the absence of Necro only guild Zergs
i see up to 3 necro guild blobs at a time during big raids nowadays
sprinkle some eles to wipe siege out
sadly the problem is mokittenoes damage on explosion so you have to aim the projectiles to land in such way they dont hit targets but their explosions do
unfortunetly devs gave up on mortar kit a long time ago
hence why we never got aoe field effects from mortarshots, as promised
hell im even seeing Burn Guards
the changes were great
Except for the removal of overcharges
if they procced every 20s they’d be great except for thumper and flame turrets
remove healing turret’s regen and add it to the actual turret pulse heals
the turret change i actually like , the problem however now is that thumper and rocket turrets are way too underpowered for their cooldowns as they lost their cc ability wich was via over charging, rocket turret was my go to for boss break bars
along with blast gyro
the other problem is turrets are still too weak to be used as anet wants us wich is keeping them alive and using toolbelts , turrets need their condi imunity back or a 60% damage reduction as well as being uncritable
seriously that was half of the elite spec’s mechanics in one trait the spec revolves around dazes and lightning fields
they have cooldowns so its not like the dazes can be spammed
like warriors and mesmers can spam cc
the simple and proper fix that should have been done was making the trait replace the Detonate skill’s exffect with the traited one that way if gyros are killed or expire they just die without activating the effect
Scrapper works with lightning’s field … but lightning’s combo are useless in PVE (swiftness, knowdown).
Change specialization and add something like :
In lightning’s field gain protection and/or +X % damage.
actually lightning fields were incredibly powerful until they removed a leap finisher from rocket charge and removed dazes from gyros
with just hammer
before the rocket charge nerf it allowed to slap 3 stacks of expert examination basically up to 18s weakness and 15 stacks of vulnerability
so basically anet killed half of the profession’s spec synergy by removing gyro dazes
we need turrets to have condi and crit imunity again , their purpose was point defense
or condi imunity and armor
honestly all mortar needs is for the grandmaster trait field duration effect to be built in and remove the trait altogether and maybe give the orbital strike a 25-50% damage raise
and the promised projectile rework that never happened so field effect shots happened on the mortar explosions instead of direct missile impacts
ooor
scrap turrets
make cool mechanized robot minions
and make Boon turrets (like the old boon pylon concept that got removed)
make new turrets i guess
engineers are supposed to be makers extraordinaire :L
PS bring back Deployable Turrets
(edited by Rezzet.3614)
mortar needs a whole rework
or to be reverted back into a mortar and given a 50%+ damage boost and 10 target limit
cheese meta builds are killing the game , game started going down the drain ever since condi started becoming the meta and got more and more buffs without balancing countermeasures
theres no build diversity left anymore thus no need to get actually good
another reason why engineer will never be successful is because everyone else got used to engineer being sub par so if it gets buffed and starts performing good all of a sudden everyone will call for nerfs and that engi is op
engineer as a whole needs a rework, hell the profession initially was designed to be a heavy armor one but was changed at the end to use medium armor cuz fancy coats
this is reflected on how most big damage skills are medium-close ranged
hammer scrapper’s biggest flaw is its too kiteable and engi doesnt have a reliable CC skill after the slick shoes over nerf
other than that power scrapper doesnt really have anything to it , gyros arent really offensive, blast gyro’s unblockable part is the stupid tag and not the actual gyro blast
engi as a whole suffers from a high risk no reward design
and the fact it was meant to be a heavy armor profession during initial design but was shipped out as a medium armor profession at the last moment , cuz someone found trench coats stylish.
anyone who complains about turrets but thinks ranger pets are fine is a hipocrite
the only broken aspect turrets ever had was deployable turrets latching turrets onto walls
and condition imunity ,
the reason turret engi became popular during the " OP turret" phase was because that was when the condi meta was starting and rabid gear was the most popular before it got replaced by carrion
its the funniest mini in history
I think Pre Nerf turrets were fine except for them being fully imune to conditions
and the Deployable turret trait as players could toss them into walls thus short range skills and melee couldnt hit them
they worked as intended and rendered enginer useless as soon they were destroyed
in the game’s current state they need their regen back and 60% Direct and condi damage reduction
as well as a whole redesign
Less Exclusivity
we need pre nerf turrets witth some better offensive options and have them take 50% damage all around
flame turret even pre nerf was useless
Shredder gyro was an interesting concept done poorly,
for example if you made it so that its whirl finishers procced as Homing projectiles this gyro would be perfect
a stationary attackable target that actually represented a threat if ignored vs the opposite wich we have now, a stationary ignorable with stupid short duration and no range
everyone celebrating that FT 2 now burns and ignores the fact that FT 2 had 66% damage reduced
the reason legendaries and ascended feel unrewarding isnt the 5% stat diference but rather the Ungodly ammount of grinding and farming and money required to be spent for themand in some cases ungodly RNG luck requirements; Juggernaut Silver doubloon collection anyone?
