Buffs granted by sigils remain after swapping the weapon out though, but this might be a bug.
Pistols will still do conditions better, if only because you can get even more precision/condition damage, not to mention their better accuracy, and that they’re more than just bleeds.
all grenades need is a lower arc and faster speed
Buffing grenades will not fix the inherent issue of needing to spam, AND only make it harder to balance the fixes required to make no no longer require button spamming.
my only problem with flamethrower is napalm.
IMO, the game is all about moving and dodging, having a static aoe on the ground for any class seems counter intuitive.
making it a circle just doesnt seem good enough
Think of it as area denial. Don’t forget that it’s a field and hence you (and/or allies) can also trigger finishers off it.
Engineer rifle spells and warrior rifle spells seem to be backwards.
in Engineer
Posted by: Psaakyrn.5794
@Ronin: I still think they should change mortar kit to a bazooka kit. :V
My suggestion:
1. Don’t change #2~#5 skills.
2. If you turn on #1 skill autoattack, then it is changed like its underwater counterpart (a projectile to single target with some splash damage)
3. If you turn off #1 skill autoattack, then it is working like current version.
System doesn’t work that way. They can’t change a skill based on just auto-attack.
Though admittedly it is one of the few ways for weapon sigils to work with kits. But yes, probably unintended.
All elixirs generally have a lower cooldown to compensate though. Take for example Elixir X: All other class transformations are on a 3 minute cooldown, Elixir X however is on a 2 minute cooldown. Mix with the additional (consistent) bonus effects and shorter cooldown you can trait them for and they become a lot more useful.
Overall, only the toolbelt skills are really problematic, and yes should have some form of static bonus which doesn’t need to be traited.
@Mobott: it’s a bug with all kits (and environmental weapons in general) that you have to manually reset autoattack. Only grenades on land of all engy kits can’t autoattack.
And flamethrower is NOT melee. It’s midranged. The skills proves so:
Flame jet: Midranged sized cone AoE. No bonus damage at close range.
Flame blast: a skill that works optimally at mid range, since the explosion will only work there. (and it’s NOT a bug that it doesn’t explode on target, the description says that it’s supposed to penetrate).
Blowback: Pushes enemies to midrange.
Napalm: line AoE, max range conveniently at midrange.
Smoke vent: close range blind. The only ability that works optimally at close range..
If you play it like a melee weapon, I can see why you think it sucks. Like how you’d think rifles suck if you play it as a long range weapon.
I recall a statement coming from John Peters (or one of the other lead devs) saying that they were going to let the meta settle (ie: have people find work arounds) before nerfing things. Personally, I do not see the reasoning behind nerfing the mine.
Firstly, the mine in itself is not that powerful to begin with. A 20 second cooldown that does very minor damage and requires 2GCD’s to activate for a knockback is not worth taking in itself.
Secondly, I have not heard a SINGLE PERSON complain about the blast finishers, seeing as it was very clunky to activate it with combo fields AND it was very underused.
So yea, just my 2 cents there. The mine is entirely unviable now, if anyone wants to argue otherwise, feel free to.
1) You forget that mines also clears boons.
2) You ASSUME that it is underused. They have server stats, you don’t. Until you can prove otherwise, I’ll assume they know the situation better than you do. Furthermore, I’ve seen lots of people talking about how good it is, like the massive duration AoE retaliation you can get, or the massive AoE burst heal, etc..
Actually, an auto attack would work like necro staff: It’s just going to attack at where your enemy is at the time of attack, no homing. Necro staff shoots a slow projectile that yes can be sidestepped, but you can also optionally manually aim the projectile by deselecting target (and pressing 1 for each attack every time).
In this way no changes to damage or balance would be required.
EDIT: so basically, using grenades without having targetted something would work as current, using grenades with manual target would fire towards where the enemy was standing at the point of attack, movement not taking into consideration.
(edited by Psaakyrn.5794)
It depends on your build, and yes whether you’re playing in PvE or PvP.
The following is my opinion and may be completely inaccurate.
Pistol: predominantly ranged, condition-based, viable in PvE and PvP, requires heavy gearing.
Rifle: Skirmishing between ranged and melee, DPS/positioning, viable in PvE and PvP, requires heavy gearing.
Grenade: predominantly ranged AoE, pure stationary DPS, viable in PvE and ranged harassment, little gearing required. (note: when underwater, it does not have the targetting/autoattack issue and hence is pure DPS, and viable both PvE and PvP)
Bomb: predominantly melee AoE, DPS/support and melee kiting, viable in PvE and control point holding/attacking, little gearing required
Flamethrower: predominantly mid-ranged AoE, DPS/defense, viable in PvE and PvP, little gearing required.
Elixir gun: predominantly mid-ranged support, viable in PvE and PvP, but requires team (insufficient DPS).
You can of course combine kits and weapons at the sacrifice of one utility slot per kit, though pistol, grenade, bomb, and flamethrower all requires grandmaster traits to work at full effectiveness.
Speaking to Caithe, and choosing “You’re the only one who still believes in Destiny’s Edge.”
