are engis the most underpowered class?

are engis the most underpowered class?

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Posted by: Jay wilson.1702

Jay wilson.1702

i was talking in spvp chat and we decided that engis are the underpowered class

so is that true,do you need some traits redesign and an dmg buff? and what is your class best at?

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Posted by: ProstoBob.8196

ProstoBob.8196

No,they are not. The only thing bad about engineers is weapons and sigils,not working on kits.

oh and btw…i dont think an underpowered class can deal 10k(if properly executed) burst damage while also controlling you…

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Posted by: Anymras.5729

Anymras.5729

So far, I think the only things really screwing with the Engineer are:

Clumsy implementation of Kit mechanics (sigils not working with them, can’t use weapon-swap sigils, treating them as a bundle)

Buggy traits (various overlapping cooldown-reduction traits only work on a subset of the things they’re supposed to work on, like Fast-Acting Elixirs only working on Healing/Utility/Elite Elixirs and not Toolbelt or Elixir Gun Elixirs, Deployable Turrets only works on two turrets, and it’s hard to tell what Rifled Turret Barrels actually accomplishes, for example)

Other than that, the Engineer’s pretty good. They’re my favorite class. What it’s best at depends on the player, of course – some run crazy damage burst builds, some run control, some versatility and I, of course, run a Bunker Engineer who specializes in turrets.

Guess the thing the Engineer would be the king of is versatility, though – no other class can have quite as many skills available. Bomb, Grenade, Flamethrower, Elixir Gun, Medkit, Toolkit – if you decided to, you could manage to get a total of (kitten, math, how’s this work again) 5 Weapon skills, +5 Medkit skills, +15 Utility Kit skills, +5 Mortar skills, +4 Toolbelt skills – a total of something along the lines of 34 skills available at a time.

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Posted by: Lyuben.2613

Lyuben.2613

Engineers are not underpowered really, they have viable specs.

But the problem is, they have quite a lot of fundamental flaws with their utilities, see kits and turrets.

And in PvP they are limited with the number of builds they can use.

Vibor Bauman- Level 80 Engineer- Gandara

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Posted by: XelNigma.6315

XelNigma.6315

Its hard to say which classes would be UP when so many traits are broken.
I think the engi and necro have the most broken traits atm. Which I also feel are the 2 weaknest classes at the moment also.
But even still, a weak class built and played really well can seem OP when fighting some one that isnt built and playing very well.

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Posted by: Jay wilson.1702

Jay wilson.1702

wow guys you make my ele sound very very crappy i guess i have to l2p more on my ele.

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Posted by: Punny.9210

Punny.9210

my player kills …. not that high but i would n’t say it’s unplayable

Attachments:

Blackgate

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Posted by: Lawbringer.1956

Lawbringer.1956

nope just more idiotic statments, engineer is better in spvp than ranger/necro/ even warriors if played right

they are best suited for WvW, gotta love grenade and perma swiftness

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Posted by: Curring.9752

Curring.9752

Engineers are not underpowered really, they have viable specs.

But the problem is, they have quite a lot of fundamental flaws with their utilities, see kits and turrets.

And in PvP they are limited with the number of builds they can use.

Hit the nail on the head. They’re viable but about 40% of them are unviable, which just leads to less diversity in builds, nothing UP, just limited at the moment.

Necros are worst off atm and I would say they are the UP class atm, though they can do well just they need bug fixes, pronto.

In the greater blob of things, there is only the zerg.
Kittens, Kittens everywhere!

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Posted by: Strongback.6420

Strongback.6420

Not underpowered, but certainly the most limited and probably one of the most broken.

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Posted by: CptCosmic.3156

CptCosmic.3156

just saying, in spvp my engineer with power/toughness/vitality stuff gets killed by quickness stealth abuse thiefs in the time the stealth animations takes them to appear out of stealth… it just does not look right when my build with over 20k hp and 1,8k toughness gets killed under a second. please dont say “l2p”, tell me how much can you do when you are dead before you can even react?

I just rolled a thief last week just for this to troll in pubs in spvp and it really is abuse in my opinion. that does not mean that engi is underpowered but some classes have overpowered combinations. I suggest everyone rolling thief thus anet finally realizes and fixes some of the gamebreaking stuff.

