[balance suggestions] Fixing the Engineer

[balance suggestions] Fixing the Engineer

in Engineer

Posted by: Panda.1967

Panda.1967

I know not everyone is going to agree with my ideas, and that’s fine. This is just what I personally believe would be the best way to fix the many issues with the engineer class.

Kits
Kits are no longer considered Utility skills instead they are treated in full as our secondary weapon. The Toolbelt skills of Kits will be converted into new utility skills complete with new toolbelt skills to match (some might remain as toolbelt skills with a new utility skill made to match) The auto attacks of various kits will be nerfed to be more in line with the auto attacks of every other weapon in the game, and their power redistributed across the rest of the kit’s skills to keep them competitive and useful.

Power Weapons
Rifle will become officially a Power weapon with a greater focus on flat damage. The Bleed from blunderbuss will NOT be removed, but will instead be toned down. Overcharged Shot will no longer self-knockback but will instead become an Evade with the same distance.
Tool Kit will become officially a Power Kit, Throw Wrench will be moved from toolbelt to the kit itself, replacing Box of Nails. Gear Shield’s visuals will be made a standard part of the kit.
Hammer will be rebalanced to be a more reliable power weapon than current.
Bomb Kit will be made officially a Power Kit. Fire Bomb will now do large flat damage with a smaller burn proc. Concussion Bomb now only applies 1 stack of Confusion and has higher flat damage. Bomb auto attack has had its damage reduced.

Condition Weapons
Pistol Mainhand 3 and Offhand 4 will be swapped to make the Mainhand an official Condition weapon.
Grenade Kit will become an official Condition kit. Flash Grenade now applies 1 stack of Confusion in addition to Blind. Grenade now has a chance to apply 1 stack of burn for 1s and has had its flat damage reduced.
Flamethrower is retooled as a true Condition kit. Flame Jet now has a chance to apply 1 stack of burn every 5th hit. Napalm now applies 2 stacks of burn per pulse. Smoke Vent now creates Combo Field: Smoke.

Support Weapons
Pistol Mainhand 3 and Offhand 4 will be swapped to make the Offhand an official Crowd Control weapon.
Shield is reworked and buffed to provide greater Support and Defensive functionality.
Elixir Gun is retooled to have a higher focus on Crowd Control and Support. Fumigate now creates Combo Field: Poison.
Med Kit is retooled to be a more reliable healing kit. Med Blaster is now a Cone AoE. Medkit 2-5 are no longer “Throws” but instead apply their current effects as instant AoE effects at the target area.

Traits
Many traits that are currently seen as useless and weak would in fact be quite useful and comparable in power to their alternatives simply by making the above changes, a few might need some minor number adjustments. The traits outlined below are in need of some mechanical changes regardless of any other changes made to the class.

Grenadier is adjusted to maintain the original arc of grenades while still applying its velocity increase.
Aim Assisted Rocket has its cooldown removed or greatly reduced, or its damage increased.
Bunker Down now throws the Proximity mine at your target’s location.

Scrapper
Function Gyro is virtually useless in PvE as you almost never have to Finish a downed enemy outside of a few select events, and using it to revive downed allies is so situational that you’re more apt to forget the ability even exists than to ever actually use it. Not to mention the fact that it’s far more efficient to let other classes to use AoE revival skills. The Function Gyro needs a new effect to make it actually functional in PvE. Either something offensive or supportive and it’s revival needs to become AoE. I would suggest making it provide an AoE support function, so even if you don’t need to revive allies you can use it to support allies. It creates a bit of critical choice with the ability too in PvE as you must decide “do I provide some quick support now, or do I save it for a group revive that we might need soon?”
Decisive Renown trait needs to proc just as reliably in PvE as it does in PvP. As such, I would suggest changing it so that the current version of the trait is how it functions in PvP while in PvE the “finish” proc is replaced with “defeat”. Considering that all other “defeat an enemy” procs only trigger when you manage the killing blow, this would have the same overall proc rate in group PvE content as the current implementation has in PvP.

These changes would make a HUGE impact on how the Engineer functions as a class. By bringing the Kits in as officially out secondary weapons and reducing their power to be in line with actual weapons, they create room to buff our actual weapons without creating imbalance. Additionally this would allow for our other skills to be buffed.

The largest problems with our class is that most of our interesting traits feel so weak since the flat damage passive traits deal so much more damage from auto attacks alone due to our kit auto attacks being vastly overpowered. Our non-kit utility skills feel worthless since most of their functionality can be found on kits and the kit versions are superior. And our base weapons are vastly inferior to not only our kits, but to any other classes weapons as well. Our problems ultimately boil down to “Kits are overpowered”… so changes focused around balancing kits to any other weapon, would fix a lot of problems.

Please stop assuming I’m a guy… I am female.

