I think toolkit is in a good spot. Let’s hope they dont undo any of last patch buffs.
Yup they nerf the few viable builds people can find through all the bugs. Now pistol is inferior to rifle is almost every way. Last patch they tried to nerf Grenades and bunker builds. They destroyed smoke bomb which in turn bugged the skill and related traits. 4 second duration and 2 second pulse and nerfed the radius. Even if those builds were strong which i believe some of them were. After the nerfs and new bugs it leaves us with very few builds.
Another bugfix for warrior is gonna be fixed tommrow. We can only hope they fix all the other classes sooner..then maybe we will get some of ours fixed. Since they wont have anything else to do.
Ranger cant complain imo. At least you the developers acknowledge you exist. At least they have confirmed that they actually know the problem exists. Engineers have been left in the dark since beta. Doesnt help that 95% of the player base dont even know about Engineers. Only a few people actually play them as a main. Alot of people couldnt even get through the leveling phase and they have engi alts stuck at lvl 40 something.
Every single bug fix we have received, has come with 10 more bugs added. Its pretty sad really. I’m also from the camp of I just want my character to work, but i think they have to release content for the other classes that are more popular. Its funny even some players dont even list Engineer as a class in this game. It is like we dont exist like big foot. You will see one every once and while but u cant prove it. I’ve talked to alot of engineer is most of them are frustrated by the lack of build variety due to bug ridden traits and skills.
Also I recognize that some of these bugs are not easy fixes. Specifically things like scaling kits and sigil on swap. There are alot of interactions that dont exist in the game so it will harder to make work. Kits as most engineers will find out have their own problems interacting with other bundles. (The seal hammer for instance). Also some of the bugs are more complex like the hit box and collision detection. I don’t expect those things to be fixed for sometime. Sorry flamethrower users. Creating the tech to fix those sort of things will take time. Still we should at least get all our tool tips corrected. Also get our traits working. No one likes playing Russian roulette trying to see if x and y trait work together. or if Z trait even though it says all elixir it only means 2 of them.
It seems we as Engineer have to realize that we come last. Since our bugs dont effect as many people as other classes bugs do. Until then find a niche that works for you.
(edited by NickDollahZ.5348)
I dont think we need a “total rework”. We just need a ton of bug fixes and usability changes. The core concept is solid though. The implementation is bug ridden and kinda lack luster atm.
Just gotta be patient. We aren’t that high of a priority apparently. I’m still having fun playing my engineer. Who knows you might even find some bugs that will help you. I know I did.
I haven’t seen a developer post in these forums since ive been playing. So I wouldn’t get my hopes up.
With that said, I learned some interesting stuff from Jonathan Sharp that gives us a little insight into how they make changes and what they do about the feedback they get from forums etc. http://youtu.be/hByqoWsnz-I
Basically when they make balance changes they look for a few things to change on each class. So I doubt we will see all the bugs fixed at once. They read the forums alot according to them but they rarely respond to threads because it has to be translated to other languages and approved by all the departments. Well thats my interpretation of what he said. Your welcome to check it out for yourself.
Elixir R, I almost always keep that skill on my bar during dungeon play. The toss and the extra dodge + stun break is so good. That is the only skill that comes to mind during dungeon play. E gun is good also if you have the traits for it.
yes, the math has been posted already. Flamethrower is the worse of the kits when it comes to scaling.
Yeah, I defiantly think pistol should deal more steady dps then rifle. As it stands now rifle is the best at everything except maybe condition build but kits are even better. They need to increase the attack speed of the pistol #1 at the very least. There needs to be a reason to use pistol over rifle. Even if rifle remains the best burst. Pistol should deal more steady damage through auto attack and condtions. I think that would suit the weapon well.
I doubt they will buff Grenades by giving them a larger explosion radius unless they reduced the damage. As we know, they are very powerful. Making them harder to dodge will only solidify their spot as the most effective engineer build.
