The monocle (and jetpack) aren’t bad because you can achieve them through ingame goals and sell them on the trade post.
The fact you can sell them makes them miles better than account bound lockboxes.
You have a chance to achieve them, for a limited time.
If you aren’t lucky enough, you have just wasted your time.
That’s the problem. A system like the one implemented with SAB was fair. You can be lucky and get a sellable version, but you can also grind if you want one for yourself; and you had a month to do that anyway, unlike the Molten Facility and the new dungeon.
They finally made something that makes sense to wear as an engineer, and they put it in the gem store. Meh.
And that monocle will be a repeat of the jetpack fiasco. RNG+limited time dungeon means you’ll have to be lucky or waste an hundred gold to buy it from others. No fairness, just grinding for a chance that may never come.
Why couldn’t they do it like with the SAB, i wonder? Bah…
Problem is, the new KR is far too situational and the activation isn’t suited for that purpose. We’re supposed to swap back and forth between kits, but doing so prevents us from using KR when those effects would be useful.
Ok, let’s clear some misconceptions.
Engineers can’t consistantly ress themselves. There is a single toolbelt skill that can do that, with a balanced cooldown and many counters – be it knockbacking the engineer before he gets downed, launching him before or after he gets downed or even using enough dps to make him stay downed. Heh, one could even stop attacking him if you see him tossing that elixir.
Whileas there is a trait that can recharge the toolbelt at 25%, there is also an internal cooldown (should be around 90 seconds, if i remember well).
Supply crate can easily be destroyed with any AoE. Heh, even an hundred blades is enough to destroy all of them, since they’ve got an absurd hitbox. So, what remains? 2s stun and some bandages on a 180s cooldown. Oh, amazing.
Regarding traits – they’re different classes, simply. We have to spend 30 points for the same traits rangers get with 5 points, for example – 50% endurance regeneration. Someone will always have the short end of the stick.
It would be just mobility and nothing else, though. You wouldn’t even be able to actually use the toolkit, due to the KR. Nice gimmick, but i can’t see a real, practical use for a similar build.
Lorewise, it wouldn’t make any sense with the current skills, imho.
If they made a skill where the engineer drops essays about physics and electronics, then yeah, it could be appropriate (torment and confusion, yay).
Anyway, as nakoda says, giving it to highly mobile classes is just wrong.
We’ve got a different type of mobility than mesmers and thieves – we can do jumps across the x axis, but nothing about vertical mobility and no teleport skills – so they should balance whether we really need that condition or not.
I suppose he’s talking about a new map.
It doesn’t seem that bad, imho.
Elixir R was probably the strongest stun breaker in the game. A stun breaker that also 100% refills your endurance AND has condition cleansing AND can self or team mate rez.
Most profession’s ally res utility is a signet, with a kittenty passive and a LONG CD with no other special effects.
You’re talking about 2 skills. Cause they are an utility and a toolbelt skill. So them together must be better than a single skill or our toolbelt is meaningless.
Elixir R itself is on par with others. Some cure conditions, some give vigor, our recharges endurance.
Using toss elixir R as a condition cleanser is feasible, but you’re basically wasting it if you’re not doing it for a subsequent ress chance.
And other classes’ res skills are simply different from engi’s one. Signets must be balanced due to passive effects and other skills may even target more than an ally – sure, we may do that too, but they must be really near due to the small radius.
And as i said before, there are quite a bunch of counters anyway.
Dunno, guess it is a problem in their concept of balancing . Still, those leaked patch notes could easily be fake, so let’s wait and see.
Everything is decent except for the ELIXIR R change. That skill is pretty bad now if it’s true. Full endurance with a 45 second cooldown… that’s it?
There’s also that little part about it resurrecting you.
That’s a separate skill that just happens to be bundled with ELIXIR R but ELIXIR R itself is no longer good if the change is true.
Also, the ressing effect is counterable in many different ways – knockback when the engineer is going to die, launch when he’s downed or simply dps him enough when he’s downed to give another one time enough to stomp. Or in the case of pets/minions, you may even be able to stomp directly.
