To developers: What we pay for versatility

To developers: What we pay for versatility

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Posted by: Penguin.5197

Penguin.5197

After reading the engineers class balance philosophies and raging and being frutrated, then calming down a bit, I decided to write down points on why getting damaged reduced should not be another cost to pay for versatility, since we pay enough for that already. I hope when arenanet developers read this they take it seriously.

Before that here is their philosophy on engineers one more time for people that may have missed it: “The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.”

And here is what we pay for it already:

1. Our tool kits are already paid by not being able to weaponswap: What comes natural to other classes we cannot really do, but its made up by a semi variety of kits. Other classes like a warrior are easily versatile on the battle field, where they can easily switch between short and long range weapons without having a damage penalty on their weapons. So use having versatile kits doesn’t seem too special.

2. Every kit cost a utility slot to use: Unlike ele’s attunements, which are innate and free, we have to choose carefully about what kit to use because for every kit we use, that is one less utility available.

3. Much of our versatility is too unreliable: I assume our versatility comes from being able to do what other classes can do such as copying a warriors stability or a thieves’ stealth, but when its all rolled up into one skill, you got a 50/50 chance of screwing yourself up. Same for many other effects in our elixir group. I get the reasoning that they wanted to make some sort of gamble build, but in reality its too unstable, could never see it be used in professional games. Imagine if half the time a thief wanted to get into stealth they just made themselves literally a bigger target to hit and thats what engineers have to go through continuously. Or how about throwing down an elixir for stability in hopes you wont get knocked down from fractals harpies, only to get invisibility? At least the harpies wont get to see your character fail miserably.

4. Being able to cast boons on allies is already hindered by radius size Most of our boon share comes from thrown elixirs, and when their radius size is as big as Jump Shot, our boon support capability suffers. Seriously try landing a projectile that takes time to get there on a group of jumping , running and dodging allies. Other classes with shouts that you don’t even have to target and bigger area of effect fields do it way better. I say that because of this part in their philosophy “use their boons to keep themselves (and allies) alive in a fight.”

So to the developers: In conclusion please look over the engies again. We already pay enough as it is we don’t need changes with a mindset set on damage reduction penalties too

(edited by Penguin.5197)

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Posted by: Penguin.5197

Penguin.5197

Shameless bump to hope they read it
and so any comments/thoughts on this anyone? Agree/Disagree with points?

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Posted by: Mif.3471

Mif.3471

I very much agree : )

Tarnished Coast | Best cookies in all of Tyria

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Posted by: NickDollahZ.5348

NickDollahZ.5348

Valid points my friend

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Posted by: Penguin.5197

Penguin.5197

Glad people agree! One last bump to make sure game designers (most likely Jon Peters) get a chance to read it before I log off for the night and this thread is forever lost in the sea of never ending posts~

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Posted by: Acotje.5689

Acotje.5689

bump and agree
and i dont even play an engineer…

Hello darkness, my old friend.

(edited by Acotje.5689)

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Posted by: Coltz.5617

Coltz.5617

I agree that we pay enough for versatility but I also agree on the 30% grenade reduction. I rather engineers to be a lot more reliable and useable for having to pay the price of 30% dmg reduction to grenades ( one of our main skills to use ).

- I infract cause I’m passionate about the game-
“ALL IS VAIN”
https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboar/page/6#post3486969

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Posted by: Sentinel VX.1392

Sentinel VX.1392

Seriously engineer need to be buffed up or even revise to change a lot of stuff to make it more playable on wider range of build especially in PVE. Lots of traits are still useless compare to other profession.

Although I would like to see how it turns out after they put the weapon stats in the bundle kit.

FT however is still buggy as kitten as always. They should fix this kitten.

Sea of Sorrow since BWE.

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Posted by: datbabykilla.4307

datbabykilla.4307

Super elixir was literally the only way I was surviving in the upper fractal tiers. I knew Engineers were crap but at least I was bringing a great heal for my group.

I understand that they want people using other kits besides grenades, but those kits needed a buff, instead of nerfing grenades.

I don’t want to give up on my engineer after spending 500+ hours getting all the weapon skins and cool stuff I wanted. But, my level 40 warrior out damages him, out heals him, out buffs, etc. It’s pretty stupid.

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Posted by: Netheren.3261

Netheren.3261

Hey I was already havin trouble stickin to my engi over my warrior. Different playstyles and whatnot considered, the warrior just does everything better, at once. Literally.

Unfortunately my warrior is human and my engi Asura and I really prefer Asura.

Maybe I just leave GW2 now. Why are they nerfing the most unneeded, outcast profession?

Oh thanks for giving us sigils btw, ya know, what every other prof has had since LAUNCH.

w
t
f
RIP Engi

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Posted by: Travail.7390

Travail.7390

Number 4 is a big one no one really talks about. If part of our functionality is applying boons to support allies, then more of our Elixirs need to be able to be tossed (not just the toolbelt versions) and the radius’s need to be a lot bigger.

If one of our strengths is supposed to be boon sharing, then why don’t we have something even better than shouts? Many classes have shouts, Rangers have spirits, Elementals have AoE boon sharing on attunement swap, and aura sharing… We are far from the best at group buffs. Oh, and they nerfed Super Elixir, so we might not even be competitive at stacking regen anymore.

