Tomorrow's patch
Honestly, I hope they nerf everything they said they would and nothing more so that all this crying can stop for a while. All I ask is that grenades themselves be left alone for the time being until we can get some buffs to bomb kit or something, we’ve already seen nasty nerfs there.
Buffs:
I’m hoping for a bomb kit buff, love using them but they feel clunky compared to nades, and unfortunately just don’t measure up. Other than that, I’m not sure. It’d be nice to see some new playstyles open up, but I think we need to see some love before that can happen. Also it’d be nice to see some new kit refinement mechanics, and SOMETHING done about gadgets…Though I doubt we’ll see that this patch.
-The self knockdown removed from rocket boots.
-Gadget cooldowns lowered a bit.
-Slick shoes toolbelt skill changed to leap, where the engi would slide like 1000+ units forward, like a boss.
-Speedy kits changed to grant 5s swiftness every 5 seconds while in any kit. Then a bug along with this that prevents swiftness from Speedy Kits to gain bonus boon duration from runes/traits.
What I expect? In addition to what was mentioned in SoTG, few bug fixes and probably couple small nerfs.
WvW Roaming with Mesmer
Isn’t confusion getting a 50% reduction in WvW? Haven’t seen anyone mention it here on the Engie forums. Someone told me about in game this weekend and I see a lot of posts regarding it in the Mesmer forums. Is it just applying to mesmers? I would think it would apply across the board. If so, Engies taking a pretty big nerf there.
[KAOS] of Anvil Rock
Isn’t confusion getting a 50% reduction in WvW? Haven’t seen anyone mention it here on the Engie forums. Someone told me about in game this weekend and I see a lot of posts regarding it in the Mesmer forums. Is it just applying to mesmers? I would think it would apply across the board. If so, Engies taking a pretty big nerf there.
They said they would split WvW/PvP/PvE. If so it could be true that confusion will get a nerf.
But seriously, confusion in PvE just sucks balls. It only REALLY hammers in WvW.
Hi engis,
im just curious. What would you like to see in tomorrow’s patch, what changes ?
What are you expecting from it ?Regarding engi profession.
Thrown turrets (Deployable Turrets trait) getting the same buff that regular turrets got in the last patch is the one bug that bothers me at the moment.
And I keep asking them to do something about elixir toolbelt skills under water; ground-targeted attacks and swimming don’t mix well. Same problem with Elixir Gun’s #5 skill.
Grenade Kit getting a proper auto-attack is probably too much to ask.
i do not expect much, last patch was a big deal for engies, anet isn’t likely to repeat it.
prove me wrong anet, prove me wrong.
i would like to see…
• turrets scaling with toughness and vitality like ranger pets
• grenadier lose the added range in favor of faster flight “Propellant Prepared” or sommat (natch, the 3rd explosive needs to stay).
• ft#1 granted burning proc through the entire channel, with a more harmful application on the final tick
• Scope fixed
• Adrenal Implant swapped place with KR and KR fixed again.
• Power Shoes/Slick Shoes Toolbelt stack with swiftness.
• Oil Slick able to be ignited by FT or other friendly fire attacks to create a combo field similar to napalm.
• give us toolbelt skills back in exchange for loss of utility when using elixir S
• elixir S camera bug fixed.
• new mittens for the kittens.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
Im expect some new nerfs, and im not joking, sad but true, maybe HgH or condition damage without improve kits or rifle damage in PVE.
Im really not expecting much else.
Maybe a Scope trait fix. MAYBE.
I’m hoping for a scope fix too but not holding breath.
About the underwater ground skills. When you use them it flips your skill to a secondary detonate. So for example if you want to toss elixir b underwater just hit it twice really quick. Pretty sure that goes the same for everything else underwater. Not ideal but has helped me quite a bit.
Isn’t confusion getting a 50% reduction in WvW? Haven’t seen anyone mention it here on the Engie forums. Someone told me about in game this weekend and I see a lot of posts regarding it in the Mesmer forums. Is it just applying to mesmers? I would think it would apply across the board. If so, Engies taking a pretty big nerf there.
