Showing Posts For Azmuth Divarchchron.8059:

[HoT] New Trait Setup

in Engineer

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Does anyone know if the new “robo boots” trait will perserve the 25% movement speed increase from power shoes? that was kinda a big deal having a permanent speed buff. it seems like they are negating alot of things that made engineer good right now so I want to be sure.

New weapon class for Engineers

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Yes however there are still people that can come by and one hit the **** out of us, Im getting very annoyed at anets incapability to balance out the classes on the game

(edited by Azmuth Divarchchron.8059)

Stop nerfing engineers

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Every time i see an engineer nerf it just surprises me, Engineer is one of the weakest classes on the game in WvW and you want to NERF them? if anything they need to have a buff for every skill in their tree including mortar, flamethrower, grenade kit, AND elixer gun.

Seriously stop it. By nerfing this class over and over there is now meta unbalance with engineer, We already cant defend ourselfs solo against other classes very well in WvW, And facing off against 2 or 3 veterans gets us killed almost instantly in PvP.

If you want to do nerfs focus on the classes that can kill other players in one attack volley, Engineer is fully incapable of killing ANYONE in one attack volley let alone defending itself in WvW.

I also dont want to hear about how this thread got close because it was “too angry” Anet needs to seriously Rethink its character skill trees, because at the moment they are starting to have meta instability because you are nerfing the wrong classes.

>>> for the players if you support me simply type: +1 for stoping the nerf

Sell Particle Effects in the Gem Store

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Particle effects don’t really take up much space since the file to process them is already on your computer, they just add graphics that aren’t available yet, will probably only be 40 MB at most.

New weapon class for Engineers

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

PS – Engineer’s rifle also has Net Shot. That’s two crowd control skills. If you can’t get it done with two cc skills on one weapon, they you’re doing something wrong.

Sorry but I don’t agree with that. If you have 2 CC skills, that leaves 3 damage skills.
The n°1 rifle autoattack hits a single target for 1,5k per hit.
The n°3 spread-shot hits several targets for 3k max.
The n°5 has a delay, which makes it hard to actually get it off right on the spot where your enemy is standing. If it does hit, it hits 3k max.

All in all not very impressive. Imagine following scenario:
You’re the engineer, you see a warrior. You pop net shot, try to get n°3 off but ooohhh the warrior breaks out of it with a nice stun break. Next thing you blow him away, actually knocking yourself down? Not an advantage to you either. You then have one last big damage skill but due to it having a delay before hitting, the enemy can easily dodge out of the way. This leaves you with 4 skills on CD, your enemy with all skills ready and he only lost 1 stunbreak. Guess who wins.

How is that not an advantage. Setting aside the fact that you get to your feet before he does, you’re still keeping him at bay, all the while the short CD on your Net Shot is recharging.

And you’re not comparing apples to apples. Because you gave the warrior a utility – a stun-breaker, conveniently enough – it’s only fair I give the engineer a utility as well. If I choose Net Turret for that utility, what, then are you going to do with that stun-breaker on cooldown?

I have to agree with Sirendor, Engineers are not very impressive in WvW at the moment and the only thing I’ve played since launch is engineer, At the moment a good warrior can completely overpower engineer in 1v1. We either need a new game dynamic or a buff for all our kits.

Duel option

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

+1 for duel option

New weapon class for Engineers

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

I’d rather they buff what they have already. Engineers have a lot of options, though none that particularly excels.

I agree what engineer has could use some buffs, but it might be nice to use something that is more affiliated with engineer’s knowledge yeild. after all asurians have golems with freaken gattling lasers. and the charrs have rocket launchers..

(edited by Azmuth Divarchchron.8059)

Sell Particle Effects in the Gem Store

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Yes I agree, Maybe sell effects that change projectiles or weapon effects on weapon skills. Maybe some armor stuff…

New weapon class for Engineers

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

I’m tired of seeing Warriors chop up Engineers like Garen on steroids. Giving engineers a Minigun to keep them at bay would balance things out.

Is there a reason engineers can’t use a rifle to keep the warrior at bay?

