Showing Posts Upvoted By Lantz.7240:

Turret Facts

in Engineer

Posted by: nakoda.4213

nakoda.4213

Yea, they could simply place turrets as they are right now on a kit, the cooldowns would prevent the stronger turrets like net turret and rocket turret to be spammbable while allowing you to have short cool downs on rifle turret ( low DPS would kinda be like the auto attack ) and flame turret ( because of its short range 450 its most likely to die and/or will need to be place on different location near target during the fights)

I don’t design the game so i wouldn’t know but overcharged abilities could be taken out, or maybe traited into

edit:

oh and yes, blast finishers would naturally be removed x5 blast finishers would be kinda OP :P

re: cooldowns; our blast finisher buffing powers are great, we still want those. turret cd ought to be conditional, based on how it was destroyed.

picked up = 15 seconds
foe destroyed = 30 seconds
self destruct = 45 second.

The Autotool installation trait is where the 20% reduc in CD should be, giving 12, 24, 36 respectively.

edited my post above.

Boundaries are for the effortless.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.

Turrets - Minimizing Regret

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Posted by: Goloith.6349

Goloith.6349

As many people know turrets are not even close to on par with that of other utilities and the biggest reason people do not run them is because of “regret”.

Regret?
-The feeling you are having when you have 3-5 conditions on you because you went turrets
-That feeling you have when the zerg destroys your turrets in a split second
-That feeling you have when you drop your turrets only for the enemy to move way out of range
-That feeling you have when the tool belt skills have such a long cd (except rifle)
-That feeling you have when your turrets attack a random target or invincible target.
-That feeling you have when you see a Mesmer’s illusions doing what you wish you had.

These are all some of the “regrets” that Engineers have with turrets. Sure turrets in PvP are more effective than in PvE and WvW or the Boon Spiking Engineer that detonates 3 turrets/big ol bomb and thumper tool belt, but ask why? Because “regret” is not as high. PvP turrets aren’t going to be insta-killed or kited around. The Boon Spiking Engineer also has a lot lower regret because he has absolutely no intent on using turrets other than for a blast finisher.

So here are my solutions:

  1. Turrets need to be in a kit. Why? To minimize “regret”. The Engineer can now drop turrets and flip back to other kits/weapons and the turrets will supplement damage/control without having a sense of regret if they are killed or the long cool down. Why is this regret minimized? Because you now have 2 slots free for whatever you want. Skills would include: #1-#5 would be Rifle, Flame, Thumper, Rocket, & Net turrets. If ANET feels that having the secondary effects are too much take them out or maybe make the secondaries all blast finishers? Lol. Personally I’d like to see them there. Also if the Engineer want’s any sort of healing on the turrets they still need have to roll with Wrench Kit.
  2. Half the cool down of all turrets if picked up. Many professions have their cool downs on deploy so this is a reasonable request.
  3. Turrets need to focus on the target that the Engineer is firing on at all times. If the turret(s) are out of range it needs to focus fire the closest player until it is dead or out of range.
  4. Also as much as I hate RNG, ANET loves it. Make the kit’s tool belt skill an assortment of all the turret tool belts skills and give them a standard range of 1000.
  5. Give all turrets reduced damage to AoE attacks, this would greatly improve their survivability.
  6. If people in PvP feel that turret’s are a little too strong just adjust the damage multiplier down.

Yes the path to making turrets viable is really that simple and if we address “regret” or which economists call “opportunity cost” we can really see some interesting gameplay.

i7 920 OC 4.2Ghz, 2x 6970s in Eyefinity mode
Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)

(edited by Goloith.6349)

Turret Buff Discussion

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Posted by: Kamahl.3621

Kamahl.3621

Turrets do almost zilch damage. The only decent one damage-wise is also the one on a 60 second cooldown. Our worst by a significant margin is thumper turret – the overcharge doesn’t do much more damage, the auto attacks are god-awful damage (I tested it in bloodtide coast, it can’t even solo a marsh drake), and the toolbelt is equally bad (Wow 90 seconds for a blast finisher? Man **** big ol’ bomb). Net Turret’s not in a bad spot right now, given it has a 4s immobilize on a 10 second cooldown, along with a useable toolbelt skill and a nasty overcharge.

