Showing Posts For Setis.2863:
Like the title says there is a possibility to abuse a bug in the PvP lobby arena.
There are revenants that are attacking from the outside of the Arena by jumping in and porting back to safety
(edited by Setis.2863)
very good optics
Sadly the space is a too small calculated. The Training area and the arena should be 2 times bigger than they are right now.
The training NPCs (class NPCs) are too close to each other.
The Golems are too close to the ledges and also too close to each other.
The creep NPCs need also more space to maneuver and a safe distance from the ledge.
Everything just feels small. This is unfortunate because there is a good template for a training arena in the fractal lobby!
Edit: Why no 1on1 islands or rooms?
Toss Elixir U
I see that you like your engineer… or else you would not have put this much work into this.
Let me tell you my personal opinion (and plz don’t be insulted because of it).
You don’t named all important bugs:
1. Wrong calculation of the CD reduction for Tool-belt skills of the Trait-line “Tools”
2. Flame-jet displacement of damage cone with visible cone.
3. Jump-shot fail (a- does not jump to the location that you want, b- jump on the spot and not where you aiming)
Firearms
- Skilled Marksman – This trait no longer increases attack speed of rifle, instead increase damage of Rifle skills by 10% and reduces cool down of them by 20%.
4. Although it is in the description, this trait never increased the speed of the rifle attacks. (I done several testing on it and I get an increase of speed by 1% – 3% instead of the 10 % that are promised.)
#You can compare it with the speed increase of the mushrooms that are scattered in the HoT maps.
And there are still more…
By analyzing your changes i see that you actually decrease the dps against moving targets by far!
The engineer is very clunky in movement (Power and Condition). By your dps changes his movement will be even more limited.
The turrets will be still underpowered / unusable.
Since you get your dps from the right skill bar it is not possible to get elixirs in it for a battle.
Some of your changes are simply for pvp. This thinking is the very problem that all classes have since gw2 and even more since HoT. You cannot balance skills around structured pvp (for “1 on 1” up to “5 on 5”). The only way pvp can be balanced in a mmorpg is in a higher number of combatants (“10 on 10” up to “20 on 20” battleground.)
In my opinion you should not fix the working parts.
You have to fix the underused.
For example: If you use a skill that is a main damage skill, than it should increase the dps instead of lowering it… unfortunately I don’t see your changes would do that.
Some of your changes seem overpowered while they are actual nerfs or does not engage the actual problems and therefor do nothing.
(edited by Setis.2863)
you can not open a new building site without fixing the ground zero.
First fix ALL the mistakes in character design before you can add something new.
Or else you will just spread the infection.
Question:
How many warriors did you see who don’t stick most at the time with one weapon?
How many Professions in general switch the weapon frequently (and not staying 90% at the time with one weapon)?
What is an additional weapon worth, if there is no proper use to it.
If you are a burning guard for example you will always be on scepter.
Just putting additional weapons (in other words additional skill sets) to a character does not make it better.
You will just have additional skills that you cannot use.
Like we don’t have this problem already (in all professions).
The problem that i have with engineer is less the class mechanic but more the whole bunch of unusable trash skills.
I am completely OK with the unique class mechanic (necro has its second form, Guard has its boons, engineer has its tool belt skills and kits, etc.)
But I am completely not OK with the bugs and underpowered damage / utility skills that lower your dps when used. You start with a expectation in a class and end up with a whole different play-stile.
I want to use at least one turret… but now I am placing bombs between my legs like a maniac.
Other classes have the same design mistake!
The warrior for example does not has it better. A player expects to fight with a sword or hammer. But he will end up spamming conditions with PS.
I am the opinion that you can play how you want as long as you don’t slow down your party too much. But that is the case in a build that uses the FT for DPS.
You should let go of the DPS FT idea because there are no good builds that uses the FT as a main weapon.
