Given how much FT #1 misses when its used right now especially when you are running around or kiting, I personally would opt for the skill to instead be a channeled skill that makes you stationary for its duration while you sweep the flame back and forth and increase the damage.
New Engineer Exclusive skill.
Weapon Attachments
When out of combat the Engineer can use a Weapon Attachment set to modify their currently equipped weapon, Which will change their 1-5 weapon skills.
Attachments – Sniper (Scope, Bipods) TM
– Infiltrator (Silencer, Shield Cloaking Device) TM
– Mel Gibson from Patriot (Bayonets, Tomahawk pistol) TM
– Other kinds (etc) TM
Give me money Anet.
I’m pretty sure the nerf was just to grenades 1 spam skill. But nerf doesn’t affect me that much.
I don’t use grenades at all anymore so it doesn’t affect me either but I still think it was a poor and unwarranted nerf.
Smoke vent can be very useful because you can cast it at anytime.
During rezzing or downing, during other long cast time skills (golems) or even when you are just gathering to avoid a mob interupt.
Flame jet suffers from the same problem all cone damage skills do and they all need to be fixed.
Flame blast is an annoying skill that wasn’t thought through and suffers from its own aiming problems. The worst is that a majority of the time using flame blast after air blast causes the shot to be “obstructed.” You can get around this by waiting untill the air blast skill stops blinking after you use it before hitting flame blast.
My guess is that when they changed Air blast to blast away enemies instead of pull enemies they left something in that actually obstructs the flame blast shot. Since it seems to be so easily obstructed.
If that were true, the wells would be nerfed by 33% too. And not really, why don’t you snare your enemies before using nades? Let me guess you just spam them 1 through five. It would be smarter to use your chill grenade first.
If Grenades actually did so much damage they required a nerf then I can think of alot of skills that should have gotted a 30% nerf as well.
I was referring to finishing off downed enemies from a wall before they get rezzed, there is no reason to snare a downed enemy. On a downed enemy its smarter you use your poison grenade first to cut their healing.
But now it doesn’t really matter because Grenades can no longer put out enough DPS to down ppl before they rez.
Wat, yes they do. When I down someone first action I take is poison grenades then spam away.
WAT!?…………………………….
No, they don’t.
I’m not talking about sPvP or 1v1.
I am talking about WvW and throwing grenades at or from a keep wall.
This is what 90% of ppl used their nades for and that is the reason they were nerfed.
Grenades are slow moving, easily dodgeable, random targetting AoE and they only thing they really had going for them was being able to burst stationary ppl down as long as they don’t move. Despite that they STILL get nerfed.
You can be a holy game defender all you want but the fact is that Grenade nerf was a stupid balance decision. If they would have simply waited untill they apply weapon stats to kits then the whole thing would have went down better.
If that were true, the wells would be nerfed by 33% too. And not really, why don’t you snare your enemies before using nades? Let me guess you just spam them 1 through five. It would be smarter to use your chill grenade first.
If Grenades actually did so much damage they required a nerf then I can think of alot of skills that should have gotted a 30% nerf as well.
I was referring to finishing off downed enemies from a wall before they get rezzed, there is no reason to snare a downed enemy. On a downed enemy its smarter you use your poison grenade first to cut their healing.
But now it doesn’t really matter because Grenades can no longer put out enough DPS to down ppl before they rez.
There’s no intelligence when you are bombing a downed corpse.
I gaurantee you that is the very reason Grenades have been nerfed.
A Dev playing his thief or warrior was downed attacking a keep and 3 buddies tried to go and rez him.
Little did they know that this is the single opportunity that Grenadiers excel at, ppl standing still and not attacking back.
So the Dev got killed and his 3 buddies either ran away or got downed themselves.
The Dev got angry and cried, NERF those grenades, its not fair. how dare your AOE do damage to ppl standing still just taking damage.
Now you can spam Grenades on downed ppl all day and they will still just get rezzed by a single person.
