Showing Posts For CriSPeH.8512:

Tools Grandmaster traits

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Yes I fully agree.
These traits are lackluster and entirely boring.
There are much better ways to get Retailiation without having to get criticalled (hm? real word!?)

And with the Vigor on swiftness trait AI is kinda useless, imo. If you are doing damage inbetween dodging the increase will end up wasted. Itll only save you in the cases where you want to dodge 5-6 times in a row with Elixir R.

Turrets too immobile.

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

For the “Queens” of versatility I would like the turrets be more versitile.
Instead of our stupid traits that only affect turrets in a straight buff type of way I would rather traits that could be used to tailor turrets to different playstyles.

Maybe so you could Trait your turrets to be more mobile, either by them actually moving or being able to be moved, or by having the CD be reduced depending on Turret life and/or if you pick them up as opposed to detonating them.

Also a Trait that will make turrets more sustainable then the useless armor buff that fails to stop them from getting downed in 2 sec. Maybe something that would make turrets immune or almost immune to ranged damage.

Another idea I liked from someone else was to make it so turrets can only take a maximum of 1-2 dmg per hit and had 10-20-30hp depending on the turret. (I am just throwing out numbers)

Also profession specific synergy. Out TK can repair turrets, how bout FT can light them on fire, which would slowly damage them but also increase their damage or something. Our if you throw an elixir on them it will give them an added effect. iono something tht ties them to the rest of your skills better.

Just had to speak my mind

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Its 2012 and there have been a Charr’s buttload of MMORPGs already created with success and failure and everything inbetween.

So when ANET throws out a game that makes the same mistakes EQ and WoW made like 7-10 years ago, while also leaving out key MMO staples people have a right to complain.

Really! the entire end game is built solely around equipment skins and yet you have no preview option for other players or even the TP???
(just to name a small one, that really annoys me)

(edited by CriSPeH.8512)

Upon Further serious testing

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

While I agree with the OP as far as Engineers being pretty effective with the right builds. I don’t think anyone owes Anet an apology for releasing a profession that was clearly not finished, completely unrefined and loaded with glitches, bugs and broken mechanics.

Because they shipped the game with an unfinished profession, instead of looking forward to getting bugs addressed or better balance refinement Engineers can only hope that each patch will bring us a little closer to being what we should have been at release.

Grenade Nerf Not That Bad

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

^ Agree rather than our weapon stats carrying over to our kits, I would rather have each kit have relative stats associated with them that scale with your level.

Sigils: dual wield/2h

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

^Ah Thank you

Engineer WvW and solo PvE build?

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

PVE
P/S
EG-FT-Thumper-Healing Turret.
Explosive Turret trait.

You won’t get alot of burst but you can combo field all day long for Healing, Retaliation and Might. You will also have the utility to kite groups of mobs around and around solo while you burn them down, even some champions.

WvW
Rifle
EG-TK-Elixir-S
Kit Refinement

Once again you aren’t gonna hit hard but all the tricks are fun to use and you can challenge yourself to try and use confuse and retaliation to make ppl kill themselves.
You can use kits skills while Elixir-S is active so that can be fun. And the aoe’s from KR will help you clense and escape.

Mortar vs Grenade Kit

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

The mortar is a joke.
We already have Turrets that are weak and dont move so thanks for the Turret thats weak doesnt move AND I have to sit in it to use its weakness.

The Mortar should have been an Elite kit that put a cannon on your back that you could run around with. Thats something better fitting since its taking one thing and “Engineering” it for personal use.

Yup Portable Backpack Mortar, throw in a speed decrease to even things out.
I would like my PBM by next patch please.

Mortar vs Grenade Kit

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Except if you knew anything about Engies, you’d realize that for the general population of engineers – Grenade Kit is still the best choice. Even after the 30% nerf.

And in either PvP or PvE, many are saying engineers are significantly stronger with the change for sigils to apply to kits.

So, yes, quality balance indeed! ANet did a good job.

So the best choice kit is still the best choice kit even after getting nerfed!?
Not sure if I’d call that quality balance at all.

