The Yummy 14/12 Patch notes

The Yummy 14/12 Patch notes

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Posted by: Amadeus.5687

Amadeus.5687

Engineer
Engineer kits now inherit the bonuses from currently equipped weapon sigils.
“Grenade” skill now does 30% less damage to balance against using sigils.
Grenade kit damage is now equal in PvP and PvE.
Flash grenades and poison grenades now do damage when they explode.
Elixir Gun—Super Elixir: Reverted the pulse healing effect to its previous intended state. Updated skill facts for this skill’s underwater version.
Timed Charge: This skill no longer does bleeding, but applies a three second burn.
Retreating Grapple: This skill now causes three stacks of bleed for six seconds.
Homing Torpedo: This skill is now a small projectile finisher with the rifled barrels trait equipped.
Grappling Line: This skill is now a small projectile finisher with the rifled barrels trait equipped.
Timed Charge: This skill is now a small projectile finisher with the rifled barrels trait equipped.
Net Wall: This skill is now a small projectile finisher with the rifled barrels trait equipped.
Power Shoes: Increased move speed to 25%.
Always Prepared: Now also increases downed damage by 25%.
HGH: Drinking an elixir now grants two stacks of might instead of one.
Sitting Duck: Instead of 5% damage, now applies five stacks of vulnerability for eight seconds.
Shrapnel: Increased bleed chance from 6% to 15%.

There you go everyone! Looking awesome If you ask me! So much going with a HGH Might stack grenade build now!

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Posted by: SkyFrog.9742

SkyFrog.9742

And what about weapon stats aplying to kits?

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Posted by: CriSPeH.8512

CriSPeH.8512

And what about weapon stats aplying to kits?

Heh, I am kinda afraid of them doing that now!
They will probally cut grenade damage by 50% to compensate.

I mean since EVERY sigil there is adds more damage they obviously had to nerf nades to compensate, not like there are utility/health sigils out there.

Are grenades really that powerful!? They’ve been nerfed twice now.
Were our other kits SO weak that they did not also require a damage reduction to compensate for Sigils?

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Posted by: Amos.8760

Amos.8760

And what about weapon stats aplying to kits?

They said it’s coming. It’s one of a whole two dev posts in our forums – didn’t you read it?

https://forum-en.gw2archive.eu/forum/professions/engineer/Generell-questions-about-kits-sigils/first

My turret is so much better at this game than I am.

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Posted by: Anymras.5729

Anymras.5729

Hey, at least Kit effects scale with gear – as somebody who used to use Turrets just about exclusively, the difference is massive. And now they have Sigils, to make them further more useful than Turrets.

I wish I could be more enthused about this patch, but the best I can manage is an “About time.”

Edit: As for the people commenting on Grenade’s damage being nerfed to balance against kits – Grenade drops multiple attacks at a time, giving it more chances to trigger a Sigil or more attacks that will benefit from said Sigil. Without Grenadier, it still has greater range than an Engineer’s Rifle or Pistol, and with Grenadier, it has the same range as a Mortar traited with Rifled Turret Barrels. I don’t know if that makes the damage reduction necessary, but it’s what I can see as possibly being the explanation.

(edited by Anymras.5729)

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Posted by: Amos.8760

Amos.8760

And what about weapon stats aplying to kits?

…Are grenades really that powerful!? They’ve been nerfed twice now.
Were our other kits SO weak that they did not also require a damage reduction to compensate for Sigils?

Yes and yes.

My turret is so much better at this game than I am.

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Posted by: Caldric.1685

Caldric.1685

And it is patching

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Posted by: Casia.4281

Casia.4281

not playing with hgh? you are doing it wrong.

seriously, it was already better then anything else..

sitting duck and shrapnel are nice buffs.

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Posted by: Rhodeo.7318

Rhodeo.7318

Ooh, these are delicious! Nerf to Grenades? Meh, never use em.

And at long last, Sigils on Kits! THERE WAS MUCH REJOICING.

Cupcake Fury | Resonance [Res] | Blackgate

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Posted by: Gilgamesh.2561

Gilgamesh.2561

  • Sigils on kits — about time.
  • Grenade nerf — meh. I think it’s lame and sigils don’t account for it, but on the other hand Engineers use Grenades too much (see: WvW).
  • HGH — this could be really good, paired with other Might stacking sources.