And thats if you can manage to avoid the 7 insta stacks of ranged confusion certain other “balanced” professions can dish out.
This is a true story.
Next week we will be discussing why pure laziness is to blame for our stupid clunky jump shot skill.
Weapon Stats affect your utility and toolbelt skills.
So good weapons are helpful.
Just have to only use TB skills when your weapons are out.
New Trait
Steampowered Elixirs
All Elixir durations reduced by 50%.
Elixirs now have 2 uses before going on CD.
Toss Elixir now throws a steampowered elixir bottle which will stay in place and emit its different effects once every second for 3 secs.
Toss Elixir U will instead pulse its different effect every 2 secs for its duration.
Toss Elixir R will now pulse twice each second for 3 secs
New Elite
Steampowered-Potion-Infused-Kit-Enhancer
SPIKE
Blast Finisher
Drop a huge spike into the ground sending out an electrial charge and crippling nearby foes.
While in radius of SPIKE all Kit skills do 15% extra damage and 15% extra healing.
After 5 sec SPIKE will release a single elixir of each type that can be picked up by you or allies.
After 10 sec SPIKE will overcharge pulling to it all enemies within radius then explode damaging nearby enemies and causing burning and blindness.
(edited by CriSPeH.8512)
We have heard your complaints about Engineers always falling on their backs or butts. Throw Mine’s Toolbelt skill now allows you to put a mine on your back, and when hit from behind, propels you forward onto your face!
That….was awesome.
I predict:
Mortar has been replace with Elite Engineer kits
An Elite kit that when equipped provides 5 new kit options
Skill #1 – Hammer kit (you get a hammer)
Skill #2 – Marble kit (throw specialized engineered marbles at ppl)
Skill #3 – Chemistry kit (pour one potion into another potion to make even more RNG)
Skill #4 – Makeup kit (disguise yourself as another race, gender or profession)
Skill #5 – Kit Kit (yes thats right Queens of versatility this skill will turn your weapon skills into all of your kits, a kit within a kit within an Elite kit, think of all the possibilities that are only a 4 or 5 clicks away.)
Engineers must use kits because kits are what make an Engineer engineery.
Without kits your are just some common IKEA assembler running around with half the weapons everyone else has.
(edited by CriSPeH.8512)
Like in many other games, most players talk about other classes like they have all the traits at the same time, and they can use all skills at once.
“You can remove stuns without cooldowns” “You can stealth all the time” “You do lots of damage”
Thiefs can do all that… but not at the same time. They don’t have cooldowns, but they have a resource, so breaking stuns means they have no initiative to hurt you, and so on.
Right they just pop stealth, and while the person is running around like a monkey with a sledgehammer swinging wildly in the air, using their cooldowns, the thief holding back watching, regaining their resources, ready to strike again without consequence. Worst case scenario, they repeat process until threat is gone. Stop trying to defend a broken mechanic.
Are you serious? Read again what you wrote, I put it in bold.
If somebody is using their cooldowns on nothing, he deserves to lose. It has nothing to do with class, not even skill, it’s common sense.
If the thief is only visible 3 seconds, you have 3 seconds to burn all your cooldowns, and that will hurt. If you used them while he was stealthed…. but I guess you didn’t you must be trolling because it makes no sense+1. As usual, bad player complains that if playing badly he gets beaten by thieves, therefore thieves must be broken. Doesn’t consider that it might be his fault for burning all his cooldowns on an enemy he can’t be sure he’s even hitting. The only cooldowns he should be using are on AoE which can’t help prevent the thief from getting close enough to backstab.
Every Thief claims the " counter" to stealth is to just AoE because you can still take damage while you are stealthed and yet you also claim that AoEing things you can’t see is wasting your CD.
Also the OP is completely right.
In WvW the rendering issue makes Stealth Broken.
It’s not the players fault that it is broken so you can’t blame them for taking advantage of it.
The profession should not get nerfed because of a situational game flaw.
But Thieves also cannot argue that the few extra seconds of rendering lag along with general lag in WvW makes ganking ppl alot easier and makes attempting to gank ppl alot less risky.