The close dialogue option reads “New Transition”, which is probably placeholder text.
Tooltip icon for the item “Strong Swindler Pants” displays a glove rather than pants. Hopefully this is an appropriate spot to bring this up.
I think it’s a generic issue for swindler pants actually. Have a ravaging pants which is also having a glove icon.
Elementalist and engineers don’t get weapon swapping because they’ve a sort of swapping with elements and kits respectively. However, it should rightfully be noted that the buttons shouldn’t be in the profile if they aren’t supposed to be available at all, and that should indeed be a bug.
Also this is not a suggestions forum.
Redesigning the Healing Turret- It ain't broke, but it needs fixing.
in Engineer
Posted by: Psaakyrn.5794
Or you can use BOTH healing turret and elixir gun. The ranger healing AoE is indeed better admittedly. I just want our healing AoE to be comparably similar to the ranger, and that’s it.
So you let them know now, again. What do you think that would achieve over what it achieved back then?
And also the long duration retaliation, or massive might stacks, which also has been noted abouts.
Normal detonate is still a blast finisher.
And they ALREADY KNOW, by the fact that they replied to this post.
Redesigning the Healing Turret- It ain't broke, but it needs fixing.
in Engineer
Posted by: Psaakyrn.5794
That’s the risk you take. There are very few healing slot skills which allows you to heal others as well as yourself, and is partially balanced that you do have a separate (admittedly very minor) AoE heal outside of turret cooldown too. Personal opinion is still that the AoE healing could use some work, but is otherwise as intended (I’d in fact not mind a weaker self heal in exchange for a stronger regeneration)
@CptCosmic.3156: You’re underestimating the number of builds we have, and ALL engineer builds could use mine field previously, so it’s not exactly a loss to any build.
EDIT: any specific build I mean. Yes it’s a loss to all builds, sorry if I didn’t word clearly.
(edited by Psaakyrn.5794)
They renoted on the very 5th post on this thread. Complaining further isn’t going to help much.
Redesigning the Healing Turret- It ain't broke, but it needs fixing.
in Engineer
Posted by: Psaakyrn.5794
@Psaakyrn
Are you honestly saying that some insignificant AoE regeneration is better than not having a self heal?Regeneration is very weak for heals, even if you go maximum healing power.
Self heal is not needed when you’re not taking damage, which you shouldn’t be much when you’re playing support (not to mention when playing support you also have a lot of other heals to throw on to add to the healing). Admittedly the regeneration could use a little boost, but other than that, it’s working more or less as intended.
Please keep complaints separate from bug lists.
It’s already noted that they ARE working on it. Continuous complaining isn’t going to speed up matters.
On an off note, I still think grenades are meant to limit mobility when used to compensate for it’s easy-spam ranged AoE, and that if they let it autotarget it should have some other negative factor to compensate, like forcing one to remain still or move at half speed when being used.
It’s not like we do not have other ranged attacks, like pistols for fast smaller AoE, or flamethrower for midrange target-limited AoE.
I disagree with that. Kits are meant for specialization, and yes, damage. BUT it isn’t supposed to be wholly better than weapons, so all of them have their purpose.
Rifle: Burst damage and positioning.
Pistol: Reliable status effects, damage.
Shield: Defense.
Flamethrower: Fast mid-range AoE and survivability
Grenade: Fast ranged AoE at the expense of mobility and accuracy.
Bomb: Fast close range AoE and support at the expense of delay.
Elixir Gun: Status effects and party support.
As a Sylvari engineer I’d hate to have plant/organic turrets shooting seeds and stuff, i’m an engineer, not a gardener :P
Don’t you already have a seed turret as your racial skill?
Redesigning the Healing Turret- It ain't broke, but it needs fixing.
in Engineer
Posted by: Psaakyrn.5794
Healing turret is really more of a group healing turret thing than a self-healing turret though. The advantage is that the regen hits everyone in range, not just yourself.
I don’t think so. A faster, but less damaging attack, would be harder to avoid. In other words, I would rather hit for 2k on a 1 second swing time, than 4k on a 2 second swing time. Also, it would be easier to stack Vulnerability since you cycle through the auto-attack swings easier.
You just explained why they’ll have the scale down the damage lower than the average DPS you have currently if they lowered the attack speed.
We technically still have a reliable way to gain stability: Elixir X. :p
Your weapon power? What do you mean? If you have an active kit, you’re no longer using your weapon stats, are you?
Look at your hero stats when you wear a kit next time. Kits all gives your character a fixed weapon power, regardless of what weapon you have, or even if you weren’t wearing a weapon.
If the third attack was faster they’d have to scale down the damage to compensate. And reduce the overall DPS as well for balance, since attacking faster have other advantages over attacking slower.
Or just make the option togglable.
Actually not quite accurate: there’s scaling to level, but not weapon stats. Which means that unless the kits are already scaled to the maximum weapon stats (hence unfair to everyone else), it would be unfair to the engineer. And still doesn’t give engineers the customizability of stats of other classes anyway.