If you run this build you will maybe survive one or 2 more attacks that would kill a normal DPS player but this means nothing if you don’t do a minimum DMG. You will need to be carried in every fractal/dungeon and you will not be allowed to do Fractal CM 100 (I guarantee you that you will get kicked.)
A heal druid will do equal or more damage than you… and he heals the party.
Don’t blame me for telling the truth. Blame the developers.
I think its funny how a build that causes so much kittenstorm for me (pre HoT) is now an easy meta build.
You cant believe how many times I got insulted as a noob for this, even if I was doing the main damage.
fun fact is: This build has the same power and playstile like it has pre HoT.
Against it.
There is too much AI in this game already.
Arena.net developers don’t know how to balance this (see turrets that got nerved and forgotten. See gyros that can barely be used except bulwark)
See every calculation of AI damage in comparison to gear (power and precision)
They cannot crit or have a fixed and different critical hit chance.
They don’t get power calculation multiplier what makes them completely useless in PvE and also in PvP
The core engineer has ~25% of his skills AI-based (turrets).
If you count scrapper than ~38% of engineer right skill bar is some kind of AI based. And everyone has problems with it in terms of usability.
If you consider that the engineer’s dps comes from the skills of his right skill-bar than you will realize that this is not just a small problem.
Do you really want more useless AI skills in this never-ending beta phase of character-design?
Don’t get me wrong. I like the idea itself. But the developers are not gifted enough to make it usable and balanced.
I know there will always be someone who doesn’t like the changes and I have to admit that the changes are good but not enough. I like the changes but they are just addressing a particle of the problems that the engineer has.
I don’t want to be that guy… But…
Can we have a bug fix patch next plz?
We have several bugs scattered along the skill and trait pool.
1. Wrong calculated cool down reduction from traits (tool belt and elixirs).
2. Flamethrower: effect and attack of the flame jet are not fitting while moving.
3. Jumpshot jumps you a) somewhere you are not targeting or b) jumps you on the spot where you are already standing.
4. Rocket boot jump rolls you in the opposite or a different direction after landing. (Cannot be reproduced so easily)
5. Skills getting canceled for no reason by pulling out your skill rotation.
Can we also get a buff of the broken and miss-fitting skills and traits plz?
Right now we got a significant buff of skills and traits that worked in the past so far. We still have many traits (like every profession) that cannot be used.
Example: Turrets (except healing turret) are so useless that they can be considered as broken or bugged. All traits connected to them can also be considered as useless.
-against it
What you suggest is a whole new class and not just a redesign.
Additionally it’s a huge nerf because the normal engineer pulls all his damage out of the right skill bar + tool belt skills and the ability to switch between hart hitting skills.
By touching this mechanic you would obliterate the only way an engineer can do damage in PvE right now.
In terms of PvP there would be absolutely no use for kits anymore because you need to swap between skills very fast.
If you want a redesign than you should suggest a buff of the “unbuffed and never used” skills.
I have only 2 points
1.) The dungeon seems a bit too messy in terms of the NPC placements. I think it was ok before.
2.) The final bossfight has a strong graphic disturbance (this seems more like a bug). From time to time a graphic effect from the boss was blocking the sight. It seems independent from my game adjustments because my whole party had it.
I think the mechanic of the ooze-Boss is ok (it was ok before as well)
You need to take more care of the little- and veteran ooze now which is good.
I wish the developer team would put the same energy in the character design and make an end to all the trash traits and trash skills/weapons.
I died 2 times.
Very heroic in an never-ending CC and “invisible” attacks
I had to change my key bindings (the special ability) for an instant counter of his super-attack.
After the fight i changed it back knowing that i never need it again.
In my opinion it is the arena itself that causes all the problems. I got always a bad camera angle. I could not see any spawning enemies and I got hit many times from attacks that I don’t even saw.
The Room is too small to dodge properly.
The fight itself is anticlimactic because you end up running in circles trying to see something while dodging.
What you need here is a reflection shield and blinding for the incoming spawn to lower the pressure.
