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Why do turrets have a placement cooldown?

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Posted by: GuilguiS.2738

GuilguiS.2738

People always make these threads about turret cds being too long and their lack of mobility. You people need to understand that it will never happen. Turrets are area control. They were designed to be put down and remain there. The devs had to design them to be different from pets, minions and phantasms. That’s why the don’t move, don’t crit, have high cds and we can heal them, because we are supposed to put them down and control the area around it.

We don’t need to address their mobility, we need to address their survivability and their strength.

They need more toughness and health, not too much and not all of them, just the flame, net, and healing ones. They also need some simple AI improvements, like make their overcharge switch target to yours. The traits need rework, they are too widespread in lines that make no sense. I suggest Mix accelerant packed turrets with deployable turrets and put it on the tools line adept. Give auto tool instalation effect to one of the other two traits on the line or increase the healing to 10% every 3 seconds(If the turret is down to 20% health it will take 24s to fully heal which is reasonable as opposed to the 80 seconds it takes now). And last but not least give us a GM trait that’s good enough, because 15% damage and a bit more range is master trait level. Something like this: https://forum-en.gw2archive.eu/forum/professions/engineer/Turrets-my-2-cents/first#post1871047.

For WvW, i can’t really say much, they will never be a good option for zerg battles. Maybe give them more armor so they can be used to defend objectives.

Whirling Defense

in Ranger

Posted by: GuilguiS.2738

GuilguiS.2738

If we are comparing skills then you guys are fine. The engineer shield reflection is the same as WD but with no damage and bigger CD.

Please give me your opinion on my build.

in Engineer

Posted by: GuilguiS.2738

GuilguiS.2738

http://gw2skills.net/editor/?fcAQJAqelIq6ZH5ShF1LJxoCdOkiCbYRPyv+d8nCyF-ToAg2CrI2RtjbHzOyds7MAZ2A

I’m stil, tuning this bunker build for PvP and i’d like your opinion. This build has some qualities: 2 blocks, 2 reflections, perma swiftness and vigor, access to almost all conditions, self-rez, high protection uptime, high healing and ok condi-removal, nice area control, burst self heal and good group heal. I want to use it on mid point because it can survive and support in team fights.

Please help me see where it is weak and how i can improve it.

Confusion nerfed in WvW to match PvP

in Engineer

Posted by: GuilguiS.2738

GuilguiS.2738

I’m still hoping that what they mean by making the numbers the same is actually finding a middle ground between those numbers. Because Confusion did too much damage on WvW and almost no damage on PvP. If the number is actually the PvP one with maybe 20 or 25% increase i’d be ok with it. Confusion builds need to come back to sPvP and be toned down in WvW.

SOTG Thief

in Thief

Posted by: GuilguiS.2738

GuilguiS.2738

There’s a bit more. They said they will begin to increase the base damage for some skills so we won’t have to rely so much on crit. and there will be a possibility of making the shadow step skills teleport even if you don’t have a target.

Oh no... SOTG

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Posted by: GuilguiS.2738

GuilguiS.2738

My only concern with Incendiary powder is it’s use with the FT because it was basically a necessary trait. If they are nerfing that they should make the FT burn oportunities.

EDIT: Now that i’ve stopped to think about it i guess this change will be kinda good. Even if FT misses a lot we can still get that 4s burn if we crit once and give it 2 more seconds with air blast. I can see a good future for FT builds.

(edited by GuilguiS.2738)

Flamethrower Pull

in Engineer

Posted by: GuilguiS.2738

GuilguiS.2738

I believe they should just change the FT#3 to a pull instead. It would make the kit more fluid(because you won’t push someone then run to get close to them again) and keep the same ammount of CC.

Proposed Turret Overcharge Changes

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Posted by: GuilguiS.2738

GuilguiS.2738

The problem with turrets overcharge is that GW2 gameplay is reactionary. You want to keep that thumper overcharge to use on the right moment, you wanna keep the healing turret cleanse to use when you are full of conditions. The way things are now you simply can’t use them reliably.

