Showing Posts For Are.1326:

2nd Elite Specialization and Beyond

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Posted by: Are.1326

Are.1326

I think the next elite spec wave (or one after that) will include new weapons:

  • Crossbow (Huntsman crafting)
  • Battle Axe (Weapon smith)
  • Grimnoir/Tome (Artificer)

So we would end up with crossbow. Probably some kinda saboteur theme with traps of some sort.

lay back on the Hammer Animation Locks

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Posted by: Are.1326

Are.1326

We already got slow melee attack in toolkits, it would be great if we could get something faster with hammers. I know it isn’t how hammers use to be, but considering how revenant use them, I think we are free to mount some rockets on them to help the attack speed.

Who's the dev responsible for engi

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Are.1326

Let’s hope then! Anet reveal engi this monday! Please? PLEASE???! <3

Don’t expect anything besides the pax stuff next week. They will be showing off Challenging group content durring the weekend.

Warrior stole coated bullets

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Posted by: Are.1326

Are.1326

PoI when the traits->specs patch was introduced

Close, it was Ready Up, their other show. Episode 32.

Engi Pistol Napkin Math

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Posted by: Are.1326

Are.1326

3) This is not what resulted in “nerfing the pistol into the ground”, which is also confusing because it suggests at one point they were really good?

At release of the game (and in the beta tests before it) the pistol auto attack, named Explosive Shot, was much more powerfull than it is now. The bleed durration was 4 sec baseline and the damage was nearly on par with rifle. They quickly nerfed it after release because pistol HgH was to good when nobody knew how to build properly.

Piercing pistol shots only exploded when it reached maximum range, it never exploded on multiple targets. In fact this was a main complaint of that trait while it existed.

It exploded on every hit, I remember testing it at a high-enemy-density area (In my case the husks under red fort in silverwaste) and I got 18 hits with with a singel bullet from Fragmented Shot.

If it only exploded on the end then with 5 targets all stacked ontop of eachother I would only get 10 hits (5 pierces and 5 targets from the last explotion), Even if it only exploded on the first target and the end I would not be able to bypass 15 hits. Since I managed to hit 18 times with a singel bullets (I counted the combat log, had auto attack off and made sure the log was empty before I shot), we can conclude that it explodes on every hit.

There is a possibility that they had a hidden PvP-PvE seperation of the trait effect, but I find that hard to belive.

Who's the dev responsible for engi

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Posted by: Are.1326

Are.1326

I do not like the thought that we publicly assign specific developers to be responsible for classes. We have seen developers get attacked by unhappy users before so we know some people on this forum can not be trusted with the power to blame specific developers for balance decisions they do not agree with.

For ArenaNets employees own safty, I strongly recommend they do not give the public any information on who is and is not responsible for specific features or balance decisions.

Engineer Bugs (Updated & Consolidated)

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Posted by: Are.1326

Are.1326

The livestream said it won’t require hitting a target. The pre cast and travel time on mortar 1 is abysmal.

What livestream? Because they did not state this in the initial preview of engineer at Ready Up episode 32. They said it might be a blast finisher by traiting it, and we know that didn’t happen. And in Episode 35 with the patch preview, they only said it was a projectile finisher, not that it works in an AoE.

And when I said:

considering the slow curving projectile that uses groundtarget instead of homing like other projectiles

I’m talking about getting the projectile finisher effect at long range (1000+). The projectile have a very small hitbox so unless you are in your enemies face you will not get the trigger.

Engineer Bugs (Updated & Consolidated)

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Are.1326

Projectile finishers have always required you to hit an enemy for the effect to occur, which weapon are you having problems with?

I belive he is referring to Mortar 1#. We have no offical word if it is suppose to work in an AoE (as it would make more sense considering the slow curving projectile that uses groundtarget instead of homing like other projectiles), or if it is suppose to work like it does now and never really matter.

Elite spec and the F1-5 skills.

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Are.1326

We get sth crazy like a resource bar added to the toolbelt and drones are upkeep skills that pulses effects similar to the revenant and we need to use hammer skills in order to generate this resource. (Forge > rocket hammer >heat – steam is the resource)

While I think getting a resource bar (like Heat, Cogs, Engines or Electricity) is a likely possibility, making it only go up by hammer skills would force the player to take hammer in order to play with the class mechanic. This is not the case in any of the other elite specs, you can take and use reaper shroud without greatsword on the reaper, and you can use longbow without traps on the dragon hunter.