And we shouldn’t have bad utilities just because we’ve got toolbelt skills too. They’re our profession mechanic. A sort of additional utilities, not something that must be added to our utilities to be on par of others. It would be like nerfing warriors’ weapon skills because they have a burst skill related to the weapon.
I doubt we’ll have any confirmation of them being real, even if they’re actually real. And they would be rather busy finding the one who leaked them (probably to torment, burn and fire him).
No nerfs on grenades, hgh and cleansing formula? Heh, must be fake.
Albeit, at least some of those changes would actually make sense.
I really don’t think Torment is really going to buff thieves as much as Weakness is going to nerf them.
Isn’t it amazing how many people are so quick to cry about what’s in the right hand they completely overlook what’s in the left?
We can talk about it. For example, you need to hit the thief to give him weakness, possibly before he bursts down you. Except you can’t unless you are lucky and you hit him accidentally, due to stealth.
Mesmers have already got a good access to confusion and retaliation. Giving them this new condition basically means that you will be mauled for everything you will do.
Want to hit them? Damage yourself. Want to use skills? Some more damage. Want to move toward them or escape? Guess what, more damage.
And thieves. Heh. Giving that condition to a class with that access to stealth? We are already forced to move just to try hitting them, now you’ll even be damaged for trying. Not to talk about their mobility.
I expect cooldowns on cleansing formula and/or HGH and nerfs for grenade kit.
And some useless buff on some skill to make it seem that they’re balancing us.
I hope they’ll do something indeed. Having to fight battles where half the enemies are using asura necromancers so that you can’t even see them among the minions is simply ridiculous.
I hope they don’t intend to buff minionmasters. They’re already cheap enough (especially when they are also asura – so that they hide behind the monsters).
Coated bullets is actually quite bad if compared with the other “pierce” traits. Those are master traits and also have other effects/affect more than a single weapon.
The only exception is the necromancers’ one, who only affect life blast…but is an adept trait.
The problem lies in absurd choices made when the class was designed. Our main weapons are nerfed due to the existence of kits.
(https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/999247)
Thus we’re basically being nerfed for a choice we can make. And it doesn’t make sense. The kits already have a cost, the utility slot (and despite some what may say, the toolbelt slot isn’t comparable at all at an utility skill – area buffs have got small radius and often they must be AoE targeted, making them very unpractical; other skills have simply got poor effects, save for a few exceptions).
such as what?
Control effects and defiant stacks, for example.
Result of a poorly designed system (initiative). Balancing a class with no cooldowns is next to impossible leaving thieves in a constant state of too strong or too weak (though frankly, thieves have enjoyed far more too strong time in comparison to too weak time).
Basically this. In classes that have cooldowns, you can balance with cooldowns and skills that are more or less good, but will still be used cause they’re still better than the autoattack.
In the thief’s case, “weak” skills can be ignored and you will just spam the best ones.
And you can’t even simply buff the weak ones – give them damage, and people will use just the best one; give them different effects, and you risk giving too much versatility on top of damage capabilities.
Something like that suggestion of increasing initiative cost when used more than one time in a short timeframe would be fine, imho.
Still, having the choice without having to trait specifically for it would be useful. And versatile.
As for the jet pack, those specific rewards are intended as limited rewards you can only earn during that time, thus making them valuable. It wouldn’t be fair to the people who did earn jet packs for us to bring them back, and suddenly undercut their value entirely.
There was no fairness in there anyway, you just needed to be lucky.
Rewards that depend on RNG for their acquisition aren’t fair by definition. Especially if we’re talking about time-limited content.
And yeah that F&F dungeon updated for size would make a good fractal wouldn’t it? =)
Yup. Could be fun.
To be fair, the second skill has a terrible accuracy.
And unlike thieves, we have no weapon swap, so if we want more weapons (kits) we’ve got to pay for them with utility slots.
But the problem here is that, imho, balancing weapons with the assumption that you will also use kits makes no sense. Cause it actually forces you on getting those kits to make up for it.