Sigils: dual wield/2h

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Yes, both sigils take effect if you are dual wielding. So if you have one that casts lit on crit and one that casts freeze on crit then you will hit enemies with both lit and frost every once in awhile when you crit.

From my testing it seems that the sigils do not stack, so theres no use having 2 sigils of ice on your pistols for example.

Isn’t it diminished or shared or something though.
So if one is 60% chance and the other is 30% than its actually only 30% of the left over 40%.

Or something like that!?
I really have no idea and get confused everytime I try to figure it out.

Grenade Nerf Not That Bad

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

You should all save some rage for next month, or whenever they apply weapon stats to Kits, because I guarantee you Kits will get “toned” down again.

What do I get if you’re wrong? Since it’s a guarantee!

Then you get a skill(s) that had its dmg lowered by 30% to compensate for 5% possible increase but did not get any nerf for a possible 384 point stat increase.

I’d say that would be pretty sweet.
Heres to hoping my guarantee falls through!

The 33K Kill Shot in WvW

in WvW

Posted by: CriSPeH.8512

CriSPeH.8512

The best part is the two 290+- Grenade hit you took.
Since Grenades were nerfed for being so powerfull.

Grenade Nerf Not That Bad

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

You should all save some rage for next month, or whenever they apply weapon stats to Kits, because I guarantee you Kits will get “toned” down again.

Basically ANET kittened up by giving Engineers bundles for utility skills and trying to call them KITS like they are actually different from bundles. Which they weren’t. Thats why every major patch they have had to fix flaws with the way Kits works because they work just like bundles.

So the problem is really just ANETs lazyness, they tried to cut corners with one of their professions and have completely turned ppl away from that profession in the process.

If turrets/gadget/potion builds (builds without (a) kit(s)) were at all viable and useful then the problem wouldn’t be so bad. But ANET has as much as said that at least one kit is a necessatity, they said this by stating that our MH weapon damage is lower to make up for the versatility we have with kits.

So if ANET is so lazy that they cut corners on our MOST important class mechanic I’d say its safe to assume they will cut corners in all their attempts to fix and balance that class mechanic.

Otherwise they would have left in that extra 30% damage to better gather actual gameplay research into how Sigils and 1day Weapon Stats will affect Kits in thier current state, this information would have been gathered from actual players of the profession using the skills in actual gameplay.

The grenade change is not a nerf...

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

That is some awesome research. Very good job OP.
I was also nixxed when the nerf came out but for me presonally it was just the balancing act part that annoyed me.

Unless I am in WvW attacking a base or running a dungeon I rarely use Grenades, in PVE I usually run EG-FT-Thumper because with the exploding turret trait I can combo field all day long and it is fun. It is also super annoying having to deal with all the FT bugs and the lacklusterness of my turret against certain opponents, like the ones that just 1-shot my turret as soon as I put it down basically forcing me to drop 20 points in Explosions so my turret will blow up when it gets stepped on so its not just wasted.

Our whole trait tree is a jumbled mess with pigeon holes, our turrets & gadgets are weak pathetic gimmicks and half our other skills are bugged with glitches.
So what is annoying to me is that every patch that has come out has been useless underwater fixes along with ANET fiddle kittening with Grenades.

Even if they did not put in the 30% nerf our #1 skill would not be as Overly Powered as everyone claims it would have been. Sure it would have been a hard hitting skill but you aren’t going to be 1-2-3-4-5 shotting anyone with it. Sure ppl might have complained that the 2 Engineers in WvW can really hit hard with their stupid nades when they stand still on the wall but so what!?

PPL have been complaining since DAY 1 that the Rendering Issue gives thieves a complete unfair advantage with their stealthing in WvW. Yet they haven’t had anything to tone them down. A thief can stealth and 2-shot you down to nothing with almost a garunteed escape but they haven’t lowered any of their skills so P/P doesn’t look as bad.

