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Engi Rifle Needs a Buff

in Engineer

Posted by: coro.3176

coro.3176

The fact that hammer does that kind of dps WHILE blocking and defending really really matters. In a fight (say, Hammer vs Rifle) both players are rotating offensive vs defensive cooldowns – except Hammer gets combination offensive/defensive skills on much lower cooldowns that do the same if not more damage and provide more utility and combo better. Add to this, the reflect uptime from Bulwark Gyro’s defense field and Hammer 2 reflect, rifle just can’t compete at all.

PvP S3 Survey & Early Findings

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Posted by: coro.3176

coro.3176

Didn’t see any glaring issues with the survey. Hope you get some responses.

Remove Gyro Stomp or Add other OP stomps

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Posted by: coro.3176

coro.3176

I mean, people have said this already in the thread, but it bears repeating.

Function gyro is scrapper’s elite spec mechanic – y’know, like Reaper Shroud, or Celestial Avatar, or 3rd dodge. It is 95% useless in most game modes. It doesn’t even work in wvw because it is slow and dies to aoe. So .. fine, nerf it in pvp too. Hell, remove it entirely and just give Scrapper a 3rd dodge. I’d be happy with that.

Scrapper CD's are just too low for PvP

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Posted by: coro.3176

coro.3176

Seems like Hammer was balanced around not swapping kits, whereas the other engi weapons were. Hammer gets ridiculous cooldowns compared to rifle and pistol (and shield! remember shield?), but there’s nothing stopping you from using hammer and also swapping to kits for even more… I don’t understand balance sometimes

Engi Rifle Needs a Buff

in Engineer

Posted by: coro.3176

coro.3176

Does it though? I’m hesitant to even use overcharged shot if there’s a chance it’ll hit reflect. It’s already a self-cc. Reflect makes it a double-self-cc + damage.

[suggestion]Let's make engi great again

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Posted by: coro.3176

coro.3176

I think projectile hate is the biggest thing keeping engi down. The uptime on them is just so long, that as a rifle/nade build, it’s pretty demoralizing to attempt to fight them. Most of the time I just run away when faced with a scrapper, ele, etc.

To add to this, most of the projectile hate skills allow the defender to attack you while also reflecting / nullifying your attacks for like .. up to 5 seconds at a time. That’s too much. Example: Defense field from bulwark gyro. That’s 5 full seconds where you can’t attack the scrapper. 5 seconds is an eternity in pvp. That easily allows them to close a gap, wait for one of their heals to come off cd, bunker a point, etc. all while being able to attack, move, combo.

(edited by coro.3176)

Engi Rifle Needs a Buff

in Engineer

Posted by: coro.3176

coro.3176

bump.

Rifle needs a buff (and/or projectile hate needs a nerf across the board)
Hammer needs a nerf – all of its skills defend while doing good damage

Just look at the stats on ranked pvp matches. I bet 98% or more of all engis in ranked use hammer. Something is wrong here.

Nerf engi

in PvP

Posted by: coro.3176

coro.3176

  • Hammer deals way too much damage for how defensive it is
  • It actually needs to deal this much damage to compete in the current power-creep meta
  • Other engi weapons are not playable right now
  • If they nerf anything except hammer, it hurts other playstyles more than scrapper, and hammer scrapper is already like 98% of all engi’s in pvp

Bulwark gyro in wvw

in Engineer

Posted by: coro.3176

coro.3176

Nope. It would still die too easily in zergs, but it would be unstoppable in small fights.

The toolbelt skill balances things a bit, because it gets better in large fights, where the gyro gets worse.

Everyone plays necro or warrior?

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Posted by: coro.3176

coro.3176

Oh. Okay. It’s 15. That’s still more than enough to kill a few people, then sit down and have a cup of tea.

Everyone plays necro or warrior?

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Posted by: coro.3176

coro.3176

I would say Warrior is the problem, and Necro is a response to that.

Warrior can deal immense amounts of damage with basically no counterplay except boon corrupt. Necro has lots of on-demand boon corrupt, so it’s a good choice in the meta. Warrior gets stability, immunity to direct damage, and like 30 seconds of resistance. The only option is to corrupt resistance and transfer back the condi bomb.