You need a utility but Elixir R is very good, and you’ll find it on just about every bar for that very reason (and a stun breaker), hence you cannot possibly buff the engineer downstate without also nerfing that skill into the ground lest you break their downstate completely.
More like, we haven’t got many other choices anyway as far as stun breakers go. The other stun breakers we’ve got are elixir S (near useless after the nerf), elixir U (if i’m using it for stun-breaking purposes, the side effects are quite bad), Rocket Boots (self-inflicted launch) and Utility Googles (a bit lackluster).
Anyway, that skill shouldn’t even matter. If our downed state is bad just because of that skill, then we should have it for free and not as an utility we must spend a slot for.
Since it isn’t so, it must be on par with the others.
Cause i didn’t know that, actually. I’ve began using that elixir one week ago and i never noticed that (i often use it below myself, so the problem never occurred).
As we said, though, it isn’t a certain ress – there are quite some counters to it (well, even killing the player with a knockback works, since you’ll push him off the area). I would say it is quite balanced.
Engineers have got two interrupts only in theory. Since you pull the enemy to your location, all the enemy has to do is stomp right away.
You won’t have enough time for the 3rd to charge up.Engineers are also the only class that can literally pick themselves up preemptively from downstate.
You need an utility skill to do that, it has got a 120s cooldown, must be placed exactly before you die (cause it has got a 6s duration and you get 20% downed hp per pulse) and it can be countered anyway, either via launch or dealing enough damage when downed.
It is useful? Yeah. But we shouldn’t be required to use it to make up for a poor downed state.
Also, elementalists can do that as well – glyph of renewal, fire attunement.
Engineers have got two interrupts only in theory. Since you pull the enemy to your location, all the enemy has to do is stomp right away.
You won’t have enough time for the 3rd to charge up.
Imho, they should buff up some pistol trait. Especially the grandmaster one. Frankly speaking, it doesn’t do much for a grandmaster trait, especially since it only affects two skills. It can’t even be compared to the other traits that give piercing (especially since they get also other effects and they’re just master traits – with the exception of necromancers, who got that only on two skills as well, but as an adept trait).
They could pair it up with hair trigger and make it a master trait – it would basically work as warriors’ crack shot, since we either use pistols or rifle – and the grandmaster trait could be given to something else.
Sure, make that kit even more useless if untraited and/or without hgh.
If the problem is hgh, they just have to balance hgh.
Assuming there is a problem.
Now we just have to see whatever got bugged in this patch.
I never saw an achievement so annoying and frustrating. You can’t even cooperate decently, there is always someone that want to screw over the other players.
There is no fun here, only rage.
Says the one who sees the flamethrower as a tanky weapon, beside having two third of the traits in a precision/condition damage tree and a single defensive skill – smoke vent.
Or all the matter regarding our perma-lol protection (cause we’re being disabled every 5 seconds, according to you).
Flamethrower is used by most top engies in EU.
Mostly for control purposes -air blast and smoke vent. The autoattack is an harm for the user.
Ostrich eggs uses bomb and nades togheter and is the king of condi AoE ( bunkers literally MELT, like any other class) .
More like, we only have those kinds of attacks. We’re kinda lacking in the single target department. Oh, it is fine if you are against some groups – as long as they aren’t focusing on you (you’ve got just a single utility slot left, so either you get a condition removal or a tool kit for the gear shield; either way, you haven’t got much to defend yourself).
But versus an ele or guardian bunker? No way. We haven’t got reliable ways of getting protection or stability and neither their healing capabilities.
elixir gun is a blast for bunkering and i’ve seen tons of top engies trying it ( even ostrich eggs if i recall correctly).
There are two skill there that helps bunkering, super elixir and healing mist.
Toolkit is also very strong for power nades engies, a very underrated build, especially if you have a good team supporting your damage ( and defending you, since you’re very squishy).
Mostly because we aren’t that good as far as direct damage go.
