I don’t think turrets need such a drastic change when they’re not even used anywhere else other then conquest. Such a change would make turrets even less used everywhere else unless they also came with buffs such as power scaling and being able to critical. Nothing would change in conquest but in wvw turrets might become better…so yeah I support this if for no other reason than to see a turret run away in fear.
I would go with range, since just changing the number of times it hits can be a buff as well as a nerf. A +200 range really has no downside on the chance it is implemented by itself~
Looking at your history you have a very long standing hate against engies. I don’t think by now anything is gonna change your mind so its okay just let it all out.
Because sometimes its just nice to join a wvw zerg, spam the loot stick and collect bags without having to worry about much.
Ah ha ha! I was HOPING people would hop in and go “Oh, hey, I get creepy letters, too!” But this is quickly turning out not to be the case. |8
..Which only makes your situation creepier lol
Uh our flamethrower has 425 range… I’m guessing you mean add another 200 range onto it?
Oooh you are right, my mistake. But yeah 200 range onto it lol
Using a real life comparison to justify a balance change lost me instantly and left me shaking my head. By that logic, grenade kit would have to have a shorter range then rifle and so on.
The comparison to guardians auto attack on staff though, has sold me on backing this idea.
Hey I’m just throwing the idea out there. I know a real life isnt the same, but if it can possibly make the ft better then why not
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I was watching a Vietnam documentary the other day and they showed some footage of a soldier with a flamethrower and all I’m thinking is…man that’s some impressive range I would love that in Guild Wars.
Now I know flamethower is in a better position post patch to where it can be arguably balanced, so I propose nerfing it slightly by removing the 10% on burning bonus damage and giving it a +200 range. Alternatively just stick the range bonus on deadly mixture.
Why 200 range? I feel 800 range is still considered mid-range(You know, the flamethrowers niche) far enough that it has range, but not enough that it out-ranges pistols,rifles etc.
Look at this guy playing with his flamethrower below. Does that range not excite you?? If it doesn’t, then my question is: Why do you hate fun??
I can see ip being changed for more counterplay just don’t forget to buff pistol aa. But some of you guys are hilarious trying to get every trait and kit changed to something that your class can roll over through. Don’t like protection injection? Sorry but its our protection against cheese. Stop spamming knockdowns and you will find it easier to deal with the engineer.
Fa has one. I haven’t been able to play in a while but last I saw its still up
Oh and the ever gamebreaking hobosacks
Op I think you are overreacting. I double checked our engie forums for those condi removal qqs and all I found was one from a new engie asking how we deal with conditions :P All we engies basically have left to complain about is getting mortar reworked. Other than that its just minor stuff
You can have my battering ram. I will trade it for a signet of agility
4-kit celestial engis? o_O
You mean 5 kit engies. The ultimate skill ceiling.
Thieves wear medium armor the same as ranger and engie and better than mes/necro/ele I don’t think its justifiable to pass it off as toilet tissue :P
Though yea it doesn’t seem like the defensive mechanics for a thief really help much against a ranger but I guess that’s just an uphill battle much in the same way like an engie vs necro etc.
Mortar has been slowly getting buffed but it still needs that major umph to make it viable. If anets too lazy to make it a kit, at least raising its range by 600 would automatically make it viable overnight since it would be able to fullfill its purpose of real long range attacks.
Anet, if you’ve been hesitating on increasing its range because you think it might be too much, just remember that a) its stationary its an elite c) shots are pretty slow and d) its a mortar.
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There should be more of a difference between gold/silver/bronze league other than the color of the trophies. I think a start is to limit the number of people in a bl…let’s say to a third of what it is now. Then add in one extra copy of each borderland to silver, and one more for gold. That way at gold level they still can fit in their population like right now but if they go to silver they won’t be able to zerg everything as it becomes 2/3 of what they can normally fit in, giving silver league at least better fights instead of zerged. Same would happen entering from silver to bronze
Maybe if mag/fa stops trying theyll get bored enough to leave. Thatll show them lol
Mortgadget engineers
Repeat a phrase enough times and eventually people will start to believe it.
Anyways hes an engineer thats active in forums.
Yeah maybe something like deadly mixture removes retaliation whenever smoke vent is used. Or flame jet or skill #2 or something. 10 sec icd on deadly mixture.
If any dev is reading this dont get me wrong I love the recent ft buff but something still feels off when you take as much as you give
What does flamethrower haave to do with necros?
Last time I heard them talk about mortar, they thought it was good because it has an ice field. Of course that was probably about a year ago and I really hope now that they have buffed our kits this patch, they got time to look at mortar in the next one.
I keep seeing you guys put engineer in the middle of your lists, but in my opinion, engineer won. Just add two more kits to our growing viable kits that can be build around list. Yes the tool kit was viable before but not as a main weapon and that 30% flamethrower buff is just what the pyromaniac ordered. When engineer wins, everyone else looses :P
Take utility goggles and watch them melt to your superior conditions. If they happen to survive they’ll probably run away. Either way they can’t chase. I will feel sorry for classes who lack forced revealed though
@mrmadhaze
Well, believe it or not, in the beginning there was no revealed. Believe it or not, stealth was supposed to be used tactically. But betas came around and people found ways to abuse it, so it had to be implemented.
