-Ralph Waldo Emerson
(edited by Specterryu Quipter.8412)
Before I get the L2P comments, let me mention that I have over 900 hours on the Engineer, and done everything with this class (Legendary, map completion, SPVP, WvWvW, etc). This is a collection of all the gripes I have had. This thread will discuss the shortcomings of the Engineer and how it can be improved upon. I will give my honest opinion on each skill and weapon’s attacks. I will not be commentating on race abilities. Feel free to comment, and express your opinions, but keep it clean and constructive.
Skills:
Heals:
Elixir H: Decent healing, but RNG factor. God bless, a RNG factor in our healing abilities. I’ve said this many times to my friends when they consider rolling an Engineer. To which they decide to roll something else. Playing an Engineer is like playing Russian roulette, you could end up shooting yourself in the face or winning all the monies. Oh, but look, the toolbelt skill has even more RNG… I’ll say this here, and with future skills that I refer to having RNG I’ll just say to look up here. In any competitive game, players do NOT want RNG. I saw a post somewhere, talking about what ANET could have done instead, and I think it is a great idea. Have each boon activate at a certain percentage. What do I mean? An example would be to have Swiftness at 75%+ health, Protection at 25%-0% health, and Regen 25%+-75%.
Healing Turret: Good healing, but the regen is bugged. A prime example of a potentially very good skill, being ruined by bugs still running rampant.
Med Kit: Good healing, and the kit itself has condition removal, speed boosts, and more healing. If you’re an Engineer and not using this, I would dare say, you are acting uneducated. (Or playing Russian roulette)
Gadgets:
Utility Goggles: Great skill, but I feel whoever made this had a lack of vision. They could have done much more with this skill, maybe being able to see invisible players? Or a boost to our kit/toolbelt damage output. The toolbelt ability is lacking and needs to have a shorter cooldown. A 40 second cool down on 10 stacks of vulnerability… I’ll stop there before I go on another rant.
Rocket Boots: Great idea for a skill. Poorly implemented. Yes the rocket boots can send you souring through the air, but you will be knocked down on your kitten for a few seconds. Were a Warrior or thief can just burst you to death. Let us not forget the wonderful bug associated with this skill, it may cure immobilization, cripple, and chill. But God bless it, it does all that after you have been knocked down, not right before you go flying though the air, like it should. Great idea, poorly implemented. The tool belt ability is actually very good for condition builds; since you have to be right next to your opponent for many skills anyways. (Blowtorch, all bombs, tool kit, etc)
Personal Battering Ram: Another good skill, with an unusually long cooldown. If they could lower both the skill and tool belt cooldown by 10-15 seconds, this would be a must have skill.
Slick Shoes: Anet had a good idea for this skill. I cannot fathom why they decided to put this skill on a 60 second cooldown. What in heaven’s name were they thinking? This needs a 50% reduction to both the skill itself and the tool belt ability; Before you go, “Oh Specter, you’re crazy, that would be overpowered.” Let’s look at the warrior, the hammer ability backbreaker. Backbreaker knocks down for 2 seconds, the same as slick shoes and it does damage. The tool belt ability and the oil duration need to be 5 seconds. Before your complain that this is far too long, think of it as the Guardians’ Line of Warding. And let us not forget the horribly wrong text for the tool belt ability, you do not run at double speed; enjoy your 33% faster movement. I think they should change the tool belt entirely. What else goes great with oil? That’s right, fire. Your Engineer should use the, used elixir toss animation, to throw a lighter and light the oil on fire.
Throw Mine: Holy moly, another good skill, we do have some. My only beef with this skill is the tool belt ability sort of randomizes the mines’ drop. I think that is more of a limitation on the engine itself though and can be worked around with some kiting.
(edited by Specterryu Quipter.8412)
Turrets:
This is about to get ugly folks, because with all the problems I have with this game, turrets are the single most disappointing thing I have ever seen. If I am not exploiting the game (I don’t btw) turrets are utterly worthless. The stupid AI that is attached to these, is arguably worse than the necromancer minion AI. All turrets will target mobs in range, and as soon as the target moves out of range the stupid turrets keep on trying to shoot them. Not to mention, that there is no targeting system for these, so they just shoot whatever the hell they want. Personally I think all turrets should have a 20 second cool down, no more, no less. Maybe at lower levels a cool down of 40-60 seconds can be justified. But at level 80 were a Warrior or Guardian, Or Elementist, can just roll all the poor turrets we can pull out. It makes them yet again, useless. What can the overlords do to fix this? It’s simple really, what I am about to say needs to be done for all turrets. Make these puppies scale with armor, weapon damage, health, sigils, and everything else that a player benefits from. I’ll simplify it by saying, let turrets benefit from our stats. I will end the rant here, and only judge the turrets by their actual abilities.
Rifle Turret: Remember that cool Engineer preview, way back when, when an Engineer dropped a rifle turret and it actually soloed some mobs? You, me, and everyone who saw that video was lied to. The only redeeming thing about this skill, is the tool belt ability. For static discharge builds, the Surprise Shot is a must.
Flame Turret: Does a decent amount of damage, but the cool down on this as well as the tool belt ability is way too high. Let us not forget that this turret needs to be up someone’s kitten for them to be in range.
Net Turret: Actually useful, no complaints about the actual skill. However, the toolbelt ability needs to have its cooldown reduced by 50%-75%.
Thumper Turret: Surprisingly the best turret in the game, no complaints about the actual skill. However, the toolbelt ability needs to have its cool down reduced by 75%-90%. Really? Really? A 90 second cooldown for a player AoE? “Don’t worry guys, it’s a combo finisher!” A possible great toolbelt ability, with a stupid, stupid, stupid high cooldown. Kudos to whoever decided upon the cooldown.
Rocket Turret: Useful, does a lot damage, and even has a knockdown. Again with another toolbelt ability that needs to be have its cooldown reduced by 50%-75%.
(edited by Specterryu Quipter.8412)
Elixirs:
Great idea with the elixirs, I mean the elixirs themselves. The RNG factor needs to go away in its entirety. Refer to my Elixir H rant, located on the top, for my opinion on Elixirs; and how they can be improved.
Elixir B: Boon me up Scotty. Love it, toolbelt has RNG. Needs to have its cooldown reduced to 30 seconds.
