Showing Posts For Candiru.5279:
Like title says, is it viable or should I wait for the next balance patch in order to try a D/D elementalist?
engineer get rapped from condition dmg if you not skilled completely in elxirs…
since many classes go for condition dmg like ranger, thief, necro and mesmer this can be we very frustrating to play as a kit or gadget engineer
so basically you would like to see Mesmer’s and pet classes’ gameplay mechanic removed from the game? in case you don’t realise, you fighting illusions and pets before you fight the actual player is the core of this professions’ survival mechanics
you are right thats survival mechanics of the mesmer for example …but why they make huge dmg if they are for survival??
And pls don´t say they can be easily destroyed because they can spam this shxx
There are already two topics regarding this topic…I hope Anet will do something about this urgent topic because its a big fun killer in PVP.
- mesmer class got removed
I would love to see a answer/statement of Anet on this topic…because many ppl complain about this lately
Very often it feels more like “Pet/Illusion Wars”
Oh I forgot… you are right jump shot has short lag
These are my ideas for improvements…since i don´t play pistol…
Just reduce the amount of pets and other..
Rifle:
Blunderbuss:
- increase range! It has lower range then melee attack but the dmg is medicore
- Add Vulnerability from jump shot to blunderbuss
Jump shot:
-Increase the radius a little bit! Its very hard to hit especially if the game lags
- add 5 stacks of confusion
- remove lag
Tool Kit:
Skill 1:
- should be a little bit faster
- remove the root before the 3th hit
Box of Nails:
- Reduce cast time a little bit
Magnet:
- Reduce casttime !!!
- pull multiple targets (like the old flamethrower skill)
flamethrower:
Flame blast:
- should explode with second button press
Smoke Vent:
- Add a smoke field or let the skill make additionally Aoe dmg around the engineer
Traits
Juggernaut:
- Should work for all short range kits (flamethrower, tool kit, bomb kit)
Sharpnel:
- 6% bleed chance is very low —-> increase
Protective shield:
- decrease the internal cd a little bit (15sec)
Transmute:
- 3% seems very low
Acidic Coating:
- increase chance up to 50% or more since there is a internal cd this would be not op
Kit Refinement:
The spells for elxir gun and tool kit are fine…but the rest is lacking!
- Add one condition remove on med kit spell (internal cd of 5s) —-> this would give engineer additionally a way to remove condition without using elixir
to be continued…
(edited by Candiru.5279)
OP is so fu right…too much pets and other stuff around!
Why not reduce the amount of illusions/pha.. and make them more powerful?! Yesterday I played a match with 5 mesmers! The middle of legacy map was full of illusions…
Another problem is the annoying sound of them
Just leave if more then 1-2 mesmer in game…its just stupid with 3mio illusion and sh…
I have no problem with thief or warrior but too much mesmer in a spvp match it just annyoing and stupid!
For example:
how is it even possible that a mesmer illusion is hitting the same dmg then some highest burst attack of other classes?My Illusions are hitting for 0-4 dmg per hit.
Not sure if trolling or just plain stupid.
Edit: Oh and our Phantasms actually are our high dmg burst attacks.
sorry for not knowing the right name…I have no problem if the dmg comes from the player itself but if i get hit by minions for such amount…
you forgot..
- skill 2 and 5 need faster cast time
- juggernaut trait should affect tool kit too
- remove root on skill 1 before 3 hit
I want them to either let us retain our weapon stats when using kits, or let weapon swap sigils trigger when you switch back to weapons.
this is another important topic
If there are more then 1-2 mesmer in a game its just fu stupid and frustrating…
Pls give mesmer only one illusion make them strong not matter but pls reduce the number of them…
As a staff ele, I have the same problem. They nerfed arcane utility skills and that was right. Due to warrior burst i turned into a cantrip based build. I played a lot of hot-join servers and tournaments. My thoughts? Guardians OP. Thiefs 2232 spams no skills kills. I run a guadian and a thief and it was realy easy. But i love my staff ele and thats my main. I do better than the most staff eles but we still need a buff.
You forgot mesmer
Either way back on topic of skill cap, there’s more to warriors then just damage builds and they require actual knowledge and skill.
I still think that Ele’s have the highest skillcap in the game though. That class just seems like more trouble than it’s worth.