What I would like them to do with Grenades:
As we know what makes Grenades out of hand are two traits. Grenadier and Steel-Packed Powder. There are few ways to fix this. I think its important when making changes to a skill to retain the reason why players use the skill. Unlike what they did with the Throw Mines… Now no one uses it. They could have easily change the toolkit skill to 20% chance of blast finisher instead of removing it completely. Anyways, how i would fix Grenades, I would make them more usable but in exchange take away some abuse cases.
1) I would increase the radius of Grenades 2-3x
2) Change Grenadier to 25% faster and +50% damage
3) Change it to throw only 1 Grenade
This removes the case of easily stacking 25 stacks of vunerability and other abuse cases with on hit procs. Its more of a traditional Grenade in this sense. Probably would have to make them slower as the radius would probably cover 2 dodge rolls.
Just an idea I had floating around.
Meh…it worked on Agony then we would have something….kittenol
Most people hate on the fact that they dont scale but i like it. It gives us the ability to stat how we want without worrying about stat optimization.
Only problem with that is they have to deal crappy damage to compensate. This will always be the case because if they did deal respectable damage then dps builds will get the same benefit. This allows you to focus on defense .. healing even.
With that said, I think the traits need to be buffed so that turret build is viable outside of a niche spvp build. They need to last longer. The trait that gives 30% damage reduction needs to give like 50%. As it stands they get one shot pretty easily by anything. Would like to see the damage trait buffed aswell. Also how about making deployable turrets actually work outside the mist and the bug with heal turret and that trait… but i digress.
Elixir R is pretty much perma on my utlity bar. Toss Elixir R. Pulse res and condition removal in AOE. Can use it to res allies or res self if u use it before u die. Elixir R breaks stun and refills your endurance. Basically its your safety skill when things go wrong.
Also the toolbelt skill for healing turret grants a water field. So use that then use your shield 4 and another free heal + regen.
This is a short guide on engineers and healing power in which I will write the basic stats of their healing abilities and ratios with healing power. All the stats are for
lvl 80.These are not speculations but tested and proven numbers.Healing skills
1.Elixir H
-Base heal=5560 health ,Ratio is 1 Healing power=1 Health
-Base regen(10s)=1300 health ,Ratio is 1 Healing power=1.25 Health
Toss Elixir H-Base regen(10s)(aoe)= 1300 health ,Ratio is 1 Healing power=1.25 Health
2.Med Kit
-Drop Bandages-Base heal=1000 health ,Ratio is 1 Healing power=0.5 Health
-Bandage self-Base heal=4920 health ,Ratio is 1 Healing power=1 Health
3.Healing Turret
-Base heal=4920 ,Ratio is 1 Healing Power= 1 Health
-Base regen(8s)(aoe)=1040 ,Ratio is 1 Healing power= 1 Health
-Cleansing Burst-Base heal=1302 ,Ratio is 1 Healing power=0.2 Health
-Regenerating Mist-Base regen is 2 ticks(3s)(aoe)=780
Ratio is 1 Healing power=0.75 Health
-Combo field Water-Base heal(aoe)=1320 ,Ratio is 1 Healing power=0.2 HealthUtility skills
Elixir Gun
-Super Elixir
-Base Heal(aoe)=380 ,Ratio is 1 Healing Power=0.2 Health
-Base regen(10s)(aoe)=140 per tick ,Ratio is 1 healing power=0.1 Health
Healing Mist
-Base regen(10s)(aoe)=1300 health ,Ratio is 1 Healing power=1.25 HealthTraits
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.
I hope this helps somebody and comment if you find I calculated something wrong
because I am not very good at math.
For reference. I haven’t tested the values myself. Also Super Elixir is bugged since the big patch.
You could get meal coating but it isnt necessary at all. Most of the time you end up picking your turret back up for the reduced cd. 15 second cd if u pick it up. Metal Coating is more for turret focused builds which isn’t very viable atm.
Ribos.8350 is spot on with his evaluation of the toolkit. All it needs is slightly faster auto attack. and a faster cast time on the caldrops skill. Funny the kit refinement version is instant.
With those changes I think it will be solid kit. This excluded problems with kits in general.
