Who cares if it stinks?! It is a flamethrower! I giggle everytime i do it.
That is true, so do I. However something feels off about the way it autoattacks. I make a small frown everytime it stops in between attacks, wish it could just be one long continuous stream
Anyone else feel that way?
Oh you know, less cluster for their e sports and what not.
That cd on medical d field was absurd, I’m glad they came to their senses. I’m really liking all these other changed too, can’t wait to see how the ft plays after this
Yeah maybe we’ll be able to play with some chrome grenades for a while.
Until they are taken out a few months later without any explanation for why.
/salt
The answer is NOT to just give people the ability to “stop Thieves doing anything” with a utility skill. It’s to rebalance Thief abilities so that Stealth isn’t something we need to rely on as a crutch to survive more than 5 seconds in a team fight.
Like I said in my last sentence I’m all for rebalancing thief abilities, cause I know they are pigeonholed into it but stealth is still something that had to be touched on to become better countered at some point.
I liked what Huang said about stealth on the twitch stream.
Irenio: Stealth is something that you haven’t really been able to counter, its just been a one sided opportunity for whoever can stealth
Rubi: I don like stealth to be countered
Irenio: Yeah, people who have stealth always say that
Like he said, a lot of you thieves want to protect stealth from being countered at all but really it gives a huge advantage in any battle when you are helpless to stop it.
Also, hopefully anet can buff thieves in other areas that are needed so they aren’t so reliant on it anymore.
Okay here is the deal. No matter how good a minion is, its not viable if it can’t survive long enough to do anything. Just ask our turrets who range from varying degrees of usability. But no matter how good they were, they were almost all instantly dropped overnight after the turret-condition “balance” since they are now instantly destroyed by aoe. And here we are now, getting even more minions with the exact same weakness.
I am not looking for op skills, I am looking for skills I can use that will survive long enough to actually do something.
whoever designed this sper clearly does not play engineer. it’s probably the same person who made all of those trash teir traits we have rn.
…and who thought the med kit would be viable like it is now :’D
That one just hurts
Imo too much stealth can ruin an otherwise fun game. Gw1 had a perfect amount of stealth, but Gw2 went a little overboard with it.
So yes, please no more stealth.
GW1 had no stealth mechanics, only blocks & evades, you could never hide from enemy targeting.
Maybe that was the joke. Perfect amount, aka 0.
Thanks for getting it lol
If indeed your gyros (I kek as I write this because in the UK a ‘gyro’ is another word for a welfare cheque coming through the post from the government lol)… anyway if indeed your gyros are AI-based in the same way the Ranger’s pet is, you guys are going to have to be absolutely savage with your feedback after the BWE because otherwise you’ll not be listened to for 3 years and will be stuck with a broken profession mechanic, especially seeing as, judging by the written reveal, you will have even more limited control over gyros than the current Ranger has over its pet.
On a brighter note… totes jelly that hammer basically makes you guys Thor tho.
Broken skills on engineer release?? Why I would have NEVER expected that.
Nah quite the opposite really I am expecting lots of bugs on release so I wont be disappointed when it happens.
Also, third definition for gyros
Great name, couldve been worse, like basically any other name fans are trying to come up with.
Still the opposite problem for dragonhunter though :P
Imo too much stealth can ruin an otherwise fun game. Gw1 had a perfect amount of stealth, but Gw2 went a little overboard with it.
So yes, please no more stealth.
So gyros use fuel while theyre active and when they run out of fuel theyre destroyed. Wanna know what else uses fuel?
Necro minions.
I’m just glad those drones have great aesthetics and aren’t in the style of hobosacks/hobomortars
Well the jpeg is named “Bandit boss flame” so I doubt its anything for us.
Though it would be awesome if all flamethrowers are updated to look like that.
In French, Daredevil has bee translated as “Destroyer” or “Breaker” which is pretty corny I think.
Fracasseur. That’s a pretty questionable name for the spec. I’d have gone on the lines of Téméraire or something.
Everytime I hear fracasseur I keep thinking fracasado, which is like failure in Spanish lol
Revenants got the best…stunbreakers
They take out special effects yet they give revenant with Bifrost some special animations.
I dont get it, whats going on here?
Its finally happened. I never thought ill see the day where flamethrower becomes meta and is chosen over nades and all the other kits. These are strange times we live in.