(edited by CptCosmic.3156)

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Posted by: Punny.9210

Punny.9210

yea high dps melee with quickness can get me down in 1 – 2 sec.

all i can say is u have to react fast [ need some experience though ]. dodge or evade or shield’s 4,5

after their buff gone they have nothing left usually

Blackgate

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Posted by: coglin.1496

coglin.1496

nope just more idiotic statments, engineer is better in spvp than ranger/necro/ even warriors if played right

they are best suited for WvW, gotta love grenade and perma swiftness

Yeah, I love my engineer and all, but your stretching it a bit to make such a forward and direct blanket statement of this bearing.

Our main problem is as others have mentioned thus far, we have a lot of things that are simply broken. Once they fix the broken issues, the class may be a whole new world

The rifle and shield skills are where they need to be. all though not working properly often. Such as throw shield skill does not change its recast on the trait that is supposed to reduce it by 20%. ……Overcharge shot is not always working right to break immobilize and what not. And they need to do something to make explosive shot competitive.

To me, the most important starting place is to fix our basic weapons first. At least that is what I personally think our starting point should be.

Poor craftsman blame their tools. Poor players blame their Engineer.

(edited by coglin.1496)

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Posted by: Aristio.2784

Aristio.2784

Necromancers are in a worse condition (Get it?) than us.

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Posted by: ProstoBob.8196

ProstoBob.8196

Necromancers are in a worse condition (Get it?) than us.

oh, burn! ;D

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Posted by: StSwfx.3754

StSwfx.3754

My problem with this class is that carrying kits like we are intended to do makes it very hard to bring condi removal and a stun break. Which makes carrying turrets or gadgets a luxury that’s often relegated to gimmick builds.

It wouldn’t be so much of a problem if anet had stuck to their guns on stun design. Unlike other games before they made all stuns in gw2 1 or 2 seconds. The intent obviously being that stunlock and dieing while unable to control your character was not fun. A great concept except they went ahead and added quickness to the game where instead of being stunlocked and killed in 10 seconds like other games, in gw2 it happens in 2, making stunbreak more necessary then ever before.

All well and good except stun break is only available through utilities, and Engineer has the most utility slot demand of any class.

Otherwise the class is very good imo. It has no useless filler skills on available weapon sets. It has access to every buff and condition in the game in moderate to long duration. Only class that can easily stack all of poison, bleed, burn, cripple, chill, and confusion at the same time. Its a melee hard counter.

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Posted by: Hsinimod.5784

Hsinimod.5784

It just feels sloppy and clunky. We have all the tools, but we cannot build up the tools we may wish to use. Many options are just not viable.

If you play in certain styles, you’re fine. If you wish to branch out, you may find you are weak at anything you do (compared to others).

My main issue is, personally, when I try to make it all about Condition Damage, it is lackluster at best. The duration and/or damage just is not the same as if I do it on another profession. I love Pistol/Shield, but Rifle is just so much better for my playstyle. I feel pushed into ways of play I don’t favor.

Playing Devil’s Advocate since 1990.

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Posted by: Conncept.7638

Conncept.7638

Not by a longshot, that would have to go to Elementalists right now. But that doesn’t mean that engineers are perfect, tons of abilities have usage problems that need to be fixed, and certain builds/playstyles (turrets mainly) have no use in too many situations to be viable.

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Posted by: StSwfx.3754

StSwfx.3754

It just feels sloppy and clunky. We have all the tools, but we cannot build up the tools we may wish to use. Many options are just not viable.

If you play in certain styles, you’re fine. If you wish to branch out, you may find you are weak at anything you do (compared to others).

My main issue is, personally, when I try to make it all about Condition Damage, it is lackluster at best. The duration and/or damage just is not the same as if I do it on another profession. I love Pistol/Shield, but Rifle is just so much better for my playstyle. I feel pushed into ways of play I don’t favor.

I’ve found if want to condition engineer, 30 explosives and 2 10% duration rune bonuses and high crit are what works. Then you can get up to the 7 bleed stacks, 14 second poison, 12 second burns, 7 sec confusion etc necessary to compete with other classes. I do agree however that its harder than other classes due to the ultra short duration on pistol bleed.

