@Vayne.8563
You are wrong, they only buffed net turret’s hps and that wasn’t a general change, turrets die when a mob sneezes, in fact even the mist’s AI-controlled engineer can blast all our turrets at once with a single Blunderbuss.
Well dunno about you guys but healing turret’s overcharge isn’t responsive, actually it seems they didn’t even manage to fix overcharge’s responsiveness in general for turrets… which actually makes healing turret bad outside of PvE, and even then it’s not so great, I mean I’d rather pick an elixir gun for the heal and manage to stack some bleeds while healing than using something this unreliable.
(The water field won’t activate until the turret begins the animation, if you remember how overcharge in general worked then you can get the idea)
It’s quite fun to see the mist’s AI-controlled engineer blast all our turrets in a single blunderbuss, just what are they? 5k hps?
(edited by Rfreak.6591)
@Grackleflint.4956
It doesn’t have to actually, provided they fixed the overcharge responsiveness, the water field created AND the explosion will trigger the heal.
All we have to do is hope and try the overcharge’s responsiveness
Did engineer turrets get any kind of buff in matter of toughness/vitality? because it seems weird that it’s the only summoned/AI-controlled unit that didn’t get any general buff, same goes for Mortar (ELITE).
I honestly feel the main “nerf” was elixir S, but I’ll consider that a fix, now, don’t get me wrong, I appreciate the absence of nerfs (finally, hard to make one anyway though) but static discharge goes unfixed, our turrets will vanish in half a second when a mob sneezes (while all other profession’s AI-controlled units got buffs) AND gadgets are untouched (once again).
Nothing much to complain, but do I have to wait another whole month for these changes? Provided it does take a month?
You have yet to achieve the max rank of fotm, when that happens professor Oak will give you a free Mew, cheer you, build your own GYM AND offer you a small cupcake to celebrate.
Oh and by the time you reach the fotm cap they’ll prly release 100 new fotm levels.
*cough*Pokémon*cough*
(edited by Rfreak.6591)
I have to honestly agree, in fact, while people are invulnerable or actively blocking, they are sacrificing the ability to do anything else in order to block those specific Attacks and maybe stalling for time to recharge the heal skill (most heals take 20s to recharge and blocking usually lasts 3-4s max so, blocking isn’t that effective in that sense but it’s still a little bonus), making unblockable skills is pretty much a slap in the face for those using blocks, however I must say that, if being unblockable takes up a whole utility slot and won’t ever be considered in traiting then it’s okay, because those unblockable skills won’t be many and would hardly show up outside of roamers, class-specific roamers though (which might actually change the meta in a negative way).
Just a little reminder because of the incoming patch, I’d like to see the issue described in this very topic fixed or, if possible, confirmed to be worked on.
Also wanted to check a bit more if people found out more unavailable skins that, even thought they are implemented in-game, there’s no way to find’em outside of pvp.
I’m not displayed, I mean… If I check the in-game pvp section (crossed swords) it says:
-Games Played 751
-Games Won 520
I think I should be displayed somewhere in the first page or something if I clik the “order by wins”, but I’m still nowhere to be found… any solutions?
The pvp section is based on games in general not just tournaments right?
Just a small reference considering Moto should stand for Miyamoto (and I’d honestly go crazy if I actually had a blaster, it might also work for rifle considering the usual animation in the original serie, as she holds the arm for recoil and aim, plus having 2 blasters would be kinda overkill lol)
@Phineas Poe.3018
It’s funny how you use the single trait that actually says “consumed or thrown” elixirs, because none of the others say so, and even so… how would you count the thrown super elixir then?
Most toolbelt skills btw are “fired” from your toolbelt, it’s not like you always pick the tool and use it.
@Jester.1236
Funny how your single post was the least constructive here, telling people to kitten somewhere else and anyway… who are you to say so? Do I care? no. Am I trying to be constructive? Hard to believe but yes.
@Ayestes.1273
I already tried all the possible ways, there’s already a bug topic and mine would probably get delved by the many other topics, also, topics are very risky in matters of bug-solving, I can post whatever I want and provide proof of plenty reproducible bugs, but there would still be people making mistakes providing imperfect or wrong or insufficient information and that would be the opposite of what a programmer would want, we can’t but simply tell them what’s wrong singularly and they will professionally look into the issue.