The engie has one of the best traits out there, in a single tree there are MAYBE 2-3 bad traits out there ( aside the tool tree, which has 4-5) .
take a look at other classes: all classes traits, aside guardians’, are in the opposite situation; 3-4 traits PER TREE are good while all the rest is utterly crap.
As i said above, a good amount of the traits is located basically in the wrong tree, according to what the weapons affected really do.
The engi is in a great place regarding balance and HGH is by no means engie strongest build: in fact it offers only damage, has no CC, is easily coutnerable, goes down like a fly if focused.
I did say the same above as well. Overspecialization, to make up for the poor base damage – since are basically hybrid weapons as far as damage types go. All the traits are aimed on powering up grenades/explosions or on optimizing elixirs.
As usual my advice is to learn your profession better and take a look at other classes instead of crying on forums.
I would rather advice you to learn the engineer profession better instead of giving misinformation.
lolwut.
Engi is probably the strongest class by far, even more than guardians (altough guardian is unreplaceble).
You can basically put points at random and still have a decent build: the engi is the class with the better selection of traits, better sinergies, with only gadgets being heavily subpar.
People like to complain, just like they do with warriors simply because the can only run GS and like to play selfish without teamplaying.
HGH is fine, in high end PvP i see only Mouby still playing it: engies already moved on from that build.
Just put red circles for the AoE and it’s done.
/thread.
Lol, no.
Turrets are crap. We have to deploy them on wall to hope they won’t be killed…and even then, often their shots will be blocked by the wall themselves. Still, any enemy that will target them or use an aoe will obliterate them. Even when fully traited.
Kits? Half of them need to be traited to be decent. Still, we will take those…cause the other traits are a waste of points. Autodefense bomb dispenser?Lol. Coated bullets? Double lol – we have, like, two skills that work with it; one of those is the weak autoattack;Adrenal implant & Armor Mods? Triple lol.
We can’t put points at random at all…we’re basically forced to take the traits relative to the kits we’re using, cause they’re kinda poor otherwise.
Grenades without grenadier (and steel-packed powder) would be usekitten mbs need the larger explosion radius to even try hitting someone. Flamethrower’s damage is so poor that even the might provided can’t make up for the damage. The others haven’t even got grandmaster traits. And only true multi-kit trait we had has been reduced to utter crap (Kit Refinement).
Not to talk about the placement of the traits themselves. Rifle traits? All in the precision/cond.damage tree…but just a single skill there does condition damage (4 stacks of bleeding in the best case. Elixir gun? Same tree as before; 2 skills who do condition damage (it also affect flamethrower, so three conditions affected in total). The other one is in the alchemy tree…vitality and boon duration; neither flamethrower or elixir gun give boons – just a toolbelt skill does, 10s regen, 40s cooldown.
50 points alone are necessary for bombs. 30 of those just for a grandmaster trait – there is nothing else in that tree, regarding bombs; and the healing provided is quite poor anyway.
Grenade kit is the only one who has got a good sinergy, basically. All the traits are in the explosives tree. Albeit, they’re useless without traits, so you’re basically forced to take those.
And elixirs, all the useful ones are in the alchemy tree, so you have to spend just 30 points to set them up. But they give boons and they are in the boon duration tree, so it works well.
We should be versatile. Instead, we must overspecialize just to be decent.
HGH build is the apotheosis of that: stacking lots and lots of might to make up for the poor damage, in a build that can only do damage and nothing else.
Using flamethrower autoattack in pvp means asking enemies to kill you via retaliation.
Either use that for Air Blast or don’t use it at all.
We are able to bunker any point, we have stability from one of our f1-4 skills and 3 push backs as a bombkit bunker. I have seen some guys go elixergun I have never done it myself so they may not have them.
We haven’t got any reliable means of getting stability. Toss elixir S can give either that or stealth, and both have got quite different uses.
Where we surpass guards is our immunity to condi dmg at 25% I might go down a lil fast but ill stay at 25% or just below for an eternity. This also makes us a lil more resistant to corrupt boon.