Saying the overcharge is ok because you can double tap the healing skill and have a chance for it to work is wrong. That makes no sense on turret gameplay. You should be able to get to a point, drop all your turrets (including the healing one to start stacking regeneration), and hold the point. If the overcharge was instant we could have our healing in the beggining of the fight to stack regen, use the cleanse when needed and blow or pick it up to get the recharge on 50% health. Using the healing turret just for the big heal and the cleanse(together), makes no sense and breaks sinergy.

Turrets, my 2 cents.

in Engineer

Posted by: GuilguiS.2738

GuilguiS.2738

I’ve posted this on another thread but it got lost so i’m making a new one.

The turret buffs were good, but not enough. They didn’t have any impact on the playstyle. Simple number tweaks will never be enough to make turrets viable (as i’ve said many other times), we need to think wich role do we want a turret engi to take and what will be their strong and weak points.

Here’s my suggestions:

  • Remove the 5 min auto destruct on PvP. I know it’s necessary in PvE but in PvP it just kittens everything because it may cause your turrets to simply blow up on their own in the middle of the fight.
  • Make the overcharge instantanious. This is extremely necessary because turret gameplay is extremely reactionary and, since you can’t control when your turrets fire, it becomes really frustrating when you need the thumper overcharge or the cleansing “NOW”, but it only happens 2 or 8 seconds later because the turret just fired.
  • The damage and CD buffs were good and balanced, all we need now is an improvement on our turret traits:
    1) Rifled Turret Barrels is not strong enough for a GM trait, specially if you compare it with Illusionary Persona, or Grenadier. So i suggest switching it with Autotool Installation.
    2) Rework Autotool Installation to work as follows: Gives one stack a specific buff for each turret evey 3 seconds(max 25).
    Riffle – Increases the firing rate by 2% for each stack.
    Rocket – Increase firing rate by 1% for each stack.
    Net – At 10 stacks the net attacks daze for 1 sec, at 25 stacks the net will work similarly to the binding roots, reapplying the 3 sec immobilize if not destroyed. Their health should be small enough to be destroyed in 1 or 2 hits.
    Thumper – At 10 stacks every attack remove one boon, at 25 stacks every 3rd attack causes a 1 sec knock down.
    Healing – At 5 stacks every pulse gives 5 sec vigor, at 15 stacks every pulse removes one condition, at 25 stacks every pulse gives 3sec protection.
    Flame – At 15 stacks every attack blinds the target for 2 secs, at 25 stacks the turret will attack in a circle(450 radius) instead of single target.
    The Toolkit auto attaack gives one stack to each turret it hits, this way you switch the power of one turret for the quicker installation.

This rework means that our turrets will be much stronger if kept alive longer. Note that this is a GM trait so it demands specialization. It’s not worth to go 30 into inventions if you will only take one turret. It’s also important to point out that since Autotool Installation will be reworked it will no longer heal your turrets, so you have to pay attention to them and keep them alive for as long as you can. One last important thing is that it gives one stack every 3 secs so it will take 75 secs to get the full effect, wich i believe is pretty much balanced.

Please give me your opinion on this.

Discussion: What the Engineer should be

in Engineer

Posted by: GuilguiS.2738

GuilguiS.2738

I believe what you are trying to acomplish here is give us more versatility correct?
Here’s a more simple solution: Buff our Tool-belt skills and make them selectable.
Now we are much more versatile, and have better skills available to us.

Fixing The Gunslinger (*P/P*). Suggestions?

in Thief

Posted by: GuilguiS.2738

GuilguiS.2738

I haven’t played thief very long but i belive the first thing we need to think is what role do we want P/P to have.
The role i believe could work for this set is a survival sustained dps. How? Here we go:

1) Increase the healing from signet of Malice from about 100 to about 150 without healing power. This will help on the set survivability.
2) Make Unload do a 3/4s evasion animation and change the channel time to 1s. This will give both survivability, increased dps and mobility.
3) Make Bodyshot give 10 stacks of vulnerability with some increased damage and increase the initiative cost to 4. This will help setting up combos and will make this a less spammy set, because bodyshot + Unload will cost 9 initiative.
4) Remove or reduce the ICD for the Opportunist trait. This trait has pretty good synergy with the set and if we can proc it at least 2 times with each unload it will help.

Notice that i haven’t suggested anything that will give stealth to this set because it doesn’t need to. If we can get the survivability with dodges and healing it will be good enough.

