[Suggestion] Minor Issues Still not solved

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: tigirius.9014

tigirius.9014

This is a list of minor issues with skills for the engineer. The purpose of this list isn’t for bugs, it’s not for issues in PVP it’s specifically for PVE in which skills aren’t either on par in their basic use or not functioning as a useful skill.

I’m honestly surprised that some of these things have not been addressed since beta of this game even with the funds that come in from an expansion and would like to request that these things be addressed on this class before the next expansion is released or at least during the beta testing of the next expansion! Thank you!

I invite other players to add to this list and if this list already exists, a list of minor issues when using engineer skills, then please add this to that thread as I’ve not seen one for minor ui and minor range trigger issues.

For example: Tossing skills on the toolbelt for elixirs still fly too far away from the engineer before breaking underwater.

Some potions do not produce any boons even as toolbelt tosses even with traits that are meant to enhance elixirs. This makes them basically useless skills as other skills such as the trait that gives turrets boons, produce better results.

Mines either from toolbelt skills or from traits are too small and have a tiny trigger range.

Mines thrown from mine toolbelt skill are not thrown in a useful pattern and appear anywhere around the character sometimes well out of range of the enemy. I propose changing the toolbelt mine skill to throw mines in a chevron pattern >>> in front of the engineer.

Balance Team: Please Fix Mine Toolbelt Positioning!

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: guildabd.6529

guildabd.6529

Medical Dispersion Field isn’t triggered by regeneration or by backpack regenerator.

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: Hock.6740

Hock.6740

Elite Mortar Kit doesn’t activate Streamlined Kits

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: Ooops.8694

Ooops.8694

Shrapnel trait doesn’t work for underwater grenades.

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: Ivantreil.3092

Ivantreil.3092

The Overcharge skill of the Net Turret doesn’t trigger Expert Examination, despite the skill says it has a stun.

PvP Rifle Engi player no matter how dark the meta is.

Metabattle: Drunk Engineer build

(edited by Ivantreil.3092)

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: scorekeeper.6524

scorekeeper.6524

Elite Mortar Kit doesn’t activate Streamlined Kits

Actually it does proc streamlined kits. Try it standing still and you’ll see it create an aoe field around you.

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: Hock.6740

Hock.6740

rechecked it – yep, my bad(

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: scorekeeper.6524

scorekeeper.6524

rechecked it – yep, my bad(

It’s ok, we’re such a borked class it’s hard to tell if things are working as intended sometimes

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: Vagrant.7206

Vagrant.7206

I’d point out that kits still screw up legendary weapon effects, but that doesn’t directly count as skill. Somehow infusion effects on weapons persist though, which is confusing.

Magnet pull on toolkit doesn’t reveal. Yay kittening into the ether!

Speaking of magnet pull, the physics behind it are really wonky. I’ve seen it launch people into the sky, and if they lag it will often fail to pull them, but their character will appear nearby for a short period before teleporting back to their actual location.

Underwater Elixir X still features Plague, which has since disappeared from necro bars.

Static discharge behaves erratically based on the target method of the toolbelt skill instead of having a consistent behavior.

Have they ever bothered to look at underwater Rocket Boots since they found the physics bug with it? I do miss those rocket boots.

It’s technically not a bug, but could we PLEASE get a better solution than ground targeting for grenades?

The great god Lagki demands sacrifice.

(edited by Vagrant.7206)

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: tigirius.9014

tigirius.9014

I’d point out that kits still screw up legendary weapon effects, but that doesn’t directly count as skill. Somehow infusion effects on weapons persist though, which is confusing.

Magnet pull on toolkit doesn’t reveal. Yay kittening into the ether!

Speaking of magnet pull, the physics behind it are really wonky. I’ve seen it launch people into the sky, and if they lag it will often fail to pull them, but their character will appear nearby for a short period before teleporting back to their actual location.

Underwater Elixir X still features Plague, which has since disappeared from necro bars.

Static discharge behaves erratically based on the target method of the toolbelt skill instead of having a consistent behavior.

Have they ever bothered to look at underwater Rocket Boots since they found the physics bug with it? I do miss those rocket boots.