Rifle may have knock back but not all the time its effective due to the warrior able to pop stability especially since theres a cooldown for knockback on rifle.

(edited by Azmuth Divarchchron.8059)

Concept Profession: Chronomancer

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

This concept sounds like it should be an expansion of engineer, with them being technologically affiliated. So then it could be like they have a Temporal Manipulation drive available to them. I just don’t see very many skills being available initially for chronomancer since time manipulation is simple.

However, If anet is able to create a complete skill tree for A new class such as this then By all means I’m for it.

+1 for good thread

New (armor) effects

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

I would want the Steam punk sorrows embrace armor to make Steam noises while the character is idle. And then loud steam sounds when in combat. or like a hydrualic sound while jumping.

New weapon class for Engineers

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Yeah the only thing we really have going for us is flamethrower and its not very effective in battle unless you’re in a rush vs a rush.

[Poll] Should the SAB stay permanently?

in Super Adventure Box

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

1 UP

Yes keep it, And add weapon skins.

Consider adding cyrillic alphabet

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

First of all, I apologize for making another forum post about adding cyrillic alphabet.
I do know that similar topics appeared on forums before but most of them were one-sentence-long and didn’t express the importance of the matter.

Dear ArenaNet and NCsoft. On behalf of russian-speaking community, I’m asking you to consider this very important for CIS players request.

Since unity of the guild members plays a big role in the game (and with “Flame & Frost: The gathering storm” update it will become even more important), we are very upset that we can’t properly coordinate our actions and efficiently communicate in game.

Inability to write in native language in guild, party and personal chats slows down progress of the guild as well as all of it’s members. Social aspect of the game is losing its attractiveness because of inability to properly communicate with other members of the community united by players with same language, culture and interests.

We understand that adding cyrillic letters into the game may cause some issues, and we will accept any reasonable restrictions for cyrillic letters, if there would be any. We even suggest adding cyrillic letters only to aforementioned chat channels or making optional cyrillic-blocking chat filter.

We are not asking for such complicated and time-consuming things as full localisation of the game, even though hundreds of thousands of russian players are waiting for it.

We are asking to add this feature into the game, which, we believe, is possible for such a talented team of developers as ArenaNet, who more than once proved that they care about their players.

For obvious reasons, majority of russian-speaking players can’t support this topic in comments or even find it on forums but implementation of this feature will make a lot of people from CIS countries happy and we hope for a positive response from developers.

Thank you for your attention.

I’m not even a Russian player and I agree with this post. It is completely unnacceptable to release a game to a country without fully coding it’s alphabet into the game beforehand. I have no idea whats going on in the anet administration but this is one thing they should have absolutely taken care of from day one.

+1 For Cyrillic

(edited by Azmuth Divarchchron.8059)

Game Improvement - Suggestions

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

I have put some thought into this for a while now but I think these weapons are reasonable as to balance out the engineer problem.
First off id like to say that Both Theif and Warrior have Rapid fire attacks that can result in an Instant KO or severe damage. Also Theif has a skill that lets it Fire pistols rapidly even though something like that would require something more on the technological side, This isn’t fair cause engineer being technologically affiliated should have a rapid fire skill. And should have something just as powerful as a warrior’s steamroll capabilities. (with in reason of course)
Another thing that has been irking me is that Since there is infact Quantum Technology on the game, why isn’t there a portable laser kit for engineers? Or something that can do Relevant damage, Like a Minigun.
I Propose that Engineer be given Either a new kit OR an entirely new weapon class that only it can use.
1. Since engineer is technologically affiliated It should have easy access to Quantum Tech, Just like asurians. Or at least steam tech Like the Charrs have.
a. Make either a family of Laser Rifles(quantum tech) Or Mini guns(steam tech) that Only engineer can use.
b. Make a weapon kit Laser Rifle (quantum tech) or Mini Gun(steam tech) that only engineer can use.
2. If Laser Rifle(quantum tech) is chosen IT should be able to do mass stun and burning damage in its firing spread, If Minigun Is chosen(steam tech) is chosen it should be able to do occasional knock back and bleed damage in its firing spread.