(edited by GuilguiS.2738)

Turrets, hear me out.

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Posted by: GuilguiS.2738

GuilguiS.2738

I like the TF2 comparison because i believe that’s a turret made right.

I suggested some time ago that our turrets should be made into a single kit to give us access to condi removal and stunbreaks and people thought that would be too much.

But here we are and turrets are not yet viable in TPvp because of the same things. No ammount of number tweaking will make them strong. They need a change in playstyle.

I won’t suggest the kit again(because i don’t think it will ever happen) but our turret traits need work. Here’s some suggestions:

1) Switch Autotool Installation with Rifled Turret Barrels and make it give turrets one stack of a specific boon every 3 seconds(max 25) instead of healing, ex:
Riffle Turret – Increase the fire rate by 2% per stack.
Healing Turret – At 10 stacks every attack gives 3 secs of vigor, at 20 sec removes one condition, at 25 stacks gives 3 secs of protection.
Thumper Turret – At 10 stacks every attack removes a boon, at 25 stacks gives a Knockdown every 10 secs.
Flame Turret – Gives a 2% chance to blind on every attack per stack.
Rocket Turret – Increase rate of fire by 1% per stack.
Net Turret – At 10 Stacks every attack criples foes for 5 secs, at 25 stacks every attack chills foes for 3 secs.
The stacks reset when the turret dies.
This trait would need 75 seconds to take full effect so it should not be OP and pretty counterable. This would give us incentives to keep our turrets alive.

2) Combine Accelerant-Packed Turrets and Deployable Turrets and leave it on the Tools line. This way our turret traits won’t be so scattered,and it gives more interaction with Tool-Kit.

(edited by GuilguiS.2738)

finally patch for engis 4/11/13 your thoughts

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Posted by: GuilguiS.2738

GuilguiS.2738

Agreed. Maybe now they can make the elixir skills on EG work with our elixir traits.

finally patch for engis 4/11/13 your thoughts

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GuilguiS.2738

It was a nerf because it removed viable yet not OP builds. Double Super Elixir and the flame cleanse on FT were big hits on our condition removal capabilities. Now we have to run elixirs if we want condition removal. That’s a really big nerf, and KR wasn’t OP or broken at all, the only skill with problems was the second grenade barrage.

Elixirs have it all, the rest has little

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Posted by: GuilguiS.2738

GuilguiS.2738

I’ve posted this on another thread but elixirs are only good because of their traits. We need better traits for gadgets, kits and turrets or they will never get even close to elixirs.

Finishing unfinished classes

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Posted by: GuilguiS.2738

GuilguiS.2738

I don’t believe the devs are following their philosophies. The engi was supposed to have less damage in favor of versatility even thought it is not the king of it. But the changes they are making plainly reduce that versatility and force us to especialize. The only problem with that is that we can’t be that good even if we especialize because we are supposed to be versatile. So they cut our versatility without making us stronger when specialized.

My tips for the devs is to look at traits and utilities becaus all our builds are around them because we only have 3 weapons. Gadgets are bad because they only have one trait for them, turrets are still weak because their traits don’t add anything in playstyle.

The best utilities in the game are good because their traits make them do different things instead of simply making them stronger. Elixirs, shouts, clones, cantrips, glamours all those can be traited to remove conditions, or heal, or give boons. They are used so much because their traits do much more than reduce CD or give more range.

Instead of making the thumper turret cripple, make it so that our turrets give specific boons when traited, make a trait that gives gadgets a passive effect, make traits that benefit 2 or 3 kits. You’ll be giving back the versatility we are supposed to have, while getting rid of our unused traits and buffing our weak stuff all with a single strike.

Revamp Engineer's Kit Refinement. Yes, again.

in Suggestions

Posted by: GuilguiS.2738

GuilguiS.2738

That’s a really good idea. It would buff the the lacking tool-belt skills of EG and FT while not being OP since it is not a second effect. +1

whats going to be done about flamethrower?

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Posted by: GuilguiS.2738

GuilguiS.2738

You say that because Flame Jet isn’t very strong right now. If you could get more burns from it you would like to keep your enemy within range of your flames.

whats going to be done about flamethrower?