With base vitality you also die to conditions just as fast as you kill, if not faster. If you already got hgh, might as well use elixir h. And imo you dont really need the burns to last eight seconds, theyll have been removed or hp gone by then. You could probably benefit more switching sigil of smoldering with the one that gives plus 6% condition damage
My problem mostly comes from the lack of effective grandmaster traits we now have.
Gms used to be the build defining traits and some of them like juggernaut still are, but there are so many that when I come across I just think “why is this here?”. I feel part of the problem as to why many engineers are having a hard time finding a new build is that a lot of these GMs are unappealing. Simply, If they don’t make the player want to use them, then you will have little build diversity. These are some of traits that should be changed if we want to have more builds open to engineers.
In explosives:
Evasive powder Keg – It can probably support a build, but no where close enough to define a playstyle by itself. And it doesn’t even buff a skill, its a trait that buffs a trait.
In Firearms:
The problem in this traitline is that all these GMs support condition builds, yet the only rifle trait is here. So if you are going for power rifle, theres not much to pick other than maybe modified ammo, and then that only shines in boss encounters. My suggestion is to add another effect to MA that benefits power builds.
In Alchemy:
Iron Blooded: Running around with an average 4- 6% damage reduction in any form of pvp isn’t going to do much. Unless you are planning on stacking this on top of protection for a little extra mitigation, you would be better of just taking protection injection or overshield for an actual noticeable damage decrease. My suggestion is to either increase % or drop it to master so people have the option to take HGH + IB, instead of having them compete for just one.
If they ever buff it, theyll probably just give a 2 percent reduction to conditions also, and as far as replacing traits go, this one doesnt even come close to matching what AR could do. I would like if they followed your suggestion though.
As it currently is, Il think modified ammo and iron blooded should be master traits at best. They are situational and require a lot to get some benefit from them. I know comparing classes isnt valid, but Destruction of the empowered works similarly and it gives 3 percent
The trait is fine, just not suited for this meta. If the meta changes or a new amulet is given, then itll see more play in that game mode.
Though I miss blood injection, wouldve been more useful right now.
Favoritism, what in a flying sly fox and twerking penguin youve done anet..
Okay, Ima have to steal twerking penguin from you now.
Sad end? Lol
Engineers have always bounced back after any nerf and always found a way to stay relevant. Once nades get fixed, something else will come along to help stay competitive.
You can’t keep a good engie down for long.
I switched over to another build. There is nothing for rifle even in the firearms line that says “pick me for rifle!” Except for that one master trait. And when you get to the grandmasters you got one for ft, one for conditions and one for burning. I guess you could take modified ammo to pve boss events, otherwise its kind of a bad trait. I wouldve loved to see a gm for non condi builds there
The walls mustve come from toss elixir u which makes a random wall at location. And perma stability is from juggernaut trait, which works when you got flamethrower equipped
It is a 100% projectile finisher…It isn’t meant to be doing damage.
See: ele staff earth auto-attack.
Use it for what it is meant for: stacking chills (ice), poison (poison), and removing condis (light). Also, poke damage from forever away.
If you want damage, use nades. They are super-duper strong now.
Right, gl hitting anything with the bullet itself.
Its not a 100% projectile finisher because it was meant to stack stuff, but because
the chance of directly hitting them with it is so low that a 20% chance would almost never see activation.
Mortar will eventually be used again just for the fields while players avoid the first attack altogether, but imo its a shame to have any auto attack be avoided like that
Oh, hey look its the build I also ended up with last night.
Guess we now know what the standard ft build will look like now lol
Because he’s the profession Guild Wars deserves, but not the one it needs right now. So, we’ll nerf him, because he can take it. Because he’s not our warrior. He’s a celestial turreteer. A arthritic grenadier. A engineer.
But I WANT engineer to have a viable auto attack rather than a 40 second optimal dps rotation.
Well, there’s always that hope that the hammer will be finally it..
Let’s be clear, this version of condition stacking and condi builds being viable in all games modes is a large part of our goal. We just want to make sure we don’t create imbalances that actually make the game less fun. Don’t expect huge balance swings, but rather our balance goal has always been to make more small adjustments.
So like ummmm reducing a kits damage by 28%….what happened to the small adjustments?
I mean its been only a day or so…you couldve started at 10% and go on from there…
This is almost as big as a nerf as when nades were reduced by 33%.