Not as big as mesmers…. You guys at least have consistent access to nearly every other condition in this game… Mesmers really only get confusion… and other random things… :/ we are ticked…
What I’d like to see for Eng’s: A lot.
What I expect: Very little specific to Eng’s.
What I fear: A general change that punishes less viable but popular Eng builds.
What I hope: That ANet have learned from their mistakes with theory based balancing and overlooking the wider player base of a class, and as a result now make better changes to classes.
I forsee another attempt to diversify Engineer builds by nerfing the current most popular one but giving little other changes to persuade Engineers into a different route.
So unless they decide to put a CD on Static Discharge this patch I have a feeling the next month will see an increase in the amount of SD Burst Engineers desparately trying to hold on to one of the few things we have left.
Then of course next month the SD CD will come and eliminate that build.
Also a few tooltip fixes that wont work!
About the underwater ground skills. When you use them it flips your skill to a secondary detonate. So for example if you want to toss elixir b underwater just hit it twice really quick. Pretty sure that goes the same for everything else underwater. Not ideal but has helped me quite a bit.
It does. Dear Crom, I wish somebody had told me this earlier.
Of course, elixirs are going to get hit HARD by the warrior boon-hatred trait, so I picked a bad day to learn this (wry grin), but thanks very much for telling me.
i would like to see…
• turrets scaling with toughness and vitality like ranger pets
Um, you have your information terribly wrong. Ranger pets do not gain bonuses from a Ranger’s stats. Ranger pets have their own base stats and are only improved if you trait down the beastmastery trait line.
i would like to see…
• turrets scaling with toughness and vitality like ranger pets
Um, you have your information terribly wrong. Ranger pets do not gain bonuses from a Ranger’s stats. Ranger pets have their own base stats and are only improved if you trait down the beastmastery trait line.
you are right, i miss read the sotg notes, re: the incoming increased toughness/vita.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
Just waiting for out of nowhere nerfs. Like the elixir S nerf that will damage rifle engi so hard. No bug fixes, nothin in exhange just some meager turret buff so they can say they gave something. The usal serving.
- confusion nerf is called for but huts engineer
-retaliation is called for but only way to meelee on engineer
- elixir s change nerfs like battering ram to the face. I see no point in this. Hopefully Anet reconsider.
- What are we getting?
(edited by ikiturso.4026)
I expect a bunch of ill thought out semi broken changes clearly only based on hearsay from non-engineer classes and representing zero actual experience with playing an engineer, especially in PvE or WvW.
I expect this because it what we have consistently gotten for months.
Our devs can only accomplish extremely simplistic tasks for engineer like finally getting sigils and runes to work after several months, and they can’t even do that without pulling ’ kitten crap like pre-nerfing grenades.
All turret changes are garbage until turrets are smarter and survive splash damage e.g. aoe immune. So the heal turret change is probably a significant nerf, that only looks like a buff to a paper theorycrafter – we need to see the specifics to be sure of course though.
So I started watching the guru video about the new patch, and I was immediately disturbed that they were leaving the numbers for PVE retal and confus exactly the same as before, they were definitely entirely too low for engineers using bomb kits which is why people will often see no engineer using it to help their defense. In the first month (when we were supposed to see the separation of skill behaviors) the engi had a viable build where he could use retal and confus with the bomb kit and do enough damage that the enemies would kill themselves off as quickly as the three shot trap condi rangers could. It was nice but because of the nerfs to explosives and the explosive radius, and the nerfs to confus/retal they pretty much broke that build entirely. I hope they realize this and return it to it’s former glory since they now have admitted to it being weak.
Looks like HGH is going away from something they mentioned about it being over the top, which i have a problem with because here we are again getting another build nerf which was probably one of the few ways that engis could actually do damage. If they do it to pve as well, that’s just insane because PVE is the biggest issues right now/is severely weaker then pvp builds.
They mentioned having pet AI improvments and improvements to pets toughness and double the hitpoints but I didn’t hear them mention anything about turrets AT ALL which is disturbing in the slightest.