The biggest one on that list is, of course, the fact that our kits use up utility slots. That is a HUGE payment for our so-called “extra versatility.” I can’t take as many stun breakers in PvP as other classes. I can’t take as many Elixirs that are supposed to be one of my strengths. We are the only class that can’t take 3 utility skills at the same time we take multiple weapons. THAT is the tradeoff we suffer.

-Travail.

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Posted by: Kontrolle.3514

Kontrolle.3514

Engineer

The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.

Thief

Thieves are the masters of mobility, stealth and high single target damage. They can be very fragile if you counter their stealth with area of effects or large stacks of conditions, but they trade this fragility in order to have some of the highest burst damage in the game. They are able to help allies through traps, venoms and the mobility to flank most encounters.
_____________________________________

Somehow should tell Arenanet that mobility is the key in this game and that you dont need any control if you are able to kill people in 2-3 seconds + 1,5 seeconds stealthstomp. The degree of fail at gamebalance will kill this game. Its actually quite annoying with 50% thiefs in WvW/PvP

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Posted by: Brinson.7289

Brinson.7289

Glad people agree! One last bump to make sure game designers (most likely Jon Peters) get a chance to read it before I log off for the night and this thread is forever lost in the sea of never ending posts~

Jon Peters doesn’t care about Engineer people!
[jaykay!(hopefully{most likely seriously})]

\-\ Poquito (Engineer) /-/ Tarnished Coast
Not Sure If Serious [BZNZ] ||| Cynical [CYN]

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Posted by: Halcyon.7352

Halcyon.7352

There is plenty to complain about with the state Engineer is in right now. I see nothing on this list that is noteworthy, honestly.

1&2: The Utility belt exists for a reason. We do get an effective nine utility skills at any given time. The utility abilities for kits are nothing to scoff at, and quite often, are a large part of why I choose to even use a kit, which is how it should be. I might also add, we still have no cooldown on swapping kits, unlike attunement swapping. I don’t even need to mention kit modifying traits, do I? (Perma swiftness & regen, as well as free spells off cooldown are pretty nice, I dunno)

3: Probably your strongest point. It is annoying having so much unreliability, however one could say it’s part of the charm and the intended feel of the class. There is a way to achieve this without letting luck completely decide whether you succeed or not however, and I do think abilities that do have this element of chance do need to be reworked so that the outcomes are more similar and any can be used in any situation.

4: I’ve… never noticed issues? I mean, I play on an older PC. When half the people during world events aren’t still loading constantly or culling out, I’ve never had much an issue tossing elixirs into groups of people at all, even through the lag. I wouldn’t mind a slight radius increase, or a trait to do such, however. (I’m looking at you Acidic Elixirs)

I haven’t looked too thoroughly at how support guardians apply their own boons, but it would seem to me that if they’re hanging back, they’re only buffing ranged party members, or melee members if they’re up front. The Medium range playstyle of the engineer is perfect for optimum Elixir tossing coverage.

I honestly feel like there’s much else that needs to be discussed and fixed prior: a whole slew of still useless traits, a flat and blind 30% damage reduction (after a 15% reduction) to our only decent damage kit, weapon stats still not applying to kits, just to list a few.

Tarnished Coast Engineer and… general alt-o-holic.

For the toast!

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Posted by: Wasdclick.1764

Wasdclick.1764

1&2: The Utility belt exists for a reason. We do get an effective nine utility skills at any given time. The utility abilities for kits are nothing to scoff at, and quite often, are a large part of why I choose to even use a kit, which is how it should be. I might also add, we still have no cooldown on swapping kits, unlike attunement swapping. I don’t even need to mention kit modifying traits, do I? (Perma swiftness & regen, as well as free spells off cooldown are pretty nice, I dunno)

We get seven utility skills… At best. 7,8,9, and the F1-F4. The problem here is that quite frankly, toolbelt skills aren’t up to snuff. There’s some great ones, but there’s also some really bad ones. The worst part is that you don’t get to effectively pick them. You’re forced to used a certain F1-F4 based on what healing or utility skill you picked up.

I think having a special “kit slot” that occupies the weapon swap area would be a great first step towards making the engineer better. That would make a kit compulsory, but without cutting into our potential for selected utility skills. Since it’d be off on the side, we wouldn’t get it’s toolbelt skill. But, we could still put a kit in the utility spot, to get access to multiple kits, or to use the toolbelt skill.

3: Probably your strongest point. It is annoying having so much unreliability, however one could say it’s part of the charm and the intended feel of the class. There is a way to achieve this without letting luck completely decide whether you succeed or not however, and I do think abilities that do have this element of chance do need to be reworked so that the outcomes are more similar and any can be used in any situation.

If random, then we need some sort of compensation for it. We get 5 seconds of quickness compared to 4 from the classes the buffs come from, and on the same cooldown. That’s pretty nice. But what about Elixir B? Alone it’s great, but for the group toss, you get Fury or Retaliation for ten seconds, or 10 seconds of Swiftness, which is much less impressive… Or one stack of Might for 30 seconds. Which sucks. Compare to “For Great Justice”which grants 3 stacks of might for 25, as well as Fury for 8. Tossing Elixir S is just going to get you laughed at. And tossing Elixir U can’t be counted on either, as anything other than a combo field at least… And if it is intended to just toss down a combo field, then 60 seconds on recharge isn’t worth it.