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Posted by: GuilguiS.2738

GuilguiS.2738

With the last patch i believe the FT is really close to perfection, we just need a little bit more to make it a viable kit to build around.

Analyzing the juggernaut trait, we see that the FT is supposed to be a semi-tanky condition weapon based on burning. The only things missing to give us that are:

  • Make the burn on falme jet proc every 3 or 5 hits. It is a 1 sec burn, that means the max you’ll get is 3 sec burn if you get all of the ten hits(wich never happens).
  • Change the Air Blast to Backdraft keeping the extend burn effect. This is necessary because the FT realies a lot on Flame Jet so it doesn’t make sense to push foes away from your attacks. It was good before in order to setup the the flame blast, but that is no longer necessary.
  • Make the napalm a cirle that hits while causing the burn similar to the fire bomb.
  • Make the Smoke Vent a smoke field that lasts 3 seconds even if it only blinds once
  • Make the explosion on the Flame Blast a blast finisher. That will give us some utility and combos with our fields.

We get those buffs and the FT will be a viable weapon.

Simple turret solution

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Posted by: GuilguiS.2738

GuilguiS.2738

My opinion is that numbers won’t fix our turrets wheter it is stats or cooldowns in pvp at least. It will help, people will try them and think “yeah they are strong now”. They’ll go full turret build and try it but it won’t work because even with more damage or health, our core problems with them are the lack stun breakers and cleanses in the builds and their lack of mobility(wich is mainly a pve problem).

What i mean is when people see a turret engineer in a point, they’ll know that he’s weak aggainst conditions cause he has only one cleanse, they can always easily move out of range from the turrets and hit them from range and aoes.

That’s why i thought about an all in one turret, because it is a change in mechanics and playstyle. You can protect your single turret from ranged attacks with the tool kit and the shield blocks, as well as repair it( wich becomes almost impossible if you have 2 or 3 turrets spread on the point), and have more cleanses with your other utility slot.

Simple turret solution

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Posted by: GuilguiS.2738

GuilguiS.2738

@Creld

Not thinking of TF2 as a basis for our balance but as an inspiration for the design of the class. I threw this idea because i really like this playstyle and i think it would work.

Simple turret solution

in Engineer

Posted by: GuilguiS.2738

GuilguiS.2738

If turret builds are for bunkering and point holding then our damage isn’t very different from the TF2 engineer and we would need the turret to make up for it.

Just going out of topic for a moment but how can you play the engineer class and not think about TF2? We are the TF2 roster, only the sniper and spy are missing.

Simple turret solution

in Engineer

Posted by: GuilguiS.2738

GuilguiS.2738

The max health can be increased for each part, with balanced numbers of course. Besides you still have space in your utility skills for the tool-kit and other stuff so you should be able to keep it alive through control or tool-kit heals.

Maybe some numbers like the rate of fire for each part would have to be tweaked but the fully built turret should be strong enough to make your enemies worry about wich they have to kill first, you or the turret, because it does a lot of things at the same time.

Honestly i believe it would work much better in pvp than pve since it remains immobile, wich is the turret’s worst problem in pve.

Simple turret solution

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Posted by: GuilguiS.2738

GuilguiS.2738

The idea is that the turret kit is like a package with the turret parts and you build it during or before the fight. Every skill places a piece of the turret and then becomes the overcharged ability. So for example step-by-step: Equip the kit-> build the thumper part -> build the net part -> build the rocket part -> build the flame part -> build the rifle part. It doesn’t have to follow that order and the overcharged abilities can be used before finishing the upgrades.

(edited by GuilguiS.2738)

Simple turret solution

in Engineer

Posted by: GuilguiS.2738

GuilguiS.2738

6 or 7 seconds is more than enough time for someone to rush in a point an try to stop you. The time is there for balancing purposes, because having something strong and easy to place or use is OP like thief backstab combo(the problem is not the damage, it’s the lack of counters and ease of use).
I don’t think it makes sense to place a turret htat auto upgrades itself because that’s too easy. And the depth comes in the gameplay, a turret build would play like the TF2 engineer, let him upgrade his turret and he’s hard to kill, kill it and he’s pretty much dead.
You don’l lose the overcharges because they will be in the kit you equip. After using the skill to “upgrade” the turret it becomes the overcharged ability.

