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It is most likely we will see the weapon stats and not the weapon damage given to us. If the weapon damage was also given to us then a nerf to all kits would most likely happen.
No it doesnt work
1: no one knows but Anet
2: Doesnt work.
I would love that but it wouldn’t happen. lol
Maybe allow us a passive that allows us to change utility skills in combat with a cooldown. This seems more doable then your suggestion. Another idea I thought of a new elite skill that lets us put a utility skill in the elite skill spot.
Also with suggestion how would you use toolbelt skills? overcharge turrets?
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!!!!!
Hey, I’m a black guy who plays Engineer and I’m not the first one to go down! I’m actually one of the last people to die.
All seriousness I dont think Engineer is that bad.
Well it doesnt even last 5 second. So lets fix the skill before we think about changing it. Depending on which negative effect you get it last difference durations. Also if we can get Potent Elixirs to work with it.
I agree with removing the stealth field from the toolbelt and I do think the CD is a bit too long. Not sure if minus CD is working with it.
not currently, but its coming supposely
Hey, I like turrets. Power shoes buff is a nice little bone for turret users. Now if we can get deployable turrets working then we might have something. Although I dont think turrets will ever be a viable DPS route. With that said I think we can do some things to make them better.
Way too much QQing going on in these forums. Making rage post is not going to solve anything or give them any meaningful feedback.
CriSPeH: They will indeed have to look at all kits damage if we get weapon damage applying to kits. A multiplier increase by a couple hundred points is a massive damage increase.
The rest is overreaction.
Edit: @Wasdclick: You cant simply say Might = 1% because there are alot of factors involved. The more power you have the less effective stacking power will be. There are alot of optimizations one can make if they were serious about DPS.
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125 Health per tick. It stacks with Regen boon and Super Elixir. There is no visual aid to tell that it is working besides watching your HP go up. Doesnt scale with Heal power either.
It was bugged and was healing for the impact heal amount instead of the pulse amount during the last patch. They decided to wait till this patch to fix it.
Valid points my friend
I will still play my Engineer, because I find the class fun. The relative power level does concern me but it isn’t gamebreaking for me.
Both bugs already in Engineer Bug Mega thread. Also Deployable turret was bugged like that before the patch as well.
No it doesnt work currently. It has already been reported in the big engineer bug thread. Judging by how they fixed Sitting duck trait. This trait may turn into a fury buff very soon. It is alot easier for them to do those sort of changes. Instead of adding new functionality. Although that would be nerf in alot of situations.
This seems like a good place to put this. On swap Sigils are working with kits. So there is another good thing going for us.
Your default movement speed is decreased when you enter combat. So the 25% is really an offset.
General balance
Engineer Kit Sigils. The Engineer now benefits from the sigils on their weapons when they swap to a kit. So, this means that you will have the ability to get sigil procs on your Flame Thrower, or Grenade Kit, etc. This means we had to tone down some of the kits accordingly, the biggest of which was the Grenade kit.
Engineer Grenade Kit Changes. We didn’t want to totally take away the power of this kit, but when it is able to proc sigil abilities, it becomes very strong due to its powerful AOE nature. So we’ve toned down this kit a little due to the sigils now working on engineer kits.
from: https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/999226
No need to speculate
Edit also related to engineer:
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.
I guess Anet read this thread if you look at the patch notes! Great news will update OP after im done wiping the drool from my mouth. lol
I stand corrected. Good day for Engineer
If your going to use Elixir Gun you have to get Kit refinement. Kit refinement with any of the other kits are not that good. Although with Elixir gun it is amazing. It allows you to remove 1 CC from yourself even if you cant use skills just by switching into the kit.
Hey guys, lets remember that he didnt say the sigils or weapon stats would be coming this patch or the next one. He said “as soon as possible”. Lets be patient here.
What if those Reserve Mines actually knocked back people. Now that would be a good trait. There are ways to improve that trait. I dont think it needs to be removed.
Package Stimulants trait is bugged if you use it, It changes all Medkit skills cd to 15 seconds. Also u cant take the 5 skill again if you have swiftness already.
I agree with both your points Silent.
If they take some cooldown off the useful one they will atleast be a good alternative to kits. Although some of the Gadgets are just completely useless and need way more help.
Inventions needs some more love. I would love for it to become the Elixir Gun tree. Its my favorite kit. I want to just stay in it forever. Once I get weapon stats/sigils and bug fixes. I will be able to do that. Still I fill Inventions needs better traits. I would like them to move some of the Alchemy traits into inventions. Alchemy tree has too many good traits and u can only pick three. So I think that would work.
Protection Injection could be moved into inventions for example. Although inventions has some good traits as well. Just not as good as the others. It is getting dwarfed by the other trees. So I think some number tweaks would help as well.