#
a: Laser Rifle abilites:
1: Fire, Create a beam that burns everything in its path, Range 1200, Cast time: 3 seconds. Recharge: 0.5 seconds
2: Plasma ball: Create a ball of energy that dazes everything in its blast radius. Range: 700, Cast time: Instant, Recharge time: 8 seconds
3: Energy pulse: Create an electromagnetic wave that pushes everything in front of you (yes a function just like air blast on flame thrower)
4: Plasma wall: Create a Combo field that dazes and cripples enemies: cast time: 5 seconds Recharge 8 seconds
5: Plasma Shield: Create a shield around yourself that Deflects attacks: cast time: 5 seconds, Recharge 15 seconds.

#
b: Minigun Abilities:
1. Fire: Create a barrage of bullets that damages everything in its path: Range: 1200 Cast time: 15 seconds, Recharge time: 2.5 seconds. # of shots: 1,000, Damage per shot: 5
2. Mini Mortars: Fire a volley or miniature mortar shells that cause knockback and bleed damage, AoE: 120, Cast time: 2 seconds Recharge time: 8 seconds
3. Armor Peircing ammo: Causes bleeding and vulnerability 5 stacks: Cast time: 4 seconds. Recharge time: 9 seconds.
4. Magnetic Micro Explosives: Shoot a voley of Micro explosives that cause cripple and bleed damage on impact: Cast time: 2 seconds, recharge time: 10 seconds. (this is supposed to have an effect like engineer’s “box of nails” or Theif’s “Cattletrops”)
5. Smoke screen: Discharge the Minigun’s air canister causing blindness: Cast time: instant, Recharge time: 15 seconds.
I look forward to people opinions on this, If you play engineer you probably know what I’m talking about with the unbalance.

S.A.B.: Add the remaining weapons

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

I Understand that Anet has alot going on but please don’t leave out the remaining weapon classes. You’ve only added Half of the weapon database in the shop. Also leaving out the primary weapons for most classes. Example: Daggers on thief or Rifles on Engineer. Please add the remaining weapon skins because there are infact players who have main characters than don’t use the skins you’ve allotted in the Super Adventure box shop.

Now Don’t get me wrong, The super adventure box was a FANTASTIC idea for a release, I just wish it wasen’t being removed. But you cant just add something like that without it benefiting all classes available in the game.

(edited by Azmuth Divarchchron.8059)

New weapon class for Engineers

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

I’m tired of seeing Warriors chop up Engineers like Garen on steroids. Giving engineers a Minigun to keep them at bay would balance things out.

Warriors are voted the weakest sPvP class. If your engineer have trouble fighting warriors, I think you need to l2p.

What you say is utter nonsense, Warrior is capable of doing 13k damage in a single skill volley. the only other class capable of doing this is theif. and even then theif loses out to warrior. so i suggest you do research instead of posting some nonsense about how weak warrior is because it isn’t.

New weapon class for Engineers

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

All I will say on this is to please fix/balance/redesign current abilities/weapons before adding new ones.

I sent in a request to buff Engineer grenades ealier… they nerfed them instead

New weapon class for Engineers

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Thnx Azmuth, keep up the good suggestions

thanks ill try

New weapon class for Engineers

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

I’m tired of seeing Warriors chop up Engineers like Garen on steroids. Giving engineers a Minigun to keep them at bay would balance things out.

Yeah I am too, I’m hoping anet does something about that soon.

Hidden offhands on two-handed weapons.

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

I see, im sorry i missled you then.

Hidden offhands on two-handed weapons.

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Because some Classes already have so many abilites that they can swap that they are barred from Swapping weapons, How ever Guardian and Warrior both have the ability to swap weapons during combat. Its a Balance system. You’ll just have to play a class that can swap weapons if you want that feature.

Make wvw free server

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

What is this? I don’t even….

You dont have to play WvW, No one is forcing you to play in WvW

prioritizing revives over looting

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

I agree.. Revive needs to come before loot, Loot stays in world for a good 10 minutes, your comrades dont

Hidden offhands on two-handed weapons.