I’m disappointed there weren’t more bug fixes. Hey ArenaNet, I don’t suppose sometime this century Elite Supplies will ever benefit mortar?

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Posted by: Fnix.5608

Fnix.5608

Engineer
Power Shoes: Increased move speed to 25%.

The speedbuff is very welcome, but the conditional “in combat” makes this pretty useless.
Every other class got the 25% implented way better!

http://nox.no – Norse Oil eXpedition

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Posted by: Ahlen.7591

Ahlen.7591

Afaik they only nerfed the damage of the 1 skill on nade by 30%? Not the whole kit. They also added damage to blind nade.

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Posted by: Lightsbane.9012

Lightsbane.9012

so out of the list i see maybe 1…2, nope 0 things that could make an impact except the very very very noticeable loss in damage for my Wvw set up. this is also my pve set up so..

As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

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Posted by: Gilgamesh.2561

Gilgamesh.2561

Power Shoes is useless for a bunker, Speedy Kits is better (a bunker probably is using at least 1 kit).

For a damage dealer with some toughness, I suppose taking Power Shoes could be better instead of taking Infused Precision. A damage-dealer with at least 1 kit is still better served with Speedy Kits.

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Posted by: Rhodeo.7318

Rhodeo.7318

Engineer
Power Shoes: Increased move speed to 25%.

The speedbuff is very welcome, but the conditional “in combat” makes this pretty useless.
Every other class got the 25% implented way better!

True, but this trait makes our combat speed 285, almost negating combat speed entirely. This means all we need to sacrifice is a trait, rather than use another utility slot.

Cupcake Fury | Resonance [Res] | Blackgate

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Posted by: hydeaut.1758

hydeaut.1758

So for taking a superior sigill which gives +5% damage I loose 30% damage on grenade´s main attack to “balance” things again?

And whooping 2 stacks on HGH which is not in a damage-trait-line and in my opinion a very bad designed (wasting defensive elexirs for an offensive boon) trait anyways?

Look at thieves and warriors: more damage, more combo finishers, . .

Probably better those kittenfaces didn´t add weapon-stats already or we would be in for a bigger nerf.

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Posted by: Gilgamesh.2561

Gilgamesh.2561

Heh, try this — very easy to maintain 25 stacks of might with flamethrower:

  • Sigil of Superior Strength
  • 2 x Superior Rune of the Fire, 2 x Superior Rune of Hoelbrak, 2 x Superior Rune of Strength
  • Berserker’s Gear
  • Juggernaut
  • HGH
  • Fast-Acting Elixirs
  • Equip 2 utility elixirs

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Posted by: Sabyne.6329

Sabyne.6329

I’m quite new to engineer.
“Elixir Gun—Super Elixir: Reverted the pulse healing effect to its previous intended state.”
What does this mean?

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Posted by: amiable.4823

amiable.4823

I’m quite new to engineer.
“Elixir Gun—Super Elixir: Reverted the pulse healing effect to its previous intended state.”
What does this mean?

It means that super elixir got rebverted back to its previous state, it was healing WAY to much this patch.

Aliquot Love – Engineer
Gable Thorn – Elementalist
Shining in Darkness – Warrior – Mag

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Posted by: Sabyne.6329

Sabyne.6329

I’m quite new to engineer.
“Elixir Gun—Super Elixir: Reverted the pulse healing effect to its previous intended state.”
What does this mean?

It means that super elixir got rebverted back to its previous state, it was healing WAY to much this patch.

Ok that’s what I feared. Sigh, that makes me sad.

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Posted by: Lord Aargadon.4135

Lord Aargadon.4135

Unless you’re living in PvE or PvWall’ing, grenades really weren’t that good to begin with, but yes the 30% reduction is overkill, you now do +9% damage than grenades without Grenadier trait before patch. HGH buff is appreciated, sigils finally working as intended, and all the other buffs(yes I know several are bugged) also appreciated.

Although I do feel that most other healing skills should of been brought up to the power of Super Elixer instead of reverting it back, skills like it would make support actually feel like support.

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Posted by: CriSPeH.8512

CriSPeH.8512

So do on-swap sigils work with kits now?
If yes is the cooldown the same as other professions weapon swaps?