The nerf wasn’t that bad at all, but imo it was also wasn’t needed. TY ANET for FIXING the flaw you let Engineers ship with. Along with fixing the autoattack on kits and being able to drop them in the air. TY for sometime in the future making it so we don’t lose stats for equipping our kits. TY ANET for finally getting around to making Engineers the more finished profession they should have been at release.

Now how bout instead of trying to fudge stupid numbers around on paper so you can try to balance your precious tPvP baby, you try actually fixing the bugs and flaws and crap that flat out doesn’t work. Then when all of our skills and traits are actually working the way they were suppose to THEN you can decide if a 30% nerf on a single skill will help balance the profession.

The Super Jump Shot, Bug? Exploit? Trick?

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

I usually run with fast grnd targeting in WvW specifically for the “Jump Back”.
They best is when someone is chasing really close and you run directly at a cliff or end the end of a wall but right before going over jump shot back at them and maybe get that lucky Overcharge or PBR knock off the side. EG gun and Rocket Boots works good for that too.

Another neat trick is use About Face right before EG#4 or Rocket Boots and you will instead go flying foward, which is nice when you are cut off from a group or base.

Engineer has some cool mobility tricks but most are pretty clunky.
Which is why making the Jump Shot a smoother escape skill would be awesome to me.

Engies Insurrection

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

shouldn’t be too hard.
Since fractals started most Enigneers are just sitting in LA anyways.
Trying to figure out which Sigils will make them better.

The Super Jump Shot, Bug? Exploit? Trick?

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Hmm. You are very right.
It would be pretty hard to time a stomp and I don’t at all agree with them increasing the distance.

I personally think Jump Shot isn’t half bad when used as an attack, but for escaping it is to clunky and pretty meh.

It might be wanting your cake and eating too but I would love it if the skill were somehow made so you could; Stomp when you want to attack or Not stomp and move fluidly to running when you want to escape.

What if you switched the order.
Distance remains the same
Activate the skill once to initiate Jump Shot with a stomp at the end.
Mash skill again and instead of Stomping you will just land and continue running. Along with losing the AOE Damage and V stacks upon landing.

Engineers- Why we are subpar

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Remember in Terminator 2 when John and the black guy are getting the chip and the arm out of the glass containers and the black guy starts going off about all the things you have to do to get the arm out. Then John just throws them on the ground!

The black guy would have been an Engineer and we all know what happens to the black guy!!!!!

Grenade Nerf Not That Bad

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

I do agree with the OP this nerf wasn’t that bad.
To me its just the reason for the nerf.
They are treating a Skill Shot skill the same as an autoaimed skill.
As easy as everyone claims it is to spam your #1 its not as easy as just clicking once.
So if something is more difficult to perform the pay off should be greater.
So when number cruncher Casia claims that grenades were the highest DPS in the game you are also comparing that to autoaimed skills.

If you are just going to balance things on paper than they will never get balanced.

PPL hate Grenade Engineers for the same reason they hate Thieves.
A Thief can go stealth and gank you and if he fails he can run away.
An Engie can just stand there and spam grenades that hit like a beast.

Ask any Thief and they will claim that it is very easy to counter them by just AOE everywhere and dodging a few times.
Ask an Engineer and they will claim that it is very easy to not get hit with Grenades just move back from the wall or just start moving around period.

End result Thiefs get a buff to stealthing and Engineers get a nerf to Grenades.

Defend it all you want but just like Casia also says we have so many bugs with the rest of our skills and traits (FT-Turrets) that when nerf the best (and least buggy) option that general Engineer players have their is gonna be problems.

Casia again says there is no reason to balance things untill other bugs are fixed.
I agree since most other options are either bugged, UnderPowered or have a really high skill cap then they shouldn’t being trying to fiddlekitten around “balancing” our best general option.

The Super Jump Shot, Bug? Exploit? Trick?

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

I figured this out by accident on about the 3rd day of play, which would be the 3rd day the game was out.

It can be tricky to do and in some cases it does more harm than good.
But it does seem to be that they added the stomp into jump shot at a later time to make it slower and shorter (4 w/e reason.)

