(edited by Phineas Poe.3018)
What's with bombs (and the engineer)?
I think anet told us bombs would be 240 baseline, if thats not the case (usually dont play bombs) then you should add that to the Entineer Bug Thread in tbe Bugs Forum, maybe anet will answer you
If 240 is not baseline I dont see a reason why they shouldnt add it to the adept bomb trait in explosives
(edited by Tarkan.5609)
I told grouch about this in a match 2 days after the core specs update, so the devs know about this. It should be getting fixed. The only question is, fixed in what way?
I was really looking forward to other damage kits than grenade kit becoming good, but it looks like it just hasn’t happened. FT lost a lot of its potential with the loss of its -cd and +damage traits, and bombs seems limited to condi with how weak cele is for us atm with all the burst damage going around. Mortar kit is good on power, but you can’t use it for main damage unless you’re up against zergs in wvw or something due to the slow projectile speed. It really does feel like we’re forced into going nades right now-- even more so than before.
On the bright side, Static Discharge is stronger now, and pretty fun to play too.
It’s weird too, because the Flamethrower if properly rebalanced could be a real terror in melee range. With Fury you have 94% crit chance wearing a Marauder amulet after High Caliber and Hernatic Focus are factored in. Marauder+Pack FT? Yes please!
They need to ditch the might stack band-aid they applied a year or two back and just up its baseline damage. Bombs being condition-focused is fine, since it’s really what makes the most sense. But landing a Concussion Bomb with 180 radius to work with means a lucky Glue Shot/Bomb and some stars aligning the right way against certain classes.
Known bug, like 40+ others. Don’t worry, wait and see
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
I’d like to see both bombs and FT become viable hybrid damage options, actually. Engineer seems to be a versatile hybrid class at heart, and we should have more than one weapon kit option that respects that.
Known bug, like 40+ others. Don’t worry, wait and see
Then why change the tooltips? That’s what I want to know.
I personally haven’t noticed that the tooltip ever was 240 after the patch june 23. I’ve only seen it to be 180, but I’m pretty sure hitting mobs with 240 range and not 180. Maybe they doublemessed around and b4 it was 240 range in tooltip and 180 where the damage happens and now vice versa.
Edit: I’m not sure anymore if it’s really 240. They look 240 but they feel 180 now that I’m testing it. Same goes for mine toolbelt. The normal mine has 240 too and hits much further than the bomb does. I assume it’s bugged since they promised bombs and mines to be 240 radius baseline and it honestly wouldn’t make any sense if they weren’t. But in the end, all we can do is wait for next tuesday where hopefully a few engi fixes will come. We are the most bugged class right now and it’s kittening annoying …
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
(edited by Xyonon.3987)
Known bug, like 40+ others. Don’t worry, wait and see
Then why change the tooltips? That’s what I want to know.
Turret tooltips used to claim they were scaling with Power. They never actually did scale with Power, and at no point was this acknowledged by Anet. I don’t even remember if they ever corrected the tooltips; for all I can recall, they might still be saying they scale, and might still be lying about it.
Point being, I don’t think Anet really knows what they’re doing with tooltips. Or even really care. They probably just have the interns do the tooltip inputs or something.
I have posted this in another thread, but bombs absolutely do not hit outside a 180 range.
I tested this by using AEDs tool belt skill. It is 180. So I used it as mac range. Took a half step back, and bombs could not reach the target.
I tested it with friends on another server in WvW. I tested it with friends on another team, and the dummies in PvP. I also tested it with dummies and stationary neutral mobs in PvE.
https://www.youtube.com/watch?v=6q3em9s5I4c
Yeah and this is kind of the central problem of bombs to begin with, they encourage poor positioning in team fights. They have great area denial and node pressure in smaller fights, but in a team fight barreling onto the point with them can get you killed pretty quickly from cleave alone, so grenades have always seemed like a more versatile option, because they aren’t limited by positioning due to their range.
Still I’d like to see the bugs fixed too.
Taking a break from GW2 to play various
Nintendo games..
Yeah and this is kind of the central problem of bombs to begin with, they encourage poor positioning in team fights. They have great area denial and node pressure in smaller fights, but in a team fight barreling onto the point with them can get you killed pretty quickly from cleave alone, so grenades have always seemed like a more versatile option, because they aren’t limited by positioning due to their range.
Still I’d like to see the bugs fixed too.
Bombs have always been about high risk, high reward. The condition pressure from bombs right now is really intense, and even D/D elementalists have trouble keeping it off, especially if you combine them with Poison Gas Shell and pistol skills.
If the Bomb Kit actually was buffed to have 240 range, it would cover nearly an entire point if dropped at the middle save Legacy’s midpoint, so it’s not as vulnerable as you’d think. You get in, you drop some bombs, you CC with Glue Shot/Bomb or Box of Nails, and you get out.
I will admit, bombs have always been stronger in WvW roaming though.
(edited by Phineas Poe.3018)