4: I’ve… never noticed issues? I mean, I play on an older PC. When half the people during world events aren’t still loading constantly or culling out, I’ve never had much an issue tossing elixirs into groups of people at all, even through the lag. I wouldn’t mind a slight radius increase, or a trait to do such, however. (I’m looking at you Acidic Elixirs)

Not everyone can lead their shots with prescient skill. The point the OP was trying to make was that we’re still dealing with a 180 radius as opposed to shouts which get 600. How hard would it be for an engineer to make a gaseous elixir release device that can spread the joy over a wide area? Answer, not very, since we have an elixir gun that does that with “Fumigate.” (Yes, i know it’s a cone, but it wouldn’t be hard to imagine an area dispersal system using the same engineering principles. Or heck… Think of the device in the new Spider Man movie.)

I haven’t looked too thoroughly at how support guardians apply their own boons, but it would seem to me that if they’re hanging back, they’re only buffing ranged party members, or melee members if they’re up front. The Medium range playstyle of the engineer is perfect for optimum Elixir tossing coverage.

No, they hang in mid-range. Staff doesn’t work out to long range, so they keep to mid, where Empower can hit everyone, along with their shouts, and their ridiculously wide 1 attack.

I honestly feel like there’s much else that needs to be discussed and fixed prior: a whole slew of still useless traits, a flat and blind 30% damage reduction (after a 15% reduction) to our only decent damage kit, weapon stats still not applying to kits, just to list a few.

The traits I won’t argue much with. I think there’s more “niche” than “useless” but opinions differ on definitions there it seems.

Grenades took only 30% damage reduction on the 1 key. The 15% debuff fr PvP from before was removed, thankfully.

Weapon stats are coming soon. Jon has said such, but they emphasized Sigils first because they thought it would be more useful for build diversity. Stats will probably come in next big update.

All in all, I am happy with what we got. I still believe it has a place in the game. But the creeping buff we’re getting is overshadowed by the big nerf to one thing.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Definitely agree with the OP. The engineer is one of the hardest professions to play and easily the most difficult profession to theorycraft, because every choice costs us. Build for HGH? Cool, but you lose your equivalent to a weapon swap. It’s cool that both builds work, but both come at a high price.

The grenade damage reduction is okay and makes the kit more in line with others (swap to kit, use a few skills, swap out) rather than a main damage weapon. Unfortunately, it was a pretty poor way of addressing the real issue, which was grenadier + steel packed explosives. So, now grenades are even more useless without those traits, and still pretty good with them.

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Posted by: Ricky Rouse.1583

Ricky Rouse.1583

I agree that we pay enough for versatility but I also agree on the 30% grenade reduction. I rather engineers to be a lot more reliable and useable for having to pay the price of 30% dmg reduction to grenades ( one of our main skills to use ).

I dont mind the damage reduction.

I do mind that they nerfed the only viable kit we had without making the others good first.

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Posted by: Monkey Fritz.9052

Monkey Fritz.9052

I don’t understand all the complaints about engis myself. My Engi has been my main since launch, and I outlast pretty much everyone. An engi built for survival is a force to be reckoned with. A net build for PvP can stack over 15 seconds of immobilize. Though even I hate being grouped with other engis, because they do nothing but faceplant all day long. First time I group with another engi, I thought we were going to rule the world, not that I would be reviving him every few seconds.

I constantly joke about how OP the nade kit is (when used properly) and it’s always been a point of serious jealousy among the other classes I play with. I can’t say I’m happy about any nerf, but at least it’s only the 1 skill, which was so crazy OP it out damaged the other four.

As for useless traits, there is only one, the timed mines which don’t do anything. Otherwise every trait has its use, if you have traits that are “useless” to you: re-trait.

I have sigil of rage on my riffle, now applied to nade kit I would be crazy OP if they hadn’t nerfed skill 1. It’s nothing to kitten about. I run six alts, deleted two I didn’t like, and Engi is still THE most versatile. There are so many build options available, every trait makes far more of an impact than other classes where its more “well, duh, I won’t be able to play without that one.”

If your engi sucks…. play another class.
I can’t play mesmer for beans. They run around noob rolling in wvw and so everyone cries OP. Instead, look for the one not standing still, or not firing at you, and kill them in a matter of seconds because they are so weak.

Elementalists are crazy powerful, but take a lot of micromanaging to stay alive. I love vids online of people rolling through their atunement and sending out skills in near perfect synchronization for combos I never even thought of.

All the classes are built for specific styles of play, engi is no different. If you feel they are underpowered or any little nerf kills the whole class, try something else. It’s not like you can’t get another toon to 80 in a week or two. Try a necro, they can out survive just about anything. Play a necro after learning to survive as an ele or mes and you will have the skills to roll anything.

EDIT: Also, consider the sigil + FT or EG kit NOW. Talk about OP with the right combos.

(edited by Monkey Fritz.9052)

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I also regularly defend the engineer as a fun, viable profession. That doesn’t mean to not be realistic, though. There are a lot of useless traits, not just timed mines. Acidic elixirs, acidic coating, scope, packaged stimulants…just off the top of my head, engineers have a lot of useless traits. I’m not complaining—several professions have some useless traits—but we should try to be more accurate in the engineer’s forum.

I’m not sure what sigils would make the FT or EG so ovepowered? I use both, so I’m open to suggestions.

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Posted by: Kuruptz.4782

Kuruptz.4782

I don’t understand all the complaints about engis myself. My Engi has been my main since launch, and I outlast pretty much everyone. An engi built for survival is a force to be reckoned with. A net build for PvP can stack over 15 seconds of immobilize. Though even I hate being grouped with other engis, because they do nothing but faceplant all day long. First time I group with another engi, I thought we were going to rule the world, not that I would be reviving him every few seconds.