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

In GuildWars we were able to have an unused/hidden offhand in the offhand slot even though a two handed weapon, such as a bow or staff, might have been in use. This enabled for quick weapon changes when needed and also kept our inventories cleaner.

Currently if you have a mainhand and offhand weapon which you then replace with a two-handed weapon, both the main and offhand are sent to the inventory with only the mainhand weapon being swapped to where the two-handed weapon was while the offhand is sent to the top of your inventory depending on the type of bags* you use.

If you’re like me you then have a compulsion to stop mid combat and drag the missplaced offhand back to wherever you place your other weapons in order to keep things neat and tidy. It also slows down weapon changes ever so slightly.

Might we see an equipped (unused) offhand when using two-handed weapons in the future? Am I crazy? What are your thoughts?

*Note:Unsure if equipment/exotic bags change this, I would assume so but don’t use them myself. Clarification needed.

This is has already been implemented, Only a few classes can swap weapon like that.

New weapon class for Engineers

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

They need to add the 2h hammer to the engineer’s weapon list. I don’t understand why they wouldn’t. It could even replace the melee kit! Some cool animations are needed too when the the engineer swings his hammer such as when it touches an enemy it has a mini explosion that does a knock back. (obviously this would have a long cool down). I’d also like to see nuts and bolts fly out of an enemy when the engineer hits. I’d also like the hammer to be completely mechanical looking. There also needs to be a nice animation when the engineer sheathes the hammer. It would be pretty BA if it would fold up and fit into a kit and unfold when the engineer unsheathes it.

Why would adding a 2h hammer to engineer make sense, I think making engineer a Gun master is more ideal. But I guess If you consider That engineer can forge gears and cogs with a hammer it kinda makes sense, so ok. But in the long aspect, I dont see a Hammer being very, engineer related.

(edited by Azmuth Divarchchron.8059)

New weapon class for Engineers

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

I think Anet prefers working on one class at a time but okay ill help.

Permanent gathering tools?

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Give something like Asurian Eternal mining picks, or Asurian, eternal harvesting sickles. Would be a nice name for perma gathering tools.

dyes available all characters

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Yes I agree completely, Dyes, should be account bound on use not soulbound.

New weapon class for Engineers

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Engineers are an absolute mess. Our weapons and kits do not specialize well. For example, bleed on the rifle…..that’s for power builds. Pistols need to trade DMG for condition DMG, same thing with Wrench. Its pretty obvious the flamethrower is mix and that’s fine, but make it the only kit that’s both power and conditions. Grenades need to make up their minds and be power and conditions, not both. I’d say, make grenades condition and bombs just power. Hell if enough power users complain give people a sniper kit. Right now our kits have no identity.

Yeah that’s true, I mean anet did do a pretty good start on engineer, but for the most part engineer is still under-balanced, I believe the decision to nerf grenade kit was a poor one.

Give engineers and elementalists more weapons

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Engineers should be allowed to use a hammer and a mace. A hammer is usually a weapon that is associated with engineers in most RPG games

Elementalists should be allowed to use a greatsword/sword/axe. With the upcoming AOE nerfs you should give elementalists the ability to use a melee weapon that does mostly single target spells

Engineer already has a wrench, I dont know about ele, But Engineer should defninately be given a minigun.

New weapon class for Engineers

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Then you could ask for a buff for flamethrower or pistol #2 instead. Those skills are rapid fire.

Mini-guns and laser techs are going to be poor aesthetics to the game.

Oh what about the machine guns that the charr have?

I would substantially agree with Azmuth’s suggestions. He does have a point in respect to the technological affiliations of engineers. If Asurans as a race have access to the golems which are their hallmark technology then surely ought not a similar technological consideration be made for engineers?