Turret Buff Discussion

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Posted by: Advent Leader.1083

Advent Leader.1083

What if overcharge does an effect on both the turret and on you?

Turret Buff Discussion

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Posted by: Kalan.9705

Kalan.9705

Turret ai is hideous.

It hardly matters how much more damage any of them get when they shoot at pointles targets, that have actually been out of range for god knows how long (assuming of course the extremely rare occasions where a turret is hidden enough to last more than 0.1 seconds from placement).

Engi March State of the Game

in Engineer

Posted by: Advent Leader.1083

Advent Leader.1083

Give engineer the utility of a mesmer and we’re good to go.

Engi March State of the Game

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Posted by: amiable.4823

amiable.4823

Let’s be honest about what the next patch is most likely to bring:

1. The complete nerfing of one of our only viable specs (100 nades).
2. A plethora of minor buffs to a bunch of lousy skills and utilities. No one will use them anyway.
3. A minor buff to some other weak kits that will still make them generally nonviable, but will cause certain engineer defenders to rush to boards and theorycraft how awesome these changes are going to be for the Engineer. None of these folks will post a video of these builds in action.

Conditions in general are getting buffed though, so I suspect Masks build will stay as viable as ever, tankcat also won’t get nerfed because it does such pitiful damage no one really cares about it.

Aliquot Love – Engineer
Gable Thorn – Elementalist
Shining in Darkness – Warrior – Mag

SOTG & 100nades

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

The thing that finalized my decision to start playing more Simcity was them picking out the Engineers Grenade Burst and saying that IT specifically needs to be toned down. They did not mention bursts in general or say that any profession being able to 1-shot or instadown ppl was not intended.
So while many other professions can go Full GC and gear & trait to do similar or better Bursts than our BarrageX2 the Devs have solely been focused on limiting ours.

Devs fully acknowledge that with culling for the last 6 months Thiefs(somewhat Mesmers) have had an unintended unfair advantage with stealthing, yet nothing has ever been put in place to try and even temporality fix this problem.

But when it comes to the other Medium Armour profession that has to pull off their burst in plain sight without the help of invisibility it is seen as something Overpowered and Unintended.

I am not going to waste too much more time on a game that is being developed and balanced by basically “Fan Boys”. I try to play sPvP but every time the maps are just dead, yet that is the whole focus of Anet.
To make their MOBAMMORPG model work.

I will instead play more stupid Simcity with its always online garabage and numerous bugs because despite all those its an awesome game.

Engi March State of the Game

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Posted by: Kalan.9705

Kalan.9705

Mesmers already have a lot going for them, so i really wonder why they get all the fun new stuff.
how come some of those ideas weren’t used or the engineer, who still needs some defining abilitiesin groups since launch.

It appeared from this interview that they actually give a kitten about the mesmer because they play it, that’s why mesmer gets yet more new cool stuff. Engineer gets balanced based on the complaints non-engineers make about engineer (like please remove 100nades I don’t think engineer should have a burst spec). Because A-net has no knowledge & investment in the class themselves, they have nothing to weigh up the PM’s from friends against, so engineer only gets nerfs and tooltip fixes and blatantly obvious should have been in since pre-aplha kitten like, making sigils and weapons stats actually work (after 5 months).

I’ll say it again for the 1000th time since BWE1. Each and every class needs 1 specialist dev in addition to all the generalists on the balance team, so every class is guaranteed at least one voice that actually gives a kitten how each class evolves.

(edited by Kalan.9705)

Engi March State of the Game

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Posted by: XerxesBlack.5892

XerxesBlack.5892

I am glad to see my turrets buffed (i love using them in PvP) and this overall felt like it was going in the right direction.

Then I listened to the Mesmer talks…

It was like someone brought in their big steak dinner, all of their faces lit up as they sat up straighter ready to dig in. As they talked it was like everything before was boring kiddie stuff that none of them really cared about. I would feel bad for the guardians but they are already a pretty solid profession (I know they lack in places but in comparison to the engineers)

You know why all of that is? A single line told me why.

“…You both play Mesmers…” said the developer to the two bottom interviewers.