Elixir R: A self rez? Why thank you, we’ll need that a lot when a gs warrior kills off our turrets in one hit. Another surprisingly useful elixir, the only way I think this can be improved is if they lower the cool down on the skill itself to 40 seconds.
Elixir S: Best Elixir in the game. 3-4s second invincibility. Can only be improved by removing the RNG off the toolbelt ability.
Elixir U: RNG all the things. I heard you liked RNG, so I put RNG in your RNG.
Kits:
Yay! They finally made it so our sigils work on our kits. If they would just let our weapon’s stats affect our kits, I think we would be in the clear. As far as kits as a whole go, some kits need some revamping, badly.
Tool Kit: Pry bar anyone? This kit itself is the definition of versatility, but it lacks in the auto attacks damage output. I can pull more dps from pistols than the tool kits’ auto attacks. The toolbelt ability needs to have its range extended to around 1200. If I am actually going to try to repair my turrets, I do not want to be anywhere near them.
Bomb Kit: Doesn’t do enough dps, a small increase in the total damage (5%?) could possibly make this a force to be reckoned with. Big Ol’ Bomb is amazing.
Elixir Gun: The only thing that is (was?) useful about this kit is the Super Elixir. The DPS is outright pathetic, hitting an opponent with a stuffed teddy bear would do more damage than this kit. The dps needs to be increased by 25%-50%. The tool belt ability needs to have its cooldown reduced by 20%ish. The toolbelt and kit, both need to have their healing increased by 30%. This kit, just needs help.
Flamethrower: What is the most common thing, we as engineers, see when using the flamethrower? Miss, obstructed, or invulnerable? If you said miss you are correct! This kit has great potential, but I will never use it when I can run into a small room with a million adds, and miss everyone of them. Damage wise, the flamethrower isn’t bad. You’re probably getting tired of seeing this, but the toolbelt ability needs to be reduced by 20%.
Grenade Kit: Do I dare touch such a sore spot left by the last patch? The damage reduction is downright the most stupid thing I have seen since GW1, the appearance of Shadow Form Assassins. The grenade kit itself is very challenging to use, there is no auto attack option, and even the damage output is (was) only average. In no way or form do the sigils come close to making up for the 30% damage reduction. If this kit was to get back that 30% even 20% of the damage that was taken away; I think this kit would be perfectly balanced.
Elites:
I will keep this short and sweet.
Supply Crate: The only useful Elite we have.
Elixir X: RNG anyone? Oh let us not forget the tornado bug. If you are lucky enough to get the tornado, you could be unfortunate enough to be kicked out of the tornado form right away, and have your elite put on cool down.
(edited by Specterryu Quipter.8412)
Mortar: Not enough range (should be 3000) and doesn’t do enough dps (increase by 25%+).
Weapon skills:
Oh, God please make him shut up, he’s continuing.
Pistol: (Main hand)
Explosive Shot: Great crowd control, the bleeds need to have either their duration increased or another bleed tic.
Poison Dart Volley: Good burst skill, but lacks accuracy. Nothing like being point blank and having a bullet or 2 go God knows where.
Static Shot: Very good skill, nothing to complain about.
Pistol: (Off hand)
Blowtorch: If this skill actually functioned 100% of the time, I would have nothing to complain about. Ever have one of those moments where you look at your screen dumbfounded and have no idea how that happened. That is my experience every time I use this bugged attack. This attack either works, or it doesn’t. And when it doesn’t you could potentially see fire coming from your side or kitten. It seems to be a timing issue to be perfectly honest, sometimes this skill will activate while the animation is showing your hand still coming up. Other times you just get the glorious “miss.”
Glue Shot: Very good skill, nothing to complain about.
Rifle: Boo, shotgun animations using a rifle. I will be frank, (as I have been this whole thread) we should have been given the warrior rifle skills, and all these skills should have been made into a shotgun kit, or an actual shotgun. Nothing like shooting the amazing legendary sniper rifle from the hip. As a side note, nobody that shoots any kind of rifle, shoots it from the hip; it’s both stupid and dangerous. It’s the equivalent to shooting a pistol sideways or one handed.
Hip Shot: Nothing to complain about.
Net Shot: Nothing to complain about.
Blunderbuss: Increase the range to 800-400. It is very stupid to have to be INSIDE melee range to hit people with this attack’s full power.
Overcharged Shot: Oh thanks for the knock back… and the the self knock back. Where have I seen this before? Oh yea… the rocket boots. This has all the same issues and limitations from that. Just give me a knock back (like the warrior rifle) without the self knock back.
Jump Shot: This skill works, and is useful. I have one complaint though. When using it you sort of hover in the air for a second before you stomp on the ground. In PvE that wouldn’t matter too much, but when vsing an actual player, it makes the skill very easy to dodge. If the hover mechanic was removed entirely this skill would be just fine.
Shield:
Magnetic Shield: Good call with the shield, but I would like this to be similar to the Gear Shield; meaning, being able to move around and block.
Static Shield: Good as is.
(edited by Specterryu Quipter.8412)
Again these are my opinions on the matter, please feel free to comment, but keep it constructive.
Turrets:
This is about to get ugly folks, because with all the problems I have with this game, turrets are the single most disappointing thing I have ever seen. If I am not exploiting the game (I don’t btw) turrets are utterly worthless. The stupid AI that is attached to these, is arguably worse than the necromancer minion AI. All turrets will target mobs in range, and as soon as the target moves out of range the stupid turrets keep on trying to shoot them. Not to mention, that there is no targeting system for these, so they just shoot whatever the hell they want. Personally I think all turrets should have a 20 second cool down, no more, no less. Maybe at lower levels a cool down of 40-60 seconds can be justified. But at level 80 were a Warrior or Guardian, Or Elementist, can just roll all the poor turrets we can pull out. It makes them yet again, useless. What can the overlords do to fix this? It’s simple really, what I am about to say needs to be done for all turrets. Make these puppies scale with armor, weapon damage, health, sigils, and everything else that a player benefits from. I’ll simplify it by saying, let turrets benefit from our stats. I will end the rant here, and only judge the turrets by their actual abilities.
Rifle Turret: Remember that cool Engineer preview, way back when, when an Engineer dropped a rifle turret and it actually soloed some mobs? You, me, and everyone who saw that video was lied to. The only redeeming thing about this skill, is the tool belt ability. For static discharge builds, the Surprise Shot is a must.