Conditions already applied continue to cause damage anyway. They just have to dps us. Not too difficult, since we also lack reliable means of getting protection – we’ve got skills that can give that as random effect, or major traits that must be activated (by disabling us or with a critical hit – still, the first one is too situational – we don’t get disabled every 5 seconds – and the second one has a 20s cooldown for 3s protection).
So, no. We aren’t on par at all with guardians as bunkers. And neither with eles, anyway.
Guess what? They can do that exactly because they have cooldowns, so they can’t spam them.
They can’t make all abilities strong, versatile and spammable.
The real way to fix thieves would actually be to make all their weapon skills worth using.
And you would still use the best one, cause there is no incentive using the “weaker” ones anyway. Unless they put a lot of different effects, but that would make them even too versatile, thus you would be nerfed in other aspects to counterbalance (see engineer and reduced dps in main weapons).
Beside that, other classes’ weapons haven’t necessarily got only strong attacks; we have to use those anyway cause they are still better than the autoattack, though.
Guess it may be the only way to try balancing that class. The problem with the lack of cooldown/initiative costs is that, as now, there is basically no incentive to use something other than the “best” skill, simply cause you can do that, aside from few strategical choices.
Except it doesn’t depend on what you do. It is all based on what the opponents won’t do – that is, being hit by easily avoidable enemies in a short timeframe.
You have no control there. You can’t make them waste their dodges, you can’t decide when karka rolls.
Basically, just luck. Or bad enemies.
If even someone there is slightly aware of their surroundings and has a dodge or the run skill, you won’t be able to get it.
It is based just on luck. Luck on having opponents bad enough.
I’ve been trying various bunker builds that don’t use HGH over the weeks and still i haven’t found anything that can be on par with ele/guardian bunkers. I wonder if it is even possible.
If the problem is that he stays at range, well, pull and mince him. Engineers have no reliable source of stability anyway, so that will be fairly easy. Also, retaliation hurts quite a bit, due to the multiple hits grenades do.
Anyway, the only thing similar builds offer is damage. They don’t even support the group, since they’ve got to buff themselves with all the elixirs to maintain the might stacks. Any counter will render them useless, be it pulling them in short range – where you can easily toast them – or stealing their might (and they’ll drop in a couple seconds).
The problem with the engineer downed state is that is simply nonsensical when put in practical use. After you’ve used the first interrupt, you’ve also pulled the enemy at your location. All he must do is stomp right after that and you won’t be able to do anything, cause booby trap won’t have enough time to charge up.
True. But in PvP, it’s strong for being able to cap a point really easily, or at least get a bunch of ticks on it.
Still, you’re using an elite with 180s recharge to do that. Getting just a bunch of ticks is disappointing to say the least.
Also, that alone won’t let you cap the point. The stun helps, sure, but the turrets provided don’t offer a notable increase in terms of dps. Basically, from this elite you have a bit of control, a bit of healing and a bit of dps, but nothing that could be defined really overpowered.
(edited by Manuhell.2759)
Imho, we have basically two problems as far as pve/dungeons go.
1)Control. We are good with that, but defiant stacks make such skills quite useless.
2)Conditions. We’re good with those, but conditions in pve aren’t comparable to direct damage.
Phineas, the healing turret won’t ever stay alive a minute, especially in dungeons. They get shotted in seconds by any enemy with ranged/aoe attacks. That is, everything in dungeons.
I don’t see it that overpowered. The turrets are quite frail and any enemy smart enough will kill them quite easily, especially since with their huge hitbox you can hit all of them even with melee attacks. Also, AoE.
And to trait it you have to give up other turret traits, since we’ve got a total of four major traits in that tree regarding turrets, so there is a drawback there too.
Guess people are missing the point: i know that they simply hit whatever is near them, as things stands now. And their terrible AI is well known too.
What i’m saying is that since they are turrets, thus mechanical beings, there is a case where this doesn’t make sense logically; that is, illusions.
If devs wanted, there would be logical reasons to basically make turrets a sort of counter to mesmers’ illusions. Giving them reasons to go after turrets before killing the one who set them up – a thing they do directly, as now.