From then on all I heard was how they were planning on adding a new awesome ability to this fun class and how it was going to work with it’s current skills and how it sounds overpowered but “oh well, we’ll just wait and see”. They all were excited and awake and really into their discussion.

But when I looked back at the engineer it felt like they just didn’t care. There was only one question asked, and although it seemed fairly critical, it was asked with so little knowledge of the class that even after the developer brushed it off no one knew that they had been brushed off.

TLDR: sigh I starting to feel like the engineer is that red-haired unwanted stepchild (no offense meant to any red-haired stepchildren, I’m just using an analogy my grandpa uses). But not just us, the ranger has it really bad too from what I have heard, heck even the guardian (who lucky has been pretty solid since I started playing) feels like a profession that they just aren’t inspired to work on.

Beaks N Talons [NERF] – Engineer of the great and mighty Fort Engineer guild!

Engi March State of the Game

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Posted by: Hep.1347

Hep.1347

The problem I have with the idea of nerfing anything on the Engineer right now is that the class is underpopulated and on the lower end in terms of what they give to a group. Nerfing the best build insinuates all builds will be considered balanced when they meet this post-nerf level, so you’re essentially taking an already unpopular class and taking away the most powerful thing about it.

Engi March State of the Game

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Posted by: Ejiofor.4801

Ejiofor.4801

I love it…

The moment 100nades gained popularity, the other classes started to cry and whine because they simply do not, or will not, understand the Engineer class, and what we have to deal with. Within several weeks, nerfed AGAIN.

I’ve played other classes, and unlike the Engineer, you don’t have to do “keyboard gymnastics”(what Chaba said earlier). Extremely impressive utilities.

The more I think about the interview, the more convinced I am that they have no idea what to do with the Engineer. It’s like they invented a class as a ‘filler’…

We’ll just wait and see. Like some, I’m trying to be optimistic, and keep in good spirits.

We who play this class are a bit pessimistic at the stuff surrounding the Engineer. It’s a shame that this class that everyone here loves is just getting the crap beat out of it by the ANet devs.

Gearstrip Jones, Engineer, Borlis Pass, [KPUP]
“Which Lo Pan? Little ol’ basket case on wheels, or the ten-foot-tall roadblock?!”
-Kurt Russell, Big Trouble in Little China

Famous Quotes for the Engineer.

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Posted by: Culetto.4386

Culetto.4386

“One does not simply walk into ’nade spam”

[ALS] Muerta Bueno

Famous Quotes for the Engineer.

in Engineer

Posted by: Grok Krog.9581

Grok Krog.9581

“Sorry Engineer, but your buffs are in another castle”

Grok Walking Amongst Mere Mortals

Engineer wish list.

in Engineer

Posted by: Zenguy.6421

Zenguy.6421

The reasonable list;

  1. Buff our #2 downed skill or replace it with something helpful outside TPvP.
  2. Remove the self-knockdown on Rifle #5 Overcharged Shot and on the Rocket Boots gadget.
  3. Reduce the cooldowns on turrets and gadgets.
  4. Remove/reduce the RNG on thrown elixirs.
  5. Give us a second credible Elite (Buff Elixir X and remove its RNG; buff the Mortar).
  6. Replace the cooldowns on Kit Refinement with a single global cooldown across all kits and balance the KR effects for each kit (i.e. Med Kit proc needs a condition cleanse, heal and/or water field; Bomb Kit proc needs a buff; reduce duration of KR Super Elixir effect for the Elixir Gun).
  7. Make FT#4 Napalm a radius effect and make it apply some damage on landing.
  8. Make the rifle range at least equal to our grenades range. (We currently throw grenades further than we can shoot with a rifle – go figure.)

And finally, a wish item:

  • Make at least one kit skill a stun breaker (e.g. FT #3 Air Blast or #5 Smoke Screen, either of which makes sense practically as a stun breaker and is also 0s cast).

(edited by Zenguy.6421)

Engineer wish list.

in Engineer

Posted by: Wildwood.8310

Wildwood.8310

Poison Dart Volley actually hitting with all the shots instead of only 30-40%.

Also, I would really like to see the toolkit gone and instead added the skills to Hammer(and of course, let us use the hammer), so that a full turret build would be more viable.