To be an exploit my opinion would be it would have to give you somekind of solid advantage which it really doesn’t. IMO it just makes the jump shot a more viable option and if I had my way the jump shot would be a 2nd activate skill that if you pressed again while you were in the air THEN you would do the super slow matrix style stomp that is easy to dodge, otherwise you would just fly farthur foward and not have the other effects.

Grenade Nerf Not That Bad

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

^You are better than me at basketball and that makes me sick.
Instead of getting better at basketball I want you to be weaker at basketball so I can feel better about myself!!!

I think there was a Goosebumps books about this I remember reading forever ago.

Just thinking about nerfing...

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

The people that it DOES affect are noobs and that’s what im saying because they rely on the auto-attack of grenade spam. Engineers can STILL solo supply camps in WvW, kill multiple enemies in zerg fights without even risking his own life, clear tower roofs from the bottom while attacking to defend siege-users.

No if you are a noob who only spams #1 then over time the damage reduction wont matter as much since you arent doing very good damage anyways.

Its the people who only throw #1 in between getting their other nades off to sustain constant damage, those are the people who are affected by it because now that small DPS in between attacks is 30% lower.

And almost every other profession can do all the other things that you mentioned.

Grenade Nerf Not That Bad

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

To be fair although the nerf kinda sucks it isnt really that bad and it doesnt really eliminate our options with Grenades.

The worst thing about the nerf is the apparant mindset of the Devs and the direction they seem to want to go.
How bad will we get nerfed if they have stats carry over to kits in PvE/WvW
How bad will we get nerfed if they have weapon damage apply to kits.
What if they every decide to make Turrets better/stronger/more viable?
What will they have to nerf then?
If they ever fix Mortar Range traits will they “tone down” the Mortars damage to compensate.
What happens when they fix the FT #1 & #2 skills?

I would almost rather them just leave everything alone then have to deal with whatever “balancing” trade offs they come up with.

Grenade Nerf Not That Bad

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Kind of seems like the optimal thing to do anyway if you’re going for AoE damage, right? Procs won’t trigger on each target, so static bonuses become the needed thing.

Grenades were strong beforehand. Real strong. Now we just have to invest a little more to keep them strong. And are you really going to complain about 5% Damage and Crit sigils on your weapons? It’s boring but arguably the most effective way to go about it on weapons anyhow.

Also, Crit-Might (Sigil of Strength) will work wonderfully with crit-proccing anyway. So there’s a load of might you can add to each grenade for even more damagey goodness.

As its been said over and over, grenades are only strong if a person stands still and takes them.
Having to manually aim, manually trigger, compensate for distance/travel time, the fact that its unlikely all your grenades will actually hit the same target along with how easy it is to dodge/block/counter them THAT is why grenades do alot of damage.

You can’t just balance numbers with skills that are also skill shots.
If a skill is more difficult to use then it is also more risky to use so the reward should be higher.

People who think the Grenade #1 skill did to much damage are the same who want to just stand on the gate wall and be able to AOE all the ram users but they can because an Engineer can stop them.

Grenade Nerf Not That Bad

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Yes but now you are forced to run a 5% damage Sigil to compensate for the fact that you can use Sigils.

Break out event

in WvW

Posted by: CriSPeH.8512

CriSPeH.8512

WvW is pointless and really the funnest part about it is actually fighting not running around the empty map you’ve conquered.

So once a map is conquered just have a chest spawn on the little island for the conquers than have all the Dragons spawn and destroy all the NPCs in the bases and replace them with risen.

Then everyone gets a chance to do some PvEvP to get loot and cap things untill the map gets conquered again.

Id play again if that happened.

Just thinking about nerfing...

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

So can you explain to me what the big deal is? Sigils apply to every other kit as well. 30% on a skill we barely use IS a good balance. The only times I find myself spamming grenades is in WvW when i’m attacking a tower or a zerg from a 1200 range. Please explain to me why i’m a noob.