The Mechromancer

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Posted by: Are.1326

Are.1326

A new form of kits, instead of replacing our weapon, it replaces our armor. It will be hobo sacks all over.

Elite spec and the F1-5 skills.

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Posted by: Are.1326

Are.1326

I’m assuming that drones will be our class mechanic addition, like a weaker passive effect to all our toolbelt skills (think signets). If you look at the datamined info, it was more than just 6 models extracted from the .dat .What we saw was a wide variety of smaller drone extensions like saws, arms, vents, etc as well as multiple textures for diffrent colors and multiple icons for the back wing. The amount of combinations they can make might match the number of different toolbelt skills we have.

Or they could just have made a wide variety of parts that is later comprised into 6 utility skills, but that would be kinda boring.

Elixir Support Concept (Work in Progress)

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Are.1326

EG does seem like a viable substitute. However from what I understand there’s some bugs that keep certain traits from synergizing correctly.

It works like it should, it’s just a few people who missreads Alchemical Tinctures and thinks it is suppose to work on Elixir Gun. It states “Throwing or consuming elixirs removes conditions from those affected.”, Elixir Gun does not throw of consume elixirs, it shoots and spray.

Should Engineers get weapon swap?

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Posted by: Are.1326

Are.1326

I do not belive we need (or can take good use of) weapon swap. However, I could see us getting a tuned down version of it to support singel-kit / kit-les builds.

By tuned down version, I envision we get the weapon swap key while outside of kits, but instead of swapping the weapon with another, it swaps the Auto Attack. For example, rifle could have the two following modes:

  • Snipe, long range, higher crit rate at longer distances, uses aim-down-sight animation.
  • HipShot, short range, fires 3 bullets in a narrow cone, uses current hipshot animation.

That way, we would get a more active gameplay in builds that stays mostly outside of kits, while not buffing the multi-kit build that uses all the highest dmg skills when off cooldown. We would also be able to look down the sight of our Predator rifle, while preserving the current animation for people who likes it.

Engineer Racial Elites

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Posted by: Are.1326

Are.1326

I hope so! As a few other posters have mentioned, I’d be happy with just a generic ‘racial’ toolbelt skill, thats the same for all races. At least then it would make elite racials a potential (albeit rare) option for engineers.

Given many of the racial elites tend to summon something, a AoE boon type skill would be suitable.

Or just a copy of one of the three existing toolbelt skills would be better than what we currently get.

Exploit: "???" item OUTSIDE beta

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Posted by: Are.1326

Are.1326

They are from adventures. Most likely because adventures rewards the account with the name that gets on the leaderboard, since our beta accounts are copies of our main accounts, the rewards gets to the wrong account.

Toolkit/Turret interaction proposal

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Posted by: Are.1326

Are.1326

-Tons of stuff-

A lot of good ideas here, however I am worried that toolkit becomes to much of a must for turrets. Skill interaction is nice, but we should try to figure out a way for turrets to be viable in diffrent ways. (maybe not as viable as toolkit, but you get what I mean).

One possibility could be to let turrets receive boons so Over Shield and Experimental Turrets can benefit them. This would also add more active gameplay like attempting to stack might, fury or quickness to your turret for extra dmg. (Turrets can’t crit at the moment, but should get a 20% chance under the effect of fury).

In addition, it would add more design possibilities for what toolkit does on the auto attack chain. If they went with your idea of having melee attacks stund the turret, toolkit AA could add 1 sec of stability to let enginers struggle to keep their turrets functional, or they could make it give 1 sec of quickness, or a few sec of might to improve dmg output.

Other small QoL changes I’d like to see to turrets:

  • Advanced Turrets should put out the reflection shield instantly or it should last longer. As it is now, it is to slow to use reactivly, but lasts for a to short time to force ranged enemies into a diffrent position or strategy.
  • Overcharge abilities should happend right away without a delay for more active responsive gameplay, like using them to interupt an attack you see.
  • Flameturret/Thumper turret should not require a nearby target to overcharge since they both have utility effects (thumper is a blast finisher and flameturret is a smokefield).
  • Turrets should just benefit more from some engineer traits. For example, Adrenal Implat could have an additional effect of making your turrets evade when you evade (or turn invulnerable). Or Iron Blooded could also count for turrets, thus adding more gameplay around granting boons to turrets to keep them alive.

