to have a greater payoff for the increased risk involved in using them.

…Might it be possible to fold Rifle Mod’s damage into Rifle itself to allow for more variety?…

The increased area on Jump Shot’s landing is nice, but it doesn’t address the primary issue of the skill: its use is more likely to kill the Engineer. It shares the issue with Blunderbuss in the risk being substantially higher than the reward. The skill could benefit from a built-in evade during the leap akin to Whirlwind Attack.

Or, alternatively, an AoE blind upon landing to give the Engineer an opportunity to escape the danger the skill puts the Engineer into through its use.

these are awesome ideas and would help the significant issues of rifle.

Please do not change rifle is awesome the way it is.
I just enjoy playing rifle engineer

Jump shot is perfect the way it is right now, especially after Cleaning up the movement and decreasing the aftercast on the skill.

Arenanet you are the best

I don’t care much about the landing animation, but with rifled barrels trait the jump no longer clears gaps like it used to, instead sliding downward with the lay of the terrain- not sure if this is intended (I really hope it’s not; I loved that capability) but it still works fine without the trait (albeit shorter range)- I really hope this gets fixed as I normally run with ranged rifle and don’t want to have to give it up to get my working gap clearance.

skill 4: overcharged shot: No profession deserve self knock that screws you up. There is no reason for self knock.

I have no issue with knocking myself down, and in fact I use it to my advantage to back out of red rings in dungeons quite often. I only wish it were implemented as a leap rather than a knockdown, as I have many times unwittingly picked up area stability from a guardian in the group, causing me to be immune to my own evasion tactic, leaving me to die in the AOE agony target

Rifle-Improvement Suggestion Thread

in Engineer

Posted by: MrMark.8410

MrMark.8410

Skill 1 needs to look like the warriors rifle skill 1!!