I constantly joke about how OP the nade kit is (when used properly) and it’s always been a point of serious jealousy among the other classes I play with. I can’t say I’m happy about any nerf, but at least it’s only the 1 skill, which was so crazy OP it out damaged the other four.

As for useless traits, there is only one, the timed mines which don’t do anything. Otherwise every trait has its use, if you have traits that are “useless” to you: re-trait.

I have sigil of rage on my riffle, now applied to nade kit I would be crazy OP if they hadn’t nerfed skill 1. It’s nothing to kitten about. I run six alts, deleted two I didn’t like, and Engi is still THE most versatile. There are so many build options available, every trait makes far more of an impact than other classes where its more “well, duh, I won’t be able to play without that one.”

If your engi sucks…. play another class.
I can’t play mesmer for beans. They run around noob rolling in wvw and so everyone cries OP. Instead, look for the one not standing still, or not firing at you, and kill them in a matter of seconds because they are so weak.

Elementalists are crazy powerful, but take a lot of micromanaging to stay alive. I love vids online of people rolling through their atunement and sending out skills in near perfect synchronization for combos I never even thought of.

All the classes are built for specific styles of play, engi is no different. If you feel they are underpowered or any little nerf kills the whole class, try something else. It’s not like you can’t get another toon to 80 in a week or two. Try a necro, they can out survive just about anything. Play a necro after learning to survive as an ele or mes and you will have the skills to roll anything.

EDIT: Also, consider the sigil + FT or EG kit NOW. Talk about OP with the right combos.

your obv dont play engineer

now i dont defend or disagree with the grenade nerf cause i never used it obv i met fight people with brain and 50% here dosnt any one with brain can avoid it so you saying nades are OP welll.. it says alot about you if you talk PVE i dont disagree there it wouldve been INSANE in pve

My mesmer wich is my main my engi is my alt will tear up any engineer without problem mostly becuse i think also mesmers are supposed to be superior 1v1?

yeah ele takes alot of skill but can be also Very Powerful, engineer aint easy also right?`shouldnt they get also VERY powerful like eles when you learned the profession

nades used properly.. yeah … properly

when your enemy Dodges / moves Properly

properly…

(edited by Kuruptz.4782)

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Posted by: Armo.6208

Armo.6208

great post..
on the positive note they didn’t nerf our downed skills

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Posted by: Kuruptz.4782

Kuruptz.4782

great post..
on the positive note they didn’t nerf our downed skills

after reading your post they probly will just to mess with engi more

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Posted by: Zakiya.5310

Zakiya.5310

“The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.”

“We see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elemetnalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage.”

Reading that in the class balance notes was a bit of a stunner. I mean, they directly reference the engie versatility as a reason for having low damage, but ele is king of versatility, and suffers no dmg reduction as a consequence? The skill ceiling on engie is high as well, so why not reward the players who have mastered the class with powerful build options?
Man, I dunno. I just don’t understand what niche they want engie to fit into anymore.

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Posted by: tigirius.9014

tigirius.9014

Reading that in the class balance notes was a bit of a stunner. I mean, they directly reference the engie versatility as a reason for having low damage, but ele is king of versatility, and suffers no dmg reduction as a consequence?

Here, hands out my resume, here’s my resume, I’ll get this class back on track. I can’t imagine any point in continuing this game Really I can’t some hope that someone over there will come to their senses in Jan? I am seriously thinking of going and playing WoW again, and I promised myself i never would look back. Here’s the thing, even tho WoW has pandas and pokemon, and they have that horrendous marine biologist in charge at least they know when they break a class and fix it relatively fast. It’s going on 4 months now and this class isn’t even viable for the new dungeon only focus they have out.

And yes I’ve tested these new changes :P that’s what I spent last night doing for an hour.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

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Posted by: Portal Master.9146

Portal Master.9146

“The Engineer is a highly versatile class.” = We don’t really play this class. Not sure why people are.

“While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights.” = You are very squishey but we don’t want you to be able to range like you should. But you can throw (now weaker) grenades longer than you can shoot your dumb shotgun.

“They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight” = Control won’t work on most bosses though – that would be way to powerful. Also other classes are much better at keeping their allies alive and applying boons. You really shouldn’t play in team environments / dungeons. You are not that much help and others can do everything you do but better.

“They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.” = sucks. Your damage is even more embarassing. You’ll have to find ways to stack 25 stacks of might on yourself just to do damage like other classes do by spamming ‘1’ with no boons.
Versatility is a word we came up with to mean not really good at anything.

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Posted by: Raine.1394

Raine.1394

As one with 5 level 80 professions and a level 2 engineer I have to agree. The engineer is conceptually a very cool profession with too many problems right now. Anet seems to feel that making it worse will make it better. I would love to play my engineer, but the motivation to level him is just not there.

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Posted by: Jarin Arenos.2736

Jarin Arenos.2736

Versatility is a word we came up with to mean not really good at anything.

It’s just how WoW druids were for years. I don’t expect ANet to figure this out any time soon.

“Learning from our competition? Why would we ever do that?”

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Posted by: Penguin.5197

Penguin.5197

Reading that in the class balance notes was a bit of a stunner. I mean, they directly reference the engie versatility as a reason for having low damage, but ele is king of versatility, and suffers no dmg reduction as a consequence? The skill ceiling on engie is high as well, so why not reward the players who have mastered the class with powerful build options?
Man, I dunno. I just don’t understand what niche they want engie to fit into anymore.