A simple solution would be to give the engineer a permanent status effect that gives you power/precision/condition damage when you are using a kit, and make the effect scale with comparable stats for weapons of your level.
Technically there already is such an effect: your weapon power increases when you wear a kit, dependent on level. Still doesn’t help with customizability.
Some issues:
1) It would require a whole rework of engineer, since the only way to access more than one sets in this case would be via a function key (or a complete UI rework), which then conflicts with the current toolbelt functionality. (I’d imagine it would work somewhat similar to how rangers work actually: one or two keys for equipping kits, and two for toolbelt usage, a seperate UI to actually equip said kits) (or on further thought, the UI can just be used to equip kits and toolbelt skills seperately, where your toolbelt skill options are directly related to what kits you have and/or your utility skills)
2) It would still NOT entirely solve the issue of weapon stats in the manner you described. Unless again they somehow rework the toolkits to not function as environmental weapons, which again, would require a major UI and system change.
Frankly, I think the solution is a lot simpler: make toolkits function similar to elementalist element changes. Using a toolkit creates a non-removable permanent buff on the engineer, which changes their current weapon skills to the “toolkit” weapon skills. This would also fix the issue of autoattack (since it’s a skillset change, as opposed to equipping an environmental weapon), though might cause issues with the current grenadier set (since autoattack doesn’t work with grenades). Using the toolkit again removes the buff, or if a different toolkit is used, change the buff. This also would fix some odd issues like being able to use toolkits in town clothes (since it changes the skills on a weapon, it can’t do anything when there’s no weapon equipped), along with some other nifty things like having slightly different toolkits depending on your weapon selection.
(edited by Psaakyrn.5794)
This class is just so arduous right now and I think my 1 key hates me.
in Engineer
Posted by: Psaakyrn.5794
Technically bombs and grenades are better against groups, since flame jet hits a max of 3 targets per tick (which I don’t think is a bug). Flamethrower does excel in stacking crit effects though, along with being somewhat more versatile than either grenades or bombs.
And also what you’re using them for. Grenades obviously attack further than bombs. Grenadier-trait grenades does more damage than bombs, but elixir-infused bombs are much more survivable/supportive. Bombs are good for point capture/defense, grenades are good at harassment and stationary world bosses
There’re also flamethrower/rifle builds, condition pistol builds, etc, if you don’t like either of those.
Grenade kit attack speed is too high in the water, as mashing skill one as fast as possible lets you overwhelm just about anyone or anything with grenades in record time. Probably due to not having ground target constantly.
Give your fingers a break: grenades can be set to auto-attack underwater. Also the attack speed issue with grenades underwater is already noted in the thread.
We may not have a direct melee weapon, but we’d still have “melee” builds. Bombs for instance is practically melee due to it’s range. And isn’t that what counts? It’s not like elementalist smack players with their daggers and staffs after all.
Unless the kits were already scaled to be comparable to fully modded weapons.
Though granted the default weapon skills for engies underwater is already awesome (Yes, grenades is more awesome, but still!).
Elementalist is a whole differnet ball game. But unlike other classes Engineers have more skill combinations (because each utility counts as two skills instead of one)
I’d frankly suggest a builder kit instead, remove one of the tool kit abilities (or move wrench throw to a kit ability, and this as toolbelt), replace it with build combat turret: a turret which constantly loses health, but is otherwise a rifle turret (15 second cooldown) (note: it means that you can manage to get up multiple turrets from this ability, if you can upkeep them all). And add another ability somewhere to command turrets: grants an attack boost to all turrets you control, and forces them to attack a single target (long cooldown, maybe 45-60 seconds?).
At lower levels I’d think flamethrower is better, precisely because it’s better at handling groups defensively. Flame blast devastates ranged enemies (the trick is to hit the ranged with both the penetration and explosion), use that and a fire wall and you can focus on melee mobs (which if you lure them close to the ranged mobs lets you burn them all together). Air blast and smoke vent to give yourself enough time to burn them down.
At your level I was running firearms 10 (precise sights) inventions 10 (metal plating), using the capability of flamethrowers to rapidly stack crit effects to burn things down.
wait… you got to level 80 and never tried equipping skills while underwater?
not to sound like a jerk, but did you buy your character or have one of them gold farmers power level you or something?
Or he may have simply skipped all underwater content until now since he thought he’s significantly weaker there. Please do not accuse recklessly.
Pain transference (pain inverter toolbelt skill for asura).
Incidentally flame blast also allows double hits (penetration and explosion) if done at the correct range, which greatly increases the damage if you’re standing at the precisely correct distance. Putting it here as well, since it’s semi-related to coated bullets penetrating then exploding.
(based on the description of flame blast it is possibly intended in this case though)
(edited by Moderator)
Even if they increase the range of blunderbuss, they’d make the damage fallout at long range so drastic you might as well be using it in close range (like blowtorch)
This class is just so arduous right now and I think my 1 key hates me.
in Engineer
Posted by: Psaakyrn.5794
Or you can use the flamethrower. shrug And bombs also do respectable DPS if you don’t mind running in circles.