Honestly I’m not even surprised right now, that 47% higher damage than rifle was too good to be true but whatevs. Engies will find a way. Engies always find a way.
I’ve never been able to figure out how people can manage to hit over 2k condition raw condition damage (I’m assuming “base” means no food / utilities?). My Engie is pretty much 100% condition damage based on every piece of gear I have and I’ve only got 1400. Clearly I’m missing something huge. I’m sure the fact that I can’t be bothered to get ascended armor and weapons is part of it (though I do have the trinkets, thanks LS season 2), but there has to be more to it than that.
Things that modify your condition damage like the Engi trait Blood Injection and Undead runes, which convert 7% of your toughness in to condition damage make a huge difference. My Necro gets 13% of her precision converted to condition damage and 7% of her toughness converted to condition damage. She also gains stacking toughness when applying conditions to a target from Corrupter’s Fervor so you can imagine her condition damage can get pretty darn high when she’s all buffed up. With a few stacks of might I’ve gone higher than 3k but I don’t have any screen shots of that yet.
Except we don’t have blood injection anymore :/
RIP blood injection, you were secretly my favorite trait.
LOL!
I find that hilarious, its like, those base numbers in precision never represented anything anyways.
P.S. Unlock mortar now if you still haven’t
My favorite is going from sharpshooter to sharpershooter
I wonder what must have happened to make such progress possible
Im gonna make a norn engnieer now for snow leopard egg
keen for the 5sec egg stealth are you?
I am a snow leopard master of stealth you wont even notice me until its too late
Thanks a lot guys I didn’t even know I wanted this so bad until now
The counterplay to stealth has always been swing wildly in the air and hope you hit something, except that now with this trait doing that is actually rewarded.
Its not like you are auto revealed within a certain distance or anything. There is play on both sides, the engineer has to estimate where the thief could be and the thief has to evade those attacks while getting in poistion to do whatever he needs.
I guess they want turrets to be less passive and us to be more active with them such as by repairing them with tool kit instead. Nothing wrong with that, if only they could survive long enough to be actually healed
Just watching the trailer again and I get a feeling hammer will be a hybrid weapon focusing on burning damage. Or possibly include explosions in its attacks.
I don’t think itll directly compete with rifle for the same type of damage but bring its own style instead.
Some of my guesses for what some of them may be. They may or may not be realistic:
Artillery Barrage- Air support: Call in a gyrocopter to support you for 20 seconds
Charrzooka- Charrtar: Pull out the original mortar at your location
Warband Support – Call in a tank that you can use for a short while.
Become the Bear – Swipe: Do a quick swipe that knocks down. 100 range.
Become the Wolf – Howl: Fears nearby enemies
Become the Raven – Eat raven egg
Become the Snow Leopard – Eat snow leopard egg
This is something I can get behind, seems like a good move overall, possibly except for soloquers, but they’ll be used to unbalanced matches by now :P
hello bro x)
Hello fellow penguin lol
Thieves just got two red threads.
QUICK! SOMEONE MAKE A THREAD ABOUT HOW THIEVES ARE THE DEVS SECOND FAVORITE CLASS! THIS MUST BE HOW THIEVES GOT BUFFED INTO ABSURDITY!1!!
I was pretty sure you were gonna say penguin but that works too~
This is something I can get behind, seems like a good move overall, possibly except for soloquers, but they’ll be used to unbalanced matches by now :P
I
I said it before and will say it again. From the point of view of balancing, there was ZERO reason to spend all this effort on engi changes.
Cooldown reductions across the board, a whole new kit where literally every single skill is a field or a finisher and engis are the only ones who got a whole completely new slot (toolbar 5 skill). Looking at the state of the balance, it is VERY hard to explain it by anything else than bias.
I
Why do you think engie had cd reductions on their utility skills? Or why did necro get an increase in their life force pool or eles in their attunement recharge, they couldn’t all possibly be connected in some way could they? Mortar was completely useless for over two years, its about time it was fixed and btw thieves got another slot too. So no,it wasn’t very hard to explain why engies got help too.
I would say part of the reason is that a) we are close to the patch and we still had many questions about how our reworked kits and traits functioned, which is what most of the red posts answered. Other forums aren’t asking that, they’re just asking why did they get nerfed, which isn’t as easy to answer, yet devs have replied when they asked how a skill or trait functions now. And b) I like to think the engie forums are a more welcoming place than other forums, much more positive than say, necromancers.