quit the game srsly – kitten this kitten
what a kittening horrendous nerf
there are no good engi builds in pvp anymore gz!
it`s like druids in S4 just that engineer NEVER WAS ANY GOOD to begin with.
We nerf em!
THROUGH THE GROUND!
(good thing they didnt touch bunker engineers)
Bunker got nerfed EXTREMELY hard just as well by reverting the super elixir from the elixir gun to previous amount of heal…
i was AOE! healing for 12K over 10 seconds prior to his nerf.. at least 1 reason to pick engineer bunker over guard bunker
Sooo yeah no more healing bunker for me – no more grenades for me…
I`m rerolling thief..
kittening broken kitten kitten profession engineer pile of crap useless monkey kittening kitten kitten kitten kitten
^this kittening 15 characters
Barrage did get +range.
that was a bug fix – it wasn`t affected by the 30er trait in the 1st engi trait tree
Well as i see things with gw2 they tried to supply great variety in gameplay for every class. This was their concept from the very beginning by relinquishing the whole holy trinity thing. It is only logical to provide variety in gameplay in pvp as well.
With that in mind the Problem is that when grenades aren`t viable as a tool for damage dealing, they are entirely useless – there`s no reason to pick grenades over some of the other utility slots.
Grenades can`t fill other roles than straight dmg because cds on the other skills are too high (and the skills themselves too useless) even if you get the trait to reduce them.
This is especially bad because you need to spend 30 points in 1 tree just to make them viable at all.
So yeah, grenade , one of your 30 points trait + major 5 slot utility skills is entirely useless in pvp.
This is not minor stuff that can easily be overlooked imho.
I`m happy to see a high rate of participation in this thread.
I will try to address some of the issues mentioned – due to the number of responses i wont quote the person who posted it – sorry for that.
matter of wvw
First of all when i talk about pvp i mean spvp and tpvp (mostly tpvp actually..). I personally see potential in wvw but i dont enjoy it. WvW builds need to be designed for as much splash heal/damage and invincibility/invisibility imho (i.e. wvw is designed for mass fights obviously). In the end the group with more players who have more wvw refined builds wins. The recent patch changes DO NOT AFFECT WVW AFAIK! (please correct me if i`m wrong – but do so once – i dont want this to turn into a wvw discussion ty!)
matter of tpvp!
Someone said that there never were decent team running greande engineers! THIS IS EXACTLY MY POINT!!!!! Grenade engineer NEVER was a very strong build in tpvp PERIOD! There was NO REASON to nerf it even further!
Matter of grenade speed increase
The speed increase of the “flight” of the grenade is entirely irrelevant. In the grenade throw animation there is a good amont of time when you just move your arm around before the grenade starts to fly – this is the biggest “time” issue (especially when fighting bunkers) and it has not been buffed!
Also 10-15% (cant remember actually) speed increase is not enough! Good players with swiftness (and possibly even vigor!) will always dodge grenades when thrown from a longer distance. On the same note – you NEED to immobilize/stun your opponents if you want to burst with grenades!
Also DPS is almost irrelevant in tpvp! The only thing that really matters is burst because you REALLY need to kill that def ele/guard before his cooldowns are up again (or his roamer mates show up) or else you`re screwed!
The matter of mmo balance
I agree! MMos will never be perfectly balanced. PERIOD!
But that doesnt mean that a build that is already weak needs to be nerfed even further!
One guy said that he wants hard evidence to support my claim.
I did that – well kind of.. I dare you to show me ONE! just ONE! team playing and winning in paid tpvp with a grenade engineer! If you do that I will bow my head in shame! In turn if you want i can provide you A LOT of videos showing good teams winning paid tpvp using Burst thiefs / burst mesmers. Pm me if you want and i show you!
Matter of spvp(“battleground pvp”)
Only noobs here! Of course you can kill ppl with a sub par build if they play terrible and dont move at all. Still… even rank 10 shortbow autoshot afk trap rangers almost kill me if i get unlucky and end up in their traps at the start of the fight (simply because of the lack of utility – in this case lack of condi remove – you get 1 from med pack GZ!) – THIS IS DEFINITELY NOT BALANCED kitten
Matter of survivability
the most important things have been said – unless you bring elixir S (which needs to be off cd obviously..) you die instantly to ANY other well played and burst specced profession (houndred blades haste warri – BS thief – Illu mesmer etc. even non crit power necros if you try to cap… sigh)
As i said before – there was NO REASON AT ALL! to nerf greande engineer damage.