While I don’t entirely agree with the notion of a laser gun (I would prefer something like a plasma rifle for instance), I feel that Azmuth’s suggestion for a mini gun has merit. However I would modify some of the abilities; i) reduce the range of the first ability to 900; ii) Rename Magnetic Micro Explosives as “high explosive munitions” – causes knockback (not cripple) but burns instead of bleeds.

magnetic micro explosives is actually supposed to be like cattletrops, I’ve updated the 4th skill so there’s more info, but thanks for the input

New weapon class for Engineers

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Well, you could grind for the Predator instead of Arenanet add something as ridiculous as the top post.

This isn’t about effects its about balance. the predator doesn’t offer any sort of strategic or battle advantage.

New weapon class for Engineers

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

I have put some thought into this for a while now but I think these weapons are reasonable as to balance out the engineer problem.

First off id like to say that Both Theif and Warrior have Rapid fire attacks that can result in an Instant KO or severe damage. Also Theif has a skill that lets it Fire pistols rapidly even though something like that would require something more on the technological side, This isn’t fair cause engineer being technologically affiliated should have a rapid fire skill. And should have something just as powerful as a warrior’s steamroll capabilities. (with in reason of course)

Another thing that has been irking me is that Since there is infact Quantum Technology on the game, why isn’t there a portable laser kit for engineers? Or something that can do Relevant damage, Like a Minigun.

I Propose that Engineer be given Either a new kit OR an entirely new weapon class that only it can use.

1. Since engineer is technologically affiliated It should have easy access to Quantum Tech, Just like asurians. Or at least steam tech Like the Charrs have.

a. Make either a family of Laser Rifles(quantum tech) Or Mini guns(steam tech) that Only engineer can use.
b. Make a weapon kit Laser Rifle (quantum tech) or Mini Gun(steam tech) that only engineer can use.

2. If Laser Rifle(quantum tech) is chosen IT should be able to do mass stun and burning damage in its firing spread, If Minigun Is chosen(steam tech) is chosen it should be able to do occasional knock back and bleed damage in its firing spread.

3.

a: Laser Rifle abilites:
1: Fire, Create a beam that burns everything in its path, Range 1200, Cast time: 3 seconds. Recharge: 0.5 seconds
2: Plasma ball: Create a ball of energy that dazes everything in its blast radius. Range: 700, Cast time: Instant, Recharge time: 8 seconds
3: Energy pulse: Create an electromagnetic wave that pushes everything in front of you (yes a function just like air blast on flame thrower)
4: Plasma wall: Create a Combo field that dazes and cripples enemies: cast time: 5 seconds Recharge 8 seconds
5: Plasma Shield: Create a shield around yourself that Deflects attacks: cast time: 5 seconds, Recharge 15 seconds.

b: Minigun Abilities:
1. Fire: Create a barrage of bullets that damages everything in its path: Range: 1200 Cast time: 15 seconds, Recharge time: 2.5 seconds. # of shots: 200, Damage per shot: 75
2. Mini Mortars: Fire a volley or miniature mortar shells that cause knockback and bleed damage, AoE: 120, Cast time: 2 seconds Recharge time: 8 seconds
3. Armor Peircing ammo: Causes bleeding and vulnerability 5 stacks: Cast time: 4 seconds. Recharge time: 9 seconds.
4. Magnetic Micro Explosives: Shoot a voley of Micro explosives that cause cripple and bleed damage on impact: Cast time: 2 seconds, recharge time: 10 seconds. (this is supposed to have an effect like engineer’s “box of nails” or Theif’s “Cattletrops”)
5. Smoke screen: Discharge the Minigun’s air canister causing blindness: Cast time: instant, Recharge time: 15 seconds.

I look forward to people opinions on this, If you play engineer you probably know what I’m talking about with the unbalance.

(edited by Azmuth Divarchchron.8059)

Engineer class suggestions

in Engineer

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Well its good for discussion, people seem to have their own experiences with the skill, I for one have better experience with flamethrower than grenades.
The single shot damage of the default riffle skills could use a bit of tweaking, i would like to see a rapid fire skill on it since engi is a technological mastermind. But im glad im getting positive feedback on this thread and not just random trolls.
im a level 80 end-game engi, but ill experiment with grenade kit more and see if I can get anything more out of it.