Flame Turret: Does a decent amount of damage, but the cool down on this as well as the tool belt ability is way too high. Let us not forget that this turret needs to be up someone’s kitten for them to be in range.
Net Turret: Actually useful, no complaints about the actual skill. However, the toolbelt ability needs to have its cooldown reduced by 50%-75%.
Thumper Turret: Surprisingly the best turret in the game, no complaints about the actual skill. However, the toolbelt ability needs to have its cool down reduced by 75%-90%. Really? Really? A 90 second cooldown for a player AoE? “Don’t worry guys, it’s a combo finisher!” A possible great toolbelt ability, with a stupid, stupid, stupid high cooldown. Kudos to whoever decided upon the cooldown.
Rocket Turret: Useful, does a lot damage, and even has a knockdown. Again with another toolbelt ability that needs to be reduced by 50%-75%.
I’m not sure if we’re allowed to respond with .gifs, or I’d hunt down that one of Walter White going “You’re God kitten Right.” Especially to the cooldowns and need for turrets to scale to our stats.
Instead, I’ll respond by telling you that I would if I could, and then follow up by linking a thread in which I suggest an idea inspired by someone else that might also be interesting as a way to make Turrets more useful: https://forum-en.gw2archive.eu/forum/professions/engineer/Turrets-as-Kits-Skill-Suggestion-Thread/first#post1240029
Static Shield: Same as above, an engineer should be able to move around with this
active.
You can. It may be that you’ve just never tried this. It works just like gear shield in this sense. I find it hard to believe that you don’t know this after having played 900 hours, especially since most engineers will know this.
Another sparsely known fact about this skill is that you can perform actions while it is up. That is, after activating static shield, you can take shots from your pistol. Static shield will remain in effect, and you can even toss it after you take a few shots. This allows you to block and attack your enemies at the same time. You can also perform other tasks with static shield active, such as rezzing an ally or chopping down a tree. You will block all projectiles as you normally would with static shield, although being hit in melee may interrupt you from whatever action you are performing (although it will still stun the melee attacker as normal).
The only thing static shield needs fixing is the bug where the cooldown reduction from the trait doesn’t function if you toss the shield.
Static Shield: Same as above, an engineer should be able to move around with this
active.You can. It may be that you’ve just never tried this. It works just like gear shield in this sense. I find it hard to believe that you don’t know this after having played 900 hours, especially since most engineers will know this.
Another sparsely known fact about this skill is that you can perform actions while it is up. That is, after activating static shield, you can take shots from your pistol. Static shield will remain in effect, and you can even toss it after you take a few shots. This allows you to block and attack your enemies at the same time. You can also perform other tasks with static shield active, such as rezzing an ally or chopping down a tree. You will block all projectiles as you normally would with static shield, although being hit in melee may interrupt you from whatever action you are performing (although it will still stun the melee attacker as normal).
The only thing static shield needs fixing is the bug where the cooldown reduction from the trait doesn’t function if you toss the shield.
…holy kitten, that’s awesome to know. Ought to put that into the Misinformation and Tricks of the Engineer thread – it’s an interesting facet of the Static Shield skill.
Med Kit: Good healing, and the kit itself has condition removal, speed boosts, and more healing. If you’re an Engineer and not using this, I would dare say, you are acting uneducated. (Or playing Russian roulette)
Small thing I know, but Med kit’s condition remover is bugged or ninja-nerfed+bugged. It used to remove all conditions, now it only removes one… sometimes.
EDIT: Also this
Elixirs:
Elixir Gun: The only thing that is (was?) useful about this kit is the Super Elixir. The DPS is outright pathetic, hitting an opponent with a stuffed teddy bear would do more damage than this kit. The dps needs to be increased by 25%-50%. The tool belt ability needs to have its cooldown reduced by 20%ish. The toolbelt and kit, both need to have their healing increased by 30%. This kit, just needs help.
They should replace the stupid useless fumigate with a stunbreaker or something.
(edited by JohnDied.3476)
Static Shield: Same as above, an engineer should be able to move around with this
active.You can. It may be that you’ve just never tried this. It works just like gear shield in this sense. I find it hard to believe that you don’t know this after having played 900 hours, especially since most engineers will know this.
Never knew that, perhaps I should give the shield a second chance. No, my rule of thumb has been P/P for PvE and Rifle for PvP. Thanks for pointing something out that I wasn’t aware of, and not being a kitten about it.
(edited by Specterryu Quipter.8412)
I don’t necessarily agree with all of your recommendations about what certain skills need, but I think you did a spot on job describing the issues they have. I don’t think the Engineer is broken or grossly underpowered, but we’re in desperate need of some bug fixes, and some tweaks to make some of our toys either a) even remotely useful, or b) fun.
I don’t necessarily agree with all of your recommendations about what certain skills need, but I think you did a spot on job describing the issues they have. I don’t think the Engineer is broken or grossly underpowered, but we’re in desperate need of some bug fixes, and some tweaks to make some of our toys either a) even remotely useful, or b) fun.
You nailed the head, my whole purpose in making this thread was exactly as you said; to describe the issues that I have come across, while playing my Engineer. My offering suggestions on fixes, are just ideas that I have. I am admittedly not a very creative person, but perhaps by shedding some light on our issues, we can ban together and figure something out. I agree with you, I do not think that we are broken, or necessarily under powered, but we definitely need help.
I’ll disagree about thumper turret, it’s awful. The radius on it’s attack is way too small, it’s damage is zilch (rocket turret has the best damage, given the burning it applies), the only redeeming quality is it’s overcharge. Also, overcharged shot is fine, the self-knockback is literally a half a second or so. Great in PvE for dodging boss abilities, and given how it’s the shortest knockdown in the game (12s when traited, 2s knockdown + self cleanse + ‘GET OFF MY POINT’ ability?), it /should/ have a drawback as dramatic as a half second self-stun.
Everything else though seems fairly accurate.
I saw a post somewhere, talking about what ANET could have done instead, and I think it is a great idea. Have each boon activate at a certain percentage. What do I mean? An example would be to have Swiftness at 75%+ health, Protection at 25%-0% health, and Regen 25%+-75%.
Oh, stop it you.