The topic is overall class balance too…
Engineer has to work very hard too compared with other classes.
Agree to OP… guardian is very powerful to
My personal feeling/opinion is that the Class balance/ skill cap between classes is in bad state!
I have to admit that the class balance from BWE1 up to release got worse!
I don´t know why maybe you heard too much to the whiners in forums…
Another point is that there are few classes which are much more difficult to play then others…
For example:
how is it even possible that a mesmer illusion is hitting the same dmg then some highest burst attack of other classes?
Another example is the spam heartseeker thief…(there are already enough post around)
Summarized overall all classes there is anyway too much burst around.. the combats duration got decreased to large extent in my personal feeling!
every other profession has the same issue, if you dont build around condition removal then it will be very limited. it is not supposed to be easy otherwise you would make alot of builds useless. you are also not supposed to spam condition removals but wait till the enemy build up his stack and then remove the big stack at once.
that´s not true! Other classes have choice between condition removal by traits and utilitys/signets..so they don´t have to focus on condition removal by means of the build if they want decent condition remove
(edited by Candiru.5279)
Don’t get me wrong, I like the toolkit. I just think that, in it’s current state, it’s not worth equipping (minus the toolbelt skill which is very powerful). With some improved cast times and a passive toughness boost, it could be a competitive kit.
juggernaut trait for toolkit = +200thougness and might
https://forum-en.gw2archive.eu/forum/professions/engineer/idea-for-Trait-juggernaut/first#post75852
My opinion: Underpowered Engineer - It is realy bad at pvp and pve
in Engineer
Posted by: Candiru.5279
I wouldn´t say engineer is underpowered..its a good class!
One thing I don´t like…I have to go in melee range in order to do the same dmg as for example my ranger from max. range! In my opinion if have to risk going into infight it should be rewarded…
had the same problem
FT – 3?
Juggernaut + HGH = 12-17 stacks of might in combat and 200 tougness. Plus cond. damage from burning and bleeding… even with some bugs its awesome weapon, if you know how to use it.
But its ok when ppls says that it suxx – anet wont nerf itP.S Granades are OP underwater
[delete]
(edited by Candiru.5279)
rework flamethrower skill 5 would be nice! Maybe add some dmg AOE flameblast which burns targets additionally to the blind or give back the pull
I don’t like the trait because it is SOOOO counterintuitive. It pretty much forces us to stay in FT even if just to stack MIGHT and then leave it and shoot rifle.
I would’ve preferred some skill changed (give back backdraft, and change #2 for more melee range) and give juggy retaliation + fury
that´s right in the current state… but for kit based build (3kit build) it would be nice if all kits (atleast melee ranged) would be affected.
the tool belt skills are meant to compensate that, but those are EXTREMELY lack luster
most of them with 60sec cd thats the problem
-reduce cast time of the pull (very important)
- reduce cast time of cripple
- fix the roote when i use the skill1 before 3th hit
and it will be fine
Engineer rifle spells and warrior rifle spells seem to be backwards.
in Engineer
Posted by: Candiru.5279
rifle just needs 2 things really.
Blunderbuss needs to be 250/500/750 range imo and max dmg at 250 range ofc. IT’s stupid to have it do max dmg at range smaller than melee. Melee has 130-150. BB hits max at 100…. that’s literally standing on your enemy.
Second fix needed is #5. It needs to be faster and smoother. AoE needs to be a bit bigger, at least landing out. Right now jump in spot takes like 2-3 seconds.
Besides those, rifle is ok.
true!
Another point… For example the warrior rifle skill 3 hits from max range harder then blunderbuss from melee range
I would say bomb, tool and flamethrower because they are all low range
especially for tool kit it would make sense since its a melee kit
On of the biggest issue I have with turrets is that they only viable for point defending because of the long cd…
Since all classes have passive buffs/effects by means of signets…why not make turrets make work the same way! If they are not used they should give a passive effect like
for example:
healing turret: remove condition every 10sec or passive life reg.
rocket turret: increased movement speed
rifle turret: chance to add vulnerability or discharge lightning bolt
….
At the moment the trait Juggernaut(+200thougness and might for 15sec…) only affects flamethrower kit which is kind of meh for a grandmaster trait…Why not making it work for all kits?!
(edited by Candiru.5279)
Increase Intitative and decrease range and heartseeker is balanced again