If you are trying so hard to defend the biggest noobified crutch build in the game than it is you that is the true bad player and you are scared to death your only option to get kills might possibly recieve some balance to make the risk equal the reward.
+1 to GW2 Rogues.
I think heavy armor is more fitting since 99% of the medium armors are very Thief/Rangerish and I don’t think it would make us too unbalanced.
+1 to Hammers. I think they are the perfect option for a melee weapon and the skills and traits could be made to synergize with Turrets.
If whacking your turret with a pipe wrench can heal it then beating it with a hammer should do something cool. Move it maybe!?
My apologies, I thought we were talking about sPvP.
No apology needed.
I don’t sPvP very often but I am sure you are right. In a 1v1 situation the self knockdown wouldn’t be as bad.
If you want it to be like TF2 Where you can see a thief on fire then thieves will get the ability to 1 shot you.
Just like he said.
If you take away a Thieves crutch they have no other way to kill you unless they get to do it in just one hit.
Just curious, why would you net him after you used Magnet? It’s not a stun, just an immobilize.
RB cures immobilize.
I net everyone after I magnet them because most often their first instinct is to dodge backwards and my goal after magneting is to get behind them a knock them further into my Zerg.If they are wasting Rocket Boots on a net shot, no wonder people think it’s a lame stun break. We have a #4 rifle shot to cure immobilize move that also does a ton of damage at close range.
If it was 1v1 and just net shot then yes it would be a waste.
But in WvW, fighting in groups if you net an enemy they will usually get stunned.
And if they decided to use Rifle #4 on me they would miss because like I said my goal is to get behind them. So dodge foward right after net, About Face, knockback. When they use Overcharged Shot its even easier because that is yet another skill that knocks you down so they will just be laying there waiting for you to fling them to your hungry zerg.
Whoopee for Engineer Stun/immobilize breakers that also stun and immobilize you.
(edited by CriSPeH.8512)
What? I’ve been trying to explain that stealth and stunbreakers don’t feel adequate, and that Thieves could benefit from having other defensive options, as they are so one-dimensional.
I think you are absolutly right.
The worst thing about Thieves in GW2 is everyone plays them like Rogues.
Because it is apparantly too difficult to play them any other way.
I’d vote for less Stealth more Shadowstepping.
Just curious, why would you net him after you used Magnet? It’s not a stun, just an immobilize.
RB cures immobilize.
I net everyone after I magnet them because most often their first instinct is to dodge backwards and my goal after magneting is to get behind them a knock them further into my Zerg.
Assuming you were fighting the Engie in melee range, your jump shot would miss by 200. You could move forward, then jump shot, and the other Engie would already be up and off the ground by then, unless of course you expected the Rocket Boots stunbreak exactly.
My main Engie build’s Rocket Kick hits for around 600-700 damage, + 200-400 static discharge + 1700-2000 burn damage. And I have a stunbreak every 30 seconds, untraited, which also damages you for around 500-600… not sure how many other stunbreakers do damage on other profs. And if I’m standing in a combo field? Blast finisher damage.
We have a lot of issues and bugs, but there’s not much of a problem with Rocket Kick/Rocket Boots.
Yes when you see and Engineer use rocket kick, magnet pull him to you and net him and 90% of the time you can guess the next skill he will use.
I think overall the skill is fine. Rocket Kick misses alot if they are moving though.
But I don’t think there is any reason for the self-knockdown.
I don’t think the damage or effects warrant the penalty.
It also just looks stupid. They are Rocket Boots not Dynamite Shoes.
If anything just add in the same stupid matrix hover that jump shot has to stall us in the air for an extra second, that would even look like Rocket Boots.
yeah its in the extensive bugs lists.
Skill #1 – The damage cone is actually where your camera is pointing not always where the flame animation is so it takes some practice to figure is out.
Skill #2 – You only get the explosion damage at max range, and if there is really anything in front of you, like a blade of grass even, it will usually get obstructed. If you aim your camera at the sky before you fire you will have better results.