Excellent analysis by Specterryu Quipter! You really put a lot of work into those detailed analyses. I agree with almost everything. I wish the developers of this game would post such detailed analyses in these forums as well. But I don’t remember ever seeing a developer comment anything on the engineer sub forum.
None of the Specterryu’s ideas would make engineer overpowered. It would still be below the damage output of the top tier professions, in fact dps would be lower than any other profession. Warrior is my main profession. Everytime I switch from my engineer to my warrior it feels like somebody turned on the “easy mode”. So much better damage, so much better survivability and much less key presses required to do the same.
Here are my additions:
1. The damage of rifle #1 could be increased
2. Elixir gun is very much fun, but clearly underpowered, thus very few people use it. I would either love to see elixir gun #5 heal more or elixir gun attack #1 cause slightly more damage. Elixir gun skill #2 travels so slowly and quirky that it hits only 10% of the time against moving enemies, making it pretty much completely useless. Make the elixir F travel faster along a straight path.
3. Medkit’s drop antidote doesn’t remove all conditions despite it says so in its description (bugged). Since you need to walk over the antidote I find it underpowered, because you can e.g. be immobilized and then just watch that antidote in front of your character, unable to use it, and enemy team hack you into pieces.
Oh and please fix all those broken traits, such as short fuse (which doesn’t affect grenades, even though it reads so in the description). I think the biggest problem of the engineer profession are its traits. Most of them are seriously underpowered compared to what the other professions have e.g. Adrenal implant.
Excellent summary, Specterryu, and good suggestions for how to resolve them (I might change some of those myself, but that’s as much personal taste as anything and what you’ve provided looks good).
p.s. Deniara, you summed up the gap between Engineer and other classes beautifully with this statement:
Warrior is my main profession. Everytime I switch from my engineer to my warrior it feels like somebody turned on the “easy mode”. So much better damage, so much better survivability and much less key presses required to do the same.
Glue shot needs a lower CD by about 5 seconds to bring pistol on par with rifle for survival — or you could just fix it so blind works FULLY on champions so a dual pistol kit works for active-mitigation.
pistol needs some unity:
poison dart volley is more power than condition based, while the rest of this is pure condition.
An excellent summary, thanks for your work setting this down.
Excellent summary, and I like your proposed solutions. However, I fear that ANet sees the engineer as the low-damage support profession of GW2. I suspect that engineers will be getting portals in the next or subsequent update… along with a chef’s hat and apron. Get ready to hear calls for cream of wheat and other inappropriately advertized breakfast foodstuffs from your group members.
Im a thief player but have been getting increasingly interested in Engineer.
All I know is the main turn off for me from Engi is the same that I had with the thief in Beta, the random crap. I don’t know how you guys haven’t thrown a brick at Anet over this. When Steal was random in pvp, no thanks jeff, when twisting fangs was this random auto attack? No thanks jeff.
Obviously I still haven’t explored the depth of this profession, but with the weird bugs on top of having to pray every time I use my heal? Don’t know how you do it.
Will say I love my flamethrower though, cancel the target, and then it works perfectly, feel like im really playing instead of being on auto-pilot. Too bad Napalm shot goes out so far (what is that burning speed distance?) and the flamethrower doesn’t react to you turning (but I think this is actually a fault for any aimed skill) fast enough.
(edited by ensoriki.5789)
To tell in short my problems with engineer:
- Kit AND Turret need to acquire weapon stat AND weapon damage, only then we will start to do some damage comparable to other classes(sigil alone are not enough).
-Need healing to be a useful stat, as it is now 1000 healing give someting less than 200 healing, I’d like it affect some more super elixir(EG5) and the trait elixir-infused bomb(invention XI)
- we need a ranged and a melee weapon outside kit if we want a build not involving kit but something else like elixir or a viable turrets, pistol #1 do ~300 damage and apply a 2 sec bleed, rise the scaling with power or rise the duration of bleed, right now is in a pitiful state, P2 need to hit sometimes, P3 is ok; rifle is a mid-range suicide…things.
I love engineer and I will continue play that because is the profession which I enjoy the most but right now our flexibility just make us be a subpar profession that do nothing expecial in many ways.
To tell in short my problems with engineer:
- Kit AND Turret need to acquire weapon stat AND weapon damage, only then we will start to do some damage comparable to other classes(sigil alone are not enough).
-Need healing to be a useful stat, as it is now 1000 healing give someting less than 200 healing, I’d like it affect some more super elixir(EG5) and the trait elixir-infused bomb(invention XI)
- we need a ranged and a melee weapon outside kit if we want a build not involving kit but something else like elixir or a viable turrets, pistol #1 do ~300 damage and apply a 2 sec bleed, rise the scaling with power or rise the duration of bleed, right now is in a pitiful state, P2 need to hit sometimes, P3 is ok; rifle is a mid-range suicide…things.I love engineer and I will continue play that because is the profession which I enjoy the most but right now our flexibility just make us be a subpar profession that do nothing expecial in many ways.
why duration over stacks?
i’d rather have more built-in stacks. it helps front-load the dot damage.
Elixir x is actually pretty good if you actually take time to understand how the both modes work. It can be used as an offensive, defensive and escape tool. 900 hours engineer here.
^what has been said! I agree. PLEASE DEVs READ AND UNDERSTAND!
These Ideas are a great start. RNG needs to die. It is just counter-intuitive. Also our cool downs are just plain crazy so I’m glad you pointed that out. I LOVE engineer gear I just hate the RNG element and the cool downs.
Also… if they don’t want to change the range on the mortar (1500 range seems to be the max they wanted to hit outside of WvW) make it a mobile elite kit with the damage boost. Make us slower than usual sure, but give us the boosted HP and slight damage increase. I really don’t like how I can out dps my mortar with my grenade kits while still moving. :/
Edit: only RNG I think partially works is the one that throws down the wall. But please just decide between a defensive wall or a swiftness or invisibility buff. it really has so little strategic value when it’s RNG.
Problem with RNG: there is normally ONE (possibly TWO) things you want when you use an RNG skill, and most of the time you will not get either.
I should not rely on luck for a skill that is taking up a slot to work. This is not something you build a class off of. You might as well have my tool-belt elixir skills make a FAIL noise whenever I get might instead of swiftness or retaliation instead of regeneration.