theres also time gates
Make Engineer Great Again
what debuf? We now do more damage when we land with rocket boots!
You mean jump shot.
And yes that is a nerf in my eyes. You dont want to get close to an enemy with a rifle. The best thing with a rifle is to stay away as far as possible. Jumping in an opponent is simply madness even if he/she has 10% HP. If He/she block-dodge-etc. you are goofed. You cannot prevail in melee combat… you cannot even prevail in range combat with that weapon since there are no range skills on it except hipshot.
Rocket Boots got damage increased as well.
shame its an evasive skill and it has half the radius of jump shot and 1/4th of the damage
That I will give you, there is a roadblock to simply making a new class and it boils down to time and/or money … but isn’t that part of a game in the first place … doing different things to play it?
I get people aren’t prepared to simply try a different class, but it’s going to be a really hard sell to get a dev team limited in resources to make class changes because it’s unliked when the ‘other class’ solution is already provided. I am certain of one thing … even Anet isn’t going to change the concept of the class. That’s here to stay. If someone thinks it’s too busy or boring or whatever … that’s due to a fixed class concept, not a balance issue. That’s where elite specs come in …
the problem is Anet nerfed Everything that was Engineer’s concept
so now we have a roleless boring underwhelming profession
and every “Purity of purpose” changes we have gotten for the past 3 years have been ninja nerfs
the problem isnt that we cant play other professions its that this profession was the one that we identified with
i personally have had about 80% win rate on my necromancer mesmer thief and DH in a mere 47 hours of gameplay vs my 40% winrate as engi with over 8000 hours of experience that speaks leagues
(edited by Rezzet.3614)
Feline.
RIP internet pupper Gabe.
It just isn’t worth the effort. I love the class and the concept of the class and used to love the skill level but eventually it just got out of hand and became more or less outmoded by builds on other classes that are significantly easier to pull off and just about as effective.
and this is what happened with engineer
make less currencies and less unnecesary grind
make more balancing
she will succeed where Oola an Scarlet failed and fuse necromancy and good ol azura alchemy an engineering
try a support ticket, I ve had 2-3 items reimbursed luckily
utility googles = 10s blind imunity+fury and toolbelt = thief no stealth for 6s
even as an engineer i can do 9-15k DPS worth of condi with 4 keypresses and that is without perplexity runes
15k dps on what, 5 training dummies standing still in front of you?
WvW is not PvE.
Good luck doing those 15k on a single power meta roaming warrior. In fact, good luck even doing 1k dps – chances are higher he will still outheal you.
The “condi meta” issues is dire/trailblazers having too few compromises on certain specific classes that doesnt rely on crit chance to sustain condi damage (thief and mesmers the most obvious culprits, an engineer actually require crit to be effective and will rarely run full dire). Remove them. Its that simple.
the point remains conditions can deal as much damage as burst skills but do so each second wich yields a superior DPS
as far as testing dummies go those were my wvw numbers without perplexity runes in wich case i managed to land 25k dps on a mesmer, necro and warr
the problem with turrets isnt that they dont scale with stats
its that they have no base stats to begin with whereas every other class’s minions has base stats and armor hell necro minions have up to 1600-1800 armor thats a whopping 60% damage resistance right there without traits
then theres the fact turrets havent been updated at all even after HoT and the condi rework example of this is flame turret applies 1 stack of 2s burning still
maybe turrets should be replaced for a bot like the ones in Wildstar
even as an engineer i can do 9-15k DPS worth of condi with 4 keypresses and that is without perplexity runes
The time it takes to deal 10-20k in condi damage is around 1-2 seconds with epidemic. Just sayin’
not only that but said damage will be continuos and will ignore invuln and evades while direct damage has to be landed manually over and over and has cooldowns
well im no necro and I do agree with the notion that mobility needs toning down , at least the teleports and shadowsteps.
yeah there seems to be an exploit had an engi hitting over keep walls as well with mortar auto shots, (notice how i said Over and not against the keep wall)
another thing i dint consider was snap cast to ground in wich case all mesmers necros and such have to do is simply spam abilities
at least they ruined Gyro Daze so Impact savant can now take its trait slot and be replaced with a new actually useful grandmaster minor trait
Cannons were too much because they were too much damage.