I would just say you should think about how long the fight will be. If its a short fight you are better of blasting it but if say…the enemy is a bunker then you should pick it up just to sustain better.
Much in the same way explosive shot got a name change, I would like to see elixir gun get a name change too because otherwise yes it is confusing as to why it does not work with it.
1. Bomb 1 is actually a pretty strong spam 1 skill.
Yep, let’s be honest about what it meant by “good at zerging”. It means how spammable and low risk are the AoE skills.
Plus, they’re not that useful in mobile situations, which is all the time in zergs. And even less when trying to chase them down
Give all classes the hammer so they’re all able to join the hammer trains, not just warriors and guardians.
Yesterday, anet announced that the bleed on rifle for warriors would be removed. I guess it makes sense since all the other skills on their rifle set are power based. But we…we are different. Since our rifle traits are in a condition line anyways I think it would help to add a bleed at a slight cost to power. We would benefit from firearms much better that way, otherwise all that condition is a little wasted except when using blunderbuss or when sharpshooter activates.
Would you guys be happy gaining a bleed on aa in exchange for some power?
Would be cool if they did but they dont.
I would just like juggernauts auto attack to have a slightly longer range. But anyways if tornado also gets the reflect projectiles effect they talked about some time ago then I might give elixir x another shot.
good idear, that gives a massive buff to gadget builds, since everything is so boon reliant these days
It really is :/ I was so disappointed when they announced gadgeteering would just add more boons instead of a unique effect or something. But I highly doubt they will change it drastically now
Hgh works with it, so why shouldn’t gadgets? Maybe not the exact same effect but let them last like half the normal time.
Running a SD gadget build is usually by definition a glass cannon build. Elixirs are about boons and surviving. You’re definitely not going to get the same things from each of those two builds.
I think that for a while, devs were trying to get gadgets to become boon-based too (Resulting in gadgeteer >.<) But to get the most out of those boons you gotta go into an awkward x/x/x/6/6 build….and that really has no focus.
Though to op, I guess you could try taking prot injection, deadly mixture and AR? I guess you can sorta try and make a gadget/ft build from there. I might try that too lol
But like I said…awkward
You say siphoned power is useless now but that skill will be a bane for any engineer that is about to switch over to flamethrower.
Don’t forget it also used to knock you down for a second, making it almost completely pointless
I also remember being inside there. Maybe it was from a personal story that you went in there? I cant remember that much
Strong against even necro? I highly doubt it. Everytime I approach one I always gotta be extremely careful and ready to bail at any time, they’re just that dangerous to engineers.
By the way, the fact that you didn’t give any specific skills or build won’t help anet at all with this “feedback”. Personally I think it just sounds like you got badly beaten by one and wanted to blow off some steam :P
So here we are, with the mount thirst so deep that people want to label equipping a bundle that gives a speed bonus as mounts
In that case engineers already had mounts day one. Go make an engineer and enjoy your hobomounts and be happy. thnx.
My daily routine as an engineer in my home bl:
-First look around to recap any camps. Its pretty easy on an engineer, just aggro them all, turn on a corner and watch them all pile on you. Proceed to bomb them away. Bombs do pretty good damage even with low attack.
-Protect any upgraded camp being threatened by nike warriors with turrets. If more than two people show up, focus on surviving until help arrives. Engineers are pretty hard to kill if you dont have a specialized condition user.
- Run to any tower being attacked. Switch to flamethrower for rams, nades for catas close to wall. Be a hero.
-Recap upgraded camp that just got zerged.
- Join own zerg and nade the enemy zerg.
-Repeat.
So yeah, you’ll find everything you need for an engineer just a trait and utility slot switch away for wvw.
Penguin, try settler stats.
Max Tougness + healing power and more condi-dmg as celestial. mix that with rampager or celestial trinkets for the crits and you will have so much sustain that you literally can outheal most of the conditions you get applied on.
Bonus points for running backpack regenerator and elixir infused bombs.
I actually do have a settler set too and yeah its pretty good but I just love having high hp lol
Probably not the best way but personally I just carry a large health pool, usually between 33-35k, and automated response. Of course healing turret is a must. On my standard build I use elixir infused bombs along with backpack regenerator, which slows down the hp I lose by a significant amount.
On most occasions I have enough room to fight back, even if I get condi bursted it usually leaves me at around 17k but once in a while I’ll find someone who drops me to 5k and I just have to run
I think lightning field was only when equipped with elite supplies unless I’m mistaken
tk doesnt need a buff. master trait quality cripples for free? ill never miss any of my nades. this will be like leg specialist with no icd. took them like 2 days to fix that mistake.
at least my roaming build is terribad for pvp so no one will care how op i become RIGHT?
You should try tk with power wrench right now, you’’ll see you’ll still have trouble getting into melee fights with almost any class, except maybe some rangers and necros. Perma cripple looks powerful at first glance but without gap closers it helps only so much.
Nope, but I like to imagine it’ll be 100b damage per tick
Unless its a bug, I’m sure they meant elixir x not elixir s. And 6s of revealed? Woot! I finally have a way to some control back and deal with all those incredibly annoying stealth thieves.
Omg 33% damage buff to flame jet. I didn’t really think that would ever happen. I think I’m gonna cry
Keep it together penguin, keep it together
Its in the spvp forums. Titled ready up ep18