We are getting a water field finally! Overcharge on healing turret. Finally. Altho they didn’t mention increasing the defense or the hitpoints of the turrets to compensate for the longer uptime needed for the same effectiveness it had before. We’ll see.
They claimed that bombs don’t need an improvement even tho they admitted they didn’t do as much damage as grenades and that grenades should be getting another hit (hopefully pvp only in this case since they are so weak in pve due to misses and flight time) here’s to hoping they change that because bombs in pve really need a boost considering the damage differences between grenades and bombs there really should be an enhancement to the trait for multiple grenades to improve bomb damage in pve.
They claim PVP Elixir S is the only other nerf however considering their track record i doubt very much that this was the only build crushing change.
Also last minute they realize that gadgets and turrets aren’t strong enough but apparently they don’t have any solutions yet.
(edited by tigirius.9014)
HGH our only really strong build is getting nerfed. Elixir S one of our few great utility skills is getting nerfed. Grenades maybe our best weapon kits probably is going to get nerfed. Our healing turret will be healing less so basically another nerf since they get destroyed so easily it won’t be around long enough to do much. Gadgets are still useless, flamethrower and turrets issues won’t be fixed and we will be? getting nothing this patch to compensate. Awesome.
If you’re an Engineer and you arent expecting nerfs you’re doing it wrong.
It’ll likely be a patch with one or two nerfs that everyone will focus on and debate for a month. Then on the side it’ll have a bunch of buffs to a myriad of other things, especially skills and traits that tend to be underused.
Tirydia – Scrapper
Can’t wait. Want patch now
Adept/III/Metal Plating – Reduces damage dealt to turrets by 30%. to>
Adept/III/Metal Plating – Reduces direct targeted damage dealt to turrets by 20%, and AOE and Splash damage by 75%
Grandmaster/XII/Rifled Turret Barrels – Turrets deal 15% more damage and have a longer attack range. to>
Grandmaster/XII/Rifled Turret Barrels -Turrets deal 20% more damage, and have a longer attack range.
New trait:
Rapid deployment – Picking up Turrets, reduces their cool down by 50%.
I want turret heavy build to be viable in wvw. Though I doubt if my dreams will come true before the skill split.
(edited by Dana.6530)
A P/P engie gets sort of a double hit this patch – because of the confusion nerf and the retaliation nerf which Elixir B brought. I’m going to try and stay positive until I can suss it all out. I know there were times when Confusion + Retaliation dropped opponents in a blink of an eye. My positive hope is it will just be two blinks now — which I can live with.
[KAOS] of Anvil Rock
Adept/III/Metal Plating – Reduces damage dealt to turrets by 30%. to>
Adept/III/Metal Plating – Reduces direct targeted damage dealt to turrets by 20%, and AOE and Splash damage by 75%Grandmaster/XII/Rifled Turret Barrels – Turrets deal 15% more damage and have a longer attack range. to>
Grandmaster/XII/Rifled Turret Barrels -Turrets deal 20% more damage, and have a longer attack range.New trait:
Rapid deployment – Picking up Turrets, reduces their cool down by 50%.I want turret heavy build to be viable in wvw. Though I doubt if my dreams will come true before the skill split.
This is actually brilliant. We need this. We also need turrets to have 90% reduction to splash damage tho not 75% because they did mention that they wanted to get away from everyone using nothing but AOE’s all the time because it causes trouble for pets and pet classes well they need to adjust it.
Basically what I’m seeing them do is pittle around with it (by adding toughness and hitpoints) but they really REALLY need to let go of their pride and use the same successful and not OP system that WoW used (90% reduction from AOE skills damage across the board) because it doesn’t matter that it’s WoW they had the same problems and taking too much pride while not providing the proper solution that’s already been tried and true for years doesn’t make any sense honestly.
I really don’t think we’re dealing with mmo gamers here because their lack of knowledge of mmo history is apparent. For example, Gamers would have never used DR as a means to control loot in or out of dungeons.