Why so sssser.. err, positive?

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Posted by: Are.1326

Are.1326

We don’t have an elite-spec in the beta at the moment, so not many are focusing on the engineer.

Want Healing Bombs back!

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Posted by: Are.1326

Are.1326

I played BD with my Elixir Flamethrower build, I keep seeing all these med kits pop up whenever the flame jet hits an enemy.

It has a 2 sec ICD, if it had 0 then think what a full crit-rate flamethrower build could do…

Recharge traits

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Posted by: Are.1326

Are.1326

I’d say, reduce the number of traits that only affects one utility skill. I’d rather see traits like “skills that causes explotions recharge 20% faster” and “Weapon skills recharge faster and activated faster” so that traits work in more builds and adds more choice to each trait line section.

Drone Speculation

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Are.1326

Considering how they try to alter every new Elite spec’s class mechanic, I’ve wondered what they could do for engineer. Maybe the drones turn all our toolbelts into “signets”, just not in name. So the drone is the toolbelts passive effect, and they go away when you use your toolbelt. It would explane all the diffrent drone textures and models that was datamined.

Mortar #1 Projectile Finisher

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Posted by: Are.1326

Are.1326

I mean, I guess you could aim behind your intended targets, but talk about skill shot…

With the pre-cast and the travel time… more like lucky shot.

Mortar #1 Projectile Finisher

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Are.1326

I belive this is actualy a bug, u don’t put a proj. finisher and then making it not working (It doesn’t work on light and water fields at all!); so I guess they’ll fix it with the next patches.

I would agree, if engineer didn’t have a history of weird and unintuitive skills. And even if it is a bug, it wont matter, because we have had bugs for years and have to accept that bugs is a part of the class design.

Mortar #1 Projectile Finisher

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Posted by: Are.1326

Are.1326

The projectile have to hit the target before it hits the ground. This is also the case for light and water fields, you only get their effect in a small radius around a target hit by the projectile. Yes, it is stupid.

Edit: Also, we do not know anything about how it is supose to work, just like everything else that changed with the spec patch.

"Conditioneer is uber and noob!"

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Posted by: Are.1326

Are.1326

Ooh I almost forgot our earliest build: The houndred nades . That build got hit so hard, kit refinement was never used again.

"Conditioneer is uber and noob!"

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Are.1326

Yeah, I toyed around with condi engine and got whispers like, “condis ruining this game” or “f you noob”.

This is the case for any engineer build that ever have been viable. Remember turret engineer? or decap engineer… or our short time coated grenades. people hated a lot on celestial engineers too.

Air Blast burning extender

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Posted by: Are.1326

Are.1326

Yeah… that would probably be OP. I can pump out 12 burn stacks in a few seconds on my engineer… being able to double that would just be insane.

I’m not sure how you think adding 2 sec to exisiting burn stacks turns the 12 stacks into 24…

Fix Med Kit maybe?

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Posted by: Are.1326

Are.1326

and that’s how easy the med kit can be saved without making it game breaking
by simply giving it decent base healing power and then making it worthwhile keeping many boons on at a time

I feel like the medkit needs at least a useable base heal so players don’t have to go mainstat healing power in order to be somewhat supportive. Running secondary stat healing power, or a mix of healing power and other type of gear, should still make this a viable way of supporting allies. If an engineer for some strange reason decides to go full on healing power, then this thing better be effective, considering that they are fully devoted to the role.

Then there is the topic of the medpacks (skill 2-5) and their ground targeting.
Maybe, in order to make the packs support multiple targets, they could make it so they can be picked up 5 times, but only once by every player. In other words, an engineer places a medpack down and runs over it, he gets the effect but the medpack presists in the world, but he can not trigger the effect from that medpack any more (maybe even making it invisible for that client), however, other players can also run over it and trigger it one time each. Once it have triggered 5 times (or any other balanced number), it will be despawn. This could even be an alternative effect for the medkit trait and also make it work for bunker down medpacks or supply drop packs for trait versatility.

For ground target, I’d say they should just turn it back to how it was pre-patch, and make the kit work under water again. As it is now, it’s near impossible to hit targets with the packs from a range when you and allies are running, and that is supposedly how you are giving out boons to boost the auto-attack heal.