To sum it up: I fought the room (camera), the spawn and the bad key-binding, but was not realy fighting the boss himself. I just survived while spawning aoe Attacks (after his shield was down) until he died.
PS:
The last arena was unused recycled content from Gw2 pre HoT.
- power rifle – very bad: I have run this build for years and still use it. Not enough damage to justify the risk. Too much projectile hate. Not enough sustain/evade to keep up with HoT
I disagree about rifle. The power rifle meta build is really strong right now, it just depends on where you use it. Check out this site, both Vipers and Zerkers builds are very effective. http://qtfy.enjin.com/engineer
The problem IMO is that both builds use bomb, grenade, and mortar kits. The variety is not lacking in weapon choice but in utility/kit choice. Even in the traitlines, you only change Chemical Rounds to High Caliber.
This refers to PvE.
The first one is a power Bomb build and not a rifle build. You use the rifle in a very short time for just 2 skills and then switch mainly to bombs. (I run that build myself and made an old short tutorial video about it.)
The other build is a condition build that uses all (good) condition-skills in a very hard rotation that should do the maximum dmg in this game. Nothing here is auto-hit. Everything has to be used intentionally and you have more room to ruin it. (Hard to play, hard to learn and hard to master should result in the maximum possible dmg in this whole game)
The engineer has the most unused skills of all classes (mainly because he has the most skills)
A good engineer will never use the Flamethrower as a main weapon. You switch to the FT, use 1 or 2 skills and then switch back to something better. A condition build cannot be called a pistol build or a Flamethrower build just because you use 2 or 3 skills of that weapon.
The name refers always to the weapon that you use the most… therefore rifle is not the main weapon in PvE… It is bombs and grenades.
Yeah.. Rifle was meant to be a mixed-range weapon but that was back before HoT happened.
In theory, what you wanted to do was something like:
Jump Shot on top of an enemy, surprising them; dodge their counterattack; hit them at close range with Blunderbuss, then dodge again if necessary and hit them with Overcharged Shot to cc them and put some distance between you; Net Shot to keep them there and keep pew pew-ing until you can repeat that.
(obviously, other skills go in there too depending on your build. Eg: Magnet-PryBar-OverchargedShot-ThrowWrench-NetShot-GrenadeBarrage, for example)
But it’s really difficult to get any of those combos off any more. CC was supposed to be Rifle’s utility and defense, but it no longer works. Overcharged Shot is more likely to hit defense like block or aegis or reflect, or a projectile wall than not. When you do land it, your opponent is likely to have stability or have the cc canceled by a passive trait. Net Shot is a pretty weak cc to begin with, but it’s almost insulting how easily it’s countered by thieves and warriors’ immob-breaking traits.
I prefer Hip Shot x # of times -> Overcharged Shot -> Net Shot -> Jump Shot -> Blunderbuss -> Acid Bomb.
I still prefer rifle over hammer but it definitely needs a bit of a damage boost and some adjustments to the other skills. Such as; increasing the duration of Net Shot’s Immobilize, perhaps grants Engi 10sec of Swiftness if it’s evaded. Increasing the Bleed duration on Blunderbuss or, maybe change the condition to Burning. Reduce knockback duration on the Engi from Overcharged Shot and increase the range it launches the target. Increase the velocity of Jump Shot.
In my opinion the rifle don’t need condition-dmg at all. You need effects that support the rifle play-style (like cripple or weakness). Having nothing full and nothing half is the main problem of the rifle now.
Having a part range and part bad melee weapon that is based on power with part condition-dmg will not work in my eyes.
Can you please explain me why you want more bleeding-duration (or fire) on Blunderbuss? What kind of condition-dmg do you expect to do with the rifle? Or is it just for a hybrid build?
Maybe it is something that I just don’t see.
what debuf? We now do more damage when we land with rocket boots!
You mean jump shot.