(edited by GuilguiS.2738)

Simple turret solution

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Posted by: GuilguiS.2738

GuilguiS.2738

It has to work in a way that takes some time to reach its full potencial. If it is instant or can be done too fast, you can’t be countered. I’m immagining one and a half seconds for each upgrade. 7.5s to reach full potencial seems reasonable.

(edited by GuilguiS.2738)

Turret Facts

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Posted by: GuilguiS.2738

GuilguiS.2738

The only way Whirlwind Attack can 1 shot all your turrets is if you place them all together besides, you forget that turrets also bring control and attack at range.

Simple turret solution

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Posted by: GuilguiS.2738

GuilguiS.2738

I’ll stop posting on the other thread and just post here.

I don’t believe putting the turrets into a kit would have to make them an elite.

You may have misunderstood my other post so i’ll explain my idea again: After placing the first turret, the other turret skills don’t create new turrets, just upgrade the existing one like youy are attaching all those barrels in your turret. It would not be over powered because it takes time to setup and is only one target, kill it and the engie will have some trouble, don’t kill it and you are screwed.

You can’t give them too many stats because having many strong turrets is good for the engie but would be too hard to fight if your opponent is using 2 or 3 of them. When thinking about balance you have to make something that is good but can be countered in some way.

I believe having a turret kit is the best solution and having all of them in a single place is the way to prevent them from being overpowered.

Turret Facts

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Posted by: GuilguiS.2738

GuilguiS.2738

Imo i think its more balanced than having many of them spread in the area because it would too strong and not fun to fight at all. Imagine being a warrior that is fighting an engie with 5 turrets spread around an area, you’ll be constantly immobilized, burned, knocked down, blown away, and shot, so you realise that you can’t just attack the engie, you have to kill his turrets first but every single one you kill knocks you back when it dies. Not fun at all. If it was only one turret you could focus it and kill it with enough effort, wich means balance.
And imagine how many targets our kitten turret AI would attack. If you only have one turret it can focus fire on your target.

Turret Facts

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Posted by: GuilguiS.2738

GuilguiS.2738

I’m always posting about turning turrets into a kit. And i think they should work, for balance purposes, like this: The engineer equips the kit and use the first turret, now all of the other turrets have to be placed on top of the first one. Why? Because many turrets means many targets and it would be OP. Besides its not possible for the engineer to protect and heal all five turrets separetely. Making it one single turret that the engineer “upgrades” with new functions turns it into a high reward if you can keep it alive longer, as well as a high punishment if you lose it. Making it both fun to use and fight aggainst.

Turrets are getting buffed.

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Posted by: GuilguiS.2738

GuilguiS.2738

No matter how much you buff the turrets damage or utility, there’s no way they will be effective in pvp. Because turrets are for holding points and there’s no way they provide enough tools to do that on their own.

If you decide to only use turrets you are stuck with little condition cleanses and no stun-breaker. If you try to use other things together with them you’ll end up with only one or two turrets.

I believe that using multiple turrets is a design flaw. In every other game that has turrets , thay are always a single very strong one. That setting is already balanced, and you don’t have half the problems a multi turret build has. For example: devs can’t make the turrets hit too hard or have too much health because there will be 2 or 3 of them, engineer would be unstoppable if our turrets hit hard and had decent health. Too many turrets means that you can’t protect them all unles you put them all together, wich makes the even more vulnerable to aoe.

But if we had only one turret that combined all of our currently ones we’d be balanced and the only number that would have to be tweaked is health. We could finally be able to make builds around it because we could carry the tool-kit, the turrets, and a stun-breaker. They would be strong because they could do a lot of things at the same time and they would be balanced because of the time it would take to setup and the consequence of losing it because the CDs would still be high and it would take a lot of time to rebuild it.

Turning turrets in a turret kit brings both interaction with them and strategic play because you’d have to control your enemy and the area to protect them. And if that happens the turrets would look awesome.