:((((
I hope someone from arena net reads this – if i want to play a sub par build because i simply enjoy it. It shouldnt be nerfed just because some ppl in spvp are unable to find their wasd keys.
Thank you for your participation.
(edited by RaynStargaze.6510)
because of the last patch which nerfed grenades insanely hard.
There are no decent teams running a grenade engineer. PERIOD!
There is no reason to have one because most other classes fare much better in dps AND burst and bring along more utility/better survivability – PERIOD!
This deserves an own thread! None of that “stuff it together with reactions to recent patch”
Please restore my Build!
leaving discussion cuz posters are obviously rank1 at best and/or too stupid to read
Hey there,
grenade dmg got nerfed pretty bad and i`d like to argue that there was no reason to do so.
Classes with a serious damage focus still deal the same serious damage that the engineer was capable of pre nerf. Like warrior/mesmer/thief – they are all still insanely viable to nuke the living kitten out of defs even with full toughness gear (will need 2 of the aforementioned classes and stunlock/interrupts or poison).
That alone should be enough to allow engineer to keep his damage. Because even when we still had 10% more damage we were only able to apply it when the enemy was immobilized or slowed and out of endurance!
It is pretty much impossible to hit a target moving at full speed! (if the target can actually play)
This is not because of the travel time for grenades – when i play nades i run an as close as possible against ALL ranged enemies – the issue is the animation that comes before the grenade is actually thrown! This animation takes a pretty long time!
^Thief and Mesmer do not have these Problems and Warrior only has them because the warrior has very little options in terms of CC.
Not only that but unlike thiefs/rangers Grenade engineer was never able to apply poison over a LONG amount of time unless you play with the horrendous pistol shield as weapons which honestly i personally will never understand how anyone can use them for any other reason than poison and poison only. And in case you go pistol shield you again lose A LOT of CC which in turn again is NECESSAIRY to apply any damage at all.
I`m not even going to mention how easily all the net abilities of the engineer are dodged.
So in conclusion – why nerf a spec that is ALREADY so much inferior to other damage specs?? Where is my perma poison? Where is my perma invisibility so i can survive with my glasscannon grenade build? Where in gods name is my Portal and Aoe haste ultimate? There is NO reason to choose grenade engineer over ANY of the other classes soooo you nerf it?
would love to see that – probably not going to happen though :/
facerolling on my keyboard works for me in spvp
Oh, and also you get stability, which engineers basically don’t have.
I pretty much agree with what you said except for this part!
Elixir S is insanely good imho – its even better for finishing than stability itself + it gives you the tool belt skill which gives you stability or invisibility both can be used to finish in most cases.
Then again Mesmer can get invulnerability much easier/faster and more often.
In my experience, too many (non Bunker – cuz R is pretty awesome for bunker.. and S pretty bad for bunker) engis use elixir R atm imho – its just useless for finishing.
(edited by RaynStargaze.6510)
shameless double post i swear i won`t do it again
Personally i find the toolkit abilities pretty appealing – on paper at least.. (not to be confused with tool belt!) There are some issues though i`d like to have addressed.
1a: The power wrench trait
does not correctly reduce the cooldown on gear shield and magnet! While it does change the time in the tooltip the actual cd time does NOT change.
1b: The power wrench trait
This is probably intentional but still… “Smack” skill does not apply a 5 second cripple as mentioned in the trait – instead it adds a very short cripple on every autohit. Personally i can see no situation in which u`d want to continously bash your foe with autohits just to cripple them (melees will kill you cuz you`re too squishy and ranged will kill you as well because dmg output of smack is a joke in the 1st place). Maybe this might be useful for Bunker but… sigh there`s better stuff for Bunkers out there.