Even the thief’s “steal” skill has a few constants that people can rely on and if fact do rely on more than the RNG. They get a teleport (and whatever else they attached to it via traits), the only thing i can ensure i get from my tool-belt elixirs right now is a SINGLE condition removal.
(edited by XerxesBlack.5892)
How to use Flamethrower without MissMissMissMissMiss:
uncheck all auto targetting boxes
Do not target anything
Close your eyes and flail your flame thrower at your enemy without missing.
about the elixirs:
I’ve said this a number of times, the rng really isnt all that bad. It’s not like you get random effects and thats it. You also get very long boon durations and alot of traits to go with them.
Sure, if you consider a level 1 character without any traits elixir H sounds bad, but when you actually spec for it… a 20 second cooldown heal that gives you a 15 second defensive boon (7.5 if it’s protection), 2 stacks of might, +1-2% damage, and can cleanse as well, I wouldn’t call it bad.
You can’t judge a skill without the relevant traits and sinergies and just dismiss them because one of the effects is “random”.
Aside from the turret issues, I pretty much disagree with just about everything listed. I don’t think the Engineer is a class you can look at on a piece by piece basis. This class is built around cumulative effects. There’s a reason there’s virtually no cool downs from switching in and out of kits. Because the class isn’t meant for you to depend on that kit and that kit alone. So you can’t analyze that kit alone.
I generally agree with the vast majority of what is said here. Maybe not the specific suggestions on how to fix the broken things, but what is mentioned as broken is right on the mark.
Elixir RNG does need to be toned down somehow. There are plenty of suggestions in this thread already, but if ANet really does want to keep the RNG in it then they just need to be boosted to compensate. Most of them could simply just have two of the effects go off at once instead of one. This would go a long way in improving them and make them worth the button press (especially in the case of the thrown ones). Except the Elite. The Elite should simply be broken into pieces and be Elixir X – Tornado / Elixir X – Rampage. That and the Warrior Rampage ability needs to be worth using, for both classes.
Turrets obviously need to scale and have their AI improved. A Turret build should be viable, and when it is viable it shouldn’t be absolutely necessary to have all the traits in order to run one either. If you have an extra utility slot, picking a turret should be an option.
Weapon Skill accuracy is a major issue. Much of our stuff has very difficult to land attacks, or ones that simply miss for no reason. Blowtorch is my least favorite of these, since elevation often screws with it far more then it should and if someone is moving sideways it seems to always miss as well.
The Pistol auto-attack (#1) I feel just does too little. In fact, many of our auto-attacks do far too little but I feel that this is one of the bigger culprits. A 2 second bleed is just far too short. I honestly don’t even see the reason this needs to be an AoE attack, since our Kits are better for that anyway. Piercing Shots could easily be redone to do this sort of thing anyway, for builds that lack kits for any AoE.
Bomb Kit’s #1 should totally launch a single long duration bleed or several short duration bleeds. The Bomb Kit is basically about conditions as it stands anyway, and as it stands the only time people use it is to break down objects or for the healing.
The Rifle has far too many self crowd control effects on it. Sure it’s an interesting theme that the Engineer knocks themselves around and the like, but it’s not cool to play. The knockback on #4 needs to be severely reduced or eliminated, and the animation on #5 needs to be smoothed out so there is no delay on the landing.
The biggest offenders though, are the traits! I can’t believe no one has really mentioned them. Many traits need to made useful, made automatic, or combined with other traits. Heck a lot of the issues with our utility skills could be made up in here. Here is a list of trait suggestions:
Reserve Mines – These mines should remove a boon, similar to other Engineer mines.
Acidic Elixirs – This damage should actually be threatening, as it is currently extremely weak. It should probably also persist for 3 to 5 seconds as well to give it a unique flavor.
Shrapnel / Short Fuse – Should be combined with each other to make room for more traits. Shrapnel’s effect should probably have a higher trigger chance, but a shorter duration. Something like 33% with a 6s base duration.
Forceful Explosions – Should make Bombs and Mines unblockable. Gives them some extra anti-bunker capabilities.
Empowering Adrenaline – Terrible compared to any other choices. Needs to be 10% or something. Could have a scaling increase in damage based on how much adrenaline is gone.
Exploit Weakness – How about Cripple, Weakness, and five or ten stacks of Vulnerability for five seconds? I mean if you want this to be anything substantial it’s going to have to be actually meaningful.
Target the Maimed – Should be 10% damage, since that is what any trait should offer. Especially a Grandmaster one. Direct damage on a bleeding opponent isn’t really something that is that fearsome anyway.
Firearms Weapon Specific Traits – A very good spot to push some traits together. Pistols, Rifles, Elixir Gun, Flamethrower, and the Harpoon Gun have a whole lot of stuff in here. Any CD reduction trait should offer a side effect as it is. Mix Rifled Barrels and Fireforged Trigger together as well as Hair Trigger and Rifle Mod.
Coated Bullets – This could easily have a different effect on each skill turning them into more of an AoE, rather then the general Piercing Line. Static Shot could bounce more, Blowtorch could be a wider effect, etc.
Protective Shield – So the cooldown on this compared to the duration is just insane. Needs to be toned down.
Metal Plating / Autotool Installation – These need to be combined, so if you do specialize in turrets you actually can pick other things
Stabilized Armor – Should probably be 10%, but even then it’s only when Endurance is full so… 15%? As it stands 5% is meaningless.
(edited by Ayestes.1273)
Power Shoes – Personally I don’t know what to do with this. It needs something out of combat, but 25% all the time just sounds like too much. Not sure here.
Energy Conversion Matrix – This should really be 2%, to be in line with other classes type of increases. I mean, it’s a Grandmaster trait that probably only ever offers 5 to 6 percent increase in damage.
Fast-Acting Elixirs / Potent Elixirs – This should probably be combined to free up room for some other interesting traits.
Acidic Coating – This should really be 100%, given the cooldown. I think it even needs more as it is, but I’m not sure what.
Backpack Regenerator – This should scale with Healing Power. It’s otherwise fine as it is.
Cleaning Formula 409 – Thrown elixirs with this should actually have healing attached to them as well. It’s possible it could have it’s own unique trait for that, but if I think of an elixir healing support Engineer then this would be the perfect place for it so they don’t need to overload on trait choices.
