Summary: We don’t want any classes that require skill to play.
To the people that claim the larger size would cause them to have a masculine voice: That isn’t how it works.
I recommend Thief.
You don’t actually know what “false advertisement” means, do you?
Is it that hard to understand the idea of turrets having stats in the same way players have stats?
Player toughness should increase turret toughness.
Player power should increase turret power.
The huge problem with our class is that toolbelt skills aren’t as powerful as a normal utility skill.
They need to have lower cooldown.
How about no, and Anet just makes them all scale with every stat.
How about yes, and your counter is a horrible idea that is so unbalanced they won’t consider it for more than a millisecond.
OP, I, for one, like the idea of needing to spec gear that buffs the turrets I use, so long as they don’t bury the stat I should be stacking somewhere I can’t find it. Right now, there is no reason not to spec Zerker, so anything that makes other gear more useful and/or gets people to start playing the game in different ways is good. Engineer is just as good a place to start as any, and turrets need some love.Right. My suggestion is so unbalanced that they implemented it with every other aspect of the game.
If you really don’t think turrets scaling with stats is balanced, you really have not thought it through at all.Actually, you’re right. Your idea isn’t unbalanced, just lazy. Scaling the turrets with whatever J. Random Stat people want to use is incredibly lazy and boring. Since that basically means that every turret will have the same adds to it for a given level of armor (since they all have the same value of stats, regardless of bonus type), then there would again be no need to different types of armor and ANet should just remove all the armor variants from the game in favor of the simplified “X Level Armor with Y Look”. Who cares what your stats are, so long as your armor level matches your character level and it’s name is in Orange or Purple. That’s all that matters.
sigh Talk about dumbing down the game.
…wait, where did he say that they should scale to total stats instead of “If you’re wearing high-Toughness gear, it should improve Turret Toughness?”
See, the first is what you seem to be thinking he’s saying, but the second is what I think he’s saying
What else could I have meant?
I swear these forums make me dumber every time I read a post.
How about no, and Anet just makes them all scale with every stat.
How about yes, and your counter is a horrible idea that is so unbalanced they won’t consider it for more than a millisecond.
OP, I, for one, like the idea of needing to spec gear that buffs the turrets I use, so long as they don’t bury the stat I should be stacking somewhere I can’t find it. Right now, there is no reason not to spec Zerker, so anything that makes other gear more useful and/or gets people to start playing the game in different ways is good. Engineer is just as good a place to start as any, and turrets need some love.
Right. My suggestion is so unbalanced that they implemented it with every other aspect of the game.
If you really don’t think turrets scaling with stats is balanced, you really have not thought it through at all.
We don’t have any melee options at the moment, without using up a utility slot. I know lots of people want us to get the hammer as a new weapon, but I think one handed weapons are more interesting, because they can be used with different weapons in the other hand.
Main-Hand Skills
Heavy Blow
Chain. Strike your target.
Range: 130
>>>Forceful Blow
Chain. Strike your target again.
Range: 130
>>>>>>Irresistible Blow
Chain. Strike your target a final time, dealing significant damage. If the attack is blocked, the target takes half damage and is knocked down for 1 second.
Forge Strike
Smash your enemy, inflicting 3 seconds of burning and granting yourself 3 seconds of protection.
Lightning Rod
Impale the enemy with your mace, causing them to be damaged and dazed by lightning every two seconds for 10 seconds. Also hits enemies around them.
Stun Duration: 1 second
Cooldown: 15 seconds
Radius: 150
Off-Hand Skills
Magnetize
Magnetize your main-hand weapon, making the next three attacks from it home in on the target and inflict daze for 1 second.
Cooldown: 25 seconds
Stabilizing Strike
Slam your weapon down in front of you, stunning enemies within 300 units for 2 seconds. You gain stability for every enemy stunned.
Cooldown: 40 seconds
I hate to break it to you, but it’s HGH that makes that build decent. Not flamethrower.
How about no, and Anet just makes them all scale with every stat.