Here are a few I think could use some love:
Protective Shield reduce the cd by 5-10 seconds. 20 second cd for 3 second boon is kinda brutal. Compare this to protective Injection in Alchemy.
The rest are in my first post already.
@Ahlen.7591: I’m already getting prepared to move back to my Elixir chucking build. Alchemy trait line just got even better if they buff HGH.
Grenade/Elixir build just got even more broken lol.
Gadgets need some love or replaced because they are lackluster compared to kits/elixirs because they do more then just 2 things. Also their cooldowns aren’t absurd.
@Anymras.5729: As far as Fast-Acting Elixirs goes, I perfer more elegant solutions not complicated fixes.
@tigirius.9014: I think you got some of the names mixed up. So not sure what you are suggesting.
Battering Ram is and Googles are good. The other Gadgets are in a bad place. I think their cds are pretty long though.
@Anymras.5729: I particular didn’t talk about bugs. Mainly hoping to give feedback on the functionality.
@KirinDave.6451: I think HGH is fine.
Here are a few I thought need help. Curious what other Engineer think about traits.
List: http://wiki.guildwars2.com/wiki/List_of_engineer_traits
Acidic Elixirs – Thrown elixirs cause damage when they land.
Terrible damage and generally useless trait. As you want to toss your elixirs on yourself or allies never the enemy.
Reserve Mines – Release a number of timed mines when your health reaches 25%
Never see these go off, but its a free trait think its radius is bugged like other bombs/mines currently. Enemy has to literally walk on top of it to go off. Would like 2 see these become more useful in the future.
Fireforged Trigger – Flamethrower and elixir gun skills recharge 20% faster.
Personally dont think E-gun -cd should be this far in the firearms tree. It seems better fit for inventions. This more of a consequence of Flamethrower and E-gun being grouped together. As a result, if you grab all E-gun related traits. You wont be able to get more then 20 pts in inventions
Explosive Descent – Release a barrage of grenades when you take falling damage. Take 50% less damage from falling.
The barrage of grenades is useless compared to what other classes get but hey its a fall trait so doesnt matter much
Metal Plating - Reduces damage dealt to turrets by 30%.
I think buffing this trait to say 50% is the key to making turret builds viable. Another idea give turrets better base stats without traits. As it stands now they take massive amount of damage. Although Im more a fan of making turrets more useful if specced into them.
Stabilized Armor – You take 5% less damage when your endurance is full.
I think it should be when endurance is not full.
Power Shoes – 10% faster movement speed in combat. Arena buffed this trait to 25%
This trait should give more movement speed for a master trait. Also seeing as u can get perma swiftness with the tools adept trait. Heck even the 75% drink elixir B trait for 5 trait pts is better.
Autotool Installation – Turrets are self-repairing.
This is another trait that if buffed correctly can make turrets builds more viable. The current heal on it is pretty bad. Well so is all the ways you can heal turrets. Toolkit I’m looking at you.
Rifled Turret Barrels – Turrets deal 15% more damage and have a longer attack range.
Yet another trait that can help turret viability. Well lts get the longer attack range bug fixed first. Maybe increase the bonus turret damage aswell. (33%?) It is a grandmaster trait.. Compare this to Grenader.
Acidic Coating – 20% chance to cause poison for 5 seconds when struck with a melee attack. This effect cannot trigger more than once every 10 seconds.
This has to be the one of the most useless trait, Ive ever seen. The odds you get struct by a melee attack… then within those odds you get a 20% chance… then the 10 second cd…. This trait needs alot of help idk where to begin
Always Prepared – Drop bandages and a flamethrower or elixir gun when downed. Anet buffed this trait not in the way I was expecting but good changes
I like this trait but I would replace the flamethrower with Medkit. No one wants a flamethrower when downed.
Leg Mods – Move 10% faster while using an unarmed kit.
Same deal with Power shoes this trait needs to be better for a Master trait. Seeing as how good speedy kits is in the same tree. There is never a time where you should have this trait. Probally should be removed. inb4 strawman arguement about ppl who cant press 2 buttons.
Armor Mods – Gain 5 seconds of retaliation when critically hit. 25 second recharge.
I would increase the duration or reduce the recharge a bit.
Adrenal Implant – 50% faster endurance regeneration.
Since this trait doesnt stack with vigor and you can get perma vigor from 10 pts in tools and alchemy. I think this trait should be buffed to atleast 75%. Its a Grandmaster trait after all.
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Its a long read. So plan accordingly. Speaking of which I need to add some more I found.
Bunker Engi took a huge hit during the Nov 15th patch. It seems Anet only does small changes when it relates to buffs. They go H.A.M. on nerfs.