Automated Response – This really needs to be cleaned up somehow, as it really doesn’t work as the trait reads for most people.
Adrenaline Pump – 10% just seems far too weak here. It’s something you hardly ever notice, if ever. 20% seems perfectly reasonable.
Always Prepared – 25% damage boost is okay, but the conditions should also be more threatening as well. Not sure what the best way to do that would be.
Speedy Gadgets – Why not give Fury and Swiftness for some duration on their use as well? 20% cooldown reduction isn’t enough, even for a Gadget build. The tool kit versions could give Might or something instead.
Deployable Turrets – This should also give them an AoE damage effect when they land. Right now it doesn’t seem to really do enough.
Packaged Stimulants – This should reduce the cooldown of Med Kit skills by 20% as well. Gives a Medic more reason to take this.
Elixir Infused Bombs – This should have a much larger heal based off a cooldown rather then a tiny one every bomb use.
Scope – Standing still is incredibly dangerous. If this trait is to be meaningful, it should be far more significant. Personally I’d rather have it be 20% damage increased. Heck maybe even offer a range increase while standing still.
Leg Mods – 10% is just overridden by almost everything. Especially in the world where an Engineer already has a lot of Swiftness. Honestly, it should just remove Immobilize, Cripple, and Chill with a 5 to 10 second cooldown or something.
Armor Mods – This is absolutely terrible. I honestly don’t know what to do with it. We already have a skill that gives us something on a critical hit anyway. Throw it out, give us something we can actually use in return. Tools is about burst damage anyway and Adrenal Implant is already defensive.
Adrenal Implant – This should make our dodges cost only 33% of our endurance, instead of increasing our Endurance regeneration rate by 50%. This would let it actually synergize with Vigor.
To fill any trait gaps, we have a notable lack of on-interrupt, on-blind, and gadgetry traits. A trait that buffs the Pistol & Rifle at the cost of preventing kits from being equipped would be great as well.
Since expanding some of the profession specific stuff is on the table, I really think Engineers should be one of those that receive usable boon removal and a portal mechanic. Boon removal should be sprinkled on some toolkit skills/gadgets such as Blind Grenades and Utility Goggles. Mine Kit should actually be a Kit again too, with a variety of different styles of Mines with an array of conditions. Shrapnel Grenades should apply two stacks and half the duration they currently have, as otherwise it’s way too long to be effective. We should access to a few more finishers, and our Downed State especially underwater needs to be looked at.
If we are looking at 5 to 6 optimal builds, then some of the new ones should probably be a Bunker Turret build, and an Elixir Support build. 100 Nades (Explosives Power) and Explosives Condi-Dmg are already pretty close to competitive if not already too. Making a Sniper with a Rifle and Gadgets should be something worth looking at too, with the Scope trait. Beef up the Control Bunker build and Tools Static Discharge build that we currently have and we’d be golden for useful builds.
(edited by Ayestes.1273)
Thing to add: I love you all, none of what I say is to be taken in a mean spirited fashion. We all collective think that the engineer is the bees knees. these forums are to talk about how awesome it is and how awesome we would like to see it become.
In reply to Maskaganda: The reason I don’t like RNG is to make it as effective as non-RNG you have to spend important trait points. For instance: I spent my 20 points in alchemy to make my thrown and drunk elixirs remove condition. an invaluable skill no doubt, but I don’t like how that is the only thing i can count on when i toss one of them puppies. the base effect is a “meh” that might happen to help in the fight, but more so i just want to get these 10 stacks of bleed off me.
To Brimstone: I agree that you have to look at things on a hole, which is why you see people listing out so many effective engineer builds (static discharge build, tank cat, etc…). But even then we still fall short in comparison to other classes due in most part to the RNG and cool-downs. The static discharge build for instance is meant to be a burst damage build, it can be a great one at that! The problem: due to cool-downs and such the thief class can do more burst damage with a higher success rate AND can stealth away immediately due to having 0 cool-downs.
Yeah you need to look at the big picture, not just the little pieces. I totally agree. The problem is that from both views the engineer comes up short. The OP is just trying to look at the little ways to improve the engineer and thus make the big picture work.
Did that make sense? Or did I just kinda ramble…. either way GO ENGINEERS!
Great thread.
Thanks to the OP and others who have taken the time to contribute to it.
+1
In my dream world, it would be nice to see everything become a kit. I’m typing when I shouldn’t be, so I will flesh out later, but the idea is thus…
Explosives, elixirs, flamethrowers, turrets, healing, and (new) golems.
Weapons and kits combine, to a degree, imagine:
- grenades with bomb Fskills, or vice versa
- elixir gun with elixir Fskills
- flamethrower with (new) incendiary Fskills
- tool kit with turrets as Fskills with proper deployment and cool downs.
- med kit with more bandages (5)to drop, some big some small maybe a hot, with elixir like Fskills for cond, swift, etc.
- golemancy skills like wind up grenades that chase targets on the ground, or aluminum foil paper airplanes, and even (lesser) golems to attack or defend, and a pet golem to control (for Fskills)
That is, a complete revamp of the tool belt. I see why it is as it is now, logically, you change kits, but not belts, so a belt tool for each skill makes sense, but if we can change out backpacks and store tools like guybrush, I don’t see why belts cannot change as well.
Gadgets remain more or less as is, so do fields like radiation, pain inverter, etc… But we get more of them to choose from,
Kits still occupy skill slots, weapon swapping still need not apply.
It’s interesting to see the differing ideas. Personally I’m not fond of the Elixir Gun auto-attack at all.
Could mortar be better, sure, but it’s a deadly weapon in WvW if used properly. If you have a big battle going, pulling out the mortar(from close range but in the middle of the chaos) and using it can really change the flow of the battle.
This thread would be a hell of a lot more useful if you actually said what “RNG” means.
This thread would be a hell of a lot more useful if you actually said what “RNG” means.
It is one of the most universal and known terms in video games. Why does it have to be explained in every thread? If you do not know, simply ask. There is not need for a backhanded implication in your remark.
It means “random number generator” refering to the random oppertunity for varying effect from a skill.
Example :
Toss Elixir U, creating a random spell at the target location.
Range: 900
Can create one of the following wall spells:
Veil, Smoke Screen, or Wall of Reflection
(edited by coglin.1496)
When we are talking about RNG we are talking mostly about how the skills are based on randomized effects. As an example, when you throw Elixir S then you get either Stealth or Stability.