Reworking the Tool-Belt

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Posted by: GuilguiS.2738

GuilguiS.2738

I don’t think something so complicated is necessary. The most simple and effective solution to the engineer versatility is to unbind the tool-belt skills from the utilities, buff them and let us select them out of combat.
The reason why nothing else is necessary is because the tool-belt isn’t strong enough as a class mechanic if compared to the other classes(like eles having 20 skills, or all thieves skills being spammable, or the necro having two health bars).
If this change is implemented engineers would trully be capable of being the unpredictable class because we would be capable of slotting twice the ammount of utility skills, bringing a lot of versatility to our builds.
Some of the buffs could be making some of the tool-belt skills stun-breakers, that way it would be possible to have 4 kits and stun breakers, or 4 turrets and stun breakers.

How to pwn

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Posted by: GuilguiS.2738

GuilguiS.2738

Quick tip, disable the option that prevents you from going through enemies while you attack and go inside them before you use the kit refinement barrage. You get 6k damage instead of 2k or 3k.

Sniper kit! For the love of heaven, please!

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Posted by: GuilguiS.2738

GuilguiS.2738

I’ll give my two cents: First i agree that it should be an elite skill. It could work similar to the charzooka, 26 charges, the ammount of charges removed depends on the attack i say 9 for the aimed shot, 4 for smoke vent, 3 for concussive shot, 2 for disabling shot and one for quickshot. You have to spend all the charges for it to go on cool down, but you can switch out of it and the charges remain the same.

Sniper Kit

1: Quickshot – 1s CD, maximum of 1500 range, deals more damage to further targets.
2: Disabling Shot – 15s CD, 1200 range, cripple+knockdown, almost zero damage.
3: Concussive Shot – 20s CD, 1500 range, medium damage+2s daze+2 confusion.
4: Smoke vent -30s CD, 5s Stealh+ 7s Imobilized
5: Aimed shot – 4s cast time, 35s CD, High damage similar to killshot.

Traits: Kit refinement skill is the smoke vent(50s CD), the trait elite suplies will make all sniper attacks pierce.

Engineer Gadget Suggestions

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Posted by: GuilguiS.2738

GuilguiS.2738

The only thing i think gadgets need to be viable is passive effects. Every class has passive effects via signets and the effects in our gadgets are quite similar to the effects of activated signets in other professions.

Maybe something in the lines of:
Rocketboots – +25% movement speed
Slickshoes – Imune to the next control effect(30 to 40 sec cooldown)
Utility Goggles – Improved Precision(Like the Warrior signet)
Throw Mine – 15-20% chance to cause an explosion when you are hit in melee(20-30 sec CD, explosion removes a boon)
Personal Battering Ram – Improved Power

Med Kit Refinement = BOOM!?

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Posted by: GuilguiS.2738

GuilguiS.2738

Here’s an idea. Keep the explosion, but remove the damage and now it heals for the same ammount as the bandage. And then change the trait “Packaged Stimulants” to: Medkit skills can be thrown and explode on impact causing the effects on a small aoe(similar to the explosion of the medkit).

And now the engie is one of the best healing supports because of one trait change.

Sniper kit! For the love of heaven, please!

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Posted by: GuilguiS.2738

GuilguiS.2738

As far as thory-crafting goes i don’t really think there’s a problem with this idea. Besides, there’s only two things missing for us to become the whole TF2 roster and that’s the sniper kit and the minigun kit. Just saying.

Oh, and about the warrior sniper thing. Imo the engineers and the rangers should be the only classes with sniping capabilities. Engineers even more because they are more technology attuned.

So i saw some videos of D/D eles today...

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Posted by: GuilguiS.2738

GuilguiS.2738

And i’m like WoW That’s what versatility means, not surprised they are the kings of versatility. Having huge ammounts of boons(permanently), huge mobility with at least 3 leaps, lots of self eal and lots of condition removal, and still carying three stun-breakers, one that teleports, one that removes condition and one that gives invulnerability(that’s 2 of our elixirs right there).

Ok, I raged a bit, I’ll try to keep calm and seriously list the differences that makes eles so much stronger and versatile than us.

They have class mechanic and traits that makes the wanto to keep switching atunements while we have traits that makes us specialize in one or 2 kits. Their versatility does not cost their utility skills. Our tool-belt skills wich should compensate for our loss of utility were designed to be weaker that real utilities, thus not really compensating. We have to lose all our utility in order to have the same ammount of skills they have.

