The engineer is in a decent place right now

The engineer is in a decent place right now

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Posted by: rogerwilko.6895

rogerwilko.6895

but we did take this opportunity to scale down a few outlier skills in terms of potency.

Net Turret’s immobilize duration has been lowered to reduce the amount of lockdown after a Supply Crate drop, and Poison Grenade’s poison duration has been lowered to account for poison field stacking.

  • Net Turret: Decreased the immobilize duration from 3 seconds to 2 seconds on the basic attack.
    * Poison Grenade: Reduced the poison duration per pulse from 5 seconds to 3 seconds.
    * Box of Nails: Reduced the cast time from 1 second to 3/4 second.
    * Box of Piranhas: Reduced the cast time from 1 second to 3/4 second.
    * A.E.D.: Reduced the cast time from 1 second to 3/4 second.

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Posted by: Lupanic.6502

Lupanic.6502

I agree, we are in a good place right now. We have a hard time against necros but we have some good builds for team fights , for 1on1 and for decap. I like the engi right now in sPvP. It is not overpowered and the nerfs above are ok. Poison grenade was very strong

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Posted by: Dredd Spirit Caller.4082

Dredd Spirit Caller.4082

well tell me where we got a box of piranhas
i didnt see it on my engy

Engy:Turrets Nade/HgH Kit Bunker Zerker
Necro:MMMesmer:pve omniRanger:SpiritsThief:P/P

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Posted by: Adamantium.3682

Adamantium.3682

Agreed. The stuff that is being shaved down is certainly acceptable. 1m+ poison on one skill was silly, and Supply Crate has always been extremely good at locking something down. Net Turret takes a hit when used by itself, but… who does that right? Turrets need an overhaul anyways, so until that happens any tinkering done to them doesn’t matter much IMO.

Box of Nails is welcome. It’s a good skill that works great with the rest of the Tool Kit (man that kit is just designed perfectly), but it’s always been too slow. I would have liked to also see the duration increased, but this is good enough for now.

I would like to see more done with AED, but I understand the approach they take to balance. They have to do very little things at a time to make sure it meshes with the game before they do more. Heck look how long we had to go with our Vigor uptime being nerfed before they spread it around to other professions. They knew they wanted to cut Vigor across the board, but they take things very slow.

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

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Posted by: hydeaut.1758

hydeaut.1758

well tell me where we got a box of piranhas
i didnt see it on my engy

= underwater skill replacing box of nails.

“In a decent place” is a matter of view though or even more what part of the game we´re talking about.

My WvW-guild decided to go “pro-mode” and engis (together with rangers) are excluded now from dedicated guild-raids. And I can´t even really argue with them as I see what my guard can do and how much I lack stability on my engi.

Concerning the changes: spvp-balancing ftw

And AED will stay a bad joke, the least they should do is make it instant

(edited by hydeaut.1758)

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Posted by: Adamantium.3682

Adamantium.3682

Your guild sounds awful.

[TNO] Gizmo Gigawatt (Engineer)
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Posted by: Dredd Spirit Caller.4082

Dredd Spirit Caller.4082

well tell me where we got a box of piranhas
i didnt see it on my engy

= underwater skill replacing box of nails.

“In a decent place” is a matter of view though or even more what part of the game we´re talking about.

My WvW-guild decided to go “pro-mode” and engis (together with rangers) are excluded now from dedicated guild-raids. And I can´t even really argue with them as I see what my guard can do and how much I lack stability on my engi.

Concerning the changes: spvp-balancing ftw

And AED will stay a bad joke, the least they should do is make it instant

oh well never used tool kit underwater XD

Engy:Turrets Nade/HgH Kit Bunker Zerker
Necro:MMMesmer:pve omniRanger:SpiritsThief:P/P

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Posted by: Penguin.5197

Penguin.5197

I always wondered what the heck are engies doing with boxes of piranhas

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Posted by: Manuhell.2759

Manuhell.2759

Obviously the net turret that no one used was too strong.
And since engis are decent in pvp they’re fine in every game mode beside them being completely different, even they are the least used class out of pvp and they’re never actively searched for via lfg tools – unlike warriors and guardians, that aren’t seeing sensible nerfs anyway.

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Posted by: Brew Pinch.5731

Brew Pinch.5731

I agree, the class is in a good place.

I’d like to see Automated Response changed along with all immunity skill cheese, but otherwise the class seems in a fair place.

Obviously Turrets are still kittened, but hopefully they’ll get there eventually.

Also

Obviously the net turret that no one used was too strong.

Byproduct of the terrible immobilize stacking change, however, the turret is powerful regardless. We’d have to see how it goes when they revert immobilize back to the original design…

And since engis are decent in pvp they’re fine in every game mode beside them being completely different, … unlike warriors and guardians, that aren’t seeing sensible nerfs anyway.

The PvE issues aren’t because of classes, but rather encounter design. Once the mechanics of some of the newer living story mobs see wider implementation things should hopefully improve drastically.

(edited by Brew Pinch.5731)

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Posted by: Manuhell.2759

Manuhell.2759

Obviously Turrets are still kittened, but hopefully they’ll get there eventually.

We could have said the same six months ago, and things had gone downhill from there. But sure, we can wait. Until GW3, eventually.

Byproduct of the terrible immobilize stacking change, however, the turret is powerful regardless. We’d have to see how it goes when they revert immobilize back to the original design…

…and they’ll leave it nerfed, as they’ve always done. Beside that, it isn’t even being nerfed for its own effects – the nerf is all due of (people whining about) Supply Crate.
They could have nerfed just the net turret used by supply crate, as it already uses different versions (or at least it worked so, seeing the bugs involved).