Wow, this feels like playing a one armed mesmer or a blind thief in pink shorts.
I’m stealing that line for my signature.
This thread would be a hell of a lot more useful if you actually said what “RNG” means.
It is one of the most universal and known terms in video games. Why does it have to be explained in every thread? If you do not know, simply ask. There is not need for a backhanded implication in your remark.
It means “random number generator” refering to the random oppertunity for varying effect from a skill.
Example :
Toss Elixir U, creating a random spell at the target location.Range: 900
Can create one of the following wall spells:
Veil, Smoke Screen, or Wall of Reflection
My apologies, there have been so many posts explaining RNG, that I didn’t think I would even have to do that. Please refer to the above quoted user for an answer to what RNG means.
Some stuff that annoys me about my engineer;
Jump Shot has a red circle making it way way too easy to dodge and ~1 second landing time. Ride the Lightning causes a knockback has no stomp animation and doesn’t cause a red circle, sounds fair.
A Mesmer clone is a Phantasm which remember isn’t actually supposed to exist I throw a hook at a Mesmer capping me for the kill to find one of his clones eating it instead despite me targeting him.
An Engineer turret (I Ran a SD build a PVP, I tried this with Rifle Turret once, don’t judge me for using a turret OKAY?) when placed to attempt to reproduce said example above doesn’t work. All ranged attacks pierce turrets.
To reitarate.
Metal – Can’t Stop a shot from a pistol.
Illusions – Can Block Missiles
Also Tool Kit
Whack – AoE Cleaves
Smack – AoE Cleaves
Thwack – Doesn’t AoE Cleave
You can whack a few dudes, you can smack a few dudes, but don’t try to Thwack em, that’ll lower your DPS…
Well, Okay.
Since the OP didn’t give detailed hate on the Elixir Gun, I’ll post my rant about it here.
EG seems like its attacks are all over the place. It seems like they wanted it to be a keep away/condition application weapon and a healing/condition removal weapon. Not a bad idea. But the biggest problem is the way they put this together.
Stepping off my soapbox now. Have fun!
(edited by Sporadicus.1028)
- Skill #1Tranquilizer Dart has good range but needs more power behind its bleeding effects. The duration and rate of fire isn’t good for one bleed stack. Add another stack (or even two more if traited) to the bleed and it might work.
Weakness is a very powerful debuff. You cannot reasonable add alot of damage without throwing balance off. Secondly, it has better bleed duration then explosive shot. In my opinion, I can agree with evaluating traits for it though.
- Skill #2 Elixir F is a good concept, slowing enemies while speeding you up. Problem? It’s SLOW and the bounce doesn’t move far enough. The travel time on this is 2 seconds at long range, which means a person escaping can easily move beyond the range and cancel the attack. My advice: Reduce the travel time and increase the bounce effect range.
I think the range is fine. When I first read this, I thought you were insane. The skill debuffs cripple in an AoE and buffs swiftness in an AoE, I am sorry, but this much utility, while still doing damage is alot.
Skill #3 is the most baffling of skills. I understand the idea behind it: A mixed support/attack skill. I’ll address them as two different skills. Support : As a support skill, it’s alright. . . .except that it suffers the same aiming problem as FT’s Flame Jet. Attack : As an attack . . . .WTF, mate? Do you REALLY want a keep away weapon to have a skill that you have to be ON TOP OF THE ENEMY for it to be effective?!? Skill #3 solution? Make it a long range blast. Let it hit one person and cause a long duration poison application (or remove a condition) to all within a certain distance of that person.
Agreed, the aiming issues direly need a solution, and compared to the range of the other skills, it doesn’t fit in my opinion as well.
- Skill #4 Acid Pool actually works for what it does, and does better than Overcharged Shot in the keep away game. It’s a keep away that punishes melee users. But I think it could add something else. Give the acid pool a 1-2 second immobilize effect.
The ability is great, asking for an immobilize as well is irrationally gready. This is why it is hard to take a vast majority of complaining or improvement discussion seriously in my opinion. You guys always want to fix what isn’t broken instead of working on what really is. Just my opinion.
- Skill #5 Super Elixir : This one is useful, but it needs more in my eyes. The need to stay in a (rather large) circle to get small ticks of healing more or less makes this fairly difficult to use. I think it should be an up front heal (with the single condition removal) that leaves a Light Field behind.
Needs more ? Light field, AoE condition removal, AoE heal, and you claim it needs more? This is what makes it hard to portray to the devs what they need to fix. Posters even complain about our really good abilities.
I get it, it is a rant. Some of your issues are reasonable to me. But a lot of your complaints are not even reasonable in my opinion.
(edited by coglin.1496)
- Skill #1Tranquilizer Dart has good range but needs more power behind its bleeding effects. The duration and rate of fire isn’t good for one bleed stack. Add another stack (or even two more if traited) to the bleed and it might work.
Weakness is a very powerful debuff. You cannot reasonable add alot of damage without throwing balance off. Secondly, it has better bleed duration then explosive shot. In my opinion, I can agree with evaluating traits for it though.
Weakness is a crap debuff. It doesn’t work on crits, and since every glass cannon has 50% crit chance, 70% crit chance with fury, it’s actually half as good as it would imply.
I’d rather switch to my nade kit and do some more damage and debuff them with blind and chilled than autoattack.
- Skill #4 Acid Pool actually works for what it does, and does better than Overcharged Shot in the keep away game. It’s a keep away that punishes melee users. But I think it could add something else. Give the acid pool a 1-2 second immobilize effect.
The ability is great, asking for an immobilize as well is irrationally gready. This is why it is hard to take a vast majority of complaining or improvement discussion seriously in my opinion. You guys always want to fix what isn’t broken instead of working on what really is. Just my opinion.
Still, the AoE is too small. It’s miniature.
Here’s another delightful thing:
Rocket turret, Rocket (toolbelt) and Rocket Turret overcharge all claim to have a 240 radius explosion, but they never damage multiple mobs (except maybe, just maybe, overcharge skill).
Also thumper turret is utter trash.
Weakness is a crap debuff. It doesn’t work on crits, and since every glass cannon has 50% crit chance, 70% crit chance with fury, it’s actually half as good as it would imply.