Engineer Tool Kit: Magnet

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Are.1326

It even fails in PvE now. I’m just trying to finish of a trashmob by magneting it into bunker down mines for style points, but no, it does not work. Skill que buggs makes it even worst.

Fix Med Kit maybe?

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Posted by: Are.1326

Are.1326

I had such high hopes for this kit, just the thought of healing pugs or dying NPCs up made me exited to replace healing turret. But when I tried it, allies just died from weak dots with no noticable effect from my auto. If I had accepted that it is a failure of a kit earlier, maybe I could have saved them with the burst heal from healing turret. >.<

Drone toy? :D

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Are.1326

If we could scout an area using a spell and have it show us stealthed players WITHOUT UNSTEALTHING THEM. we would be potentially be able to be prepared when we get hit from stealth. In that way it wouldn’t take away there strength but it would give you an idea that its coming.

Well unlike WoW, players don’t walk around with stealth on in GW2 so I don’t think it would be nessesary to let us see stealthed enemies. If they see the drone before the drone sees them, then wasting a stealth skill to avoid it is valid counterplay.

Any ideas on what kind of function a drone like this could have? If it is untargetable then we can’t add anything that affects enemies to much, or it would be really unfair. However if it was targetable and could take dmg like turrets or minions then we could have some cool abilities. Maybe we could use toolbelt abilities from the drone, calling down an Orbital Stike from the drones viewpoint, or shooting a static discharge burst from the drone itself. It should be something that makes it worth leaving your body behind in at least two of three gamemodes.

Bombkit design lazy, it doesnt make any sense

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Are.1326

The size of your bundle is dependant on the character, on my asura, the bombs are smaller in my hand.

The devs said in the livestream back then that they are placeholders… but i doubt they are.

They only said this about Mortar, and that did change (the placeholder was a flamethrower).

Drone toy? :D

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Are.1326

It would fit with the new tech that lets them disconnect the camera from the player, however this is a very useless functionality in most gamemodes. Maybe usefull in WvW as the drone isn’t targetable and you can scout or follow an enemy group, but in PvE, I see no reason to use this.

Maybe it could be paired up with some functionality, like teleport to the drone.

Training tab exclamation mark in Hero Panel [merged]

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Are.1326

When the patch went live on Tuesday, anyone who was online or logged in after the patch gets this bug.

I logged in multiple times between the patch and the hotfix and I don’t have this bug on any of my characters.

I saw someone mention elsewhere (reddit) that this is connected to the four professions who have had elite specs revealed (so the indicator only comes up on Guardian, Ranger, Ele, Mesmer and Necro). Can you confirm?

I do not have this bug on my Guardian, Ranger, Ele, Mesmer or Necro.

For my old characters, the Hero Panel always has a notification (the red exclamation point), indicating I have new skills to train.

I do not have this bug on any of my release day characters or any other characters for that matter.

Want Healing Bombs back!

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Are.1326

Or it could work with projectile finishers too but gave %50 less hp. It should also heal us aswell not only allies.

50% is probably a good number. At level 80 it heals for 340, that is 195 more than Elixir infused bomb at 145, and a 0.2 coefficent instead of 0.15. However, you need to have a field out for it to work, and healing bombs was so weak, it was effectivly just another stack of regen.

Edit:
Looking at it again, if you are running 1382 healing power (primary stat healing power on all acended gear equals 1382), then you get 616 health for each proc of Soothing Detonation. I do not think that is to much if you are running a healing build considering you have to spam your AA and will get downtime from putting out fields.

In comperison, here are other sources of healing when equiped in full 1382 healing power:

  • Elixir infued bombs: 352
  • Regeneration: 302
  • Bunker Down: 778
  • Backpack Regen: 186
  • Med kit Auto attack: 118 (354 with all 3 pulses)

This sources can not be applies rapidly, but they work on allies:

  • Elixir Shell: 646
  • Super Elixir impact: 1253
  • Super Elixir pulse: 342
  • Cleansing Burst: 3211

In conclusion, our healing output is horrible and you should never build healing power main stat, or at all. Med kits auto attack is the worst offender, it is much slower than bombs, deals no dmg to enemies, have a more difficult area to use, and a healingpower scaling of 0.033! If you went full healing power, you wont even double the healing output, and the base is 73 for each pulse.