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Posted by: Haralin.1473

Haralin.1473

I play Shield/Pistol engi and i like it, some tweaks should be done, but we are not underpowered.

Pistol Bleed could be 3 sec instead of 2
Bugs in traits must be fixed
Flamethrower aim bug need to be fixed
Weapon Stats and Siggils should work on kits
turrets need to live longer
maybe rework the elite skills a bit elixier X needs rework

Haralin Engineer
[Skol]

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Posted by: Kevin.7204

Kevin.7204

Don’t think engineers are weak by any stretch – However the number of skills that aren’t working or are just plain useless really limits the number of “decent” builds.

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Posted by: RapBreon.9836

RapBreon.9836

I play Engineers at a relatively ‘high tier’ in tPvP, IMO Engi’s are pretty high tier, like 3rd or 4th best class, probably on the strong side of ‘well-balanced’, borderline OP.

They do however take more effort to learn than the classes of similar strength, because their strengths aren’t as upfront.

We do have our problems, no doubt and we do get countered by certain set-ups but that’s the name of the game.

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Posted by: XelNigma.6315

XelNigma.6315

Here is a theoretical question, “If the Grenade kit was removed would the engi then be UP?”"

I think the answer is yes because every single “viable” or “good” build iv seen focuses on using grenades as the damage dealer.

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Posted by: RapBreon.9836

RapBreon.9836

Bomb Engineers are actually just as viable if not more common (due to their viability, before someone points this out as a non-sequitur). They just run around on a point stacking conditions on you and absolutely dominate team-fights if they aren’t forced to go defensive. Which grenades also do. I think, it is mandatory for a ‘non-specialised Engi’ to take at least one of those kits however.

(edited by RapBreon.9836)

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Posted by: Esrever.8613

Esrever.8613

Grenades are the only thing keeping engineers viable for me. The class with only 2 weapons but neither of them work all that well…

sllaw eht no nettirw gnihtemos saw ecno ereht

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Posted by: Celestian.2689

Celestian.2689

i was talking in spvp chat and we decided that engis are the underpowered class

Play a Engineer in RvR and then a Mesmer and say that without laughing. Both classes are situational.

Sanctum of Rall – Vigilance
Mesmer/Engineer

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Posted by: Kithzyan.5034

Kithzyan.5034

Engineers (like Necromancers) just need their, almost game breaking, bugs fixed before any real over/underpowered discussion can take place. Being able to use sigils/stats on kits and have auto-attack working alone would notably buff Engi’s damage output for multiple kit users as would quite a few of our other bugs (the elixir related ones especially). This also applies to Necros who are in a similar “holy bugs batman” state.

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Posted by: Zandur.5012

Zandur.5012

Hard to have discussions about balance when half my traits have tooltips that are misleading or just plain wrong, and my kits don’t benefit from weapon damage or sigils. Engineer got some bug fixes this time, but still needs more, ESPECIALLY THE SCALING OF KIT DAMAGE WITH WEAPON DAMAGE OMG HOW IS THAT STILL NOT FIXED. Once things are working as intended we can talk about balance.

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Posted by: Anymras.5729

Anymras.5729

I agree with the ‘too buggy to talk balance yet’ people. I’m still kittened by Deployable Turrets working half-way – I don’t even use kits, but the inaccurate tooltips and buggy traits make it impossible to really figure anything out.

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Posted by: Metalripper.5406

Metalripper.5406

Do you really believe that the damage and sigils to kits is a bug, and not working as intended? I have see ONE snippet of information from Anet to support that.

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Posted by: GankSinatra.2653

GankSinatra.2653

Most underpowered? I feel we are the most underrated actually.

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Posted by: Strongback.6420

Strongback.6420

I really wish they’d fix the whole “throwable turrets” trait.

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Posted by: Anymras.5729

Anymras.5729

Glad I’m not the only one taking issue with Deployable Turrets still being broken. It currently, if I’m calculating it right, works at about 25% of capacity, and considering the combo fields a Turret Engineer can set up – some of their turrets even self-combo-ing via detonation – getting the trait fixed could turn Turret Engineer into something you see on the lists of ‘viable’ builds.