I would say Healing Turret. Possibly Medkit.
Healing Turret you also get a water field the half second u place it and every time it reapplies the regen. If your timing is good enough u can use your shield 4 skill for a blast finisher or just explode the turret for a aoe heal. Overcharge Heal Turret (press the heal skill again after summoning) gives you a heal and a cleanse. Its pretty awesome turret to have and learn how to use.
Medkit on the other hand is more for setting up bandages before a fight.. Also you get a fury/swiftness potion and a remove 1 condition potion. the toolbelt skill has a long cast time but its a single target heal. You can place the 1-3 bandages then you have to walk over them to use em. You can have up to 9 bandages out at one time before they start expiring.
It isnt worth the skill slot imo. There are so many other ways to get that knockback without giving up the slot. The damage isnt anything to write home about.. The toolbelt mines scatter randomly. Needs work imo.
Well it also doesnt help that its currently bugged and giving the impact heal amount while its pulsing. As of the last patch this has been happening. It is suppose to work as coglin explained.
The impact and pulse heal scale with heal power… impact heal has a .2 ratio and .1 on the pulse…
Interesting read 4 when i make my mega engi feedback thread.
Well I’m guessing one of the things holding them back from making sigil and weapon stats work on kits is the balance. If they just did it without doing anything. Nades would get even more out of hand. Once they get the rifle weapon damage and stats. Also having the sigils proc with them. There will be very little reason damage wise to switch out of the Nades kit.
Now the following is my opinion on how they could address these things:
1. Allow kits to gain from the base stats on the weapons. Much like they did with ele conjured weapons. In exchange you lose sigils(Maybe allow runes/jewelry there instead) Basically making rifle/pistol/shield a stat stick when kits equipped/
2. Redesign kits so that u can equip lets say 3 and swap between them much like other classes. inherit all weapon features
3. Move kits more into a utlity type thing by removing their auto attack function and just make it 5 utility skills. This way u dont spend much time in a particular kit. inherit all weapon features
Just some food for thought.
Yeah that was mentioned. Its quite a good thread that got buried.
I use that combination alot. Due to lack of stat combinations that Im looking for. Im leaning toward not even getting any heal power and just using the base values for what I have to do.
now we can be paratroopers!!
Death from Above!!!
New Elite skill. Hot air balloon. – Floats in the air for 30 seconds.
Riot ArenaNet pls
No problem I don’t offend easy. Regenaration work in a way that it stacks duration so if you get regen from multiple sources it will stack duration. Then the regen is applied in order of the strongest to weakest. So first ticks the strongest regen for it’s whole duration then the weaker one, and if the stronger is refreshed it starts ticking again first. So there should be no problem with having smaller regen.
I have tested this extensivley in the mists and pve using 0,100,1000 healing power as reference to get the ratios. And for the regen my friend helped me him having higher regen and me lower and it worked like i wrote in here.
But you don’t have to trust me just go to The Mists were you can respec for free while in there and check your tooltip of healing turret with and without healing power and see if it changes. Also I know how you feel since i did this test because the info from forums felt wrong and now I know it was(mostly).
Apparently he has. I should test it out. As I’m probably gonna end up some sort of Support Engi.
(edited by NickDollahZ.5348)
Well it did scale before, but at a terrible rate.
A little tidbit about E gun from Chupa thread on heal power scaling.
Elixir Gun
-Super Elixir
-Base Heal(aoe)=380 ,Ratio is 1 Healing Power=0.2 Health
-Base regen(10s)(aoe)=140 per tick ,Ratio is 1 healing power=0.1 Health
Healing Mist
-Base regen(10s)(aoe)=1300 health ,Ratio is 1 Healing power=1.25 Health
I tested it in the mist. Looks like its healing for the impact heal amount when it is pulsing instead of the pulse heal amount. Looking at AN track record wont be fixed anytime soon lol
Basically we got nerfed…kitten
yes @ Grim
/not enough characters
Funny part is when they were fixing the Elixir B description. They totally missed the Might duration being completely wrong lol.