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Im hoping the updated runes are also previewed then. I get all excited thinking about the new build possibilities if done right
Not enough traits to justify FT auto attack.
Indeed, that is a big part of why the flamethrower is subpar. There is sharpshooter, which is alright on flamethrower. Then precise sights, which is horrible on everything with its short base duration and mediocre on nades. Aaaaaand thats about it.
One way to help the flamethrower would be to give it more traits for it to take advantage of. Personally I would love to see something to help some sustainability more, like the vampiric trait from necros.
So, what if you only rallied allies when you stomped someone, rather than cleaving the body? This would be much more difficult to pull off in large-scale fights, but you would have added risk/reward for attempting. Would even-numbered fights still snowball?
What if you couldn’t hard rez downed allies? What are the positives and negatives?
Anyways, just rambling. Feel free to discuss! If you have any good threads on the topic that come to mind, feel free to link them for me.
The first idea about rallying on cleaving sounds fine at first, until you remember that there are three classes who can still moved while downed. If both sides get a person downed..lets say one side ele and one side guardian, if both are being attempted stomped at the same time, the ele will most likely be the one to rally 95% of the time.
Imo for now..some steps that should be considered are to slow down the revive rate, limit one reviver at most, one rally per stomp and unable to revive when stealthed.
It would almost always affect players in small-scale fights as well. I’ve won plenty of 1v2’s in WvW and PvP from downstate, getting that clutch rally at the right moment – but that would go away too.
I wish I could be saying the same too, but that never happens with engies horrible downed skills. :/
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I acually like rampage a lot, especially when small group roaming as I can rush in first and hulk smash eveything around me and interrupt them all with the kick and leaps and such. After using it so much on warrior Im always tempted to take elixir x just for it.
Only downside I have a problem with is being locked out of heal.
1) Its okay if you’re jealous
2) Photobombing at its finest
3) Showing them my ram
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I would like to see eles buffed but not like this. I want to see them being sustainable in a fight, not to be able to reset it altogether. Buffing rtl would not help at all for sustainability…just even further widen the gap between slow and fast classes, which is wide enough as it is.
I lose about 260ish damage when switching from my ascended rifle to any kit and I find it an annoyance. Though when I switch from an exotic p/s set to kits my damage stays the same so yeah the base weapon damage for kits is at around exotic pistol level (876 – 1028)
I think the only kit that lacks serious damage is the flamethrower. Sure it works on multi kit builds if you just wanna spam 2 and its tool belt skill whenever they’re off cooldown but if u wanna play it as a. Real flamethrower build with juggernaut and the like be prepared to have your dps drop considerably
I’ve never played an engineer
Well its a little hard to take your opinion seriously like that.
But anyways I think that since you have only been on the receiving end of the tool kit, you just end up noticing some skills more than others and end up believing those are unbalanced.
And as for lackluster skills I’ll agree with previous posters on the fact that tool kit is probably our more balanced/useful kit and with the upcoming buff to box of nails, I don’t see any lackluster skills on it. Maybe just magnet getting bugged and not pulling all the way.
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I would almost agree on ar…but then I remember without those hard counters conditions would be even worse than they are now. Until condi spam gets fixed I’m okay with keeping that stuff till then. These hard counterrs may be called cheesed but so are full condi builds
I would also love to know what the current priorities for engineers are…how do they feel about certain kits and so on. Especially regarding flamethrower. I promise to have a civilized discussion if you come talk to us!
Anyone else looked at those awesome backpieces and thought…gummy worms?
meh just give juggernaut perma stability back
/problem solved
I sometimes wonder if the old juggernaut was the reason stability is otherwise so inaccessible for engineers.
Between the old juggernaut, elixir x and mortar we had a pretty high amount of long stability..man I miss the old juggernaut flamethrower was much more effective with it..
Personally I would take napalm. I can’t see modified ammunition being that useful outside of trains and dungeons…and lords in wvw.
Ele/engi’s both get the same number of procs, just have to limit themselves to two specific ones.
Its not a big deal.
And eles/engies get to proc weapon sawp sigils as soon as its off cd so it evens out
With the upcoming changes… Celestial gear should be removed from the game entirely.
When mf was being modified, people said the same thing about celestial gear…but it is still used widely. And people will keep using it still after this change too.
This reminds me of smogon rules (for pokemon). I actually like this idea a lot if it means we can see some lesser builds in action, would make for some interesting fights (especially since stealth is at minimum). Would watch
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Stop whining. The net turret nerf was stupid but this class is not strong because of net turret. This is some serious melodramatism.
OH GOD NET TURRET WAS NERFED ;; WOE IS ME ANET IS OUT TO GET ME
It was not net turret that was nerfed, its supply crate that’s gonna be nerfed.
I would like to know – what outliers are considered “very strong” by ANET? Does it mean that eng will have some nerfs making this class utterly and completely worthless ?