Yeah that was my main problem too and the reason why I decided to make this post. With what we already have paid we should not have that on top too.
In my opinion, the game designers have to rewrite the engineer philosophy into something the along the lines of:

“The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost of no weapon swapping and limited selection of main hand weapons.

The limited selection of main hand weapons might be arguable but the basic idea of what I mean is there

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Posted by: Chickenshoes.6250

Chickenshoes.6250

I also don’t see how we can be expected to be “versatile” all of the time with our setup.

Most of these abilities are really really situational. If I get jumped and all I have is two turrets and an elixir, I’m kittened. Any other class can run away or react but the engineer is suprisingly non-versatile if he can’t choose up every ability before a specific encounter.

Also the boons, HOW can we be expected to boon people with those throw-elixir abilities? I almost consider them jokes. They only provide one, often random effect, and the radius is so small on top of it? The radius needs to be MUCH MUCH larger or else you’re just buffing yourself and 1 other person if you’re being super efficient with it. Most of the time I only use the throw-elixirs to target myself with formula-409 cleanse.

-Throw elixir H needs to have an attached heal to the random effect. regen/protection/vigor by themselves really suck, with big emphasis on vigor. H is for Heal. If it isn’t healing, it’s stupid.

To be most effective, engineer is pretty much required to run a kit, maybe even two, swap them out constantly for their cooldowns and hope for the best. Not only is that hard to do, it’s surprisingly devoid of a specific strategy. I switch to my grenade kit and spam out frost and poison and switch back to my pistol to retain my mobility. Toolkit is pretty useful for a lot of situations, but I mostly just spam the crowbar and nailbox cooldowns while I switch back to pistol. I switch to my elixir gun JUST to blow Super elixir cuz that’s the only ability that does anything.

These cooldown-based shuffle tricks do not make up for a primary that does less damage. The pistol doesn’t even have range kitten

Edit: Also, mines are useless. When engineer is so strapped for utility slots, who really takes mines? For defense you probably want turrets and the grenade kit anyway. The minefield ability is beyond useless. It requires the enemy to run over the obvious blinking lights, does less damage than another stronger ability will do more reliably and on-demand, and it times out after a bit. The single thrown mine is lackluster as well. It also does kitten for damage, removes 1 stupid boon they might not even have, if you throw it wrong or choose to move it it triggers the whole cooldown first, and it’s really only good for disorienting the enemy with the blowback.

(edited by Chickenshoes.6250)

To developers: What we pay for versatility

in Engineer

Posted by: Lanthrudar.1437

Lanthrudar.1437

After reading the engineers class balance philosophies and raging and being frutrated, then calming down a bit, I decided to write down points on why getting damaged reduced should not be another cost to pay for versatility, since we pay enough for that already. I hope when arenanet developers read this they take it seriously.

Before that here is their philosophy on engineers one more time for people that may have missed it: “The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.”

And here is what we pay for it already:

1. Our tool kits are already paid by not being able to weaponswap: What comes natural to other classes we cannot really do, but its made up by a semi variety of kits. Other classes like a warrior are easily versatile on the battle field, where they can easily switch between short and long range weapons without having a damage penalty on their weapons. So use having versatile kits doesn’t seem too special.

2. Every kit cost a utility slot to use: Unlike ele’s attunements, which are innate and free, we have to choose carefully about what kit to use because for every kit we use, that is one less utility available.

3. Much of our versatility is too unreliable: I assume our versatility comes from being able to do what other classes can do such as copying a warriors stability or a thieves’ stealth, but when its all rolled up into one skill, you got a 50/50 chance of screwing yourself up. Same for many other effects in our elixir group. I get the reasoning that they wanted to make some sort of gamble build, but in reality its too unstable, could never see it be used in professional games. Imagine if half the time a thief wanted to get into stealth they just made themselves literally a bigger target to hit and thats what engineers have to go through continuously. Or how about throwing down an elixir for stability in hopes you wont get knocked down from fractals harpies, only to get invisibility? At least the harpies wont get to see your character fail miserably.

4. Being able to cast boons on allies is already hindered by radius size Most of our boon share comes from thrown elixirs, and when their radius size is as big as Jump Shot, our boon support capability suffers. Seriously try landing a projectile that takes time to get there on a group of jumping , running and dodging allies. Other classes with shouts that you don’t even have to target and bigger area of effect fields do it way better. I say that because of this part in their philosophy “use their boons to keep themselves (and allies) alive in a fight.”

So to the developers: In conclusion please look over the engies again. We already pay enough as it is we don’t need changes with a mindset set on damage reduction penalties too

The part of that stance they mentioned about intentions for the engineer was that they said the ELE was the "king of versatility " and yet the ELE has AOE’s, long range, short range, and more overall damage..

I don’t get why it’s ok to limit weapon damage for ENG when another class has even more versatility compared to us and we have all these limitations, and they want to add more..

If they want to limit ENG to kits then have the kits inherit more than the sigils, or have all sigils on separate timers so two can be active at once without having to try to swap (which we can’t do unless kit swap counts as a ‘swap’). Have the kit damage boost based on rarity of the main weapons, or pull the stat’s of the weapons equipped, or scale the damage of things like the EG scale more. Why doesn’t EG damage scale with points into Alchemy? I mean WITHOUT picking the trait to boost damage 15%? 15% is great for Flamethrower but EG damage is pretty low, especially if you consider Elixir F (#2 attack for EG) lobs through the air, allowing it to be easily dodged, instead of being shot more like a beanbag from a riot gun. If it shot as fast as the tranq dart and couldn’t be dodged it would be much more useful.