You are a noob because you think calling everyone in a thead a noob isnt going to net you some backlash
You are also a noob because in your own statement you prove why 30% damage reduction is just ridiculous

Most ppl don’t just stand around spamming there #1 skill, that is not a good tactic with any kits, kits are designed to be switched 2, burn a few skills, then switch back out.
So the fact that we won’t be using our #1 attack as often in actual fights, because
1) you would be tossing your other nades and switching to Weapons or another kit
2) Since its not auto targetted unless you are an excellent button spammer and good at aiming you will not actually be getting as many hits with your #1 skill even if you did just use it.

So if we have a skill that by design shouldn’t be used as often or as fast or as reliably as other auto attacks, then that skill hitting a little harder shouldn’t be a problem.

(WvW only)
Thiefs can almost permastealth and run away from any encounter.
Mesmers can portal any number of ppl through a gate or behind a zerg
Engineers USED to be above average at attacking Bases.

Now
Thiefs can permastealth and move even faster
Mesmers can portal up to 20 ppl through a gate
Engineers are now average to below average at attacking Bases.

You are mostly a noob because you are defending something that you admit doesn’t really affect you against the complaining of the people that it does affect

(edited by CriSPeH.8512)

How was this tested?

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Seems to me that Anet is stating that the #1 Grenade skill would be OP if they were able to apply a 5% damage increase from sigils so they have been “toned down.”
By stating that they are also saying that when they apply stats to kits Grenades (possiby others) will again have to be toned down.

If Sigils have such an effect on just the #1 skill imagine what those pistols with 180 power(or w/e) are gonna do.

So by giving us Sigils but nerfing us because of it, they are as much as saying that they when they give us Stats they will again nerf us because of it.

So if the least played profession already has a future nerf planned, that will more than likely be much broader than this one, why not let the first nerf go and wait untill we actually have our kits functioning in the way that they are supposed to (if you even know what that is!?).

Seems like the worst thing that could come of it is that the Engineers who just stand around and ONLY spam #1 might get some higher damage numbers.

The best thing about this patch...

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Despite all the nerfs and failure to fix the numerous bugs I still think the Engineer is the funnest profession to play and I can never play to long on my alts before I start to miss all my Engie options.

Grenade damage reduced 30%

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Now our only option left is exploiting our flamethrower to hit targets through walls in hope it gets finally fixed… but I wouldn’t see its brokeness due to the puppy damage it provides.

My guess would be the fact that the FT can shoot through gates is the very reason why the FT has yet to have any of its bugs fixed.
They even nerfed the FT so you couldnt just stand behind a gate with stability holding off attackers for a few seconds.

Seems like any skill that can ruin a thiefs ganking fun will get nerfed.
Wonder why that is………………………..?

Break out event

in WvW

Posted by: CriSPeH.8512

CriSPeH.8512

LOL seems like all this did way draw more ppl on the dominating side in hopes that the losers will start this event so they can get some kills instead of just running around an empty map doing the JP over and over.

All Anet did was make food for the already fat and full team.

Since Anet Devs are obviously in somekind of strange cyber love affair with LoL to the point that they made an entire MMO to mask their true passion of tPvP they might as well just go all in and make WvW one big MOBA.

Why just have a breakout event that is so easily countered decimated?
Just make it so there is a constant stream of mob waves that are sent out from your bases. Where Towers will spawn better mobs and Keeps will spawn siege mobs.

You know thats what ANET wants to do anyways and if that make it one big stupid MOBA maybe they will actually start putting some effort into it.

How was this tested?

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

I am wondering what tests were done that brought them to the conclusion we needed a damage nerf?
It seems like the only testing done was done on stationary target dummies.
Where some Dev equipped 2 sigils and auto attacked a dummy for 10mins, then went over the numbers and said “whoa, thats way to much damage on a stationary target thats not moving”

I have my #1 skill actually set to my mouse thumb button which is probally the easiest way to spam grenades and I still struggle to stay on target when people are moving all around. There is also the fact that when you have a lot of action on the screen you can easily lose track of your targeting icon. Along with the still slow travel time of grenades and the fact that they spread out.