Engineer wish list.

in Engineer

Posted by: Nottix.7864

Nottix.7864

What are some reasonable changes you would like to see for our class in the upcoming months?

1) Middle range class doesn’t work imo. Feels clunky. Everything else is either melee or range. I would love to ditch “rifle barrels” and make default range for rifle #1 and #2 1200, #3 900/400, #4 and #5 900.

2) Grenade #1 to be auto attack like the underwater version. ( the rest can be ground targeted much like the necro staff. )

3) Mortar, default range 1500, 1800 with trait.

Quick petition about inc T.Rifle buff

in Engineer

Posted by: Penguin.5197

Penguin.5197

It seems that most likely, turret rifle is going to have a direct buff to damage so this can possibly be the best time to ask. May I suggest it gets a rate of fire increase instead? Watching a turret shoot faster is much more pleasing to the eye, makes it seem like its actually doing damage! Think of it as a visual buff as well

Turrets are getting buffed.

in Engineer

Posted by: Phineas Poe.3018

Phineas Poe.3018

Yeah, I especially like how people go on about how Deployable Turrets means you can now toss them in unreachable areas.

Well if they’re unreachable, that means you’re stuck with the extended cooldown when you’re ready to move on.

Just one of many suspect design choices of the Engineer. Though I still love the class and would love to try out turrets in the next patch.

[EG] Ethereal Guardians

Turrets are getting buffed.

in Engineer

Posted by: Moddo.7105

Moddo.7105

If they are getting buffed, which I would think the new patch with the 100% healing improvement should have helped, what is a good turrent build?

I see little to no posts about them, their strengths and weakness and what builds they have good synergy with. I always liked the idea of turrents, but it never made sense before to try them. Thoughts?

Probably because no one has actually gone out and tried to make a dungeon-viable build given how weak they currently are.

I would imagine the setup would be something like Healing Turret + Rifle Turret + Rocket Turret + Tool Kit for damage.

No idea how traits would be split, but I’d imagine Tools and Inventions would be the obvious focus.

Also with them being weak is the cooldown on them. If you spec into turrents they are your main dmg source and dropping them to kill a mob then moving on is sily concept. You should only have cool down on turret if it gets killed. Picking it up should reduce CD by 100%.

SOTG & 100nades

in Engineer

Posted by: Kontrolle.3514

Kontrolle.3514

Lol turrets….until now this class is the hardest to master and requires twice the skill other classes need but for some sad reason we are supposed to just do weak damage while our stationary pets handle stuff or we drink some potions.

I never ever encountered that much fail in class design before with my age of 30.
80% of my friends quit the game because of the horrible balance.

100nades

in Engineer

Posted by: DDog.4350

DDog.4350

With the right jewel, on a squishy target. Grenade barrage (8nades) + kit refinement switch to nade (8nades) is 16 nades with crits should be able to hit 12k. But yea. I played warrior yesterday for fun. I press C – > 2 (C hotkeyed to bullstrike) and i hit for 11k. Then throw ma sword which apparently can hit for 4k? and spin for another 3k. 3 seconds. 18k dmg. Kit refinement has 10 internal CD which broke a lot of multi-kit build.

But yea, sure, nerf engi man.

Nerf Engineers already

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Dev playing his favorite profession gets instadowned by a macro Thief.

Dev. " eh That seemed to be a fair, they are Assassins tht can almost always escape from an encounter, its balanced tht they can have a 20k instaburst. (meaning no casttime)

Dev playing his favorite profession almost downs an Elementist only to have them use their downed ability to run back inside a keep and heal.

Dev “That seems fair, Ele’s DO have all those other near invincible ground covering skills, why not also have one of the most useful downed skills in the game”

Dev playing his favorite profession gets 15 stacks of confusion in 2 seconds from a Mesmer.

Dev “That seems fair for the single essential WvW profession to also have such easy access to the absurdly hard hitting condition”

Dev playing his favorite profession gets downed while trying to rez his buddy even though he was laying right where an Engineer is tossing his slow moving nades"

Dev “WTF that kitten needs to be NERFED, Nades shouldn’t hit that hard even with a GM Trait, I don’t care if they need to be ground targetted and I was just standing still, drop that kitten by 30%”

Dev playing his favorite profession gets pulled prybarred then punted into an enemy zerg, pops his stunbreak only to getted netted and PBR’d back into the zerg which quickly stomps him.