And yes that is a nerf in my eyes. You dont want to get close to an enemy with a rifle. The best thing with a rifle is to stay away as far as possible. Jumping in an opponent is simply madness even if he/she has 10% HP. If He/she block-dodge-etc. you are goofed. You cannot prevail in melee combat… you cannot even prevail in range combat with that weapon since there are no range skills on it except hipshot.
(edited by Setis.2863)
First: the engineer (especially the core engineer) will never get updated. The developer-team is too small. It is necessary that at least one developer play this class as his/her main. Additionally he/she needs to be like a scientist to find every design-error in those traits/weapons/skills (this applies to every profession).
If you want to change the rifle you need to think of the question: “what should this weapon do and what is missing to make it viable in pvp and/or pve.
Rifle:
Obviously a range-weapon.
It is obviously a power weapon since there are no additional conditions except bleeding. Every shot is depending on power.
Lets take a not so detailed look at the skills:
Autohit -> range
Net shot -> range
Blunderbuss -> midrange/melee (bleeding)
Overcharged shot -> midrange/melee (stuns enemy and yourself -> consumes passive stunbreaker)
Jump shot -> gets you in melee (landing-dmg do more dmg than jumping-dmg)
Overall: a bad range weapon and an even worse melee weapon.
You can get stronger range skills from your right skill bar (surprise shot for example) but it will not pull you out of the dirt since there is no defense on this weapon.
The patch that took all the dmg from the jump shot to the landing-part was actually a nerf because you don’t want to be in melee range with that weapon.
So: the main problem is the defense (especially since the scrapper balancing)
My suggestion for this weapon would be:
Autohit -> 10 – 20% faster shots.
Net shot -> immobilize (3s), Cripple (6s)
Blunderbuss -> faster casting (50% faster) and weakness (6 sec)
Overcharged shot -> dmg slightly up (10% – 20%) and no self-stun.
Jump shot -> jump-dmg up (50% of main dmg), landing-dmg down (50% of main dmg), overall dmg up since there are no true dmg skills on this weapon (about 20%) and stuns on landing (1 sec). -edit- dodge while jumping -edit-
You should use it as a defensive jump and not a offensive leap in the crowd. What do you want to after you jumped in front of a warrior? Take your toolkit and smack him?
(edited by Setis.2863)
Is it realy a hack?
That game is bugged as kitten. Every patch put some new bugs to it. The mayority remain undiscovered and some can only be used in special situations.
The Most of it can be applied to any class in HoT with few exceptions. In HoT the majority of diversity was banished. For example: You know exactly how a warrior will defend himself since there is no other defending strategy for him.
If you look at the diversity of the engineer pre HoT you would never know what was coming. it could be condy, power rifle static discharge, turret, elixir rifle or 100 nades.
That is the very essence of an MMORPG because the player himself decides how he will play. The developers failed to preserve the very heart of an MMORPG (and never had it in PvE).
Their work is to balance the builds of the different classes so nobody gets overpowered. They need to make every skill useful and not just a placeholder.
And they tried. but that’s all they do.
The Devs don’t know the problems of the different classes and of course don’t know the problem of the different builds.
(But that’s normal since you need people that actually play these classes and know the different problems of these build to fix them properly. That requires a whole team)
Example: (to stay with the engineer after HoT)
Rifle: No defense and also no ability to fight in close combat.
The fix of the developers:
DMG up for plunder buss (long cooldown long animation and little effect) and transfer all the damage from jump shot to the landing part (as if there was a problem with the dmg before…).
That should be a buff but is actually a nerf.
The landing damage will most likely canceled midair since there is no dodge in this jump.
Pre HoT I was using jump shot to get away from an enemy that comes too close and give him an extra punch while fleeing. Now that part is also gone.
Plunder-buss has bleeding but should have weakness, blinding, or cripple instead (or all of that… Rifle is a pure power weapon. Why the bleeding?).
