Rifle auto change pls
one of the things a lot of rangers hate about longbow is that the damage scales with distance
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I can see how that sucks but engineer is usually in close so it could only really be an advantage at least how i see it making the auto attack a cleave would be pretty useful
Technically it does cleave…just in a line
it would function better with the skills i guess but i dislike the idea of losing damage at range since kiting is a pritty big factor in any tank
it would function better with the skills i guess but i dislike the idea of losing damage at range since kiting is a pritty big factor in any tank
looks like a close range damage buff as compared to now… so we wouldnt be losing damage, but it always feels really bad to be “losing” damage
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Engineer rifles are shotguns, I’d dream of a shorter range but wider cone auto attack. Maybe it shouldn’t be like that by default but having a Grandmaster Trait in Firearms would be great. The extra range trait (Rifled Barrels) would increase range, but reduce the cone.
(edited by Zaviel.1245)
Rifle auto is fine. If you’re looking for endorsements to change auto attacks, you could start literally anywhere besides rifle and Bomb Kit and I would probably agree with you.
Jade Quarry
I don’t like the idea of nerfing our only reliable long-range attack. Grenades are inaccurate on anything moving, Pistol only has 900 range and you can basically only use auto-attack (not that great) and Pistol 3 at long range anyway since Pistol 2 has that spread which’ll make half the shots or more miss at long range and Pistol 4/5 are short range.
Mind you, Rifle auto isn’t THAT great and most of Rifle’s other skills are mid-range, but Rifle auto is still by far the best reliable ranged attack we have.
Rifle auto is fine. If you’re looking for endorsements to change auto attacks, you could start literally anywhere besides rifle and Bomb Kit and I would probably agree with you.
i can see pistol getting a huge overhaul and flamethrower yes it would just be nice to see our rifle actually sync with the rest of the abilities
Rifle auto is fine. If you’re looking for endorsements to change auto attacks, you could start literally anywhere besides rifle and Bomb Kit and I would probably agree with you.
i can see pistol getting a huge overhaul and flamethrower yes it would just be nice to see our rifle actually sync with the rest of the abilities
I get where you’re coming from, but I don’t agree. I hate the range restriction on the Ranger longbow, and I would hate it even more on my main Engineer. If the rifle sucked at range we wouldn’t have any ranged options when wielding the rifle. Shotgun or not, that would be ridiculous. The rifle AUTO is just as good at range as it is in melee, and it should stay that way.
Jade Quarry
(edited by Adamantium.3682)
I have no problem with the current auto attack. For autoattack I go into kit’s either way.
Next to that your suggestion is pretty much…bad…
Let me explain:
The rifle is an engineer weapon made for enemy controll, high bursts. It is not designed to be a weapon to remain distance, and to as much damage on a long range.
If you want a weapon that does descent ranged damage go into grenades.
i can see pistol getting a huge overhaul and flamethrower yes it would just be nice to see our rifle actually sync with the rest of the abilities
“Sync”?
What are these damage numbers being compared to anyways? The standarized damage value for the rifle (at least according to wiki) is 251.
And if you’re suggesting that it actually does more damage than that at close ranges, that’s the last thing the rifle needs. It already has one of the hardest hitting auto-attacks in the game, which also pierces by default at 1000 range, and it’s a fast moving projectile (not floaty like the guardian scepter). Giving it even more damage, even only at close ranges, would get ridiculous.
The rifle is totally fine. Line damage, medium dps, high damage on 3 and 5, nice cc on 2 and 4. The aa mustn’t be stronger since we are engineers and we got our kits.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
What are these damage numbers being compared to anyways? The standarized damage value for the rifle (at least according to wiki) is 251.
And if you’re suggesting that it actually does more damage than that at close ranges, that’s the last thing the rifle needs. It already has one of the hardest hitting auto-attacks in the game, which also pierces by default at 1000 range, and it’s a fast moving projectile (not floaty like the guardian scepter). Giving it even more damage, even only at close ranges, would get ridiculous.
threw on a zerk amulet + jewel and got 504
~2200 power is like 550
~2500 is like 600 (full pve zerk)
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Guys … you know there is no such thing as base damage in this game? Except for conditions ofc. Every skill has 0 base damage and a ratio wich multiplies with power and weapon damage and divides with armor.