Skill #3 – if you try and use #2 right after the blowback it will almost always get obstructed. If you wait untill #3 icon stops flashing after you use it and the CD numbers come up then #2 will actually work.
tip for mobs – after using the blowback, dodge back once, then use Skill #2 and you will get better results and it will make up for how the mobs charge right back at you.
Rocket Boots knocking you down is one of the stupidest things they could’ve done to the skill.
When I see another Engineer use Rocket Boots all I see is the perfect opportunity to use one of our other clunky kitten Jump Shot skill so I can actually get the stomp on them.
Gratz to all the ppl who actually think RB pays off when in reality it is just another punishment we recieve on a skill.
Potions are random, kits are penalized for their versatility, turrets are useless for no reason, kits have to be toned down to receive the benefits that they should have anyways, equipping a kit makes you weaker and we also basically only have one elite option.
Its like someone giving you a cookie and then just kicking you right in the nads.
+1
I really hope someone at Anet takes a look at this thread.
I see nothing wrong with the RNG just being removed and receiving all the boons or at least the ones in the same catagory of atk/def.
I don’t really know why they went with the Random thing on our potions because it just seems to make the RNG effects a secondary thought since you cannot plan for them.
If it has to be different i’d rather it be when something like:
Health > 50% = Boon A
Health < 50% = Boon B
wouldn’t be so bad.
But really we should just get realiable buffs.
Gratz on rolling Engineer, despite the numerous whines and actual bugs I think its by far the most fun to play.
Don’t give up on the FT, specially in PvE. It is an awesome kit for mob farming if you can just adjust to some of its bugs.
Some tips for the FT:
Skill #1 attacks in the direction of your camera not the actual flame so its better to strafe around in a stop sign pattern then actually circle.
Skill #2 gets obstructed alot and almost always right after using #3, when you are using it in PvE wait a second after the knock back before firing, or what I do is knockback then dodge back once then #2.
Skill #4 is a blast finisher for might and with shield and a thumper turret you can get 9+ stacks fast and easy.
Skill #5 can be used at any time, even while gathering, downing or rezzing ppl or casting another skill (like Golem) so its nice to stop interrupt.
In WvW you can shoot through gates and walls and knock ppl back, but since they changed FT few months ago its not really a good option for PvP.
Rendering is not the Thief players problem so you cannot blame them for or it and it would not be fair to nerf them to compensate because in smaller battles the rendering is less. If Anet and everyother dev with games that have masses of ppl (PS2), ever figure out how to make their game run properly then it will be fixed.
In WvW if you are alone and run into a Thief just dodge when they try and burst you and keep running. If you try and fight a Thief they will almost always run away when they start losing and there is nothing you can do about it. Thieves are just GW2 gankers if they fail at ganking they will run away and try again.
Once again if Anet can manage to develop their professions so a single build/playstyle isn’t so dominant over the others maybe less bad players will make GC-Gank-Thieves so they can feel like they are good players.
Stealth isn’t broken its just nothing new. Its the same crutch, help ppl get easy kills and easy escapes that it is in every other game that has stealth.
I wish they would have went with a different type of fix then just fudging the numbers around and calling it good.
They could have made it so Grenades dont explode on impact but after a few seconds, so throwing them at Max Range would remain the same but it would get harder to hit ppl the closer they are to you because the grenades would bounce before exploding.
This would make Grenades more of a long range option but weaker at shorter ranges, making our other short-medium range kits more viable.
Plus spamming a bunch of bouncy bombs would be way more fun.
Can we stop these threads please.
Damage knocking a thief out of stealth will NOT work in this game.
Thieves are not Rogues.
The rendering bug in WvW is game flaw and nobody can blame Thieves for taking advantage of it because there is no way not to. Unless you just expect all thieves to count to 2 after they pop out of stealth before they hit you.
If you are uplvled in WvW then you just need to deal with the fact that you are a thief’s main target. So never run around by yourself and quit trying to just do the JP.