These are practical issues with how the profession actually plays. Just because the numbers seem high doesn’t mean that will translate over to practical use. The only way to find that out is by testing it.

So I just don’t see why they wouldn’t just apply the sigils then after a few weeks of people using them in actual gameplay decide if a nerf is warranted or not. It is only one skill so if it WAS somehow OP it would be a very simple fix to bring back in line.
Especially since all the other kits were obviously so weak they didn’t need to nerf them at all.

(edited by CriSPeH.8512)

So ArenaNet really does hate Engineers?

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

And grenade autoattack needed a nerf, at least in PvE and WvW, it was super powerful in sieges (defending and attacking), and always overpowered in boss fights and on trash in dungeons. If you didn’t think so you were ‘doing it wrong.’

What do you think OP is?
Yes if someone in WvW just stood there in one spot and let you auto attack them then yes your Grenade #1 would probally beat them if they were just spamming their autoattack.
That is perfectly fair since we have to manual target EVERY attack not just right click.

OP isnt just having a high damage skill. Sure if you went glass cannon your nades would hit like a beast but you are also dead if just about anyone catches you. So we just had a higher risk/reward.

OP would more define the Thief, who can deal huge burst and is constantly recieving buffs that also allow them to easily escape if their burst fails. You can AOE around you all you want and burn all your nade CDs trying to hit the invisible ganker but a smart Thief will just wait that extra 2 seconds before attacking you.

How is it that Engineers get nerfed when something gives them an advantage but Thiefs get buffed when they already have an advantage.

And to anyone who says thiefs are easy just AOE.
Well dodging nades is easy just get out of mid range and strafe or just dont stand stationary on your keep wall trying to get easy kills.

Mesmer Portal nerfed

in WvW

Posted by: CriSPeH.8512

CriSPeH.8512

hmm…
You are exploiting a glitch so you can cheat.
is that better?

Mesmer Portal nerfed

in WvW

Posted by: CriSPeH.8512

CriSPeH.8512

It fixes nothing. Using the wall climb glitch (existing since launch), a mesmer can portal in up to 20 players from outside, right into the boss room. This flips the keep in less than 30 seconds.

Its not a glitch its an exploit, cheater!. :P

how to counter thieves

in WvW

Posted by: CriSPeH.8512

CriSPeH.8512

See Thief stealth.
Count to 2 then dodge/block.
Stun Thief and apply all your burst/conditions.
See Thief stealth again.
If you see a little house AOE the house.
Wait for thief to reappear again far away half healed with all his conditions cleansed.
Bask in the glory of countering the thief.
Prepare to do again.

If you want to know how to KILL and DOWN a thief?
Than I don’t know.

So ArenaNet really does hate Engineers?

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Your fallacy is presuming they’re not viable. And also, if you were using full exotic berserker’s gear and grenade spamming, there is absolutely no way you couldn’t agree that grenades were doing more than they should have been.

No because its only good damage if the target is standing still and in full beserker gear you are also an extremely easy target so having a high damage, slow moving, manual targeting attack seems perfectly reasonable.

So ArenaNet really does hate Engineers?

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

It does seem weird to me that Anet has stated:
That because of our kits we lost a secondary weapon.
That because of it being too overpowered we LOSE stats when switching to kits (sucks if you have a def+ weapon).
That because of our no CD on kits we have to suffer lower MH weapon damage.
That because of our Grenades (possibly other kits) somehow having a higher chance to proc sigils we have to suffer lower grenade damage.

So what do thieves have to suffer for being able to GO FREAKING INVISIBLE????

Mesmer Portal nerfed

in WvW

Posted by: CriSPeH.8512

CriSPeH.8512

I thought this was a portal buff!?
Since everyone who portal bombed would complain about how much it lagged them out, so it wasn’t really an advantage over other people.

Doesn’t this just help keep that lagging under control?
So all those “super organized” groups who boasted about how difficult and complicated portal bombing was, now you can use your “super organization skills” to do Chain-Portal bombing, where the last person to go through the portal is a Mesmer who drops another Portal and so on attacking in staggered waves of 20 ppl.