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Posted by: Lord Aargadon.4135

Lord Aargadon.4135

Yes, all sigils do work now. Although the passive affects from on kill sigils have always worked as long as you got the kill with the weapon : /

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Posted by: Warkupo.1025

Warkupo.1025

Kill sigils applied a buff to your character, but you needed to kill them with your sigil’d weapon to apply them. It was kind of my go-to sigil for Engineers just because nothing else really… well, worked. I might have to change it now, but maybe not; they’re still friggin’ good.

You where living under a rock if you didn’t see the grenade nerf coming. Seriously. I never got too attached to it because I knew it had “balance me” written all over it as soon as I started clearing entire areas with my auto-attack.

Overall, from an Engineer perspective, I’m quite happy with this update.

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Posted by: KirinDave.6451

KirinDave.6451

I was hoping to have a reason to play my Engineer more. I don’t see one right now.

But check out the stealthy buff on Necromancers! The terror trait is seriously cool!

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Posted by: blurps.2340

blurps.2340

Heh, try this — very easy to maintain 25 stacks of might with flamethrower:

  • Sigil of Superior Strength
  • 2 x Superior Rune of the Fire, 2 x Superior Rune of Hoelbrak, 2 x Superior Rune of Strength
  • Berserker’s Gear
  • Juggernaut
  • HGH
  • Fast-Acting Elixirs
  • Equip 2 utility elixirs

And why would you do that other than for the lulz ?

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Posted by: Banumiel.1926

Banumiel.1926

Heh, try this — very easy to maintain 25 stacks of might with flamethrower:

  • Sigil of Superior Strength
  • 2 x Superior Rune of the Fire, 2 x Superior Rune of Hoelbrak, 2 x Superior Rune of Strength
  • Berserker’s Gear
  • Juggernaut
  • HGH
  • Fast-Acting Elixirs
  • Equip 2 utility elixirs

The flamethrower 1 it’s a ridiculous skill. Very easy to evade and no deals real damage

.

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Posted by: Pannonica.5378

Pannonica.5378

And why would you do that other than for the lulz ?

Pretty good summary of everything engi.

Pannonica
Red Guard

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Posted by: Bubby.6475

Bubby.6475

At least LET us use the op sigil nades before nerfing them..

FFWC forum moderators. :)

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Posted by: tigirius.9014

tigirius.9014

If they scale and soon that would explain the grenades nerf because it would function with scaling in this way I think.

Here’s to hoping I mean the only other thing we can do is stop playing entirely and pickup a game like “gulp” World of Warcraft! EWH! gets the chills

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Amadeus.5687

Amadeus.5687

I’m actually not that hearth broken about the grenade 30% nerf, and I have allways been using them in WvsW and tbh, they were out of line. That said, with a HGH might stacking build, the new sharpel and probably the sigel with 30% chance for giving bleed on crit (Since there all ways come 3 grenades) I’m quite sure I will still manage to do just fine when I defend a keep with my beloved grenade kit! and I didn’t use grenade skill 1 much beside these situations! it’s still gonna be quite the nasty AoE kit

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Posted by: Netheren.3261

Netheren.3261

They nerfed all kits. Not just grenades.

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Posted by: Amadeus.5687

Amadeus.5687

No they don’t? They fixed Elxir Gun which was broken for the last patch? that’s about it, where do you see the other nerfs?

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Posted by: Netheren.3261

Netheren.3261

No they don’t? They fixed Elxir Gun which was broken for the last patch? that’s about it, where do you see the other nerfs?

Its sublty mentioned in the notes that all kits needed tweaking.

And people are starting to report numbers.
Deal.

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Posted by: Amadeus.5687

Amadeus.5687

Tweaking don’t equal nerfing dude, and I have yet to see any reports about “numbers” as you mention? Would you please stop being such a doomsayer, when the only thing as it stands in the patch notes and I have been able to see while toying around in game is what stand in the notes? It’s really typical the Engineer forums that everyone goes nut’s and yell end of the world when a nerf hit us

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Posted by: Cruzz.1297

Cruzz.1297

You where living under a rock if you didn’t see the grenade nerf coming. Seriously. I never got too attached to it because I knew it had “balance me” written all over it as soon as I started clearing entire areas with my auto-attack.

