Hey guys. It’s time for feedback. It’s time for iteration.
I’ll try to make this as short as possible, so that many of you guys read this post and like it.
first of all i want to mention that i’m not going to propose a change in the gameplay of the engineer, or at least as few as possible, because we all know, arenanet will not change stuff that people got used to; for whatever reason.
So we got some kits, some utilities, some weaponskills and of course the traits
Kits:
- Tool kit
should be fine as it is. Prybar some faces. Our (1) Skill is actually a little bit weaksauce damagewise though, considering it is meleeranged and we’re only medium armor. - Grenade kit
Sorry for beeing harsh, but this one is completely stupid. It’s OK for it to have a good damageoutput, but there are several things which makes it just beyond any logic. Like say, beeing able to throw a granade further than a mortar could. give it 600 range, should be fine. Also, it’s just stupid that you keep on throwing multiple granades. It serves no purpose at all, but beeing a reason to splash the damage on a further range. It would be way more realistic to throw only one (bigger=more damage) granade. ofc Total DPS should be buffed by, say, 20-30%, since we’re nerfing ourselves in range and splash range. Freeze granades(4) should be changed to some kind of smoke granade, since a smoke field would do a similar job defensewise, reduce movementcontrol of the engineer but making him more teamplay friendly and situational. In addition, skill (1) should definetly be autocasting, it’s never fun to have to mash buttons while others dont. F skill is fine with the abovementioned changes. Throwing multiple granades at once is definetly worth an F skill. Might reduce the amount to 3, with the buffed granades. - Bomb kit
This set should definetly outdamage any other set(on multiple targets), since it’s melee range, splash and delay make i predestined for this purpose. standing in front of a stunned dragon or a destroyable building, one must feel “hey i need to switch to my bomb set, cause in this situation need pure DPS!”. (3) will be a second reason to switch to this set, since it’s a rare source for “confusion”. Smoke bomb should be changed to a “freeze bomb” kind of skill, since a melee kit will need movement control. And it’d also make this kit unique for having two movement control skills. F skill is fine, though it has very little use for a melee kit. - Elixir gun
It actually feels like it should do some severe single target DPS. It does not. In addition, the constant application of 2 conditions with skill (1) heavily decreases the usefulness of condition remover, making every other player in the game care less about condition remove, since it will not help getting rid of their conditions. Remove bleeding from (1), add raw damage instead. add a reasonable amount of stacks bleeding to (4), reduce damage. remove vulnerability from (3), add damage. no purpose for vuln with this kit. - Flamethrower
first of all: FIX MELEE BUG! Skill 1 should apply burning every tic of damage. make skill (2) explodable (like orb of light, guardian skill (2) on staff). Increase the usefulness of skill (4) by making it a big ring of fire all around yourself. It’d be way more realistic, too. F skill is nothing but a damageboost for condition builds, and you dont want to have to pick a kit just to be able to use its f skill. makes no sense.
(edited by pza.8024)