(edited by Rfreak.6591)
@Phineas Poe.3018
I’m not trying to attack you or anything but the trait doesn’t work as intended I can provide plenty proof about that.
I’m sorry if I sound frustrated or mad or anything really, but I don’t want buffs, in any single way, I want this game to work properly as it should, I want skills named “elixir” with a bolded tooltip clearly meaning they should count as elixirs actually count as elixirs, if not then a simple rewording would be fine.
I already sent a ticket via the in-game tools provided some time ago, it should suffice, I encourage you guys to try static discharge more and maybe send other tickets differently detailed, that might actually help, but it’s up to you guys try everything to check if it’s working and send the in-game tool which is bound to arrive at the proper workers.
EDIT:
I’ve just tried Acidic Elixirs AND static discharge
As the elixir throw skills find the target to damage the discharge functions properly, a bit clunky because like all throws the discharge gets shot AFTERwards, but it proves again my fix is viable.
@Phineas Poe.3018
Dude it should work with everything not force your build to get that one utility and if you truly wanna pick those toolbelts into argument:
analyze-prohibitive cooldown for what it does
throw wrench-extremely clunky, projectile won’t bounce back because the projectile cancels on walls, you may as well shoot twice in the meanwhile
Personal Battering Ram-you serious? that’s one if not the most underpowered toolbelt along with its utility counterpart, why would you take this instead of flamethrower? ah did I meantion the projectile doesn’t pierce so it’s VERY easily canceled into targets you didn’t want to hit?
Mine Field-does THAT trigger static discharge? I’m guessing not in a reliable fashion, utility’s useless in PvE (the place where SD is actually used)
Rocket Kick-how would you call that clunky delay at the end of the skill not to mention you have to be in MELEE range to hit?
@Ayestes.1273
Do I have to struggle to survive like some kind of beetle when all it takes is a bug-fix? How much does it take to make every single toolbelt apply a dummy-0-fixed damage so that the static finds the target inherited by the original skill?
small suggestion
Detonating a turret also works for static discharge as it finds the target for the damage, my fix is viable
(edited by Rfreak.6591)
@Phineas Poe.3018
It’s not “more powerful” actually NOW surprise shot does a normal amount of damage, before it was trash but it’s the only skill that functions properly with static discharge (instant and no targeting issues), I’d be fine even if it dealt 0 fixed damage as long as it’s the skill that correctly triggers SD.
Can you really stand to have bugs, always had bugs and no1’s ever gonna fix those even thought they are important? like basics?
Buffing different things now means:
1- they aren’t going to fix you anytime soon as they are working on something else
2-they will nerf later when we finally get those fixes
How can you balance something that’s not working?
(edited by Rfreak.6591)
@Ayestes.1273
I wouldn’t take SD in PvP because:
1-targeting bugs
2-easily canceled by enemy’s kiting
If they had to nerf it so much they could have cut its damage or changed just that one, the recent change obviously implies those numbers are going to change (in something better) but you can’t honestly expect to break a trait into something useless and have people agree with that for the time being (which is always an entire month).
I honestly can’t see why people feel it’s ok getting buffed when there are still bugs as huge as:
1-AI controlled units (not to mention their hp pool)
2-static discharge targeting bugs (would put us on par with other classes damage)
3-kits counting as rares (instead of our actual weapon, we lose that 5-10% which coupled with static discharge would definitely save our class)
And every single patch tries to cover those missing bug-fixes with smaller buffs and huge nerfs.
I honestly can’t accept people that say “we are ok” when we definitely are not and there’s no sign of improvement (just an official statement would be enough on this section of the forum) to our most important aspects (and it’s not just our aspects if you consider how huge the AI issue is, especially for rangers).
@Goloith.6349
Obviously I don’t ever take into account foods, yea I’m one of those, and btw without food, if you go lyssa+mad king+krait (giver’s weps and agony sigil), you get to 95%.