Engineer class suggestions

in Engineer

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

@ nofo: I do mess around with the kits some but in general the flame thrower is the strongest kit aside from mortar that I use, but i understand some people find other kits to be stronger.

@ marvel: sylvari have turrets too and they can use ranger pets with the turrets. so why not let engi have mobile steam constructs? just saying. but I agree with the pet system things seem under balanced.

Engineer class suggestions

in Engineer

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Csaj im sorry but when i use grenades i only get 200 damage per hit (not including the F3 skill) other than the f3 skill everything else about the grenades sucks, i mean sure its good for conditioning but i really cant justify having it active all the time as a damage output. Flamethrower seems alot better to be honest.

(edited by Azmuth Divarchchron.8059)

Game Improvement - Suggestions

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

Engineer class rebalance suggestion:

#1. The single shot damage for the default weapon + the other engi skills is ridiculously under-balanced in comparison to the other classes.
Ex: mesmer, theif, and warrior all do up to 6k (6,000 damage) criticals with a single hit using only Blue level equipment, while as for engineer only does cirticals of 800 damage for one hit using default weapon skills while wearing all Orange level equipment, this is severly unfair and needs to be rectified. I have even been defeated by novice level mobs in 1v1 combat because I was incapable of outputting enough damage.

Solutions to rectify damage unbalance for engineer:
1. Replace the single shot skill with an automatic fire skill so it shoots like an autorifle (seeing the amount of technology in the game its only logical that an engineer is capable of using an automatic rifle) and give it to pistols too so they can have something in respect to uzi’s.
2. Or Have higher level rifles and pistols for engineer class give a rapid fire bonus.
3. the special skills for the default skills on the weapons need higher critical bonuses
4. The elixir gun also needs to be fixed. To the players it has no use other than healing and even the healing on the gun is sub-par. Currently it is a waste of skillpoints to unlock. (give elixer gun skills higher values)
5. While the flame thrower may be for AOE damage, its outputting damage is still subpar. Atleast increase its maximum criticals to 2.5k-3k (without might)
6. Weapon stats for owned weapons do not transfer over to bundles on activation. this makes buying weapons for engineer pointless because the bundle is only dependent on the stats of the players armor. Even getting a legendary weapon for engineer would be pointless, To rectify make the stats increase from the equipped weapon(s) boost bundles too, other wise an engineer can play the entire game without ever having to obtain a single weapon out of necessity.
7. The grenade kits are significantly weaker than the flame thrower, they should receive some kind of damage re balancing too.

#2. Engineers being technologically affiliated it makes more sense to allow engineers to have robotic minions too. I have seen rangers with robotic pets even though they are not Technologically affiliated. It would balance it out if only engineer was allowed to charm technologically affiliated mobs, and remove the ability to charm technologically affiliated mobs from rangers. -IF engineers are not allowed to charm tech-mobs, then allow engineer to construct steam robots.
Even if damage values for engineer aren’t rebalanced at least make it seem more tech affiliated. like giving engineer Uzi’s, Auto-riffles, and Steam constructs. The turrets are a nice addition but they are kinda weak for practical uses.

Engineer class suggestions

in Engineer

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

(reposting cause my previous post seems to have been deleted some how)

I am making this because parts of engineer seem under powered at certian times

Engineer suggestion:
#1. The single shot damage for the default weapon + the other engi skills is ridiculously under-balanced in comparison to the other classes.
Ex: mesmer, theif, and warrior all do up to 6k (6,000 damage) criticals with a single hit using only Blue level equipment, while as for engineer only does cirticals of 800 damage for one hit using default weapon skills while wearing all Orange level equipment, this is severly unfair and needs to be rectified. I have even been defeated by novice level mobs in 1v1 combat because I was incapable of outputting enough damage.