I’d rather switch to my nade kit and do some more damage and debuff them with blind and chilled than autoattack.
So even if the unlikely case that everyone has 50% crit chance, that is still 50% of 50% of their damage. That is a lot of damage mitigation. You also seem to seem to think this discussion only refers to PvP by they way you make your references.
It also debuffs endurance regen by 50%, reducing damage avoidance.
Call it “crap” if you like. Many of us appreciate the lowering of incoming damage by a solid percentage combined with direct damage, a 4s bleed, and a projectile finisher in one skill.
Coglin responded to my #5 EG post:
Needs more ? Light field, AoE condition removal, AoE heal, and you claim it needs more? This is what makes it hard to portray to the devs what they need to fix. Posters even complain about our really good abilities.
This is a good ability that could be made better, even equal to some other classes’ abilities.
The change to #5 Super Elixir that I recommended is simply to combine all the healing up front instead of making it so a player has to stay in the large area (yes, it is rather large). The condition removal remains and light field remains, and you get a base upfront heal of just under 2k instead of the measly tick of 340 initial and 140 per second.
Coglin also commented about my #2 Elixir F post:
I think the range is fine. When I first read this, I thought you were insane. The skill debuffs cripple in an AoE and buffs swiftness in an AoE, I am sorry, but this much utility, while still doing damage is alot.
My recommended increase wouldn’t increase the initial range effect, but the bouncing range. I think the increased travel speed and bouncing range (AFTER it hits someone) seems reasonable to me. This would not increase damage or any effects.
Coglin responded to my EG#1 Tranquilizer Dart post:
Weakness is a very powerful debuff. You cannot reasonable add alot of damage without throwing balance off. Secondly, it has better bleed duration then explosive shot. In my opinion, I can agree with evaluating traits for it though.
Weakness does reduce non-crits to 1/2 damage (50% chance) and reduces endurance regen. Is it that effective in either play? NPCs rarely dodge, so you’re getting half effect out of that. And there are a lot of crit builds in PvP, so you’ll get maybe 1 out of 4 shots (and probably none from high crit builds) to be 1/2 damage, while reducing their endurange regen. Players get full effect from the endurance reduction effect, though. So this effect works in both sides, but was one I rarely noticed.
If we decide on a trait buff, what about making it +2 bleed stacks traited?
Coglin also said about my #4 EG Acid Pool improvement:
The ability is great, asking for an immobilize as well is irrationally gready. This is why it is hard to take a vast majority of complaining or improvement discussion seriously in my opinion. You guys always want to fix what isn’t broken instead of working on what really is. Just my opinion.
It’s not just about fixing what is working, it’s about making it so it’s competitive. Acid Pool does do two things: It’s an escape (you jump back quite a bit if unhindered) and it does a good amount of damage per tick of damage. Usually you’ll get 1 tick of damage out of it. I see at most 2 ticks. ManCaptain brought up a good counterpoint. What about making the radius bigger instead of adding an immobilize? Make it 240 instead of 180 radius. Immobilize is a big buff, so I understand Coglin’s response to this.
Coglin responded to my EG #3 Fumigate recommendation:
Agreed, the aiming issues direly need a solution, and compared to the range of the other skills, it doesn’t fit in my opinion as well.
If this alone gets fixed, it will vastly improve the capability we have with this weapon.
Back off my soapbox
(edited by Sporadicus.1028)
Weakness is a crap debuff. It doesn’t work on crits, and since every glass cannon has 50% crit chance, 70% crit chance with fury, it’s actually half as good as it would imply.
I’d rather switch to my nade kit and do some more damage and debuff them with blind and chilled than autoattack.So even if the unlikely case that everyone has 50% crit chance, that is still 50% of 50% of their damage. That is a lot of damage mitigation. You also seem to seem to think this discussion only refers to PvP by they way you make your references.
Its not unlikely. and your math is way off.
If you’re targeting any, any glasscannon they will have 50% crit chance on average.
Weakness reduces 50% of damage 50% of the time on non-crits.
So with 50% crit % that is 0.5*0.5*0.5 = 0.125. But that doesn’t account for the fact that crits do double damage on zerker builds and thus represent more than half of his DPS.
So we have 0.5 * 1 + 0.5 * 2 without weakness = 1.5 times normal damage without crits.
If we throw weakness on this player we get 0.5*(0.5 * 0.5 + 1 * 0.5) + 0.5 * 2 = 1.375 time normal damage without weakness and without crits.
So inflicting your regular and QUITE COMMON zerker build with weakness makes them do 1.375/1.5 = 92% their normal damage.
Weakness reduces damage of a zerker build by 8%. If we also account for any conditions which he inflicts, that don’t get reduced either, it becomes even smaller.
What about when enemy isn’t running power/prec/crit% build? Then they are probably running a condition damage build. Conditions don’t get reduced at all, and a lot of condition builds also run high crit % to proc condition on crit sigils and traits.
So weakness doesn’t do anything there.
So the only players where weakness reduces damage in appreciable fashion are ones that don’t build damage and don’t use primarily conditions anyway, and even then it’s max 25% damage reduction (0% crit, no cond damage).
Weakness is kitten. You said “unlikely scenario where everyone has 50% crit”. Who are you gonna target (cos this ain’t aoe)? The guy #1 with zerker build? His damage doesn’t get reduced very much. #2 guy with cond build? His damage doesn’t get reduced either? #3 guy who is build tanky and doesn’t do real damage in the first place? LOL
Also pertaining to your “pvp isn’t everything” comment. Bosses a few levels above the players have just dandy crit %.
(edited by ManCaptain.3154)
@ManCaptain
You just hit the nail on the head!
Seriously, I can’t add anything more to this, you said everything.
Weakness on EG, is really underwhelming. Sure if it would be on a better auto attack, but EG auto attack is weak already. Low damage and low conditions.
I never see anyone in sPvP staying in EG for the auoattack. Well I rarely see anyone using it at all, other then double SE for healing and condition cleaning from kit refinement.
Also, Acid Pool is a really lackluster skill.
1- The range -> You have to be directly in melee range to hit your enemy. But that’s doesn’t bother me that much, has I use it to escape, not to damage.
2- The Escape -> Why, oh why does it have to be affected by Cripple and Chill? If we use it under a slow effect, we will jump like 200 range away. What’s the point?
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