One reason so many people used grenades was you essentially had two-three attacks each time they hit. If the other kits had comparable damage to grenade, and not damage that took 5-10 seconds to effect (all the conditions) or were static damage, i.e. bombs/mines, you’d see people using them more I think.

(edited by Lanthrudar.1437)

To developers: What we pay for versatility

in Engineer

Posted by: Nilgoow.1037

Nilgoow.1037

In the grand scheme of things you are just a dumbfounded Mike Myers, hoping that someone cuts to b-roll before you pass out.

‘Your welcome’

To developers: What we pay for versatility

in Engineer

Posted by: Aegael.6938

Aegael.6938

One thing that most people tend to overlook is that the Engineer’s gameplay is fundamentally different from every other class. Even the Elementalist, who has effectively four weaponswaps can’t go from fire to earth, then back into fire. He has to wait 10-15 seconds before he can do that.

On the other hand, the Engineer’s kitswapping has a 1 second cooldown. His toolbelt skills are available no matter what kit you’re in.

This is a major part of the engineer’s versatility that’s often overlooked. He’s the class that can bring out whatever tool he needs in any given situation. He’s the only class in the game that never encounters the situation of having made a poor weapon swap and being stuck in a specific weaponset for 10 seconds.

While I agree that the Engineer is one of the less viable classes right now, you have to take this into consideration. Maybe “giving up” a utility isn’t so bad for ultimate control of when we use any of our skills.

To developers: What we pay for versatility

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Posted by: Chickenshoes.6250

Chickenshoes.6250

One thing that most people tend to overlook is that the Engineer’s gameplay is fundamentally different from every other class. Even the Elementalist, who has effectively four weaponswaps can’t go from fire to earth, then back into fire. He has to wait 10-15 seconds before he can do that.

On the other hand, the Engineer’s kitswapping has a 1 second cooldown. His toolbelt skills are available no matter what kit you’re in.

This is a major part of the engineer’s versatility that’s often overlooked. He’s the class that can bring out whatever tool he needs in any given situation. He’s the only class in the game that never encounters the situation of having made a poor weapon swap and being stuck in a specific weaponset for 10 seconds.

While I agree that the Engineer is one of the less viable classes right now, you have to take this into consideration. Maybe “giving up” a utility isn’t so bad for ultimate control of when we use any of our skills.

Or

The elementalist just cycles through all the good cooldowns on the other elements and 15 seconds is up before anyone even notices.

The engineer’s version of “poor weapon swap” is “poor utility choice.” If an elementalist’s mistake costs him 10 seconds, the engineer’s mistake lasts for the entirety of combat. He could be stuck with a useless kit or some stupid turrets or no breaks/CC if he can’t take a moment between every type of encounter and think it through.

The engineer’s stick is much much shorter. It doesn’t even compare.

To developers: What we pay for versatility

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Posted by: Tsubaki.2508

Tsubaki.2508

I think that there are a slew of problems with engi – tons of useless or broken utilies and traits, but I think you only have a valid point on #3-#4.

Grenade was very powerful, and while I have noticed the decrease in pve, that may actually put it in line with what the class is supposed to do, offer the ability to switch between weapon and kits (styles of gameplay) with no cds. The toolbelt skills are while they could stand to be less random, are actually the extra skills a lot of people are complaining they lost.

In pvp I have noticed not much of a change really, in fact the sigil usage now changes some damage, may not be the straight damage you want from grenades, but I feel it offers more variety to what an eng might play.

And if you have problems with mesmer as an engineer, you need major practice :P

To developers: What we pay for versatility

in Engineer

Posted by: Volfurious.9231

Volfurious.9231

I’m still furious they 2x the cd for toss exlixir R. It was my favorite utility. ;_: Now i have to run up to people and touch them to ress from 1.5k range away.

To developers: What we pay for versatility

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Posted by: LegoTechnic.5910

LegoTechnic.5910

You know if one of the focuses for engineer design is to buff their party members, then they need to seriously look at how exactly we do that. If elixirs are equipped we lob them for embarrassingly random buffs into a tiny AoE spread that during a fight a party member will often dodge or move out of, and if turrets are equipped we have to deliberately explode them early in a combo-field with the party members nearby. While it’s quite doable to equip Flamethrower, drop a napalm near your buddies, drop a turret in it and then pop it to give everyone 3 stacks of might, it’s not only a little convoluted but a complete waste of what the turret is itself. It largely says something about them when turrets are best used as sacrificial explosions rather than actual turrets, but at least they have that extra utility (my heal-support build runs EG and turrets, and I like to pop them in ele or other party fields).

Honestly buffing others just seems really clunky as an engineer, and I wonder if our blast finishers and lobbed random elixirs is really considered one of our class strengths?

To developers: What we pay for versatility

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Posted by: Travail.7390

Travail.7390

It’s just how WoW druids were for years. I don’t expect ANet to figure this out any time soon.

“Learning from our competition? Why would we ever do that?”

Druids were always great healers, and could tank ok, too. Druids actually had stronger single target healing than Priests. There was definitely a niche for Druids to fill in groups and raids right from day 1.