Solutions to rectify damage unbalance for engineer:
1. Replace the single shot skill with an automatic fire skill so it shoots like an autorifle (seeing the amount of technology in the game its only logical that an engineer is capable of using an automatic rifle) and give it to pistols too so they can have something in respect to uzi’s.
2. Or Have higher level rifles and pistols for engineer class give a rapid fire bonus.
3. the special skills for the default skills on the weapons need higher critical bonuses
4. The elixir gun also needs to be fixed. To the players it has no use other than healing and even the healing on the gun is sub-par. Currently it is a waste of skillpoints to unlock. (give elixer gun skills higher values)
5. While the flame thrower may be for AOE damage, its outputting damage is still subpar. Atleast increase its maximum criticals to 2.5k-3k (without might)
6. Weapon stats for owned weapons do not transfer over to bundles on activation. this makes buying weapons for engineer pointless because the bundle is only dependent on the stats of the players armor. Even getting a legendary weapon for engineer would be pointless, To rectify make the stats increase from the equipped weapon(s) boost bundles too, other wise an engineer can play the entire game without ever having to obtain a single weapon out of necessity.
7. The grenade kits are significantly weaker than the flame thrower, they should receive some kind of damage re balancing too.

#2. Engineers being technologically affiliated it makes more sense to allow engineers to have robotic minions too. I have seen rangers with robotic pets even though they are not Technologically affiliated. It would balance it out if only engineer was allowed to charm technologically affiliated mobs, and remove the ability to charm technologically affiliated mobs from rangers. -IF engineers are not allowed to charm tech-mobs, then allow engineer to construct steam robots.
Even if damage values for engineer aren’t rebalanced at least make it seem more tech affiliated. like giving engineer Uzi’s, Auto-riffles, and Steam constructs. The turrets are a nice addition but they are kinda weak for practical uses.

Engineer class Suggestions

in Suggestions

Posted by: Azmuth Divarchchron.8059

Azmuth Divarchchron.8059

I am making this because parts of engineer seem under powered at certian times

Engineer suggestion:

#1. The single shot damage for the default weapon + the other engi skills is ridiculously under-balanced in comparison to the other classes.

Ex: mesmer, theif, and warrior all do up to 6k (6,000 damage) criticals with a single hit using only Blue level equipment, while as for engineer only does cirticals of 800 damage for one hit using default weapon skills while wearing all Orange level equipment, this is severly unfair and needs to be rectified. I have even been defeated by novice level mobs in 1v1 combat because I was incapable of outputting enough damage.

Solutions to rectify damage unbalance for engineer:
1. Replace the single shot skill with an automatic fire skill so it shoots like an autorifle (seeing the amount of technology in the game its only logical that an engineer is capable of using an automatic rifle) and give it to pistols too so they can have something in respect to uzi’s.
2. Or Have higher level rifles and pistols for engineer class give a rapid fire bonus.
3. the special skills for the default skills on the weapons need higher critical bonuses
4. The elixir gun also needs to be fixed. To the players it has no use other than healing and even the healing on the gun is sub-par. Currently it is a waste of skillpoints to unlock. (give elixer gun skills higher values)
5. While the flame thrower may be for AOE damage, its outputting damage is still subpar. Atleast increase its maximum criticals to 2.5k-3k (without might)
6. Weapon stats for owned weapons do not transfer over to bundles on activation. this makes buying weapons for engineer pointless because the bundle is only dependent on the stats of the players armor. Even getting a legendary weapon for engineer would be pointless, To rectify make the stats increase from the equipped weapon(s) boost bundles too, other wise an engineer can play the entire game without ever having to obtain a single weapon out of necessity.
7. The grenade kits are significantly weaker than the flame thrower, they should receive some kind of damage re balancing too.

#2. Engineers being technologically affiliated it makes more sense to allow engineers to have robotic minions too. I have seen rangers with robotic pets even though they are not Technologically affiliated. It would balance it out if only engineer was allowed to charm technologically affiliated mobs, and remove the ability to charm technologically affiliated mobs from rangers. -IF engineers are not allowed to charm tech-mobs, then allow engineer to construct steam robots.

Even if damage values for engineer aren’t rebalanced at least make it seem more tech affiliated. like giving engineer Uzi’s, Auto-riffles, and Steam constructs. The turrets are a nice addition but they are kinda weak for practical uses.

(edited by Azmuth Divarchchron.8059)