Is our class too fragile for its role?
Does anyone honestly think the answer to that question is no?
I do!
I guess you meant “Does anyone honestly think the answer to that question is yes?”
I would argue that yes, we are too fragile, given our role as close-to-mid attackers and our lack of reliable long range weaponry.
Remember that we were originally supposed to be Soldiers. Our class was designed at least partially with heavy armor in mind.
what exactly is your point @VIVorcha.7853? the more skills you have the stronger you are?
No, but that seems to be what everybody else thinks.
The toolbelt is nothing more than extra skills. Kits are also just extra skills.
The engineer mechanic is having more skills available at one time than other professions, whether through kits or through other utility skills with their toolbelt counterparts.
The engineer was beautifully designed. Look at how much variety our engagements have compared to any other profession.
Elementalist with their four attunements say hi.
And guess what? An Elementalist with four attunements still gets to fully choose their utilities. An engineer with four kits doesn’t get to choose any skills at all.
lol oh god… why do people who know the least about the class are always the ones trying to talk…..
every kit utility gives 5 skills + 1 (toolbelt)… and you do get to chose ur utilities lol no one can force you to run 4 kits, and with the little knowledge you’ve shown about the class, i very well doubt you could handle it… so much ignorance
If you don’t run four kits, you no longer have more skills than an Elementalist.
And Elementalists always have access to 25 skills, regardless of their choice of utilities and healing.
Math is not hard.
The engineer mechanic is having more skills available at one time than other professions, whether through kits or through other utility skills with their toolbelt counterparts.
Elementalist with their four attunements say hi.
An Elementalist with 4 attunements (5 skills each), 3 utility skills, 1 elite, and 1 healing skill is a total of 25 available skills at their disposal.
An Engineer with a weapon (!!!), 4 tool belt skills, 3 utility kits (5 skills each), 1 healing kit, and 1 elite skill has a total of 30 skills available at their disposal.
Take your time letting it sink in.
Elementalists can customize their utility and healing skill from the full selection while still achieving 25.
Engineers only have the selection of 5 utility kits.
And three of the skills in medkit are the same.
Elixir H is decent, but the other professions have so much better options. Shelter, for instance, blocks you while healing.
Shelter also has a longer cooldown, heals for less, and scales worse with Healing Power than Elixir H does. It also cannot be traited to remove boons on enemies (tossed) or conditions on yourself/allies.
As much as I love my Guardian, their healing skills are garbage compared to what Engineers have. You have to put ten points into Radiance just so that Signet of Resolve doesn’t have a forty second cooldown.
We don’t have signets.
Your life is soooo hard.
I am confused by this response.
You are the one complaining about how much better other classes apparently have it. Not me.
You complain about how bad Signet of Resolve is for the Guardian.
Engineers don’t have signets at all.
Your life as a Guardian is so difficult.
Thanks for the info. Makes the decision between Necro and Engi that much more difficult.
I recommend Necro.
This should have been our class mechanic…. customizable kits.
Nothing to see here. Just another garbage Engineer trait.
Elixir H is decent, but the other professions have so much better options. Shelter, for instance, blocks you while healing.
Shelter also has a longer cooldown, heals for less, and scales worse with Healing Power than Elixir H does. It also cannot be traited to remove boons on enemies (tossed) or conditions on yourself/allies.
As much as I love my Guardian, their healing skills are garbage compared to what Engineers have. You have to put ten points into Radiance just so that Signet of Resolve doesn’t have a forty second cooldown.
We don’t have signets.
Your life is soooo hard.
Mesmers are that way. A good Mesmer is properly rewarded by roflstomping entire parties.
This bring tears to my eyes..
’tis a sight to behold.
The toolbelt is nothing more than extra skills. Kits are also just extra skills.
The engineer mechanic is having more skills available at one time than other professions, whether through kits or through other utility skills with their toolbelt counterparts.
The engineer was beautifully designed. Look at how much variety our engagements have compared to any other profession.
Elementalist with their four attunements say hi.