Engineers are more like Grenadiers in Tabula Rasa, which also received a variety of weapons that were cool in concept, and unique to the class (rocket launchers, grenade launchers, flamethrowers) but poorly implemented. In that game, it was the harsh diminishing returns you had for hitting multiple enemies that destroyed the viability of those weapons, which all caused splash damage.

-Travail.

To developers: What we pay for versatility

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Posted by: Travail.7390

Travail.7390

I don’t agree that toolbelt skills somehow make up for having to use a utility slot for our kits.

I mean, does anyone think that Throw Wrench or Incendiary ammo is as good as Elixir S? Elixir B? Elixir R? Rocket Boots?

Elementalists are stuck with 4 attunements in place of where our toolbelt skills normally go. That leaves them with 3 functioning utility slots. Engineers operate in the reverse, where our utility slots disappear when we equip kits, and we are left with our toolbelt skills in place of full utility abilities. But that’s not all, we are forced to take the toolbelt skill which corresponds to the kit we’ve chosen. We can’t actually choose our toolbelt skills as well as our kits, because they are linked with each other.

I mean, even if the FT was balanced to be as good as the Elementalist’s fire attunment, does anyone think Incendiary ammo is as good as a signet? A glyph? A cantrip? Not a chance, especially not in specs designed to abuse those mechanics. Cantrips can offer stacks of regen, vigor, and might on every activation, in addition to their primary effect.

Incendiary Ammo causes our next three attacks to burn, which is attached to a kit which specializes in causing burning already.

It would have been better if the “toolbelt” was the place where we equipped kits, and then got to choose whatever elixirs/gadgets we wanted in our utility slots. Perhaps give us only 2 toolbelt slots, and have those be specifically for kits, then allow us to choose three utility skills as normal.

-Travail.

(edited by Travail.7390)

To developers: What we pay for versatility

in Engineer

Posted by: izzac.4821

izzac.4821

Very good opinion

And all I suggest to developer is if you trying to nerf kits
Please give back weapon stats on to make the balance

To developers: What we pay for versatility

in Engineer

Posted by: Travail.7390

Travail.7390

A little more explanation of my idea:

Giving us 2 slots for kits reduces our total number of “hotkeys” by 2. The main reason I do this is to offset the fact that our kits don’t have cooldowns. If we had access to 3 kits + 1 weapon, we’d have as many attacks as the Elementalist, but we wouldn’t have any cooldowns on our kits, causing an imbalance between the two mechanics. To help deal with that, we lose the ability to equip a full 3 kits, and lose a total of 2 hotkeys. Not a major change for us honestly, considering many players didn’t make use of all of their toolbelt skills when they only wanted the utility skill in the first place.

The current toolbelt skills would be removed. Or, alternately, the toolbelt skills people liked could be made into their own utility skills. Either way, the concept of linking kits with toolbelt skills would be scrapped.

Traits which affected “toolbelt” skills would need to be reworked. Really, a change as simple as switching all of those traits to affect gadgets instead would probably be fine.

Lastly, you’d have to make most elixirs able to be tossed; at least Elixir H, B, and C (maybe not U or S ). If you didn’t, it would reduce the effectiveness of several of the Elixir traits because you could no longer apply your affects to allies. You would reduce the effectiveness, however, of these now throwable elixirs, on allies other than yourself. Elixirs H and B would apply every boon they have to allies, but at a reduced duration (-33% maybe?), and Elixir C would only remove up to 2 conditions on allies other than yourself, and apply up to 2 boons, instead of “all”.

-Travail.

(edited by Travail.7390)

To developers: What we pay for versatility

in Engineer

Posted by: Moddo.7105

Moddo.7105

Proposing major class changes is useless. Anet does not even have the man power to fix stuff already in-game. A total rework of the class is not in the cards.

To developers: What we pay for versatility

in Engineer

Posted by: Travail.7390

Travail.7390

Proposing major class changes is useless. Anet does not even have the man power to fix stuff already in-game. A total rework of the class is not in the cards.

I don’t really see them as class changes, but class “finishes.” This class was obviously rushed, and it’s suffering from a lack of identity because of it.

Besides, that’s no excuse. It’s the contractor’s fault if they can’t find enough guys to construct the building. They chose to take on this project.

-Travail.

To developers: What we pay for versatility

in Engineer

Posted by: Umungus.8326

Umungus.8326

Agree on high cost for versatility.

On land : 2 weapons choice
Underwater : no choice

On land main weapons : Root, bleed, poison, confusion, stun, push back, block, go away (without pulling the ennemi with us…)

Underwater : With last patch, bleed on main weapon…

And one of our major kit doesn’t work underwater (two ideas : high pressurized water, steam).

Landborn major concerns are in the previous posts of this thread.

Innocence prove nothing.

To developers: What we pay for versatility

in Engineer

Posted by: Zakiya.5310

Zakiya.5310

It would have been better if the “toolbelt” was the place where we equipped kits, and then got to choose whatever elixirs/gadgets we wanted in our utility slots.

-Travail.

I think this would go a long ways towards giving engie the true versatility they tout. The rough mechanics already exist in the game with the ele prof, so I don’t think it would be a major overhaul. Even if they cut it back to 4 kits like 4 elements (support kit, a control kit, a dps kit and a bunker kit?), then we could have clearly defined roles to spec into, and could adjust damage on those kits accordingly.

