Suggestions - buffs - reworks

Suggestions - buffs - reworks

in Engineer

Posted by: funghetto.1584

funghetto.1584

Hello Anet.

goot to see that explosive trait has been “reworked” and “touched”.

pistol is nice but that 900 range really its a big issue! with all those dh rangers necro aoe from 1200… to say some of the classes.

where is the 1050 old range of pistol 1-2-3 skills? as the 1200 range of elixir gun?

we arent speaking of pvp or pve, we are speaking of wvw…
try getting close to dh longbow or rangers lb/staff or necros staff, with 1200 range they have
if u get close they leap-evade (druid staff 3rd skill or f2 of dh or cc spam of necros-reapers) and with 900 range is impossible to get again ….
thiefs shadowsteps? do a shadowstep and its gone in the wild….

chase it with rocket boots? really anet… do you think rocket boots are worth taking?!?! in any kind of game mode??
its not an evade its not a break stun… pointless…

minor ideas in general:

why dont put the toss elixirs (f1-f4) to act not ground target but aoe radius like shouts?
that would give a sense of toss elixirs in groups…

why dont put pistol 1-2-3 range back to 1050
why dont put elixir gun 1st skil to 1200

a kit that can be viable in pvp or in pve (dungeons) is bombs

in wvw its pointless with all those escapes – evades and especially the cooldown of each single bomb 2-3-4-5
ranger traps are unblockable and why bomb kit isnt?

high risk high reward should be the theory in the game – wanna melee with bombs? high risk but it must give high rewards.
why not “rework” the trait “Short Fuse” in giving dont know protection-resistance? or similar as juggernaut trait gives might and stability?

regards

“There’s no such thing as balance, fairness or honor.”
a Fissure Of Woe player that has no home.

Suggestions - buffs - reworks

in Engineer

Posted by: HnRkLnXqZ.1870

HnRkLnXqZ.1870

The tooltip says 900, but the pistol 1 ends with an explosion (radius 120), so we are at 1020 range, not so far away from your 1050. The explosion can hit up to five targets and cause bleeding. I consider it one of the more powerful auotattacks in the game, speaking of ranged weapons. Looking at the thief, who also has to live with a 900 range of his pistol skills. It is a one-handed weapon.

You list up dragonhunter, ranger, necro to compare with.
=> Dragonhunter:
- Scepter (single handed) 900 range
- Torch (single handed) 400 range
- Staff (two handed) 1200 range
- Longbow (two handed) 1200 range

=> Ranger/Druid:
- Axe (single handed) 900 range
- Shortbow (two handed) 900 range
- Longbow (two handed) 1500 range
- Staff (two handed) 1200 range

=> Necromancer:
- Axe (single handed) 900 range
- Scepter (single handed) 900 range
- Staff (two handed) 1200 range

From a little distance, it appears to me like single handed weapons are set with a standard range of 900 while two handed weapons come up with a standard range of 1200. Do we have a two handed range weapon? The rifle. And it does have 1200 range.

The elexir gun is at 900 indeed. But as it is only a kit and not a real weapon. Kits are always weaker than real weapons, so I guess the 900 range is fine. On the other hand we have our mortar kit with a ridiculous range of 1500. All skills of this kit are aoes and hit up to 5 targets.

Gadgets are not that bad! They are not part of any meta builds, which is the sole reason for most of you to not have a single look at them. Not the meta = non existent. The rocket boots are designed as a leap for distances, not as a devastating attack. I have never seen a ranger/elementalist/necromancer complaining that his speed signet’s active does not deal damage. If you do not like the rocket boots, go for the jump shot of the rifle. It has your demanded 1200 range anyway.

The toss elexir toolbelts work also great as they are. It can be a little tricky to aim them well, but the ground targeting allows us to spread them farer than most buff/cleanse skills of other classes, even multiple directions.

Bombs are for closer range. I have never seen a warrior complaining his hundret blades needs to be ranged, because his targets run away. Root them, stun them, we have tons of CC ski… ah, I forgot, you don’t like gadgets, eh? ^^

I visit this forum once a week, for years now. Most discussions are about:
- PvP
- Meta
- why engineer cannot be like elementalist/warrior/guardian/necromancer/thief/mesmer/revenant/ranger
- all utilities but kits are useless
- all kits but bombs/grenades are useless
- the last update is bs because … [see the three above]

A tiny little % of this boards content are new builds and suggestions. The drunken engineer build thread was one of the best in a long time. It changed my opinion about elexirs and created a base for six or more builds I have created later. They are working, used and liked. Can we have more of these threads and less complains?

Engineer is not easy, I think we all got that point by now. It is not like any of the other classes in the game. It is fun to play, for those who like it. For those who do not, there are 8 more classes to choose from.

dulfy-effect: Knowledge is power. But without fame, you are just a freak.

Suggestions - buffs - reworks

in Engineer

Posted by: santenal.1054

santenal.1054

Gadgets are not that bad! They are not part of any meta builds, which is the sole reason for most of you to not have a single look at them.

I doubt it, maybe it has to do with gadgets being pretty bad and/or lacking support from the traitlines. (Buffs can be done in many ways, but buffs are certainly needed)

Unlike elixirs, gadgets have no traits worth taking to improve them while elixirs have 2 verry strong traits. I believe elixirs would not see as much use in WVW builds if “alchemical tinctures” didn’t exist and “HGH” worked similar to “Gadgeteer”, they would probably see about as much use as gadgets now.

(edited by santenal.1054)

Suggestions - buffs - reworks

in Engineer

Posted by: funghetto.1584

funghetto.1584

i used 4 traits before hot and used rocket boots as bombs as elixir gun, aka, had 1050+120 range on pistol as 1200 on elixir gun as a chase or escape skill (rocket boots) before Hot… as a kitten melee weapon (that worked and was reliable in a lot of cases)

slick shoes nerf it to only 1 knock?
because to much knockdowns? with a 60 radius? and 40s cd?

you are telling a part of the truth…

gadgets are simply not so powerful than a “simple” alchemy traits with 409 and hgh and everything else that removes conditions – group support from eg etc etc etc

gadgets are perfect for single player but there is only one trait that gives sense to them, not a full line or even if not traited alchemy u still have a blast 4th skill with eg or a 5 cleanse field as water field with mortar 5 as elixirs boons aoe… so…

mortar 1500? its like the old nades 1500 trait… a telegraph!

when other 1200-1500 (look only at longbow of dh or ranger) can hit – pierce – stun etc.

get example of Lightning Flash teleport to location, judge of intervention 1200 range with damage to close gap – shadosteps here and there – gs leap (rush-etc etc etc)

with pistol-pistol or pistol-shield, the only way of closing gap is to rely on a magnet of toolkit, but oh right, if you have a plant in front of you, wont pull someone nearly close to u…. or to have rocket boots, and hope u dont get imobilized – stunned when flying…

and well… you are speaking to someone that gets tips from metabattle.com then as engi goes around with no alchemy line… no elixir s… no 20948 might etc etc etc

“There’s no such thing as balance, fairness or honor.”
a Fissure Of Woe player that has no home.