And guess what? An Elementalist with four attunements still gets to fully choose their utilities. An engineer with four kits doesn’t get to choose any skills at all.
Turrets should all be on a CD of 25. Picking them up should put them on a CD inversely proportional to their health.
A turret at full health would have a CD of 10.
@Noss:
Engineer heals are the some of the best in the game, hands down. The only heals that come close are that of Ranger, but they’ve received nerfs in the past whilst our heals have only had buffs by and large. Aside from that stealth nerf of Drop Antidote.Med Kit is the highest HPS in the game for raw healing i believe, and comes with free Fury and Swiftness. Healing Turret is a really good spike heal and since its changes it is now “good enough” at condi clear that CF409 is no longer mandatory. Elixir H has always been good and is the best spike heal for the Engineer that also has RNG boons. (Bonus!)
The only changes I’d like to see to Engineer at this point is adding Master level + traits for Turrets and Gadgets to give them the option of condi clear or at least some interaction with condis, and for the access of Stability beyond Elixirs and Elixir X. Perhaps through a GM trait that replaces some of the really really bad ones we have.
I’m sorry, but you can’t compare skills JUST by looking at numbers in a game like GW2.
Medkit forces you to switch weapons entirely, use three skills, and switch back, not to mention that you receive no benefit from the heals unless you run over them physically. That takes more time out of the fight for you than any other healing skill.
Healing Turret is good, except that the overcharge was implemented really badly and the skill isn’t even used for its intended purpose. You get more healing by dropping, overcharging, and detonating than by leaving it down, which is a bad design.
Elixir H is decent, but the other professions have so much better options. Shelter, for instance, blocks you while healing. Consume Conditions strips all your conditions to heal you, and is one reason our condition builds are a joke against Necromancers.
Nobody ever said they were.
People just said that they should be, because they’re so much better than the toolbelt.
Considering that the Engineer is so much harder to play, it should be noticeably more powerful than other professions. I’m not getting that.
Mesmers are that way. A good Mesmer is properly rewarded by roflstomping entire parties.
Let me elaborate for those who aren’t familiar with what I mean:
Classes are divided into different levels of base health.
Right now, Warriors and Necros have the highest tier of health, the medium tier consists of Engis/Rangers/Mesmers, and the lowest tier consists of Guardians/Thieves/Elementalists.
My question is: Should Engineers be raised up to the next Health tier?
I think they should, and hear me out before you tell me to “L2P nub”.
1. Our builds tend to involve directly tanking damage
The most popular armor set for our class to use is, of course, Rabid, which boosts Toughness. The most popular trait line for our class is Alchemy, which boosts Vitality. One of our perks, Juggernaut, gives 200 toughness while wielding the flamethrower. Of course, not EVERYBODY uses one of those, but many people do.
2. We usually need to be up close
Most of our weapons and kits are close-to-mid-range, which puts us in a position where the enemy can easily fight back and damage us. Our only real long range option takes immense skill to use properly at its maximum range.
3. We’re limited in options for escape
Yes, we have Elixir S, Rocket Boots, Slick Shoes, and Super Speed (which is broken, by the way), but we’re still not that mobile. Slick Shoes can be easily avoided by someone who pays attention, and Rocket Boots doesn’t get you that far. Elixir S doesn’t last very long. Our class depends more on taking damage than running away.
4. A health increase by one tier wouldn’t make a huge difference
We all know how fast health drops in this game. I’ve had fights in Planetside 2 that took longer. This change would be a minor buff at best.
5. This change would allow for the Ele to be moved up to the 2nd tier
The Elementalist is largely in the same boat as the Engineer. I think a health buff for them is deserved as well, and by moving the Engineer up, we would free a spot for them in the 2nd tier.
What do you think?
Personally, I’m of the opinion that we should have been a Soldier class, but that’s not really an option at this point. This is a much more likely change.