Dev “Thats it, that was all that stupid Engineers fault, what BS he only did a few 1000 dmg to me but it was HIS fault that I died. Everyone stop working on the Engineer they are annoying, and add in some self-stuns to their skills and nerf the way food works with them and lets also put a ICD on their stupid Kit Refinement skill, who said they can have a burst anyways, and when you are done with that get started on a ICD for the Static Discharge that is also a bunch of bull. We gave them kittenty turrets, broken kits, non-working Traits and stipped their Heavy Armor for a reason, So that I could get some kills with my favorite profession, My Warrior!!!”

Need motivational help..

in Engineer

Posted by: Vuh.1328

Vuh.1328

I’m in a emo mode right now(i blame you s/tpvp).

My biggest problem is i feel i could/can do almost same roles but with more utility with other classes, But no it’s not that i feel really weak or underpowered on my engi it’s more that i feel like i don’t fit in

/sad

Take your time to learn proper keybinding, it’s worth the struggle

Stow kit is redundant

in Engineer

Posted by: Seetoo.9316

Seetoo.9316

Why have more than 1 button do the exact same thing? We already have ` to stow kits. These individual stow kit skills could be replaced with anything else. For example, you could have utility skills (that are only accessible when you have the kit out).

Just give us weapon swap

in Engineer

Posted by: Goloith.6349

Goloith.6349

This would make the engineer on par with the other professions.

Yeah, but kit swapping as it is, is actually superior to the weapon swapping of the other classes, as it is one of the specific strengths of the class. Why would I want to be on par with the other classes in this regard?

Currently I find Engineers to be subpar in this respect. Engineers lose an entire utility slot just for weapon swap and if you are playing any other profession correctly the weapon swap cooldown doesn’t mean a thing. If you run all kits in your utility slots sure things are great, but for those of us who run 1 kit we’re actually being hurt. I would gladly get rid of throw wrench just to have access to the wrench kit and still have 3 utility slots available.

i7 920 OC 4.2Ghz, 2x 6970s in Eyefinity mode
Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)

Just give us weapon swap

in Engineer

Posted by: Goloith.6349

Goloith.6349

I would like it if we could place a kit in the weapon swap on the hero panel. If it meant we’d lose out on the tool belt skill it would be worth it. However I think weapons should be swappable, but will incur a cool down timer.

This would make the engineer on par with the other professions.

i7 920 OC 4.2Ghz, 2x 6970s in Eyefinity mode
Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)

Mesmer Downed State

in Mesmer

Posted by: Kardiamond.6952

Kardiamond.6952

I’m willing to trade you guys all my engineer downed state abilities.

:)

Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]

Something needs to be done.

in Engineer

Posted by: Aristio.2784

Aristio.2784

I still wish we were the absolute kings of CC.

Concussion Bomb: Used to Daze
Static Shot: Used to Daze
Smoke Vent: Used to be a Pull
Pry Bar: Used to Push
Napalm: Used to Blind
Concussion Grenades: Used to Stun
Glue Shot: Used to be 2 second Immobilize/3 Second Cripple
Glue Bomb: Used to be a 4 second Immobilize

Without Stability against an Engineer, you knew you weren’t going to have much chance to attack him. Our damage was NOTABLY lower than the other professions, but our CC was NOTABLY higher than anyone else.

If they added all those extra effects to what we have now, I would be one happy Engineer.

Could grenades please get a target toggle?

in Engineer

Posted by: wintermute.4096

wintermute.4096

It appears grenades are still the go-to weapons for engineers in pve, and despite all the problems condition builds have atm, I’d still like to use them, but find it absolutely unbearable to hammer my #1 for hours like that, because unlike all other professions, grenades do not have an auto attack toggle.

So that’s why I’m asking: would it be possible to put an entirely optional toggle on the grenade kit that would make it a standard target-locked aoe instead of gtaoe for #1 at least? I see the benefits of manual targetting, and I know that, if anything, that toggle would actually be less precise then manual targetting, but that’s a sacrifice I’d like to make since at the moment, I can’t keep using my engineer for more then 1 fractal each play session.