Additionally: The knockback also knocks you down. It was balanced pre HoT since there was no abilities to counter that so easily. But now with the projectile hate, common Stability and all sorts of passive effects… this ability is more a self-stun which consumes the stunbreak ability you need to defend yourself.
The old skills for pre HoT times cannot keep up with all the new abilities and effects of the new HoT builds.
Example: It was rare to attack and block/dodge in the same time with one skill. Mesmer, Warrior, Thiefs had it, but it was a single skill with cool down or handicaps. All attacks of the scrapper are like this. The Blocking and attacking was so intense that the Devs nerfed the toolkit. That on the other hand nerfed all the other core builds which have even less protection now.
edit____
Some people think that you need to traid some effect for an other to keep it balanced.
that goes not for all the old skills. every old skill need additional effects with less cooldown to be useful… Or else they will not be used. If that happens than the devs failed to balance it.
(edited by Setis.2863)
The redesign suggestions are too radical.
We have an issue that can be applied on all characters since HoT. Since the new skills and weapons are linked to the mastery trait we all are forced to skill around it. Every diversity that was found pre HoT vanished because of the new traits. You are not able to create a working build without the new mastery. You cannot use the old skills that are designed for the pre HoT time against the new overpowered PvP mastery builds. (of course there are exceptions but the majority vanished)
There are many skills that can just be used in special situations what makes them almost useless.
My suggestion would be a buff and fix of the useless skills without touching the working skills.
One good example is the Rifle
1. no dmg in PvP because bulled protection skills since HoT.
2. No protection since scrapper balancing -> High risk… no reward.
3. No build that can undo this weakness.
There are also traits and gadgets that can barely be used.
Example: Trait -> kinetic battery:
After evading an attack you can use the next tool belt skill without triggering the CD.
Big problem: The trait gets useless with the 8 sec reaction time and no skills available. This is a big problem in PvP and PvE.
If you would ask me, I would suggest following balancing changes.
Just touch the skills that the players never use and make them useful.
I will just leave this here since the title tells the whole story
Maybe some other class have the same problem with the cooldownreduction.
jep, just looked for the CD. its now 13% and not 15%.
and the worst part is: it will stay like this and never get a fix…
if the new skills and the new weapon would not be linked to the new traids.
Can someone explain why it is like this?
Is there a masterplan or is it just lazyness to balance the pvp part?
I am searching the items for the Precursor (level1) of the Predator. And i can not menage to find some items.
For example “Asuran Experimental Weapon” or “Scarlet’s Prototype Mechanism”
In this both cases i am pretty shure that i was standing in front of them without beeng able to to collect them.
(Scarlet’s Laboratory is not that big that somebody can miss that item)
Is there a bug or unfinished design that makes it impossible to collect?
*PS: Plz dont spoiler the position of the items, i want to find them myself
thats the reason why i dont bought HoT yet…
…
…
…
That and my lag Problem that i only have in gw2.
What you see is an animation issue.
More important ist what you dont see. The hitbox dont match the visial effekt.
This is problematic in two cases:
1. When you attack a Player/NPC while moving, you can see that the flame-jet is actualy hitting the target. But the hitbox of the Jet is completly missmatching with the optical effekt, if the target is not in the center of your screen. (The real invisible flame-jet is always pointing in the center of your screen while moving >while holding right mouse button<)
2. If you stand still but the target is moving, the Flamejet is also not hitting the target propperly while the optical effect is on the right position. In this case the real flame-jet is a bit behind the targets hitbox.
-Tested in the pvp lobby-
The main problem i have with the turrets is how Anet is trying to balance them.
There is no question that turrets were OP before, because you could get full Power Tank with high threat against Zergs (focused on a single location).
But now turrets are easy to kill and dont scale with power. They got simply nerfed to the ground.
They were never usefull in PvE – Dungeons/Fractals (my favorite game mode) and now the usefullnes in PvP is taken away completly.
