Underwater fight advice; grenades weak now?
targeting with them since a few patches ago seems to be…. incredibly unreliable.
Throw them and they just… vanish.
Yea I find myself avoiding the one place where I used to hold dominion over
Yep they do seem to be weaker then before, which amazes me.
Can’t imagine why anyone would think that it should take a total of 23 grenades to kill something but 4 harpoon missiles will do the job normally.
The whole concept behind the engineer is off right now really.
6-7 bullets per kill with rifle, 9-10 bullets from pistol, covered enemies with flames and chemicals and they just grin at you and keep swinging like you didn’t do anything, and then there’s the shotgun blast, that would normally shoot limbs off if it were RL but makes them have a tiny boo boo with hardly any bleeding that a single bandaid would fix.
It’s getting ridiculous now. Really it is, it’s now to the point that two out of the three classes I like to play are unplayable in pve. smh
Yep they do seem to be weaker then before, which amazes me.
Can’t imagine why anyone would think that it should take a total of 23 grenades to kill something but 4 harpoon missiles will do the job normally.
The whole concept behind the engineer is off right now really.
6-7 bullets per kill with rifle, 9-10 bullets from pistol, covered enemies with flames and chemicals and they just grin at you and keep swinging like you didn’t do anything, and then there’s the shotgun blast, that would normally shoot limbs off if it were RL but makes them have a tiny boo boo with hardly any bleeding that a single bandaid would fix.
It’s getting ridiculous now. Really it is, it’s now to the point that two out of the three classes I like to play are unplayable in pve. smh
So would you say I’d better off with harpoon now?
Elixir gun probably, now I think about it.
Grenades are not working well underwater anymore.
EG was already pretty good.
Elixir gun probably, now I think about it.
Grenades are not working well underwater anymore.
EG was already pretty good.
It still has to fit in your build, and EG isnt great damage.
The Grenadekit is terrible underwater because of how much grandes miss. Even against an immobile target its common to miss atleast 1 grenade due to spread. Against moving targets, you will miss everything since Grenades when thrown do not home-in to correct enemy movement to still hit. Infact they dont even lead the target to hit where the target would be in a few seconds.
They go where the target is at that time of being thrown. In otherwords, simply moving is enough to dodge grenades.
Harpoongun packs quite a punch (seriously, stop using your lv45 masterwork and upgrade to a proper exotic lv80). But also issues of actually hitting. Your most reliable hard hitter is Timed Charge. Torpedo moves very slowly, and when trying to hit a moving target, its range falls short. If something moves away from you and is more then ~300range away, your torpedo will not reach them. But atleast you got a pull to get your target close, follow with the Mines, Timed Charge and Torpedo spam.
Engineers underwater are at their weakest at range. An enemy that can stick around 900-1200range will murder you.
Grenades underwater don’t make much sense to begin with…
Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~
Yep they do seem to be weaker then before, which amazes me.
Can’t imagine why anyone would think that it should take a total of 23 grenades to kill something but 4 harpoon missiles will do the job normally.
The whole concept behind the engineer is off right now really.
6-7 bullets per kill with rifle, 9-10 bullets from pistol, covered enemies with flames and chemicals and they just grin at you and keep swinging like you didn’t do anything, and then there’s the shotgun blast, that would normally shoot limbs off if it were RL but makes them have a tiny boo boo with hardly any bleeding that a single bandaid would fix.
It’s getting ridiculous now. Really it is, it’s now to the point that two out of the three classes I like to play are unplayable in pve. smh
So would you say I’d better off with harpoon now?
Yeah harpoon actually works well now. It amazed me at first. I knew they said they fixed the entire underwater experience for us but didn’t think it was that good until i accidently didn’t switch.
I was one of the first people to complain when they didn’t touch a thing on land this last patch but I think they did an awesome job with the harpoon gun now. mini sub torpedos are a sight to behold. (aww isn’t it cute it has a smiley face on the side just before BAM) LOL
I use the timed charge on harpoon and sometimes net, switch to grenade and burn through the cooldowns, and then elixir gun them. Before, I’d just spam grenade one since it was so powerful.
Is it me or did they introduced a stealth nerf to them? I was using them about seven days ago at which they were perfectly fine until recently. I’m 100% sure that they didn’t spread like hell before.
Now they spread randomly and are especially useless when you traited for grenades – the additional grenade mostly misses even at a range of 500-900 and at a range of 1200-1500 only one grenade temps to hit.
So what ’s the purpose in this? You trait for additional range and an additional grenade and it becomes useless underwater? It might be due to the fact that you could use them to shot the grenades out of the water using auto-attack but oh well why not just fix that instead and bring us back what we traited for?
Edit:
Gonna make a new thread for this where I did some testing.
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My Guides: xPvP Mighty Stealth Bomber
(edited by imaginary.6241)
Is it me or did they introduced a stealth nerf to them? I was using them about seven days ago at which they were perfectly fine until recently. I’m 100% sure that they didn’t spread like hell before.
Now they spread randomly and are especially useless when you traited for grenades – the additional grenade mostly misses even at a range of 500-900 and at a range of 1200-1500 only one grenade temps to hit.
So what ’s the purpose in this? You trait for additional range and an additional grenade and it becomes useless underwater? It might be due to the fact that you could use them to shot the grenades out of the water using auto-attack but oh well why not just fix that instead and bring us back what we traited for?
Edit:
Gonna make a new thread for this where I did some testing.
Lotsa things haven’t worked underwater now. The kit abilities from the trait Kit Refinement doesn’t do a single thing underwater. There’s no explosions from bombs, there’s no blast from the medkit, there’s no AOE heal zone in a sphere from the EG, there’s no grenades nothing. It’s weird. And what exactly will they do about the nail field that toolkit normally creates on land, that couldn’t possibly be useful underwater or do-able.
And what exactly will they do about the nail field that toolkit normally creates on land, that couldn’t possibly be useful underwater or do-able.
If you grab the Toolkit underwater you’ll notice that Box of Nails is replaced by Box of Piranhas.
I just posted my calculations and summary in this thread:
https://forum-en.gw2archive.eu/forum/professions/engineer/Grenade-Underwater-New-Hitsystem-13-loss/first#post939241
Cheers
Klakk Bumm
Click to apply for Daily EU Tequatl Kills here
My Guides: xPvP Mighty Stealth Bomber
Harpoon gun has always been amazing, lol.