About keeping those bleeds stacks, I guess it’s opinion based but I like to have a lot of duration, I mean… you are going to use giver’s+lyssa+madking for the poison+burning (from throw napalm) anyway so why don’t we give bleeds another slight boost?
It could be doable, but involves some serious tweaks to the UI and might result into slower performance… do you want to risk that?
Also this could only show your primary weapon set CD, or your secondary weapon set if you have 2 sets, besides the elementalists would be the only profession not to benefit from this.
@nakoda.4213
Do you understand what the last patch decided for the engineer? The global cooldown alone means a whole lot.
And if you didn’t understand how useful the previous Kit Refinement was then there’s just no argument to be talked here
3 might stacks are as Worth as those 2 rune slot they are using, going 2-krait runes is cheaper and does almost the same, please consider the runes have an hidden 15sCD (not 10s as stated in the tooltip), also I’d like to add that might is only useful when you:
1-don’t have to mantain it
2-don’t waste time to cast it
3-it affects condition damage, which in fact doesn’t make you exactly lose damage while buffing
The main problem with the flamethrower is that you have to keep using it to get those might stacks only to benefit from its power rather than condition, as a flamethrower you should go power/prec AND cr.dmg (most important), and you want to probably rely on static discharge+surprise shot (that damage alone makes up for the might stacks and does even more imo).
You should really consider Juggernaut for its toughness bonus rather than the might stacks.
Grenades are generally superior to everything overall in PvE because:
1-they AoE
2-The cause a LOT of bleeds (its #2 causes 3 stacks of bleed for a HUGE 29s complimented by Shrapnel trait and probably your sigil)
3-they also poison and cause a poison field which does even more poison with your friends
4-you are the 1-man-max-vuln-stack, you alone reach the cap of vulnerability which boosts hugely the entire party
5-you don’t necessarily have to sacrifice the other utilities in order to maximize
6-you get the HUGE AoE burn from the newly revamped Throw Napalm
7-Grenades are simply better when you stack condition duration (complimented by the build itself), but in reality you can stack some considerable cr.dmg and power making these an all-around weapon with even more stats if you get the ascended all-stats trinkets.
Being forced into 1-kit builds the engineer doesn’t seem that appealing any longer compared to classes that can weapon swap just fine and are probably more versatile than we are now.
What about finally stating clearly the elixir gun is not related to elixir skills first? (else cleaning formula would work)
My engineer feels sad… left behind once again
@Seras.5702
The main problem with engineers is that there’s a huge amount of bugs to be addressed, major ones too, so if they ever buff they’d do it AFTER those bugs are addressed (provided those happen too), else there would be no way to balance, don’t get me wrong, I surely want gadgets improved as much as grandmaster traits, but to make turrets viable, as much as every other AI-controlled unit, they gotta improve their ideas in general.
I did post my suggestion on that matter btw https://forum-en.gw2archive.eu/forum/game/gw2/Summoned-units-discussion/first#post1304965
(edited by Rfreak.6591)
@irakai.6891
I didn’t say we weren’t viable in pvp, but we certainly require much more effort to do something very easy, the thing I don’t like is that they artificially forced us into 1-kit builds, this goes completely against their manifesto of doing what we like, it’s like they are trying to make elementalists the versatile class and we are “something else”.
About the effort thing I mentioned… I’m experienced as hell as a bunker engineer but… have you tried bunkering on a guardian, or support with it? I only main engi and I use other classes just for pvp but trust me when I do… people better run..
@FreekPalmer.2839
You wouldn’t believe how many times this has been tried, I myself tried, sadly no… they won’t listen to our requests even if we get enough views/replies, they won’t listen
even if it was a huge bug matter.
For all it counts I’m in. though I suggest you should check also a couple of topics I made.
@Killyox.3950
1-if you see bombs you gotta expect concussion
2-if you see the magnet pull you WILL get prybar’d
3-experienced players will stay quite alert on conditions if playing vs an engineer
I’m not saying those aren’t good skills, I’m just saying it’s not realistic at all to rely solely on those.
Switching kits a lot in order to do damage may seem counterintuitive but will make you lose damage if you are trying to achieve that, they are there for their utility, especially now that kit refinement is gone for good.