We can’t possibly be as versatile as they are because our traits and our class mechanics force us to specialize and remain in a single kit. Our tools line which should improve our tool-belt only has two traits related to it(Adrenaline Pump, Static Discharge and Inertial Converter).

They say we are versatile but punish us if we try to do so. Then when we finally give up and say “You know what? I’ll do just this” we are punished again because we pay the versatility tax. I really love this class and i want to keep using it, but i fell like the middle kid that can’t do anything as well as his older brother(Warr, Guardian, Thief) and doesn’t get the things the parents(Anet) gives to the younger brother(Ele).

If we are supposed to be versatile we should not be punished for that, but encouraged to do so like the Eles.I hate to make QQ threads but that’s how i felt after seeing those videos.

The Engineer and its gameplay - Your Feedback

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Posted by: GuilguiS.2738

GuilguiS.2738

I’ve posted this on another thread and i had some feedback saying it would be overpowered. But after seeing some videos of D/D eles i’ve come to see what versatility really is. I think that the solution to make the engineer look like the vision Anet has of it, is to turn all our utilities into kits. We are the “walking arsenals after all”.

After that they can start balancing it. The only utility that would bring problems if turned into a kit is the elixirs. The turrets would be balance if you turned them into a single turret and the gadgets could continue to be lackluster because you can carry all of them.

Mortar as a kit

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Posted by: GuilguiS.2738

GuilguiS.2738

That seems like a good idea. It would make the mortar a lot more fun. But if the goal was just balance, i think increasing the damage on the mortar skills should be enough.

Weapon stats misconception.

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Posted by: GuilguiS.2738

GuilguiS.2738

Sorry SilverWF, didn’t see it. I guess they tested it with both weapons and maybe the two-handed damage was too much.

Weapon stats misconception.

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Posted by: GuilguiS.2738

GuilguiS.2738

Maybe you all use riffles but the kit base damage does scale with the highest rarity weapons, with the one-haded ones. equip you dual pistols or pistol and shield and the switch to the kits. the base damage doesn’t go down. They never said it would take the base damage from the weapon you are equipped with. I believe that the kit base damage was even smaller than the one-handed weapons before, so still a buff.

An Idea How To Improve Our Turrets.

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Posted by: GuilguiS.2738

GuilguiS.2738

But with this, the turrets would have much more going for them than the blast finishers, one of the reasons that i made them into one single turret was to prevent this trait to becoming OP.

I can see your points but i believe that as time goes, we will have new skills. When that happens there won’t be any problem with puting turrets into a kit. This is a major rework for the turrets so i wouldn’t really expect it to happen really soon anyway.

(edited by GuilguiS.2738)

An Idea How To Improve Our Turrets.

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Posted by: GuilguiS.2738

GuilguiS.2738

I’ve posted a bit of this on another thread but the discussion went another way and i wanted some feedback on this idea.My main goal is to make turrets viable in a pvp aspect but i believe these changes could improve them in pve too.

The idea is to put all our turrets in turret kit.
Once you place the first turret(it can be anyone of them) every other turret skill can only be used if you stand close to it and it will be like upgrading your single turret. By using all five skills you’ll have a single turret that can net the target every ten seconds, shoot bullets, missiles, flames and thumps. It’s health will increase for each upgrade. There’s no need to make a new toolbelt skill if they give us the ability to select them, and the kit refinement skill could be automatically deploying a riffle turret(that way, when upgraded, the turret would have two riffle barrels).

Problems it will solve: Our turrets are really lacking in terms of both damage and utility, by having all or some of them at the same time it will fix this. It can also fix the targeting issue by making the overcharged skills switch their target to your current one. And it could also help with their mobility issue(If you pick it up it will leave you with only one skill that is redeploying it(with the same health of course), if you unequip the kit it will put them all on cooldown).

Ways to balance it: I believe it is pretty much balanced and would just need a bit more tweaking since it is immobile, can be destroyed from range or if you focus on it, If your opponent does kill the turret it will be a huge hit one the engineer because all of them will go on CD. The casting time of the skills can be increased in order to make it harder for the engineer to fully upgrade it in the middle of battle.