If the portable cannons did about half or two thirds the damage they currently do, I would be all for keeping them.
I agree with this for normal tier siege the cannons having the same damage as tower cannons is too much and outperform superior siege
well from my previous hours WvWing 2 whole hours in a row were fighting over Hills
and i came to the conclusion that it was most likely a couple mesmers were exploiting or hacking allowing them to use their aoe pull further than intended because the incident dint happen as often as it did during the times i fought a particular guild this morning
Pretty sure Focus pull require line of sight so it would be impossible to place it behind the wall. It can however be placed on the front and pull a player toward the front ledge since it’s an AoE pull.
Mesmers need Line of sight to summon clones or phatasms. Again, another wrong assumption of yours. The only way a mesmer can have clones or phantasms on top of wall is if one defender show his face at the edge of the wall allowing the mesmer to cast the phantasm, which will follow the player until destroyed or shattered. As for ranger pets, it’s been at least 3 years since they fixed the bug where pets would ignore the wall and go attack targets on top/behind it.
Your only real argument is the Elementalist one (ranger barrage is far too weak to even be a threat to siege) which already been pointed out so many times but nothing has been done. So I wouldn’t expect any change to it.
in this case it seems to be like the old resolution exploit that happened in the past or a camera hack because we’re talking people throwing pets and clones directly on arrow carts wich where behind a wall behind a stair if that isnt an exploit i dont know what is , and this combined with mesmer’s pull makes defending a wall impossible specially when the enemy has highest numbers
I support cannons , however make them weaker against siege this way they are used better as a defensive weapon as with the mastery it removes boons and would prove a huge help against zergs
my server keeps getting paired against bigger servers or at least servers that can be active 24/7 while mine is only active at night
and defending is impossible because siege cant be placed anywhere safe from player exploits and attacks
by exploits i mean mesmers being able to aim their pulls behind the actual walls and pull groups of defenders to the cluster of attacks from attackers , we’re talking about 500+ range behind the walls , LOS needs fixing
rangers and eles can decimate whatever siege is placed
rangers and mesmers can summon their clones and pets behind the walls and ontop of the siege
I come from a WvW and PvP perspective, where weapon balance matters.
In a pvp situation, Rifle offers high risk, but no reward.
High Risk:
- Overcharged Shot (Rifle 4) is a self-knockdown, but rarely connects. There are a ton of reflect and projectile nullification effects out there. If you happen to OC shot into one of them, you have put yourself at a huge disadvantage. Obviously, the solution is to wait until these effects are done, but that can be a long time (eg. Ele aura lasting 4-5 seconds, Engi reflect lasting 5 seconds, Zerker perma-stab in zerk mode). Worse, you can land a successful overcharged shot only to have it countered by an auto proc trait like the Warrior’s Last Stand. In WvW, I’ve come across a Druid in WvW, attacked them with Overcharged Shot, had the pet take the knockback instead (Shared Anguish). Then they hit me at range triggering Ancient Seeds (~5s+ immob) while I’m knocked down from my own attack!
- Net Shot is useless vs many classes. Daredevils just break out with a dodge. Warriors break out with any movement skill if they didn’t have stab already. It also suffers the projectile problems described above.
- Jump Shot – It’s a massive risk to use Jump Shot because you’re locking yourself into a 1-2s animation that is easily interrupted by cc and does not protect you from damage.
Low reward:
- Its damage is just okay – kind of bad compared to hammer and it’s power damage, so you have to watch out for weakness + protection as well as spec multiple stats (power/precision/critdmg) to get the most out of it compared to condi.
its damage is trash when you compare it to everyone else’s long range power weapons , its nowhere close to DH/ranger Longbow or warrior rifle or thief pistols and none of those are high risk to use