Our outlier was supply crate…
So yea they’re finally touching our crate :/
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I would like to see a new stat combo. We got similar sets like power or condition but I would like to see what kind of builds pop up with precision main. For one I’m thinking it could help open up flamethrower builds.
+798 Precision
+569 Vitality
+569 Toughness
Anets stance on.dhumfire actually makes me think a lot of traits will be reworked. Chances are you not at least one “33% chances to bleed on crit” in your class. If anet wants to promote active gameplay shouldn’t traits like that be changed as well?
So… since theres no rune set that focus boon duration only i guess i wont be able to use 75%( 30% traits 45% runes ) anymore unless they create or modify a rune set for it.
Nope, they don’t want their players to be creative.
You guys didn’t read the example did you?
“We moved stat weights to later bonuses (i.e. 4, 5, 6) so people don’t use mix-match rune bonuses.
Example: Superior rune of strength changed to 1) +25 power, 2) 10% might duration, 3) 50 power, 4) 15% might duration and 25% chance when struck to gain might for 10s with 10s cooldown 5) 100 power, 6) 20% might duration, +5% damage under might.”
(from http://dulfy.net/2014/01/17/gw2-ready-up-skill-and-balance-developer-livestream-notes)
I think the reason for nerfing was pretty horrible. Someone did a net shot to supply crate on a dev and he forgot to block or turn invulnerability on for counterplay. Getting nerfed because of a very specific combo, and its also an indirecterf to the supply crate drops.
Its okay we’ll live through the nerf and just avoid net turret and its bugs in general, but I really wish they would think twice on it.
Crit change is not being included in spvp. It is a pve and wvw only change.
Ah ok nvm then
I was thinking if anything the extra sigil and the crit change will even out at worst so you won’t neccessarily be getting killed faster
Power based roamers will always exists in wvw, imo their deaths are an exaggeration. The more people that spec into conditions, the more frequent players will carry runes of melandru, automated response, diamond skin etc. And if the codition users want to kill then they will always have to have power in their build. Condition builds will always have to live with the fact that they can be hard countered, something power builds don’t have to worry about. Aka hard counters give more incentive to play power over conditions
power builds don’t have counter? is this a joke?
weakness, block, invul, dodge…nope not a counter
I said hard counters not just counters. Plus block invul dodge are mechanics that also work work on condi
Power based roamers will always exists in wvw, imo their deaths are an exaggeration. The more people that spec into conditions, the more frequent players will carry runes of melandru, automated response, diamond skin etc. And if the codition users want to kill then they will always have to have power in their build. Condition builds will always have to live with the fact that they can be hard countered, something power builds don’t have to worry about. Aka hard counters give more incentive to play power over conditions
“Update Engineer: Turret that needs a nerf… Reduce immobilize on net turret by 1 second. (Due to supply drop + net turret combos) Reduced for counter play. Josh explains the Nerfs.”
Well even our utility turrets are getting hit now. If that turret needed a nerf, then do you guys really think our other turrets will actually be buffed? It seems to me our turrets are in a position that anet wants them to be at. Bleed removed from rifle turret, rocket turret had its burning removed…. I’m really just not expecting any buff to turrets at all.
If anything flamethrower and healing turrets will get hit next at this rate.
I’m unable to watch the stream right now any quick update on what they’ve said so far?
lemme take my take on the sum up:
“We play condi classes (one stated he played condi engi, the other said he plays ele). Therefore we’re nerfing crit damage. We’re also making 2h weapons have 2 sigils (without mentioning if they’re balance the damage accordingly, plus both that were talking indicated they played classes that used 2 handed weapons very often). Changing runes so you cannot do a 2/2/2 combination to stack lots of might, or other stuff. But gave very little hard proof. They indicated a long “these numbers aren’t set in stone”, blah blah blah..so it seems like they haven’t even set in stone whats actually going on and how its going to be balanced in the end.So far thats what they’ve mostly covered..it seems like it doesn’t really “balance” much, but nerf direct damage and they seem to indicate that their changes will make condi’s even stronger.
Thanks! Well at least the 2 sigils on one wep sounds great though
I’m unable to watch the stream right now any quick update on what they’ve said so far?
Yeah if you got grenadier active then grenade barrage will be different than normal but thats about it for kit effects.
I don’t really understand why they would remove the effects from tool kit
Do you care to elaborate on what you mean about a rocket launcher? I believe we already launch rockets with the rocket turret.
The rocket turt is nowhere close to being a rocket launcher kit.
And the op made some good points, to which I wholeheartedly agree.
It really shows that you don’t play engineer at all.
This is so exciting! I love those balance previews! Any chance a change/rework is happening to the flamethrower tho?
#mustknownow
I remember running into an issue(possibly the same one) in this step the second to last time I did this. Memory is a bit fuzzy but I remember running ahead of Efut a bit too much and I think she(:P) got killed. Had to restart instance afterwards but it wasn’t a blocker. I definitely would have tried ressing her so that obviously didn’t fix the issue.
I did it some time ago but the time warmaster got stuck for me too I remember ressing her and she wouldnt move after.