Yup sounds like an awesome Portal buff to me.
That will help take full advantage of all the organized tactics groups have developed Portal Bombing so far.

breakout event fail already :(

in WvW

Posted by: CriSPeH.8512

CriSPeH.8512

derrrr, you aren’t going to achieve anything in world v world by yourself regardless. hahaha

I think that is his point.
they made a breakout event for the losing teams to help them gain ground as an incentive for them to keep playing even though they are out numbered.
Obviously it didn’t work because he can’t even get the minimum amount of required ppl for the event to start.

It must be that everyone is smart enough to realize that if their server is outmanned to the point where they can’t even hold a tower or two than an event that only requires 10ppl isn’t going to help much.

The Yummy 14/12 Patch notes

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

So do on-swap sigils work with kits now?
If yes is the cooldown the same as other professions weapon swaps?

Grenade damage reduced 30%

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Posted by: CriSPeH.8512

CriSPeH.8512

For starters, my healing SIGIL rifle would be an improvement for my current EG and healing bomber.

Edit: Way to write before you think. Damage isn’t everything.

Well than to be fair they should have nerfed the healing of the EG and Healing Bombs right???

Our damage is traited for versatility

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Posted by: CriSPeH.8512

CriSPeH.8512

All professions have some versatility and according to ANET Ele is the KING.
We are the only ones that are made weaker because of our options.
Which raises the skillcap of our class because our choices make a bigger impact on our gameplay.
Which causes less people to want to play our profession.
Which causes our profession to be filled with Engineer Elitists who are really just good gamers who would probaly dominate in any profession (TANKCAT!)
Which causes our profession to get unbalanced because a good Engineer managed to decimate a few ppl with grenades.

Look at the latest
Sigils have CD so we cant have some kind of triple proc like ppl claim.
If anything we just have a higher chance of proccing, which to me seems balanced due to the fact tht Grenades have to be aimed, travel slow, are easy to dodge and have a spread.

Give me a reason not to quit

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Releasing a nerf because you claim it will balance a buff that will come sometime in the future is going to insight complaints.

That is a fact.

Our damage is traited for versatility

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Versatility = Being forced to use at least one utility slot for a Kit.

Otherwise you are not making up for the added weakness of all your other skills.

Bugged Power Shoes??

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Yeah double sucks for ppl who want to use Turrets and Elixirs.
For such a versatile profession our options are sure limited.

FT for Dec14?

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

No. The FT is bugged with misses and camera direction.
Nerfing Grenades doesn’t fix it.
It just makes the alternative to a buggy kit less appealing.

Give me a reason not to quit

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

I’ll give you 3.

Flamethrower + Ice sigil for 1) Irony.

Bomb kit + Fire sigil for 2) Better Explosions.

And… a post confirming that kits will eventually scale with weapon-damage.

Step two is to get the weapon stats to apply to kits as well. We felt sigils was the more important first step because it creates build diversity. Flamethrower with sigil of air? Yes please.

What he doesn’t say is that nerfing Grenades is necessary for game-health between the engineer kits. Nades being higher DPS in all ranges is no fun for other engies.

So buff the other kits.
What about Engineers running Potions or Turrets?
So they need to nerf the ppl that play with the kit that has the highest damage & highest player skill requirement so the ones that run around with FT or EG will feel better.
Engineers are the least played profession and the majority of the ppl that do actually use them play with nades so its good for the games health to nerf them
?

You don’t make any sense!
I think you might actually work for ANET.

Grenade damage reduced 30%

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Compare:

Engineer• The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.

Against

Ele• We see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elemetnalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage.

^This.
(made me laugh and also made me really just want to go play PlanetSide 2 or AC3)

Grenade damage reduced 30%

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

I think the Dev who came up with 30% was thinking same thing so others in this post thought . That 3x grandaes whould cause 3x proc of a sigil. When infact this is impossable due to internal cooldowns. You would not even get back to back proc on throws. Only 1 proc per 3 throws at most. So not sure how sigils make nades 30% stronger.

^This.