@Killyox.3950
yeah because those stacks of confusion will surely go unnoticed by experienced players (which just love to get close to you) and you’ll surely land static shot, prybar AND concussion bomb, plus it won’t last much, oh and you’d have to switch kits a lot to achieve this.
@Thorson.9218
You’re wrong, even if they did separate PvP from PvE they’d break WvW even more than it is now, just gotta lol at confusion until it gets nerfed (confusion deals MUCH less damage in pvp for a good reason).
@Amadeus.5687
“That can be balanced”? it’ll take at least one month for the next patch, if they manage to deliver it faster I’ll send’em a cake stuffed with cream with cherries and strawberries on top stuffed with cream too, but if they are seriously gonna wait that much, they should have left it unscratched OR restored to 2 months ago (before they broke it for short) OR simply nerf grenade’s refinement by 50-70% for the time being, heck I’d even accept elixir gun’s refinement nerfed but not this, I mean why?
Oh and one huge thing that bothers me… global CD… why? just balance the effects but don’t kill the only builds that wanted this trait.
(edited by Rfreak.6591)
^This
Sooo many times this, the frustration of respeccing every single patch and listening to other classes mocking my class is almost unbearable.
@Phineas Poe.3018
Well… I think Toolkit is probably the most balanced kit (except for the 1s cast-time #2 skill, which is a shame) but you do know that those buffs were there to bring’em ALMOST on par with others right?
In fact we still lack the promised FIX that kits’ stats would scale correctly, but as of now they still count as rares making us lose 200-300 power that would help greatly to balance kits’ damage.
I was speaking about the way they patch the engineer, why breaking a trait/skill that could have stayed or just get nerfed in damage (you just need to change a couple of numbers in the formula) only to fix it one or multiple months later, counting that there are things that need much more attention, turrets especially, but gadgets too, you guys can’t be happy about turrets or kit refinement I mean c’mon, is it really nerf or wait for months to get something done?
Things are proceeding so slowly it’s unbearable… can you remember the first weeks? one patch every day, then it turned to weeks, then it became 2 in a month then the monthly patch along the living story (excuse) and now, slowly increasing the patch time one day per month or something, and every single time we get a patch they manage to break something, they even nerf skills that still need bugs addressed, how could they talk about balance if an engineer doesn’t even know what’s working for sure and what’s not?
After this kit refinement “revamp” (that made it completely useless) https://forum-en.gw2archive.eu/forum/professions/engineer/Kit-Refinement-effects-post-patch/page/2#post1708472 How can you bear the fact that they are going to make us more and more similar to elementalists just less versatile and still pay the tax?
And please just stop following like sheeps or something other famous engis, it’s not like there aren’t good ones around, it’s just that some guys post vids and others don’t, get your own opinion THEN discuss.
Just in case you guys want to bring up the “viable builds” argument… you do realize that every single time a build is viable to us is when they fix bugs right? Because we never got buffed.
(edited by Rfreak.6591)
@Malvado.1460
in order to make the flamethrower effective they should have fixed the stats given when switching equips (they are considered rares so you lower your power by 300 points… that’s pretty much the damage it needs), but no… they just LOVE to nerf us and give nothing in return… been so since day1.
@Sladeakakevin.4162
I’m guessing you haven’t played engineer much but I have, been my only main since day1, played a Whole lot in both PvP AND PvE and every single patch they nerfed us, even at launch they nerfed so many skills we had in BWE literally to the ground and have yet to make up for it, since then every patch has been a nerf, with EXTREMELY small bug-fixes to cover those, they even nerfed stuff that was STILL bugged (still no word about #1 grenade kit skill being auto, which means a lot more damage if you ask me considered the amount of time wasted just to point the right target, yes I mean WITH fast ground-targeting active too) and left it bugged, they managed to actually break skills instead of fixing and released’em without even fixing’em one month later (it took 5 months to get Deployable Turrets to work!).
And now, not only they completely changed our best trait (which wasn’t even THAT strong now, it was only useful for the Elixir Gun and 100nades), but gave us nothing to make up for it, now that trait is completely useless outside of single-kit (Bomb) build PvP.