PPL that complain about thieves are just ppl who keep getting ganked.
Thieves that complain about thieves are just ppl who want thieves to be like rogues.
PPL that think of thieves as more than an opportunist ganking class (^) are good players.
Finally, a use for turrets!
lol
Just gonna put this out there, this game should have learned all this from other games. Now, it needs to learn them for next patch….!
1. You don’t need NPC mobs everywhere getting in the way of PvP fights.
2. Siege is a tool that fights revolve around…not a weapon that makes actual characters obsolete.
3. Reward staying and fighting over running away at first sign of trouble.
4. Don’t penalize people for taking chances. (Armor repair costs, for an example…)
5. Maps can be really pretty simple and getting back into fights in a reasonable time makes things more fun.I’m sure there are more. In some cases, like #4, I’m willing to make some excuses because you’re free to play and need more money sinks. But these are kind of obvious “knowns” now, aren’t they?
1. I just have a different opinion, I think MORE NPCs would make WvW better. Just like in vanilla AV, being able to grind for and release NPC raiding mobs to help push would be awesome. It is WvW which should be more of a great battle between players AND players using NPCs. WvW should be more like a RTS than it is right now.
2. The siege is kinda lame giving the draw distance and the fact that in a world with cannons and machine guns you are still hurling boulders around. How about more defensive siege, like moveable spike walls or BIG siege like airships that you can spawn from.
3. PPL will always run away, but with more rewards and character enhancements I think it could be limited. Dare I say some type of KillStreak system. It would encourage ppl to keep trying to get kills and if you put a “bounty” on ppl the higher they get their KillStreak it could add a whole new dynamic to the game.
4. I agree armor repair should be free while you are in WvW, you are fighting so repairs should be pro-bono.
5. Totally agree, see my #2. There needs to be some type hotdrop system like in PS2. I think it would be awesome to have Airship siege that can be built along with Anti-Air siege. And you can have the option to airdrop from the airship, with a long CD of course.
WvW had so much potential but it has turned into a Highest Population Zerg Pridefest of Pointlessness. Right now I would rather them just scrap all the home BL’s and just keep EB along with making it so rounds only last 4 or 5 hours like AV did when it first started.
You are all arguing over something that is completely situational so your on-paper discussion doesnt carry over to actual in-game use.
@OP
Yes you are right, for a Grandmaster Trait in the tools tree Adrenaline Implant is a lackluster trait they should be lower in the tree or just removed, especially since like ppl pointed out in this thread we have many other options of endurance regen.
Also a person that does nothing but dodges is not a OP troll, they are just an annoyance that is also doing nothing for damage.
This trait, along with many others needs to be reworked to be a better option against our other GM traits.
^Agree.
The rendering lag in WvW stems the biggest whine about thieves but that has nothing to do with the profession so you can’t blame them.
I don’t think Thieves need a nerf at all, they seem to be exactly what they are supposed to be, which is the GW2 version of Rogues. So you get to be invisible and have a chance to gank ppl, but will suffer low survivability, in this case you are dependant on stealthing to get away.
I personally am dissappointed that Anet went with such a generic stealth-gank class. When I orginally saw the Thief trailers I thought they were gonna be awesome, I thought it would be better if their skills were more based on darting around and shadow stepping. But even with those few skills that do that they are mostly just another opportunist invisible ganking class.
You thieves sound like pretentious idiots.
PPL just are refusing to L2P???
When according to you all it takes is a dodge and you can completely counter a thief!
In WvW the rendering issue negates any kind of BS defense you thiefs can try and come up with but the fact is that your stealth crutch has the added benefit of rendering lag.
Otherwise its not ppl complaning that you setup up your entire burst, caught them off gaurd and basically insta killed them, ppl complain that even after they dodge your burst, which apparantly is so easy to do, thieves just restealth and run away. And unless you just run around spamming AOE the thief will get away.
Untill the rendering bug in WvW is fixed Theives cant complain about ppls complaints.