The only usefull things are the toolbelt skills. but you can get semilar skills by using kits
For example: Firefield and smokefield with the bombkit instead of the fireturret (IF THE RANGE BUG WOULD BE SOLVED)
The Radius of bombs is more a PvP issue. But also in PvE its hard to control them.
Engi is pretty bugged right now,… and not in the good way.
There is a full sack of “small” bugs that makes me realy sad right now.
I saw something semilar in PvP and PvE. A Thief was able to attack out of stealth without breaking it.
I thought that this was some kind of new OP skill. I mean, Anet was putting those skillcombination inside this game recently
Turrets do not scale with the players value. (dont know if this is a bug or not, but it feels realy weard that a 0 Power engi have the same rifleturret dmg as a full zerg engi)
Turrets who gets destroied by players dont detonate and dont get the knock back. (this is not mentionet in the description)
my main problem about this class not only depending on his specific skills.
My problem is more that even with the “classical” classes in this game, the players can be very bad.
So now you have a brand new class… played by the common player who can barely play their main classes. Even if the Revenant would be one of the most powerfull classes in this game, it would be a mess if it is depending on players skill like the mesmer or the engineer does.
Or can someone of you play a mesmer or engineer propperly in pve if its your first time?
(the most players cant even play this classes as a hardcore players with 20k + AP after all.)
People dont hate turret engineer because its weak. People hate turret engineer because they think that its overpowered.
there is a particular problem here:
The most people act like NPCs… and that includes PvP and PvE. If there is something out of the meta, or they have to move unexpectly (to take cover for example) many people seems to reach their brain processing powers.
Example: Ascalon Catacombs p2 ghost waves.
If there is a high number of ranged NPC, the people decide to run directly at them to kill them one by one (sometimes results in group dead). With brain powers you could just take two steps and go out of sight —> so ALL the ranged npc would run to you instead.
And this is the same thing in PvP. Most players adapt their pve build with small changes to pvp. And if they meet a player that is acually armored for PvP they get obliberated.
(example: Turret bunker engineer vs full zerg thief. = dead thief in ~5 sec.)
But if you meet a full “true” PvP player, it will become a hard and long fight.
Thats includes all MMORpg with PvP system. You could have the most Balanced PvP… but as long you are not able to selfreflect and analyse the situation (thinking why you are loosing) you will end up week and everyone is overpowered exept yourself.
THIS is why people hating.
I know this form every MMO with PvP system. Everyone was hating, exept the players that have actually PvP gear, Taids, Tactics.
obvious troll is obvious.
noob-engineer fight with a supreme PvP build against “i will onehit you because thats all i can” zerg noobs.
Of course a tower engie win in 1on1 , 1on2, or even 1on3 because its almost impossible to onehit a towerbunker engie with zergsbuilds.
high HP, high toughness, non stopping hits from towers, target searching from enemies by tapping through towers, retaliation, protection.
If you fight against a tower engineer as a noob zerg that can only hit his “kill combination” you will just kill ~35% of the engineers HP and end up by getting a autohit barrage by engineer and towers.
that “overpowered” problem can be used for every class in every RPG that has a PvP system. (for example WoW where everyone was OP somehow…)
a pure PvP build will always be stronger in PvP than a fake PvP build that is based on PvE damage dealing.
its almost the same like the “in Combat bug”
sometimes you are not able to switch between skills in “out of combat mode”
it stays like this until i leave the dungeon
Depends on players skill.
Engineer:
Can do dmg like a warrior, buff might like a mage, support party like a guard (exept stability) and can stealth as long as a thief.
BUT
the most players are not skilled and sometimes not even gifted with a brain.
If you are a noob with a engineer you could kill your party,…
but if you are a noob with a warrior than you are just useless
its a indirekt comparison FT vs Bombs.
In the very beginning you can see the dmg against a immortal golem.
—> that means you can test your built direktly against this one by looking at the time.
ib4 there is not a perfekt FT built. its just the best built i found.
Like i sayed, test yourself against it and if your built is better plz post your time + built ;-)