It’s technically not a bug, but could we PLEASE get a better solution than ground targeting for grenades?

That’s perfectly fine these are minor annoyances we are reporting here and if there is a visual bug that’s definitely a problem!

Balance Team: Please Fix Mine Toolbelt Positioning!

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: tigirius.9014

tigirius.9014

Engineers don’t automatically pickup bandages or use them while standing still while being affected by the Bunker Down trait.

Bomb kit on land is 2 times slower than underwater and should be sped up to match the underwater kit speed.

Medkit spray has a tiny cone and doesn’t last as long as the conversion spray from the elixir gun #3 skill.

Balance Team: Please Fix Mine Toolbelt Positioning!

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: Ivantreil.3092

Ivantreil.3092

Medkit spray has a tiny cone and doesn’t last as long as the conversion spray from the elixir gun #3 skill.

Actually thats a big visual issue, the Flamethrower AA has a shorter range than the Med kit AA, yet his visual spray is more larger than the med kit one.

600 range, appears to reach melee only.

425 range, looks like it can cover plenty distance.

PvP Rifle Engi player no matter how dark the meta is.

Metabattle: Drunk Engineer build

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: scorekeeper.6524

scorekeeper.6524

Are static discharges still being thrown into the ground when you use an Elixir toolbelt skill? If so, add that to the list.

To add to magnet pull- the pull is inconsistent on even terrain, sometimes a blade of grass apparently gets in the way. I feel that the pull needs to act like binding roots, so it pulls and roots the target right front of you for 1 sec, instead of rubberbanding the target a foot or two away. Also, the tooltip says its unblockable, yet there are several skills that can block this “unblockable” skill. I don’t know if that’s intended or not.

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: Hock.6740

Hock.6740

also I hate that Jump Shot doesn’t have some invulnerability frames or at least stability

even in pve mobs interrupts it toooo often
combined with big cooldown it’s really sad

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: Hock.6740

Hock.6740

and some more – human skills and their toolbelt pair are totally crap for engi(

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: scorekeeper.6524

scorekeeper.6524

and some more – human skills and their toolbelt pair are totally crap for engi(

Racial skills are just flavor skills and nothing more. They don’t expect you to take them.

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: Hock.6740

Hock.6740

I’m not taking them because they match existing elixirs but dont affected elixir’s treats.

For example i like silvari’s toolbelt block from racial skill.

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: tigirius.9014

tigirius.9014

Static Discharges don’t actually autotarget the enemy when deployed they can still fly off not hitting anything at all.

They also require that the engineer be facing the enemy straight on at all times before they are deployed.

Mecha Legs is not part of the automatic rewards for choosing the inventions line it needs to be replaced with a trait useful to combat since we don’t have a Seal or Insignia as a class to use for faster run speed.

Mechanized Deployment the system that reduces the recharge time of toolbelt doesn’t affect the cooldowns of the toolbelt skills for any of the gyros I tested them today.

Balance Team: Please Fix Mine Toolbelt Positioning!

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: tigirius.9014

tigirius.9014

The rocket toolbelt skill that comes from using the rocket turret, doesn’t actually target the target. It’s not affected by the games use of the “attempt to focus AOE zones on the target enemy” process either. It simply fires at the button on the ui when pressed.

I think it should be changes to how it functions underwater where it’s no longer a zone target it simply fires a rocket at the target.

Balance Team: Please Fix Mine Toolbelt Positioning!

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: guildabd.6529

guildabd.6529

Grenades don’t remove blindness.
Transmute converts only one stack condition to boon. (10 bleeding = 9 bleeding)

[Suggestion] Minor Issues Still not solved

in Engineer

Posted by: FinalJustice.5824

FinalJustice.5824

Flamethrower’s 2 Skill (Flame Blast) still has a habit of going into the ground or up into the air, making it really hard to blast fields with :/ Could we get it to function more like the Shield Toss or Throw Wrench, where it flies a certain distance off the ground at all times? Also, Gyros are just terrible when it comes to dealing with terrain. We really need them to not be effected by a tiny hill or some average rock.