The PvE issues aren’t because of classes, but rather encounter design. Once the mechanics of some of the newer living story mobs see wider implementation things should hopefully improve drastically.

They are due to classes as well – if you balance the sustain of a class upon its lack of defensive boons, it can’t be balanced when you add those in the mix. And that’s exactly what happens with warriors and guardians.
Also, it isn’t like they’re making things like blocks and projectile reflections useless.
Even considering enemies susceptible to condition damage – the ones introduced in the triple trouble event – there are classes that can deal with them quite more easily than us (necromancers, especially with epidemic).

It won’t change anything in better, for us.

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Posted by: maciora.9542

maciora.9542

If in your opinnion these nerfs are ok then what with other classes? You have as well other build in necro for example that can spawn certain cond almost all the time, eng is beta class in pve almost not visible and following nerfs are damaging it, no matter what fanboys of anet freaky ideas say…

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Posted by: Chuck Zitto.2367

Chuck Zitto.2367

Game still needs diminishing returns on cc and conditions or classes like engi need more access to stability.

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Posted by: coglin.1867

coglin.1867

Game still needs diminishing returns on cc and conditions.

Personally, I cannot even fathom how someone could consider this reasonable. Maybe, just maybe in the context of CC alone, but how can you apply any sort of reasoning to stating that my burns, poisons, and bleeds, should be completely invalidated because some other guy or group of guys with those condition just hit you?

That is just like suggesting that once you get hit with a direct damage attack, that the next one that hits should be diminished.

But for the same reasons, why should my glue shot, net shot, glue bomb, or any other CC skill I have become invalidated because you got caught by my group and all of us tossed in our CC to prevent your escape.

If you do not want 5 players worth of CC stacked on you, then don’t be unreasonable enough to run solo past a group, then complain when they all used skills to prevent your escape so they can beat on you.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

(edited by coglin.1867)

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Posted by: Tulki.1458

Tulki.1458

A profession isn’t “in a good place” when a quarter of its utility skills and the traits that go along with them are completely screwed beyond recognition. Having fewer available utilities and traits than all other professions is not balanced.

Out of curiosity today I went into the mists and found out the following:

- The rocket turret gains no range benefit from traits when deployed underwater, even though the tooltip gets updated.

- When they changed the rifle turret’s overcharge from a bleed to a vulnerability skill on land, they also halved the damage dealt by the overcharged shots (unlisted change in the patch notes) and reduced the damage of regular shots by about 20%.

Btw if you equip the deployable turrets trait, the thrown turrets that replace your regular turrets are from an old build of the game. So that’s cool. The quality of bug fixes towards turrets is worse than pretty much every private MMO server I’ve seen.

(edited by Tulki.1458)

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Posted by: Chuck Zitto.2367

Chuck Zitto.2367

Game still needs diminishing returns on cc and conditions.

Personally, I cannot even fathom how someone could consider this reasonable. Maybe, just maybe in the context of CC alone, but how can you apply any sort of reasoning to stating that my burns, poisons, and bleeds, should be completely invalidated because some other guy or group of guys with those condition just hit you?

That is just like suggesting that once you get hit with a direct damage attack, that the next one that hits should be diminished.

But for the same reasons, why should my glue shot, net shot, glue bomb, or any other CC skill I have become invalidated because you got caught by my group and all of us tossed in our CC to prevent your escape.

If you do not want 5 players worth of CC stacked on you, then don’t be unreasonable enough to run solo past a group, then complain when they all used skills to prevent your escape so they can beat on you.

I don’t know maybe cus condtions are out of friggin control. Also I never said they bcome invalidated I said diminishing returns which means they do less dmg. You can’t honestly sit here and tell me that conditions or cc are fine in wvw. Unless you have permenent stability in any large fight you die almost instantly to cc and even speced for condi removal nobody can deal with the insame amount of conditions a large force can put on everybody.

(edited by Chuck Zitto.2367)

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Posted by: Adamantium.3682

Adamantium.3682

Game still needs diminishing returns on cc and conditions.

Personally, I cannot even fathom how someone could consider this reasonable. Maybe, just maybe in the context of CC alone, but how can you apply any sort of reasoning to stating that my burns, poisons, and bleeds, should be completely invalidated because some other guy or group of guys with those condition just hit you?

That is just like suggesting that once you get hit with a direct damage attack, that the next one that hits should be diminished.

But for the same reasons, why should my glue shot, net shot, glue bomb, or any other CC skill I have become invalidated because you got caught by my group and all of us tossed in our CC to prevent your escape.

If you do not want 5 players worth of CC stacked on you, then don’t be unreasonable enough to run solo past a group, then complain when they all used skills to prevent your escape so they can beat on you.

I don’t know maybe cus condtions are out of friggin control. Also I never said they bcome invalidated I said diminishing returns which means they do less dmg. You can’t honestly sit here and tell me that conditions or cc are fine in wvw. Unless you have permenent stability in any large fight you die almost instantly to cc and even speced for condi removal nobody can deal with the insame amount of conditions a large force can put on everybody.

No one should be able to remove the conditions that a large group puts on them. Why should 1 player be able to survive the attacks of a larger group?

On a character to character level, condition removal overall is balanced I would say. We’re at the lower end of that spectrum, but overall it’s fine.

CC I can see a point being made for. Some sort of diminishing returns, or even a short 1-3s immunity after you are CCed could be good. Would have to be tested a lot.

[TNO] Gizmo Gigawatt (Engineer)
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