(edited by VIVorcha.7853)
We’re way too dependent on kit switching. We need more traits like Juggernaut that reward the use of a single kit.
snip snip
You didn’t mention the Infused Precision vs Furious Speed. What about that? Why should Warriors have a trait that is 4 times as effective but functions in basically the same way?
I didn’t feel I needed to mention every example of this in the game. I feel that I explained my stance on it pretty clearly through 2 examples. Professions are not designed to be the same so expecting a shared trait to be in the exact same location on both professions doesn’t make sense to me.
This isn’t about location. You didn’t read my post at all. It’s about Warriors having a trait identical to ours, except it’s four times as effective. It’s in the same place.
snip snip
You didn’t mention the Infused Precision vs Furious Speed. What about that? Why should Warriors have a trait that is 4 times as effective but functions in basically the same way?
I’ve been thinking a lot about the racial skills of the Charr. My engineer is a Charr, and I really want to make use of those skills to have a more unique build. Here’s a summary of them for those who aren’t familiar:
Battle Roar
Gives 2 stacks of might (15s) and 6s of fury to you and nearby allies. It’s basically a toned down “For Great Justice!”. It’s not that great on its own, but it does come with the toolbelt Invigorating Roar, which removes Weakness and Vulnerability from nearby allies AND gives 10s of Vigor to them and you, which is really nice. It has a 50s cooldown.
Hidden Pistol
Evade backward (3/4s) while firing a concealed pistol. It also comes with a burst Toolbelt skill, Hidden Pistols, that hits 8 times and deals moderate damage.
Shrapnel Mine
Inflicts crippled (5s), and bleeding (20s). The Toolbelt is Booby Trap, which puts a charge on you that explodes and inflicts 3 stacks of bleeding (10s) if you get hit by a melee attack.
As I said, I really want to use these in a build, especially Battle Roar. Does anybody have any builds or thoughts on these skills?
I’m thinking that Hidden Pistols could be used in a crit proc build, but otherwise I’m not really sure.
you’re level 20 crying for buffs.
next thread.
You say the same thing when a level 80 asks for buffs.
Why are you on these forums if you have nothing to contribute to discussion?
Our traitlines DO suck.
-One of our MAJOR GRANDMASTER traits is a MINOR ADEPT TRAIT for Rangers. 50% faster endurance regen IS NOT GRANDMASTER MATERIAL.
-Infused Precision is the same as Furious Speed (Warrior), but triggers half as often and lasts half as long.
All of our Grandmasters are pretty bad, but there are also many other traits (like Scope) that are even more useless.
no. They will not do this. Why?
Because even if devs will buff other staff in engis, they will never do them siplier to play. Cause that’s what engis about.
But good try m8.
Engis are not about being difficult to play.
By speccing into Alchemy (+30% boon duration), and getting 2x Rune of Hoelbrak (20% might duration), 2x Rune of Strength (20% might duration), and 2x Rune of Fire (20% might duration), you can have 10 persistent stacks of might from Juggernaut.
So that they can be more easily ignored
Kthx.
I appreciate your dedication to bug fixing, Anet.
Especially with our class, which is possibly the most buggy of them all.
Engineers have no reason to be any different.
I don’t necessarily disagree with creating some nice, accessible builds, something the engineer is a bit low on.
I can’t agree with this statement, however.
If every other class has Signets, you shouldn’t make one class not have them. That doesn’t make sense balance-wise.
I think there’s a difference between “balance” and “homogeneity.” Balance is good, but I see no reason for homogeneity. Again, I agree with you that engineers could use some nice, easy, open-world PvE builds, like signet-based builds are for a lot of professions. Signets have strong passives which means that the player doesn’t have to press as many buttons, because simple combinations are more effective.
The only thing I disagree with is that “other professions have signets, so engineers should have them too.” Why would we want signets when we can have flamethrowers, slick shoes, mines, and prybars? There are already seven professions that have good passive options, and five of them can also wield greatswords (lol greatswords). GW2 has plenty of things that feel the same. Why not celebrate the few things that are truly unique?