Can’t you feel how frustrated the engineer community is?
Every single patch means respeccing and gathering a Whole lot of equips to make it useful.
Every patch we are promised with buffs/fixes (VASTLY more important fixes, extremely needed ones) that happen to be stealth-nerfs or simply don’t even “happen”.
Every patch we get nerfed, completely unexplanedly, I remember GW1 devs used to post their reasons and such but this… THIS… it’s just unbearable.
Every time I try to talk with someone in-game they ask me why I’m playing engineer, even more why I main it, why don’t I roll something else, ANYTHING else, players mock the engineer because they are never considered actually useful, especially by devs considering the patches, I guess they proved to be right…
Now I’m left with my condition-grenade build, there’s nothing as effective, static discharge is yet to be fixed, elixir-gun’s refinement just got nerfed, I wonder what I should do now…
(edited by Rfreak.6591)
3-I consider Static Discharge one of our (if not THE) best damage trait, it fits in every build (well… it WOULD) and boosts the damage consistently in any power build (don’t get me wrong it’s not such awesome damage that it’d need a nerf, it’s the damage that would take us on par with other classes in those terms), BUT! and this is quite a huge BUT! it has unbelievable targeting issues, you see, if the toolbelt skill you use is programmed to look for a target in order to deal some kind of damage the static will lock the same target and shoot it correctly (see what happens with Detonate Turret, it doesn’t need a target, but it actually triggers static correctly), the problem is that most Engineer toolbelt skills don’t deal damage, they are usually just buffs/self buffs and WILL end up bugging the static into the ground, now if those skills were reprogrammed in order to look for a target to deal some dummy damage, they might work (also Big ol’ Bomb needs a target on cast), but then there’s another huge problem, the time I usually spend casting the skill to activate static discharge I could as well just auto-attacked and dealt the same damage, so to make up for this shameful mistake I’d remove entirely any sort of cast-time from ALL toolbelt skills (except maybe MAJOR ones such as grenade barrage, Big ol’ Bomb and the recently buffed Napalm), this fix would truly be a blessing and… YES it’d take just a simple FIX to boost our damage by a Whole lot.
4-Right now both Pistols and Shield are considered sub-par, this is because there are kits that function exactly like those, but better, granting a lot more utility, and don’t get me wrong with this, those kits have ok utility, but our weapons just don’t stand a chance.
Let’ kitten pistols, their #1 is outdone by EG’s #1, #2 spreads a lot and forces us into 425 range in order to land all the hits, #3 is kinda useful, but the damage+confusion duration/stacks is so low it’s rarely useful even inside a PvP environment, #4 is pretty ok actually (now that its range is bugged though, it’ll deal the max burning duration no matter the range, which seems to be ok not OP or anything just OK), #5 is ok too, but the worst thing about Pistols is that the only skill affected by its mastertrait is its #1, which is a shame considering it costs 30 points!
About shield… it’s use should be BLOCKs+reflects but the reflects don’t seem to work well because of bugs or short duration, and the BLOCK is vastly outdone by Toolkit’s, its are extremely bugged and totally counterintuitive, the #4 has a “stuck on place” side effect which, considering its use, requires kiting and desperately NEEDS that effect removed, as much as it needs an actual block of melees, considering the initial design (which wasn’t intended for kiting imo) my best suggestion would be turning #4 skill into a Sanctuary-like bubble that “stucks you in place” and lasts 3s (4s if traited into Reinforced Shield, as it’d need something like a “Shield skill last 1 more second”), now if this change ever happens the cooldown needs a slight increase to 35s because of the trait.
About its #5 it isn’t as bad as it seems, but that’s because it’s bugged, it was clearly originally designed to “stuck you in place” but somehow after the original animation triggers, if you move you’ll be able to cancel the original animation and activate other skills while keeping the original effect, now… that skill is meant to be a kite/offensive one, so my suggestion is: disable the original animation (raises the shield to “stuck you in place”) and make it last its full duration while stunning attacking enemies (not just melee), that’s something neat considering you can throw the shield to stun, now, considering it doesn’t have a cast-time any longer I think it should last at least 3s (4 when traited), remove the BLOCK effect (to balance #4), reduce the cooldown to 25s and stun for 1s if attacked and 3s if you use the Throw Shield.