3 huge nerfs to Bunker Engi:
~Toss Elixir R: This skill’s recharge is increased from 85 seconds to 120 seconds
~Smoke Bomb: This skill’s radius has been reduced to 180 from 240 when traited. ~Smoke Bomb is now active for 4 seconds, pulsing every 2. This change also affects the Autodefense Bomb Dispenser trait.
~Incendiary Powder: This trait now states that it can only trigger once every 3 seconds.
Along with the various bugs they introduced while doing those nerfs.
Woah my post was suppose to be in another thread. The one about super Elixir.
I’m second guessing whether this change would be good. The only reason Super Elixir is removing conditions on cast is because when you cast it. It sends a physical projectile at your feet.
So this is why we get that 1 condition removed.
How do i know this? I shot a Super Elixir at a mob that reflects projectiles.
Good enough reason for me to say, I hope it stays a light field.
Let’s not get carried away here. lol
Turrets dont need that much to be viable imo. Their design is fine, just they need the numbers to help them become viable. Namely being more durable and increase the damage output.
Traits
Elixir-infused Bombs
-Base heal(aoe)=136 Health
-Ratio is 1 Healing Power= 0.13 health(75 Healing =10 health more healed)
(but since you start with 300 Healing power because of the trait it will be 176 health base with no healing power except from the traits.)
All bomb heal for same amount, except Big Ol’ Bomb which I didn’t test enough.
Big Ol’ Bomb-Base heal(aoe)=151 health with 300 Healing power
Backpack Regenerator
-Base regen=125 Health per tick (Not influenced by healing power at all, but stacks with Super elixir regen and normal regen)
Low heath response system
-Base regen(10s)=130 Health per tick ,Ratio is 10 Healing power=1.2 Health
(You need to be hit under 25% health to active it, not get to 25% health.)
Fun facts are that normal regen stacks with super elixir regen and backpack regenerator, and all healing skills except backpack regenerator are influenced by healing power.
2) It has to do with how the hit box and the camera work. All channeled cone skills have this problem.
Edit: it does heal yourself
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I had alot of teammates rage at me when i try to heal them and lay that light field over their water field and they try to blast… kittenolol
It depends on the toolbelt skill. If it is an auto aim toolbelt skill it works flawlessly. If it is one where you have to aim it often misses. This kinda sucks because I think Grenade/Elixir Build with 10 pts into tools would probably be the highest dps. Thing is Tossing Elixirs doesnt aim the lightning strike correctly.
Known issue, Try to keep bug reports in the bug sticky thread. So we don’t miss any. No need to create another thread. If the developers need bugs to fix they have a huge list in there to choose from.
We also have plenty of ways to get retaliation if it was changed. Toss elixir R, Elixir B, 75% elixir B trait. Toss Elixir B(RNG)
Only reason I can see a case for light field staying would be if you can set up ur turret to shoot through ur light field and cure conditions off of you. Since all turrets shots are 100% physical projectiles little known fact. I couldn’t get it to work though. Worth testing. Also curious how this works with thumper.
Some things to think about.
Edit:
Good point Dante and i suspect you are correct in that.
Yeah, that would be great. Since we can always remove conditions with Fumigate from allies. Even better if we can retain the remove one condition when cast.
Non of the movement speed skills/traits stack. The highest one always overwrites the others. With that being said hard to test if power shoes or Leg Mods works. It seems like it does but the movement speed gain is not worth it. Better to get the trait that gives 5 second swiftness when switching to a kit. It is even in the same tree ironically enough lol.
Add all bugs to the sticky post. So we can have them all in one place. Thanks
Might want to add that to the bug list thread that is stickied.
They removed that a while ago.
I think you are right about that one. Still some today kits would still be balanced with those changes. Just Grenade kit is…. Grenade kit…. 3 separate chances of procing things. 3 stacks of vulnerability…Crazy good scaling… everyone knows the story.
I think we can do without them personally.
Let’s not get too carried away here. I think the Medkit is best used before a fight. So you can set up the potions. You can set up 9 bandages before they start disappearing. I find using them like that makes them way more effective. Although I agree with the Radius of thrown elixir is very small. Doesnt help that most players dont know what the various potions do. So they will likely not even walk over them. Tossing them at people becomes very hard to do with the small radius.
Also I believe the kit refinement skill for medkit is out of place. Dont think E-gun needs to work with Juggernaut though. It is a support kit. Not really something you should get stacking might from but the extra toughness could help. Although the kit itself has very good range with the trait. So it shouldnt need that extra toughness where flamethrower u have to be in melee range. E-gun does very good damage with a power/precision/crit damage build. Especially since its a support weapon actually beats some kits in terms of damage namely Flamethrower but that is because it has its own problems with scaling and such.