The % power increase or % weapon damage increase is allways the same as the % damage increase of the skill.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Guys … you know there is no such thing as base damage in this game? Except for conditions ofc. Every skill has 0 base damage and a ratio wich multiplies with power and weapon damage and divides with armor.
The % power increase or % weapon damage increase is allways the same as the % damage increase of the skill.
Yes. In this context, “base damage” would mean the damage displayed on the tooltip using an exotic-grade weapon with 916 power (tooltips consider the damage against 2600 armor). This is a reference value that can be used to compare other values to. Such values are generally available on the wiki. Their accuracy is reliant on the tooltip displays not being bugged (I think a few of them still might be).
Alternatively, a different reference value can be used so long as the parameters are know (i.e. power, grade of weapon, armor of target). Since the OP simply suggested numbers without a reference point, it was unclear as to what the suggestion really was. It could have been a major damage increase or reduction as far as anyone knew.
I have no problem with the current auto attack. For autoattack I go into kit’s either way.
Next to that your suggestion is pretty much…bad…
Let me explain:
The rifle is an engineer weapon made for enemy controll, high bursts. It is not designed to be a weapon to remain distance, and to as much damage on a long range.
If you want a weapon that does descent ranged damage go into grenades.
If only i didn’t fear for my keyboard every time it do. And trying to align it with the mobs are a pain with the current camera limitations.
BTW, it’s a shotgun firing these:
https://en.wikipedia.org/wiki/Shotgun_slug
Rifle has arguably the best auto attack in the game, for power at least.
Rifle has arguably the best auto attack in the game, for power at least.
how so?
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Rifle has arguably the best auto attack in the game, for power at least.
how so?
Comparatively speaking, it has a high amount of direct DPS compared to other auto attacks in the game, with a fast moving, piercing projectile that also scales well with additional power. This means it can technically “cleave” even though being a ranged attack.
Many melee attacks more powerful, but those are close range whereas the rifle is long range. Also, they aren’t always that much more powerful. If you compare one of the warrior’s greatsword swings, they have approximately the same DPS, although they scale a little bit better with power (the last swing in the chain is much more powerful though).
I’d say instead of replacing rifle’s skills with something else, why not just add a new weapon for engineer to use: Shotgun.
The Shotgun has the following skills.
1. Do a 900 range cone damage that hit up to 5 targets and cause 1 layer of bleeding
(2s default). (Much like Guardian’s staff, but more condition oriented)
2. Do a 900 range cone damage that hit up to 5 targets and cause bleeding. Layers depending on distance.
(<450 range = 6 layers of bleed, >450 range = 3 layers of bleed.)
3. Do a 900 range cone damage that hit up to 5 targets and cause torments. Layers depending on distance.
(<450 range = 3 stacks, >450 distance = 1 stack)
4. A charge shot that knock back up to 5 targets in 450 range cone shape. This skill also inflicts 5 layers of vulnerability.(This skill works like mesmer’s GS 5)
5. Do a 600 range cone damage that hit up to 5 targets and cause cripple.
We only have 3 weapons to choose anyway, so adding a new one will make us much more diverse and versatile.
I haven’t think of the exact value for these skills yet, but I hope you guys like my idea.
I’d say instead of replacing rifle’s skills with something else, why not just add a new weapon for engineer to use: Shotgun.
The Shotgun has the following skills.
1. Do a 900 range cone damage that hit up to 5 targets and cause 1 layer of bleeding
(2s default). (Much like Guardian’s staff, but more condition oriented)
2. Do a 900 range cone damage that hit up to 5 targets and cause bleeding. Layers depending on distance.
(<450 range = 6 layers of bleed, >450 range = 3 layers of bleed.)
3. Do a 900 range cone damage that hit up to 5 targets and cause torments. Layers depending on distance.
(<450 range = 3 stacks, >450 distance = 1 stack)
4. A charge shot that knock back up to 5 targets in 450 range cone shape. This skill also inflicts 5 layers of vulnerability.(This skill works like mesmer’s GS 5)
5. Do a 600 range cone damage that hit up to 5 targets and cause cripple.We only have 3 weapons to choose anyway, so adding a new one will make us much more diverse and versatile.
I haven’t think of the exact value for these skills yet, but I hope you guys like my idea.
needs to be more like an fps shotgun so we need a skill that if you are within 100 range instantly kill enemy