Or add a longer cd on kit swapping if that is so omgOP. Coffee is still only trickling into my veins, I’m sure there are some other innovative ideas out there on how to make engie competitive in all the endgame options.

Realistically, I don’t think they are going to do kitten to engie for a good long while now. Maybe some bug fixes will get handed around. Maybe…

To developers: What we pay for versatility

in Engineer

Posted by: Gilder.1906

Gilder.1906

I also regularly defend the engineer as a fun, viable profession. That doesn’t mean to not be realistic, though. There are a lot of useless traits, not just timed mines. Acidic elixirs, acidic coating, scope, packaged stimulants…just off the top of my head, engineers have a lot of useless traits.

I’ve used Acidic Coating in a Pistol condition damage build for PVE and found it works very well. It’s not hard to get mobs to group together so you can stack conditions on all of them at once.

(edited by Gilder.1906)

To developers: What we pay for versatility

in Engineer

Posted by: Mister Mustard.7203

Mister Mustard.7203

Excellent, well thought out post, OP. I’ve been wanting to play engineer since launch, and I’ve rolled 3 different times. The flexibility is enticing, but I similarly felt you gave up too much and gained too little, especially in the area of random effects.

To developers: What we pay for versatility

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Posted by: Silentsins.3726

Silentsins.3726

The Engineer is a highly versatile class… but this extreme versatility comes at a cost in damage on their main hand weapons.

“Ok, that sounds fair…”

Copy paste for links.

http://gw2skills.net/editor/?fUAQNAR7dlUgqC33RKEfIFRuAbBYP0I8z41DHSRGC;TEBg0yoEQJhSFlCKqsMZJyymlLLZWrMGhcCZ/xDEA

Provides healing, condition removal, group buffs, survivability, and damage in one build. High level fractal viable.

“Hrm… okay…”

http://gw2skills.net/editor/?fIAQJARTjgONvJP6OMxBAjiiA6ogKmSPKDt0A;T4Ag0yoEQJhSFlCKqsMZJyymlLLZWLQGZA

Provides healing, condition removal, group buffs, survivability. and damage in one build.

“Wait a second…”

http://gw2skills.net/editor/?fYEQNAoYVlUmSP3ey8E95Ey2jdqC5JOFOVS5pgsGLA;TEBA2yvEOJ9S9lyLqhMDJGyOkbI5QLLGWco4RxsAA

Provides healing, group buffs, survivability, control, and damage in one build.

“Now, that’s not fair!”

Every class in this game is versatile. Most classes are robust enough to bring multiple positive features in the same build. Why are Enges “paying” for the same versatility that most classes take for granted? For that matter, enge versatility consists of… what exactly (only talking pve so far, PvP is a separate, large topic)? Elixir build, and…

This patch broke more than it fixed for this class.

(edited by Silentsins.3726)

To developers: What we pay for versatility

in Engineer

Posted by: Numot.3965

Numot.3965

Engineers have a lot of versatility and utility at their fingertips at all times compared to any other profession. Nearly every ability they have can be used for several different effects if you’re clever and they never have to worry about locking themselves out of skills like an elementalist does. That is why engineers pay for their versatility somewhat.

Playing an engineer effectively is realizing what you’re capable of and being inventive and creative, even the simplest of skills, like throw mine have many uses behind them. From interrupting key skills, knocking foes away from teammates, positioning enemies into fields, and just plan ol stripping a boon. All of that, in just ONE skill.

Engineers are a very strong profession as well as very adaptable, I love em.

To developers: What we pay for versatility

in Engineer

Posted by: Umungus.8326

Umungus.8326

Engineers have a lot of versatility and utility at their fingertips at all times compared to any other profession.

We see the elementalist as the king of versatility. Dixit Anet :

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

2nd post there…

I love em.

Us too.

Innocence prove nothing.

To developers: What we pay for versatility

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

A truely versatile engineer, making use of that benefit of instant kit swapping, uses at least 2 kits.
Sometimes even 3.

You can’t trait for that, you always lose.

That’s the pice we ALREADY pay for being versatile: we can’t specify deep into one purpose if using 2 or 3 kits…

What are the most effective and popular engineer builds?
Are that the most versatile ones?
No: it’s the most specified and least versatile builds that are the most popular.

To do great damage as engineer, you need to sacrifice all versatility.

Grenadier build, being our only realy great ranged option.
Everything else is less good at range. Well, nothing even has the same range… a flaw by design to start with.

- Rifle precision-power build.
Hard hitting but not versatile by a long shot.

- Juggernaut FT build sacrificing everything just to make the flamethrower better than ‘decent’.

- Tankcat build focusing all on survival with confusion or pure power, not doing much beyond surviving and meleeing.

- P/P condition does just that: run around and apply conditions.

All these examples of builds are like what other professions do, without them paying any price.
And most of the time it are weaker copies of other professions builds to start with.

I want the dev’s to show me versatile engineers builds that deserve damage nerfs. There aren’t any.
Basically they let us pay a price for having acces to different NON-VERSATILE builds that do good damage.
But they argue we have some builds that are versatile by themselves and still would have potential OP damage.
This is a major difference!

Engineers have been paying the price for versatility by design.
We don’t deserve to have our mediocre damage nerfed for it as well.

note: I run with 2 or 3 kits normally.
I’m bloody versatile… but I’m also bloody weak in terms of raw damage just because I can’t trait for 3 kits to work to their full potential.
When the devs say my damage could be a potential OP issue, I can’t do anything but laugh at that statement.

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)