Sorry for expecting them to do the logical thing, which would’ve been nerfing the Grenadier trait, which is so powerful it just makes the idea of balancing the kit stupid. Now grenade kits is pretty much worthless if you’re not traited up to grenadier, yet is arguably still overly powerful in some areas (vulnerability stacking, maybe bleed stacking now too) when you do have Grenadier.

To be honest i don’t really mind the grenade nerf that much, even if I think they did it the completely wrong way. Using them was pretty stressful without any kind of auto-attack. Now they don’t have the damage edge to justify going through the annoyance of using them.

(edited by Cruzz.1297)

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Posted by: AcesZeph.6031

AcesZeph.6031

HGH – only works with drinking elixirs, not with the thrown elixirs , do you guys think it is intentional? Notes said “drinking” so it was that specific, but still XD. I understand that getting it to work with all elixirs may be too much, but I was hoping for it anyway.

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Posted by: RaynStargaze.6510

RaynStargaze.6510

And what about weapon stats aplying to kits?

Heh, I am kinda afraid of them doing that now!
They will probally cut grenade damage by 50% to compensate.

I lol`d

also stats are entirely useless in pvp – no reason not to nerf because of that though..

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Posted by: WithoutAssumption.7936

WithoutAssumption.7936

Edit: As for the people commenting on Grenade’s damage being nerfed to balance against kits – Grenade drops multiple attacks at a time, giving it more chances to trigger a Sigil or more attacks that will benefit from said Sigil. Without Grenadier, it still has greater range than an Engineer’s Rifle or Pistol, and with Grenadier, it has the same range as a Mortar traited with Rifled Turret Barrels. I don’t know if that makes the damage reduction necessary, but it’s what I can see as possibly being the explanation.

The issue with this explanation is that it’s not grenades being too good, it’s everything else being nonsensically bad.

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Posted by: Tekyn.5376

Tekyn.5376

Does anyone have an example (video, etc) of an over powered grenadier from before the update(s)?

“I feel like I’m getting trolled here. Good day sir.”
- John Smith, ArenaNet in-house economist

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Posted by: Amadeus.5687

Amadeus.5687

HGH – only works with drinking elixirs, not with the thrown elixirs , do you guys think it is intentional? Notes said “drinking” so it was that specific, but still XD. I understand that getting it to work with all elixirs may be too much, but I was hoping for it anyway.

No it works with thrown elixirs aswell m8!

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Posted by: Casia.4281

Casia.4281

HGH – only works with drinking elixirs, not with the thrown elixirs , do you guys think it is intentional? Notes said “drinking” so it was that specific, but still XD. I understand that getting it to work with all elixirs may be too much, but I was hoping for it anyway.

No it works with thrown elixirs aswell m8!

he means the x2.
Self use elixirs give x2might. Thrown give 1 stack of might.
(note self use elixir B is 3 stacks now, while thrown elixir B is 1 or 2 based on the random boon)

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Posted by: Anymras.5729

Anymras.5729

Yeah, didn’t say it was a particularly good explanation; they’re just the points about it that I could guess to be a factor.

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Posted by: Pannonica.5378

Pannonica.5378

Tweaking don’t equal nerfing dude, and I have yet to see any reports about “numbers” as you mention? Would you please stop being such a doomsayer, when the only thing as it stands in the patch notes and I have been able to see while toying around in game is what stand in the notes? It’s really typical the Engineer forums that everyone goes nut’s and yell end of the world when a nerf hit us

Engineer Kit Sigils.
The Engineer now benefits from the sigils on their weapons when they swap to a kit. So, this means that you will have the ability to get sigil procs on your Flame Thrower, or Grenade Kit, etc. This means we had to tone down some of the kits accordingly, the biggest of which was the Grenade kit.

Source: https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/999226

Oh and:

I’m actually not that hearth broken about the grenade 30% nerf, and I have allways been using them in WvsW and tbh, they were out of line.

Make that 35%:

My tooltip damage fully buffed for “Grenade” went from 462 to 301. Very frustrating……..

That’s annoying. If that’s true, its a 35% decrease not 30%.

462-301 = 161
462*.35 = 161.7

Pannonica
Red Guard

(edited by Pannonica.5378)

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Posted by: Zoel.9154

Zoel.9154

Does anyone have an example (video, etc) of an over powered grenadier from before the update(s)?