(edited by Are.1326)

Predator Effects are all gone

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Posted by: Are.1326

Are.1326

Pretty sure mortar 1 is plasma if you have legendary equipped.

Nope, you must be mistaking the projectile effect from Streamlined Kits’s ethreal field. No legendaries have any effect while you are in kits.

So about the mortar kit aesthetic..

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Posted by: Are.1326

Are.1326

Good suggestions on those. +1 for those, although I’m not sure it’d really be that bad to have Asura hold it Horrik-style.

Well, the problem is that our heads are wider than our shoulders, so we don’t have any space to fit a cannon without breaking our neck. Still, they could design a mortar that can be held both ways and have it depend on race.

Trait to return to normal

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Are.1326

This must be a bug since the field still have the combo puzzle-textured outline.

Another minor anoyance with this trait, and reactive lenses, is how they won’t trigger from self CC like overcharged shot.

Let's talk about Orbital Strike

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Are.1326

It is a master trait so I disagree that it should not be this powerful. Mortar by itself is actually really weak and sucks even when traited except mortar skill 3 in WvW, the water field is also a weak one, not like elementalists, the double blast from orbital strike on the mortar 5 field is roughly equal to a single ele field + single blast in overall healing, hence is actually well balanced, I play ele too so experience this 1st hand. So the double tap orbital strike is what makes it decent. if they nerf orbital strike then something needs to be done to base mortar to compensate.

I never said they should nerf anything, I’m just saying that to much of mortars power requiers a trait. You should not have to take a trait for something to be decent.

If I had it my way, the double hit would be baseline and the trait would increase the durration of all fields by 2 sec. That way the trait makes a choice of condi & control from shrapnel, more support from field durration, or more blasts from Thermobaric Detonation. This also makes the trait viable in non-mortar builds that wants to take use of fields (healing turret for example).

And a well designed trait gives choice you make yourself, and that requiers alternatives at the same power level.

Also it is a grandmaster, not a master, and that means nothing anymore considering how the new system works.

Let's talk about Orbital Strike

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Are.1326

I love this trait design due to the utility and flexibility, double blast finisher on any field I choose or any good field my teammates plop down is just awesome. You do know you get the effect 2 times right of off 1 field right ?

I’m not saying the trait is weak, in fact, my point is that it is to good when traited compeared to the untraited version. Bad design does note equal bad efficiency. The trait is poorly designed because the power gap between the traited and untraited versions are to large. Remember Grenadier before the spec patch? Nobody ran grenades without it, because an additional grenade meant 50% more of everything.

Mechanized employment without function

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Are.1326

Works for me on Suprice shot. What is your setup? Maybe there is another trait interfearing.

Adrenal implant and the devaluation of Vigor.

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Are.1326

I’m sure we are all awear of how Adrenal implants don’t stack with Vigor. If not, here are some testing I did earlier this month.

Now, I’m not going to say that this is a bug, or that the trait is bad. I’ll gladly use it over the alternatives, and it is one of the traits that makes me pick tools. However, playing with it brings some disappointment, you see, this almost completly devalues an apsect of the game. More importantly, it devalues the first minor trait in the very same line.

Vigor still have some effect while running this trait, but they are mostly negative for us:

  • A boon to be corrupted.
  • Boosts warriors boon-hate trait
  • Protects us from necromancers boonles-hate trait.
  • 2% dmg reduction from iron blooded.

So I made this post in hopes to gather some suggestions that might make this trait, and other vigor traits, more fun and rewarding to build with. As well as making the minor trait not completly useless.

The most obvious ofcourse is to make it stack, however, evades are already extreamly strong in this game and I think they nerfed vigor for a reason.

They could add a “when you get vigor you also get x” or “vigor you apply also applies x”.
x in this cases could be boons like quickness or resistance for 1 sec, or weaker boons for longer durrations, like might.
Giving an additional boon with vigor could make healing turret more lucrative to keep out when running experimental turret. Or making Invigorating Speed an interesting choice over Protection Injection.

They could also give us a passive effect while under the effect of vigor.
For example, it could give the effect of Adrenal implat to allies around you while you have vigor on. Or we could get more selfish effects like added crit-chance, outgoing or incomming condition durration or maybe faster cooldown or attackspeed while under the effect of vigor.