Imho smack should apply a instant (long) cripple on hit! with a cooldown on the cripple effect of smack (like the 5 sec cripple + 5sec cd for cripple to proc when using immobilize)
This would also prevent insane cripple stacking by continously auto hitting (which COULD be done by bunkers then again theres no point blahblahblah)
2: Magnet
sounds awesome on paper – a pull ability. Unfortunately it is the only ability which moves players around (like knockbacks with rifle or guard hammer) which has a cast time! And the cast time is an eternity! Not only that but the animation is so obvious (character pulls out a magnet) that anyone who has seen it just once has 1 second to prepare his dodge!
The range is insanely short! Why would i want to pull an enemy towards me if i can just make 1 roll and stand next to him anyway (or have 1 second cast time wasted because the opponent moved a tiny bit away)
3: Throw wrench
is an auto target ability when it really should be ground targeting. The issue with auto targeting is very simple.. If you want to deal damage with throw wrench you will want to hit the opponent on both ways (boomerang thing). But because its an auto target skill you will need to stand as close as possible in order to even hit once – you cant shoot a moving target cuz throw wrench will automatically miss unless you could throw it slightly in front of the moving target. But if you have to move very close it A) increases the chance to hit a wall behind your target and have the “boomerang” stopped in track and B ) eliminates the point of it being a thrown ability in the 1st place.
4: the nails on the floor thingie has a cast time (why in gods name?) – and it doesnt stack bleeds like crazy – in comparison to the thief ability which pretty much does the same thing it is sooo much inferior
cheers
^i lold fifteen characters
try playing tera lol…
that kitten is broken without an EXTREME high end machine
gw2 is fine buy a new pc… and btw 20-40 fps is NOT playable
shameless bump
also i forgot
4: the needles on the floor thingie has a cast time (why in gods name?) – and it doesnt stack bleeds like crazy – in comparison to the thief ability which pretty much does the same thing it is sooo much inferior
Personally i find the actual toolkit abilities pretty appealing (not to be confused with tool belt!) There are some issues though i`d like to have addressed.
1a: The power wrench trait
does not correctly reduce the cooldown on gear shield or magnet! It simply does not.
1b: The power wrench trait
This is probably intentional but still… “Smack” skill does not apply a 5 second cripple as mentioned in the trait – instead it adds a very short cripple on every autohit. Personally i can see no situation in which u`d want to continously bash your foe with autohits just to cripple them (melees will kill you cuz you`re too squishy and ranged will kill you as well because dmg output of smack is a joke in the 1st place). Maybe this might be useful for Bunker but… sigh there`s better stuff for Bunkers out there.
Imho smack should apply a instant (long) cripple on hit! with a cooldown on the cripple effect of smack (like the 5 sec cripple + 5sec cd for cripple to proc when using immobilize)
This would also prevent insane cripple stacking by continously auto hitting (which COULD be done by bunkers then again theres no point blahblahblah)
2: Magnet
sounds awesome on paper – a pull ability. Unfortunately it is the only ability which moves players around (like knockbacks with rifle or guard hammer) which has a cast time! And the cast time is an eternity! Not only that but the animation is so obvious (character pulls out a magnet) that anyone who has seen it just once has 1 second to prepare his dodge!
The range is insanely short! Why would i want to pull an enemy towards me if i can just make 1 roll and stand next to him anyway (or have 1 second cast time wasted because the opponent moved a tiny bit away)
3: Throw wrench
is an auto target ability when it really should be ground targeting. The issue with auto targeting is very simple.. If you want to deal damage with throw wrench you will want to hit the opponent on both ways (boomerang thing). But because its an auto target skill you will need to stand as close as possible in order to even hit once – you cant shoot a moving target cuz throw wrench will automatically miss unless you could throw it slightly in front of the moving target. But if you have to move very close it A) increases the chance to hit a wall behind your target and have the “boomerang” stopped in track and B ) eliminates the point of it being a thrown ability in the 1st place.
cheers
(edited by RaynStargaze.6510)
Hi there,
i haven`t figured out if it is possible to get grenades into autoshot mode. I can do it fine with my rifle but not with the grenade kit if i try it the same way.
If this is not implemeted i`d very much like to see it because anyone who would play grenade engineer regularly is imho pretty likely to get tendinitis from spamming the button.
Being able to use 2 different buttons helps but its just sooo annoying.
Especially when running dungeons