[balance suggestions] Fixing the Engineer

in Engineer

Posted by: Pansoul.9436

Pansoul.9436

i agree at you. at this rate i may agree at any engineer buffing suggestion so it engineer doesnt look like a half-ass class. and maybe my version of engineer buffing as well

Concussion bomb become 1 or 2 second stun instead confusion and higher damage for pure power kit.

Fire bomb become 2s firefield and higher damage so it “balanced”?

nerf Blunderbuss bleed and slightly increase the damage instead.

add Jump shot an evade so it doesnt interrupted midway.

reduce Overcharged shot knockback a little instead evade.

Also Net shot are pure crap outside condi build.

AND maybe instead the turret overcharge once, make it a skill again and detonate the turret when you hold the skill button.

(edited by Pansoul.9436)

[balance suggestions] Fixing the Engineer

in Engineer

Posted by: Iozeph.5617

Iozeph.5617

First delete the profession.

Next give everyone with a level fifty or higher engineer a new elite skill: ‘Corps of Engineers,’

On activation of CoE one to five engineers of randomly assigned races spawn and then together cry a river, build a bridge, and get over it before it collapses behind them(perhaps with some still on it.) The collapse is considered a pulsing blast finisher called, ‘Disaster Area,’ with a ten second duration and radius of six hundred units. The pulses come every half second and will blast finish any field executed within the specified area including those of enemy players so it’s possible to top yourself using this if you aren’t careful. Afterwards the engineers will pack up their tools and despawn as a bicycle horn plays them out(HONK! HONK!)

The ability has a two second channel time. And in addition to the disaster area grants a two second application of regeneration and one stack of torment to the player, applying to up a maximum of five friendly players as well. All surrounding enemies receive a one second Daze and a three second Confusion stack.

[balance suggestions] Fixing the Engineer

in Engineer

Posted by: Samug.6512

Samug.6512

First delete the profession.

Next give everyone with a level fifty or higher engineer a new elite skill: ‘Corps of Engineers,’

On activation of CoE one to five engineers of randomly assigned races spawn and then together cry a river, build a bridge, and get over it before it collapses behind them(perhaps with some still on it.) The collapse is considered a pulsing blast finisher called, ‘Disaster Area,’ with a ten second duration and radius of six hundred units. The pulses come every half second and will blast finish any field executed within the specified area including those of enemy players so it’s possible to top yourself using this if you aren’t careful. Afterwards the engineers will pack up their tools and despawn as a bicycle horn plays them out(HONK! HONK!)

The ability has a two second channel time. And in addition to the disaster area grants a two second application of regeneration and one stack of torment to the player, applying to up a maximum of five friendly players as well. All surrounding enemies receive a one second Daze and a three second Confusion stack.

Relevant.

[balance suggestions] Fixing the Engineer

in Engineer

Posted by: Arimas.3492

Arimas.3492

I agree a lot with changing Blowtorch to Pistol 3 and Medkit 2-5 being AoE around the Engineer (Honestly who thought tiny little throwables which barely heal one person enough would be a good idea)

IMO shield is really strong as it is, if not the strongest shield skill-wise in the game, maybe could shave off a few more seconds on the CD’s though.

Also if we get a power main hand in this next expack Shield will be used a lot more. Shield again IMO is mostly bad because it has no use! if you’re running a mainhand…its pistol, which is a condi weapon, so why would you take a shield when the strongest condi option for pistol condis is currently on pistol 4 (blowtorch).

[balance suggestions] Fixing the Engineer

in Engineer

Posted by: Warrost.4895

Warrost.4895

IMO shield is really strong as it is, if not the strongest shield skill-wise in the game,

BWAHAHAHAHAHAHAHA

Also if we get a power main hand in this next expack Shield will be used a lot more.

We already have hammer, which is sadly connected to a mostly useless spec outside of PvP (and scrapper is not even in PvP that good)

(edited by Warrost.4895)

[balance suggestions] Fixing the Engineer

in Engineer

Posted by: tigirius.9014

tigirius.9014

The explosives should really reflect the power of the engineer and we’re not seeing it.

When explosives go off in PVE it’s like a tiny tickle to mobs. They are more like fireworks and less like deadly weapons of WWII. They don’t automatically produce conditions which they absolutely should we should never have to spec into that.

Bleeding and burning should be a no brainer when it comes to explosives.

Mines should have a wider damage area and trigger area. The ones we drop from bunker should never be danced upon like they are nothing.

The bomb kit is terrible it needs a rework so that it matters, the only three skills on the bomb kit are the fire zone, the smoke bomb, and the shrapnel bomb. They are still not exploding at the radius of a common warrior 2 handed sword.

If you want us to believe you like us to have options you need to keep the classes up to date with the power of the new specializations so that we truly do have more options and not niche builds.

Balance Team: Now is a great time to balance the engineer.

Balance Team: Please Fix Mine Toolbelt Positioning!