As far as sPvP yes ppl need to L2P, and in the OPs situation its the same as telling ppl to L2P the holiday jumping puzzles where if you miss time your Jump(dodge) once, you are done.
Nice list OP.
Can’t say I would be happy with everything you listed but I would be happy overall just for the fact that with a few impracticalities aside your “dream patch” does seem to bring more organization and synergy to the trait tree as oppossed to the current pigeon-holing all over the place mess that it is now.
I would love to see the devs actually start to try a develop the profession into something more than just a Name with some generic gimmick skills to go along with it.
Mortar can be picked up and used as bazooka
even if the Bazooka was a tone down version of the mortar (which would essentially make it useless anyway) this would go against the idea of the mortar being a portable (minor) siege kit. I agree the mortar needs a buff, but not like this.
I have to disagree with you. I have never looked at the Mortar as a (minor) siege kit, I have looked at it as a piece of garbage that is only useful when you are defending a keep in WvW and even then you could probally be more useful doing something else.
It is also labeled as a turret.
Making it so you can pick it up and use it like a Bazooka would be awesome.
And yes it would have to be toned down from Mortar mode and I would even say it should limit your movement speed, but it would not be useless at all.
You would have a mobile AOE knock back and heal, along with cripple and chill.
I would accept this entire patch just to get the Mortar/Bazooka.
(edited by CriSPeH.8512)
Elixir X – its a fun gimmick for the first time you get each effect. After that I have only used it a few times to run past mobs in a jumping puzzle.
Mortar – Like ^ said, I’ve only used a few times when defending and I’m not sure I even killed anything with it. Just knocked ppl back. Grenades and FT will yield better results.
Supply Crate – Yup this is about it. Pretty awesome Elite you WILL end up using this the most. I try and hold off in PvP till after they pop a heal and are around 50% then use it as a stun/finisher and rush in to attack and grab the med kits.
Racial Elites – Only real alternative to SC.
You did a very good job explaining it actually.
That is exactly what happens and it is very lame.
I really don’t see why it isn’t current target or at least nearest target.
But for right now using throw-Elixirs and the other couple grnd target TB skills will usually waste the Static Discharge.
Dec. 14 patch notes:
•Grenade kit damage is now equal in PvP and PvE.So does that mean they increased PvP to PvE or decreased PvE to PvP?
Increased.
The early linked post, you see they stated they reduced the damage of g1, g2,g4 and barrage in spvp.
g1 was .5
g2 was .55
g4 was .5that was changed to .45 for all in spvp., while pve stayed .5, .55, and .5.
The recent patch, buffed g2 and g5 back to .55 and .5 respectively.
While g1 was nerfed to .33.As noted. .45 to .33 is 27% reduction.
While .5 to .33 is 34% reduction.
Ah I see. Thank you I was throughly confused.
Same as every other MMO, except your stealth cannot be countered in any way so its actually easier. Just stealth, crutch on over to an uplvl’d noobie and hit your macro key then post your video online of your kittenedness.
Dec. 14 patch notes:
•Grenade kit damage is now equal in PvP and PvE.
So does that mean they increased PvP to PvE or decreased PvE to PvP?
If it happens to be that nobody at Anet plays and Engineer.
I have an AAS for CAD Drafting that has turned out to be useless because I have to wait for all the OLD CAD Drafters to die before I can get a job.
I only live like an hour away and I would love to come and develop the Engineer profession for you.
I promise to add Kit and Turret skins. Fix ALL bugs and glitches before attempting ANY balance and also develop the sweetest most kitten elite skill to replace the Mortar.
All you thief whinners can defend your crutch all you want but its a simple fact that stealthers in any game like the ability because it allows them to get easy kills. You can’t argue with that at all.
Theives are gankers and to get ganked is to get killed with little to no option to counter otherwise you were just killed in a fair fight. The fact that a Thief can be invisible and also deliver one of the highest bursts in the game just shows that the proffession is nothing more than the GW2 version of Rogues. I played a Rogue and I ganked faces all day, but I would never brag about it because it is the easiest way to get a kill. Thieves are no different.