I didn’t make any videos of it but elixer gun/grenadier/elixer r/supply drop was pretty op

With toss elixer r you could self res from downed almost instantly with proper prep (still can), grenadier gave you an edge over thieves and with good use of rifle 2/drop/rifle 4 made cloak silly looking, the proper use of supply drop (as a fast interrupt/stun) gave you some great finishing with low health foes, elixer 4 got you out of a jam (which for some reason is better than rocket boots. vOv) and with kit refinement gave you a condition clear usable while feared/stunned/etc. With elixer 5+f3+kit refinement elixer 5+backpack regenerator you could outtank two non-superior arrow carts with minimal +healing, elixer R’s use is still great for obvious reasons

I’m not really sure what I’ll do now, but for now the same setup works fine, it’s just weaker. I can’t win 1v3’s anymore and thieves aren’t instantly boned when they see me— they definitely have the edge in that matchup now.

I’ve tried other builds but they all seem to still be weaker than this, even post patch, which is a real bummer. I still feel absolutely locked into my setup for lack of options, but I have greatly diminished utility.

Zoel – GM of [coVn]

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Posted by: tigirius.9014

tigirius.9014

Does anyone have an example (video, etc) of an over powered grenadier from before the update(s)?

I’ve tried other builds but they all seem to still be weaker than this, even post patch, which is a real bummer. I still feel absolutely locked into my setup for lack of options, but I have greatly diminished utility.

That’s what gets me if they’d stop trying to pull the bs wool over our eyes with that versatility nonsense and actually play the class, they’d see what most of us go thru. It’s not versatile when you keep taking away the very things that make this class great.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: tigirius.9014

tigirius.9014

Tweaking don’t equal nerfing dude, and I have yet to see any reports about “numbers” as you mention? Would you please stop being such a doomsayer, when the only thing as it stands in the patch notes and I have been able to see while toying around in game is what stand in the notes? It’s really typical the Engineer forums that everyone goes nut’s and yell end of the world when a nerf hit us

Engineer Kit Sigils.
The Engineer now benefits from the sigils on their weapons when they swap to a kit. So, this means that you will have the ability to get sigil procs on your Flame Thrower, or Grenade Kit, etc. This means we had to tone down some of the kits accordingly, the biggest of which was the Grenade kit.

Source: https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/999226

Oh and:

I’m actually not that hearth broken about the grenade 30% nerf, and I have allways been using them in WvsW and tbh, they were out of line.

Make that 35%:

My tooltip damage fully buffed for “Grenade” went from 462 to 301. Very frustrating……..

That’s annoying. If that’s true, its a 35% decrease not 30%.

462-301 = 161
462*.35 = 161.7

I think what they were hoping for was that the miniscule damage they added to the blind/poison initial hit (which doesn’t do anything near what a similarly equipped necro does btw STILL) would make the difference. It doesn’t I’m still throwing about 30 grenades at level 80 mobs it’s just now two of those sets become CC and cond damage ones.

They seriously need to hire on a prior military munitions officer to help with this class because the people they have working on this class now have no clue what these abilities would do in comparison to the melee weapons of the time. And what specifically I’m speaking about is the diameter of the explosive radius, the blastback affects that ALL bombs should have, the radius of the elixirs explosive area when grenades are set to heal, the damage that a napalm explosion should do initially and then afterword (a secondary nontraited burn affect, chemical burns), the damage chemical weapons such as acid and fumigation gases do. All those things a munitions officer could answer.

Please Powers-that-be Please for the love of Dwayna hire a prior military munitions officer to help with these calculations! to help balance and fix this class!

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Casia.4281

Casia.4281

judging from the winter event.
ALL bundles are procing weapon swap sigils.

For engis at least. dunno if for anyone else.

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Posted by: Moddo.7105

Moddo.7105

Yea Ele conjured weapons now benefit from it but dmg is same. But being the King of versatility you get some perks like no dmg nerf for that versatility. Eng is just for fool of the versatility court and gets nerfed.

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Posted by: lithiumwing.5493

lithiumwing.5493

Why the hell did they change Super Elixir S? Seems pathetic on the pulse heal even with all healing+ gear. I loved my build for dungeon runs in CoF and TA as well as supporting in WvW occasionally, but now it feels worthless. I’ll give it a try or two in a dungeon, but probably will be hopping back onto my mesmer >.>