The reason: Because a deficiency is not a uniqueness that deserves to be celebrated?
I don’t really understand. Do you support adding signets for Engineers or not? Do you want them to be added under a different name? Because that’s just totally pointless.
Engineers have no reason to be any different.
I don’t necessarily disagree with creating some nice, accessible builds, something the engineer is a bit low on.
I can’t agree with this statement, however.
If every other class has Signets, you shouldn’t make one class not have them. That doesn’t make sense balance-wise.
Engineers are significantly more difficult to play, but not any more powerful. It’s also extremely buggy and Arenanet has a habit of nerfing us just because.
These:
https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Signets/first#post2832715
If you don’t want to click, I basically want a Speed Loader, Defibrillator, and Engineer signets.
Rangers and Thieves are far worse off than is the Engineer.
Thieves?
I’ll have two of whatever you’re smoking.
Thieves are a garbage class. They’re a pile of sticks (straightforward and uninteresting skills) held together by glue (stealth) and sold as a house. It’s trash design. At least other classes have interesting utility. Thieves have stealth. Yes, it is a broken mechanic, but it’s ALL THEY HAVE. They are garbage. Trust me, I play [Bomb Kit].
They have possibly the best burst damage in the game available, and they can disengage a fight whenever they choose by stealthing and shadowstepping away.
First of all, don’t come in here and tell me that signets would ruin the Engineer. Signets are just another type of skill, and you don’t need to use them if you don’t want to. Every class has signets, and Engineers have no reason to be any different.
Now, I’ve thought of some signets that would fit the theme of the engineer. Here’s what I was thinking:
Gear Signet
Gear Signet focuses on affecting the recharge of toolbelt skills, which makes it totally unique to the Engineer.
Passive: Increases Toolbelt Recharge Rate by 20%.
Active: Your toolbelt skills are instantly recharged.
Gear Grenade (Toolbelt)
Throw a ground-targeted gear that spins rapidly, firing dazing darts in the area around it.
Range: 600
Daze Duration: 1 second
Duration: 3 seconds
Rate of Fire: 0.2 seconds
Combo Finisher: Whirl
Signet of Iron
Passive: Reduces the duration of control effects on you by 15% (stacks with Rune of Melandru).
Active: Grants Protection to you and nearby allies for 8 seconds.
Barricade (Toolbelt)
Deploys a destructible iron wall that blocks projectiles.
Signet of Steam
Passive: Condition duration on you is reduced by 20%.
Active: Breaks stun and grants stealth for 5 seconds.
Steam Shroud (Toolbelt)
Generate a large steam bubble around your current location, inflicting burning, blind, and weakness to enemies who touch it. Projectiles cannot pass through.
Duration: 10 seconds.
Rangers and Thieves are far worse off than is the Engineer.
Thieves?
I’ll have two of whatever you’re smoking.
elixir x is already good. in pvp. with power builds.
Hahahaha no
Nobody uses Elixir X seriously unless they’re trying to play the game on hard mode. Supply Crate is our only good elite.
I don’t get why there are any nerfs to our class at all… but I appreciate the buffs. At least they notice us, and Toss E B isn’t useless anymore.
Love how ANet always tries to put the little number before the big number, so that everything looks like a buff even when it isn’t.
The mentors should not have been killed. Eliminating interesting characters is just lazy writing, and is done to avoid doing serious character development.
Have you met Sieran?
I also thought Rytlock was an excellent character until he started being nice to Logan.
actually, youre thinking of rangers. engie is at least fun to play. for example, ranger has NO viable builds for higher tier WvW.
Rangers are insanely fun to play. Engineers have some viable builds but are a chore to play, especially with the lame mechanic they got.
so you think engineers perform adequately and yet you are here crying and moaning for buffs. next thread.
Please leave, since you clearly don’t read anything that anybody here says.
Engineers require much more effort and button mashing to get an adequate performance than any other class.
The amount of skill required should correlate with the performance you get, but Engineers don’t seem to work that way.
(edited by VIVorcha.7853)