I don’t think we will see any significant buffs to turrets that will make them viable ever, considering the fact that they actually got their good aspect (dps) lowered (no more burning on rocket, underwater rifle turrets hit etc)…
1s per hit with 10 hits = 10 second burning every 2.25 seconds at 0 condition duration with no cooldown. seems op
I’m sure there are ways around that. It can be .25 of a sec or even have its own icd where it only activates once a sec…or something similar. Anet is creative. They can figure it out.
Sounds like it could possibly be dragon related then! O.O
Nah everybody hopes its a dragon. I’m rooting for her in becoming our ally and joining that new group forming up that has Rox and Braham in it. They still need a sylvari
Thanks can’t quite find better shoulders tho
On a livestream a long time ago they did say they were thinking about giving engineers portal-like skills but considering how far engie has progressed since then I’m sure it was put on hold.
Anyways about that grappling hook mentioned for engineers…that would be really awesome and meta changing in wvw. Zerging all over the map wouldn’t be the best option 24/7 anymore since a few groups of roamers could take way more than what the zerg could at a time. However, to give it counterplay it would be on an extremely long cd, maybe 5 minutes. And after its tossed it takes 10 seconds to attach it to a wall, during that time, an enemy can just press f to unhook it. There now we have more reason to guard castles and split up in smaller groups with just a single idea
*Also the hook ability could just be a wvw item bought with badges or something instead for a one time use
A construction kit would be great, especially if u had enough engies to build a makeshift fort together lol
1. Stealth
2. Stealth
3. Stealth
4. Stealth
5. Stealth
Stealth did not advance anything or bring anything positive to the sequel. Not only is it it horrible to play against (for most people) but more importantly it makes it extremely more difficult to balance stealth classes, either becoming too weak or too strong, which sucks for EVERYONE. Mesmers and assassins were doable in gw1, they could have been here too without that mechanic.
We should get ones of these mortar posts in the balance section, chances seem pretty good for getting a reply there now.
Combine traits 3 and 10 ; Reduces damage dealt to turrets and Turrets are self-repairing. (Lets face it if you are using turrets you bring supply crate and elite supplies.)
-yep trait 10 doesn’t really stand on its own combining it would make it decent
Move GM trait Rifled Turret Barrels down to master tier. ( Similar to Necromancer axe being moved down)
New GM trait “Ingenious Invention” – Gadgets gain additional effects.
Each gadget would have a different effect. I’m open to ideas but here are my thoughts.
Throw Mine – Concussion field dazes nearby foes.
Oil Slick – Foes entering the oil slick are afflicted with conditions. (the thief steal oil slick from engineer would be nice).
Rocket Boots – Rocket exhaust leaves a fire field behind on use.
Utility Goggles – Enhanced vision enables you to avoid incoming attacks. (functions like blurred frenzy except you can move, duration debatable). This would enable it to be a real utility to engage targets and also use defensively.
Personal Battering Ram – Launches several (5?) foes in-front of you. (Make battering ram AoE).
AED – Converts conditions while AED is active. Would convert one condition per second, so a total of 5. (Don’t tell me that that is too many condi wipes; ether renewal is better"
for me its kinda hard to imagine gadgets in the inventions traitline, even if they are technically inventions, but Im okay with the idea
Well, darn! I made a post once that was highly up-voted (thumbed-up?), and I didn’t get a green Quaggan packpack. =(
Maybe one has to be extremely fortunate to get a backpack for free.
It’s a conspiracy man! You need to know the TRUTH then they try to buy you off.
But the truth will drive you mad! Just look at what happened to scarlet! And the op!
For anyone new to the ops threads:
He made a nasty comment on the forums.
2 minutes later he received an email with a green quaggon backpack.
He is under the belief that Anet sent him the backpack as a bribe to keep him quite.I only wish it was really that easy.
Ha thanks! I saw one of the previous posts but I couldn’t figure out what he was upset about over getting a free quaggan
Here we go, the effect is noticeable on the rifle/tail but around everywhere else its just..kinda hard to see. The ones on other races is much more noticeable
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Reduce in the lethal damage heal. and Lower the cast time so that Engi can feel AED is more reliable.
I think the cast time is a big problem too. Before skill released players were assuming it would be like an emergency heal that could save you if you were stunned and getting bursted etc. but the cast time is a little too risky for what it does, people would rather just play with something safe.
I always thought the risk/reward came from getting a small heal or big heal on a long cd but the added risk of saving it when low on hp and getting it interrupted is a little too much.
It does have a long cd time compared to what engineers are used to (with 25 seconds at worst) but I thin the problem is more of…gadgets don’t have support in general. Maybe once gadgets start getting support this skill might become viable without having to buff it.
I mean just look at gadget traits and tell me how many builds you can make with those traits.
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I would kind of just like to see it go and replaced with something a movement or movement impairing skills since just about all weapons have that kind of skill at #5 (minus offhand one).Or at either one to smoke vent.