The Engineer and its gameplay.

The Engineer and its gameplay.

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Posted by: Specterryu Quipter.8412

Specterryu Quipter.8412

Hello my fellow Engineers,
I saw a thread similar to this in the thief forums, and figured we could use our own.

Due to the amount of threads about engineer and its game play impact, I have decided to open this thread in which we can discuss our concerns about Engineers in PvE, sPvP and WvW.
This will allow the devs to collect our feedback with more efficiency and forward them to the appropriate teams.
You can articulate both, positive and negative feedback for it, but I ask you to stay constructive and polite when you want to express your opinion.

Character is higher than intellect. A great soul will be strong to live, as well as think.
-Ralph Waldo Emerson

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Posted by: Troponin.4081

Troponin.4081

Actually, I have been playing ele a lot lately, and I recently jumped back on my Engineer, and here is my feedback.

I like the IDEA if kits etc. It gives the class a ton of versatility. The problem is, it just doesn’t seem to flow like the ele changing up their attunements. I don’t want the Engineer to become similar to the ele, that’s not what I am saying. What I am saying is, it felt like I was clicking like a madman and not really making much happen. I think one great change that would help with this is to allow grenades to be thrown at your target without targeting the ground, at least, let it be an option in the menu.

Second, the playstyle of one type of build is all over the place. For instance, the grenade/bomb build seems popular, yet one gets laid at your feet, while the other is thrown. I feel like these two things don’t do together, yet are blended in to the same build.

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Posted by: Oxstar.7643

Oxstar.7643

Something I LOVE to do is to pull someone in from afar, give him a prybar and a rocket kick to the face. This does respecteble damage even on bunkers due to the conditions.

I also like how I can just stand there and outheal some ranged oponents with double super elixir+healing mist. Ofc that won’t work vs glass cannons but it certingly is handy to have, esp to remove conditions.

Another fun thing to do in wvw is to give a crowd a shield toss followed by a wrench toss. It does okay dmg, but moreover interrupts all it hits which can stop a lot of nasty stuff.

For 1-1 the BEST setup imo is shield and pistol, medkit, net turret, elixir gun (with kit refinement), toolkit, and supply crate. Just keep healing with bandage wounds, drop bandages, and super elixir+healing mist. The net turret is great both to stop ranged so you can give them some wrench loving and to keep melee away (haha thieves) to give them some pistol+shield love. Ofc gear shield is indispenseble and if you’re lucky you can stop a heal with shield toss, unless it’s a guardian (throw it when they run away).

I also like how I can cover up a group retreat by clustering the ground with box of nails – It’s a MUCH more potent cc tool than the weak caltrops thieves have.

And it goes on… Engy can do so many things, I think the most important thing is to keep the enemy guessing so they can’t pre-plan the fight.

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Posted by: nakoda.4213

nakoda.4213

i recently noticed that sigils which offer on swap abilities indefinitely (within a few guidelines) stack.

eg: grants might on swap; because weapon sigils apply to kits, you can swap back and forth every 5 sec or so to continually add stacks of might. the caveat is that each sigil stack seems to be on its own timer, of sorts, so they overlap. at about 2/3 remaining ( about at the bottom-right square corner of the boon icon) is where the sweet spot seems to be.

thus, swappong between weapon and kit (i use p/p + nades) offers increased dmg output and the longer the fight, the stronger you become (like the hulk, only more boom and less smash). i was able to get up to 13 stacks on a champion ettin fight, if you can reliably stay out of aggro i bet you could go higher.
something to tinker with, at least..

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

(edited by nakoda.4213)

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Posted by: Oxstar.7643

Oxstar.7643

i recently noticed that sigils which offer on swap abilities indefinitely (within a few guidelines) stack.

eg: grants might on swap; because weapon sigils apply to kits, you can swap back and forth every 5 sec or so to continually add stacks of might. the caveat is that each sigil stack seems to be on its own timer, of sorts, so they overlap. at about 2/3 remaining ( about at the bottom-right square corner of the boon icon) is where the sweet spot seems to be.

thus, swappong between weapon and kit (i use p/p + nades) offers increased dmg output and the longer the fight, the stronger you become (like the hulk, only more boom and less smash). i was able to get up to 13 stacks on a champion ettin fight, if you can reliably stay out of aggro i bet you could go higher.
something to tinker with, at least..

3 with enhance performance.
3 with superior sigil of battle.
3 with 6 runes of altrusim (and extra fury)
Swap back and forth to medkit and you get 9 stacks of might every 10 secs and almost constant fury with drop stimulants.
13? lol, in a prolonged fight 16 is easy, in group fights way past 20 is easy.

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Posted by: Specterryu Quipter.8412

Specterryu Quipter.8412

I think one of the big issues right now, is that everyone wants the Engineer to do insanely high dps. There are threads that discuss why certain classes (Warrior) can one shot things, yet even with our glass cannon builds we can maybe 3 shot people. Bug wise, the Engineer needs a lot of help. However, dps wise, the Engineer is fine, I think other classes need to have their dps nerfed. I recently rolled a Warrior to 80, and the damage it produces is in a whole ’nother world compared to us. Not only is the dps insanely high, but if you use a GS, all your attacks hit everything in front. One thing they can do to balance this is maybe reduce the amount of targets that can be hit (To only the target), while leaving the dps the same; or just nerf the damage.

Character is higher than intellect. A great soul will be strong to live, as well as think.
-Ralph Waldo Emerson

(edited by Specterryu Quipter.8412)

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Posted by: Advent Leader.1083

Advent Leader.1083

One thing that would make gadgets unique and used properly, IMO, would be for them to offer passive boosts similar to signets. Imagine gadgets being signet+, with effects specific for each kind of gadget, and gadget passives still active even in CD. Or offer several other passives for kits when equipped, so we have better incentives to use them.

But in the meantime, normalizing engie DPS in line to other classes would go a long way to enhancing this class’s playability. Most of our attacks provide AOE cond/raw DPS, so normalizing it so that the cond, AOE, and raw damage would be a quite close second would improve the class -so- much.

That’s my two cents in.

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Posted by: Chaosgyro.6023

Chaosgyro.6023

I can’t really say I want to see engy dps get increaed (or other’s dps be decreased to match). We have so much control and potential survivability that more dps would be pretty near broken. I would like to see some normalization between power dps and condition dps, and possibly a removal of condition stack caps in pve, but those aren’t even issues specific to engineers as they’re at the top of my mind as I play my necro too.