So what do you think they could do to make vigor relevant while using Adrenal Implant?

Drone Speculation

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Are.1326

Engineers shun magic. They refuse matras, signets, and the like. It is well defined in the lore, so those certainly won’t happen.

Ah, but here is where things gets interesting: In the silverwaste camp durring living story season 2, you could overheard taimi talk with a charr engineer to learn about magitech. Considering how ANet seems to add the new class/specs to existing characters, and how they have teased about it in season 2, we will most likely have some form of magic aspect in our elite spec.

Edit: Here is the guy. “a metallurgist famous for using magic” sounds like the new forge spec to me, after all, metallurgy is the science of metals and alloys, most commonly used when forging. There have been no other reasons to introduce this guy, and it seemd like the writers really wanted us to catch this whole magic hint.

His dialogue can be found down on this page. There is also a bit more here but nothing that looks like hinting.

(edited by Are.1326)

Let's talk about Orbital Strike

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Posted by: Are.1326

Are.1326

In some ways I feel like this is the old Grenadier all over again, but now only on one skill instead of a whole kit. The mortar trait gives this two hits and thus double damage, so this skill is kinda lackluster when you don’t trait for it, but they can’t buff it because it would be to strong when traited. Bad trait design.

So about the mortar kit aesthetic..

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Are.1326

Seems like a new thread like this apears every other week. Here is last weeks thread . Here is another one .This thread also speaks of mortar visual changes. And so does this .

Here is my opinion from last week, it still stands:

I like how Horrik holds it, but that would work badly with Asura. Maybe they could make it more like how Tristana in League of Legends holds her cannon (example) or how Spartans hold Missile pods in Halo 3 (example)

Engineer - Supply Crate+Experimental Turrets

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Are.1326

This bug and good amount of other engineer bugs are all cataloged here . We also know that Irenio CalmonHuang are awear of the list and said:

Thanks for compiling these in a single place. We’ll be trying to address most, if not all, of these issues as soon as we’re able.

If you want to keep the thread alive, you can find it here

Elixir X > Rampage

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Are.1326

I’ve had some games like that, but Rune of the vampire or Elixir S kicks in and takes me out of it…

Elixir X > Rampage

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Are.1326

Statistically we have it 50% of the time. But RNG is not “every other time”. Warriors can count on their ability, we can get completly ruind by the RNG.

Also warriors have more passive stats/effects that helps their rampaging (I belive), they are more fit to use the effect so it is better in their hands. They also bunker better while they wait for their cooldown to run out.

Yes we get Toss Elixir X, but that is a part of our class mechanic (toolbelt skills) and can not be used while in rampage, it should not be considered in the comparison any more than burst, weapon swap or healing signet.

Engr Elite Spec: Robot Army

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Are.1326

looks like I was right

Engineer -> Forge -> Make things -> Make Robot Army (You can see the drones flying in the picture

that is a Robot Minion AI Army!

We could see drones fly in the trailer back at the HoTannouncement, the art brings no new information. Might still just be a visual effect tied to active abilities/toolbelt changes/passive signets/hammer skills

Engineer Bugs (Updated & Consolidated)

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Are.1326

I am interested. I held off making Quip for my Engineer when it was reported that the Legendary effects did not work on certain skills.

Here you go . It might still need some time to prosses, also it only shows the Aim-assisted Rocket (I would have recorded the SD as well if I knew this would happenj). But the SD effect looks just like the auto attack, so you should get the idea.

Pistol range and coated bullets

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Are.1326

I allways preferred Pistol AA over Rifle AA, it just feels so much better. However, after we lost Coated Bullet, we can’t bring the dmg up to the same level (Used to be able to double hit and reach Rifle AA dmg).

The loss of Coated Bullet also means we no longer have the highground gameplay that pierce and explotions provided. I used to have so much fun positioning myself so I could get the double hit by standing on a higher level and shooting down (hit, then pierce and hit the ground for AoE explosion), or push enemies up against a wall for the same effect.

The idea that pistol AA would count as an explotion gave me hope that I could maybe bring the playstyle into dungeons without feeling bad, but now pistol AA is in a worst place than before.

Ooh, and before anyone goes “learn to play, engineers don’t use auto attacks” , this is mainly open world where I can not be bothered to do exhausting 30 step combo on every little mob I run by.

(edited by Are.1326)