This improvement will make it viable in pvp because a turret engie would be able to carry his turret, his toolkit for repaing it and a stunbreaker. It would also be better in a pve aspect for the utility and mobility it could offer. You kill a mob, grab your turret and then redeploy it fully upgraded to kill the next one. This system rewards the engineer that takes the effort and the time to upgrade and protect his turret instead of using it as a sacrificial piece for KB and Blast finishers. Our turrets were meant to be kept alive and if the are upgraded they can be strong, thats how i think they should work.

Attachments:

Feedback and opinion on Skills

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Posted by: GuilguiS.2738

GuilguiS.2738

I believe a really good way to make turrets viable is turning them into a kit.
Why is that? They are not really strong, i mean, rifle does little damage, the burn from flame turret doesn’t last long among other things. But if you could have them all at the same time… Ohh that’s different. If we had a Turret Kit we could carry it and the tool kit along with a stun-breaker. That would make it viable.

P.S – A way to balance this could be something like this: Upon using the turret kit a single turret pod appears in place (can be traited to be ground targeted) and each of the turret skills actually upgrade it, meaning that if you use all of them you would have one turret that shoots nets, bullets, missiles, flames and thumps. The balancing happens because although you have all your turrets at one time, they can all be destroyed at one time(the bigger the turret the bigger the health i guess). and you could focus on healing it with the tool kit. It rewards the engineer that takes time and effort to setup his turret and keep it alive, instead of using all our utilitys for 2 or 3 turrets that can, and likely wiil, be one-shotted.

A way to make us more versatile.

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Posted by: GuilguiS.2738

GuilguiS.2738

I’ve already seen many ideas to make us truly versatile, like the ability to choose our toolbelt skill. But i have something else in mind and they don’t interfere, we could do both.

Since our versatility comes from kits, why not take all our utilitys and turn them into kits?

This way we would still have to use elixir s or rocket boots for our stun breakers, but an engineer could carry at the same time all his elixirs, all his gadgets, and a weapon kit. The utility kits would not have auto attack, of course, our toolbelt skills should be selectable anyway, and all the CDs would be the same as they are now. Eles would be kings of weapon skill while we would be the kings of utility. Besides if you read the description of the engineer at the mais website it says something like this: “Engineers are walking arsenals that carry everything they need to dominate the battlefield.”

An engineer could go into a dungeon with grenades for damage, elixirs for buffs, and gadgets for control for example.

We would have around the same ammount of skills as the elementalist, but some of them would be utilitys instead of weapon skills.

(edited by GuilguiS.2738)

Famous Quotes for the Engineer.

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Posted by: GuilguiS.2738

GuilguiS.2738

“Twinkle, twinkle, little Engineer. Watch me nerf your favorite builds.”- Batman: Arkham City (Anet – The Joker)

Famous Quotes for the Engineer.

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Posted by: GuilguiS.2738

GuilguiS.2738

Thank you Engineer!
But your buffs are in another patch!

Engineer World

[Ideas] for new kits

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Posted by: GuilguiS.2738

GuilguiS.2738

Well i see that 1500 range doesn’t really fit, but what would you put in it’s place? maybe just increase the damage?

[Ideas] for new kits

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Posted by: GuilguiS.2738

GuilguiS.2738

I wanna know what are your ideas about new cool kits.

Mine is a minigun kit. Heavy ftw.
The idea is having it as a direct damage weapon kit with less utility the the other kits.

  1. - “Chew it”: Channelled auto attack similar to the ft, but with higher damage base and single target. About 800-1000 range.
  2. - “Concussion Rounds”: Your shots have a 50%chance to inflict confusion on your taget for the next 5 seconds
  3. - “Disabling Rounds”: Your next five shots inflict crippled to your target.
  4. - “Piercing Rounds”: Your shots have a 50% chance to inflict vulnerability to your taget for the next 10 seconds
  5. - “Shooting Good”: Roots you in place( or you move slower) for 10 seconds, grants you stability, fury, retaliation and increase the range of your skill 1 to 1500 for the duration of the skill.

ToolBelt – “Overload”: A Blunderbuss-like attack that inflicts 4s crippled, 2 stacks of canfusion and 5 stacks of vulnerability.
The skill that pops when using the Kit refinement is the #5.

What are your ideas?