That being said everyone else needs to quit crying about wussy thieves, in sPvP you will know they are there so you should always be ready for them. In WvW just dodge away from their burst then they will go stealth and run away the same way Rogues did. You ppl act like this is the first game to have a cheap kitten class played by fat head, K/D ratio loving, game-genie using, kitten burglars.
yeah good idea remove the crutch that makes thieves one of the most popular professions.
I am sure the Anet Devs will log off their Thief mains to get right on this.
Thieves need stealth because the players who use thieves can’t do anything unless they get to be invisible so they can get their initial cheap shot in. All the cryers in this thread prove this when they claim that any altercation or counter to stealth would ruin the profession.
(edited by CriSPeH.8512)
It makes no sense that they would nerf GB because as I understood it all ToolBelt skills are separate from kits. Every non-kit utility skill also gives you a TB skill so for the “kit” TB to somehow also be labeled as “bundle skills” doesnt make any sense.
So there technically would be no reason to nerf the GB skill since it has always been working with weapon damage/stats and sigils. TB skills are not connected to kits in anyway and are really more like mini-utility skills.
It is more likely that the numbers ppl remember were from using a Rifle and now they are using Pistols, since now pistols are more popular for our narrowing viable builds.
^Yes.
Toolbelt skills along with all other non-kit skills have always ran off your weapon.
This was noticed very early because the damage you would do with Grenade barrage was less when you had your Grenade kit out.
This is just another flaw the kits inherited from actually being bundles.
The kit toolbelt skills don’t have it because they are separate from the kits.
So it is always better to try and use your Toolbelt Skills while you have your weapon(s) out.
Hopefully this will get fixed in the future.
Besides them hinting at making Weapon Stats/Damage somehow work with kits I haven’t really heard anything.
Alot of ppl claim that by “nerfing” Grenades they made the other kits and builds more viable and appealing to play. So I hope that philosophy carries over to the next patch and they “nerf” all the other professions so the Engineer is viable and more appealing to play.
Seems like they made an MMO around an E-sport rather than making an E-sport from part of their MMO.
When I first heard about WvW I thought it was going to be what everyone was hoping AV was going to be in WoW. Instead it is more like what AV actually was just takes longer to get anywhere.
Then again at least AV had a point, reason and reward for playing it.
yeah your way is much more efficeint but there is just something about jumping over ppls heads then blasting them through the air that is just REALLY satisifying!
This is a nice build and is really similar to the playstyle I usually run, just with a few different things here and there.
Currently the most fun and creative way to use your Engineer is as a support or basically a feeder for others. You might not actually get the kill or even the most damage but using your skills and gadgets in ways that ensures your buddies will down enemy players is very satisfying to me on its own.
The Engineer can really excell at pulling ppl out of there zergs when they are straggling or get to overzealous trying to get a down. I love the old jump past the person turn around then knock them into your zerg.
My personal fav is to the EG #4 immediatly after hitting About Face so you go flying forward over the enemy than About Face again and use FT/OS/PBR to knock them into my group of friendlies.
This build is a very good example of a role the Engineer can play very effectivly, which is to draw ppl out with harrassment so they want to try and down your annoyance then you just throw them to your hungry zerg and look for more food.
(edited by CriSPeH.8512)
Supply Crate is awesome.
But you bring up a very good point.
Yes. I would.
Especially in PvE.
^ Overpowered would be if our Grenade skill with Grenadier gave us too much of an advantage over other professions.
In no way are Engineers Overpowered when compared to other professions.
Its just because of poor design we have a “MAX” build.
Just like most professions have a “MAX” build.
The difference is other profession’s alternitives are more appealing than ours and require less of a total respec.
And the OP title IS completely wrong
Yes, Grenade Kit got nerfed.
It specifically says that because of Sigils, #1 Grenade skill had to be toned down.
If something is made to hit softer than it has been nerfed.