I think these changes alone would make the class EXTREMELY more enjoyable.
Now please stick to the 4 reasons/suggestions and keep constructive, I wanted to explain myself with a walltext but now that I think of it we should try to keep smaller posts.
(edited by Rfreak.6591)
Patch after patch we get small bug fixes (which we deserved since the first weeks), slight buffs (that never seem to be enough, only to cover…), HUGE nerfs (which seem to go completely unnoticed by the rest of the community except for engineers, do you ever check general community section? People will say no1 got nerfed, it seems they don’t even consider us).
So… are you happy with the way engineers are being changed?
Just a Yes or No would be enough, but then I want to hear you people 4 reasons that explain why you are happy OR 4 things you want to see changed ASAP, things so important that it’s a shame they are left like they are now (maybe with a little suggestion).
I’ll start first: No
I know it might be a walltext but I think these are the ones that desperately need some work done, so please bear with me.
JUST CHECK BOLD-TYPED WORDS IF YOU DON’T WANT TO READ
1-The first fix I want to see, which I consider extremely important for ALL the classes (not just the engineers) is a general fix for all AI controlled units, being pets and summons that are available to all classes, even rune related ones, a possible solution would be this https://forum-en.gw2archive.eu/forum/game/gw2/Summoned-units-discussion/first#post1304965 and a boost to summons’ #1 skills in order to improve their AoE because they can’t effectively kite or chase thus ending up MISSing 80% of their Attacks (easily solved by turning those into 425 range skills, maybe 60 degrees cones) and remove the “stuck in place” effect on all summons’ skills entirely (or at least #1’s).
2-I just can’t accept the fact that every time we get nerfed (and we always are) we get nothing in return, I mean… they didn’t actually “balance” Kit Refinement, it literally got nerfed to the ground and went in the opposite direction it was meant to be, a multi-kit cookie, atm its effects would be ok IF (suggestion incoming) the buffs lasted at least 8s-10s each and if the cooldown wasn’t global, I mean, if I switch to bomb kit and trigger its kit refinement and then I switch to elixir gun both kit refinement would activate, sure they’d have 20s CD EACH, but at least I am “allowed” to take more than one kit effectively, I mean… elementalists can do as much and even more while switching attunements on a much lower cooldown so why can’t we? (I want to keep the 20s CD because if it was lower Magnetic Bomb would be OP).
One slight boost to Elixir Gun’s refinement radius would be better.
Oh one last thing, Grenade Kit’s refinement should be changed to Throw Mine (with a fix to Throw Mine itself in order to make it explode on touch, just what kind of mine doesn’t explode when the enemy stands on it?), it’d be fair considering the original skill has a much lower and traitable cooldown.
(edited by Rfreak.6591)
@Ayestes.1273
Care to check general discussion first? https://forum-en.gw2archive.eu/forum/game/gw2/Givers-weapons-working-now/first#post1703838
Fine… no1 seems to care, I just went out and tested it, they seem to work and actually update the tooltip correctly.
The new patch just killed any Kit Refinement build by nerfing the trait to the ground, (so I won’t PvP unless some kind of miracle happens) “kinda fixed” the previously useless turrets which are now almost useless, simply because they have yet to address the overwhelming issue related to summoned units/pets, which is EXTREMELY poor AI.
I think there are basically less builds available now, only thing I can come up with is a PvP bomb-related thingie… nothing else…
@Mif.3471
Check your own traits before posting please (that’s Speedy Kits effect)
You guys should check this https://forum-en.gw2archive.eu/forum/professions/engineer/Kit-Refinement-effects-post-patch/first#post1703183
If you want to know what happened to Kit Refinement.
Are they working now? can anyone confirm this?
So… this patch changed its functionality to:
Med Kit- 2s Magnetic Shield
Flamethrower- 4s Flame Aura
Toolkit- 2s Super Speed (only speeds up in combat, wiki says it should boost by 200% but the speed is still capped at 50%)
Grenade Kit- cast a single mine (from Mine Field, so you know its effectiveness) that lasts 20s on the ground (range circle not yet addressed)
Elixir Gun- leave a trail of glue (probably 100 radius each drop) that will immobilize enemies when stepping on it (your ability to do so lasts just 3s, each glue trail lasts 3s)
Bomb Kit- casts a Magnetic Bomb that explodes after 2-3s and pulls enemies towards you (seems to have a 240 radius, I’m not sure if it’s affected by Forceful Explosives)
So we are clear… global cooldown means that if I use Elixir Gun I won’t be able to use other kits’ kit refinements for a Whole 20s.
My own comment on this change:
Once again we get to be be even more similar to elementalists (attunement bonuses) and yet we get lower effects, duration and actual effectiveness in trade of previously worthwhile traits/skills, the Kit Refinement we have now is just like pre-patch thumper turret’s toolbelt… Useless…
The only useful thing is Bomb kit’s refinement, and counting it’ll only be worthwhile in PvP, no player will use Kit Refinement in PvE for the next month (provided devs will change it), grats.
(edited by Rfreak.6591)
I don’t know that either, I do hope though… I was merely presuming the reason they are buffing, not that there’s much to presume, they need a serious buff, except for healing turret I think that one’s fine.
Because they are not as worth as other utilities both in duration and toolbelt-related skill (except for rifle turret’s… which is so just because of its short CD and the fact it’s a workaround for the bugged targeting of static discharge), they’ll only be truly useful during their Overcharge.
Their AI is like the worst, they target invincible/dead objects now… that’s not very cool.
They are almost useless in 2+v1 fights for many, MANY reasons, which you probably realized by yourself already.
Also… they have REALLY long cooldowns and considering they are immobile they aren’t much of use in any PvE fight except if you find a good spot with “deployable turrets”.
(edited by Rfreak.6591)
So… any news around here? Nothing? I’d really like if this managed to get into next patch (just a quick fix to drop rates if it was meant to).
Also… are ALL heavy armors actually available?
(edited by Rfreak.6591)
@Karizee.8076
It’s not a matter of glory/pvp reward or not, they ARE meant to be found in PvE but they aren’t in reality, the fact that some pieces of those armors actually ARE available means they are meant to be there, even the fact that some skins are not matching (with the name) is quite the bug and it needs to be listed, you wouldn’t believe how many clueless topics I’ve seen up to now, please avoid posting if you don’t know for sure what we’re talking about.
@Safer Saviour.9685
Is that skin actually shown in game anywhere? (PvP locker)
I’m aware there are some NPC-onky skins but we can’t do anything about those.
(edited by Rfreak.6591)
@Karizee.8076
Yes but the problem is some of those are not available in any way in PvE and some others are quite easily missable so… here’s the topic.
Bumpedy bumpy bump
I’d like this to be stickied in order to give some help to those looking for such armor skins (maybe desperately) either have some official response on the matter.
Besides, let’s go on and contribute giving more information, I have yet to meet an heavy armor skin expert I guess, it’s hard to believe ALL heavy stuff is available in PvE.
Let me say this clear first: Pistols are NOT for leveling purposes, actually they NEED a rework right now as Elixir-Gun’s already better at condition damage (don’t suggest confusion based builds, they work far better against players and NEED dedicated condition equips), also condition damage in general is better AFTER you reach your cap, this is because there is a serie of traits/runes/sigils that you NEED to get just average results.
So I’ll point you to the best direction there is for leveling, which is Static Discharge, it is a trait (10sp in Tools) that works perfectly with the Rifle turret’s toolbelt skill, those 2 alone are a good base for any non-conditional build AND are available VERY early (which is where you stand)… oh and yes you’d better start using rifle, it is better for control and kiting compared to pistols and should help you learn engineer mechanics pretty well as it works fine in most builds.
You may not know this yet but in the Mists (pvp) you can try out any non-racial skill available in the game as well as every trait so go there and do some tests (to access pvp press its icon (upper left of the screen) and choose “Go to the heart of the Mists”, there is also a PvP locker which previews any armor available for any race/armor class.