Of course, you could play Scrapper or Ele which survive with their own invulns/heals, or Mesmer or Thief, which escape, but IMO Necro is best for actually dealing with Warriors rather than just running away for 30 seconds.

Premades in ranked shouldn't be allowed

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Posted by: coro.3176

coro.3176

A few points in favour of Solo Queue

  • there aren’t enough players to have varied matches. Most players can’t be bothered to form teams, so this would cut down on the ranked population significantly.
  • queue times are already too long. This is related to the above, but I’m getting 7.5 minute waits every time I queue. There is absolutely no way I’m going to wait more than 10 minutes for a match.

Premades in ranked shouldn't be allowed

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Posted by: coro.3176

coro.3176

I’ve only ever had good experiences going against premades as solo. I think the matchmaking heavily penalizes 4 and 5-person teams when facing solo queuers.

The only time it has been a problem is in Stronghold where you’ll get coordinated groups of ele’s and druids escorting door breakers and there’s literally nothing you can do to stop them.

The amount of reflection in this game

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Posted by: coro.3176

coro.3176

So you want to be able to down any player safely from range with nothing but projectile attacks in a short amount of time? Am I reading this right?

No, no of course not. There are good reflects and bad reflects out there.

For example, Warrior’s Shield reflect is good. It is purely defensive, and locks them into the animation so they’re not murdering you while also reflecting all your damage. They can use this to defend while they close the gap or wait for another cooldown to come off.

Scrapper’s bulwark gyro toolkit skill, and hammer reflect are bad reflects. They allow the scrapper to defend while attacking. See also: auras.

Also, as shion mentioned, rifle was not a pew pew from range playstyle. It needed to get in close to deal damage. It’s just that it relies on projectiles like Overcharged Shot and often grenades.

The amount of reflection in this game

in PvP

Posted by: coro.3176

coro.3176

Yeah. There’s too much reflect out there. I’ve had to stop playing rifle engi because there’s always someone reflecting or blocking projectiles. It’s just not worth wasting a cooldown when the projectiles will be blocked/nullified, or worse, reflected.

If anyone does not think this is a problem, I propose a challenge: Post a video of yourself (with a projectile class) dueling a competent projectile-hate class, like scrapper or tempest and winning in a reasonable amount of time.

It can’t be done. If by some miracle you can actually kill a class with lots of projectile hate, I guarantee it’s because you’ve had to resort to lower damage non-projectile skills, or it’s taken you far too long waiting for their reflects/blocks to go on cooldown. In either case, you’d be better off not using projectiles.

Why Play in Legend???

in PvP

Posted by: coro.3176

coro.3176

1. I still need my 3 matches per day for the achievement points.
2. PvP dailies
3. I do actually enjoy PvP..

5-7 minute queue times are annoying, but what can ya do?

Engi Rifle Needs a Buff

in Engineer

Posted by: coro.3176

coro.3176

its not so much the projectile hate as an old time player i have no problem timing enemy blocks and shooting them

I do.
Every time I’m sitting there waiting 10-20 seconds for my opponent’s reflects/stab/nullification chain to finish, I just think: "I could be doing damage with hammer right now rather than nothing with rifle.
Yes, there are breaks where you can hit them, but as you said, you can’t do enough damage when you finally do get the opening.

If they did nerf hammer to pre-HoT balance levels, I think engi would immediately drop out of the meta. It’s that good, and our other weapons are that bad.

I bet 95% or more of engineers in ranked are using hammer. If that’s not a sign the weapons are unbalanced, I don’t know what is..

Engi Rifle Needs a Buff

in Engineer

Posted by: coro.3176

coro.3176

Just chiming in to echo what everyone else has said.

Rifle sucks now because there’s too much projectile hate in the game. Hammer is better in every way: Higher damage, shorter cooldowns, skills that attack while defending, better combos.

Buff rifle.

If engi had no downed state

in PvP

Posted by: coro.3176

coro.3176

Hammer is the problem. I just hope that if/when they decide to nerf Scrapper, they balance Hammer and not make rifle/pistol even more unplayable than they already are.

WvW Engi

in Engineer

Posted by: coro.3176

coro.3176

I mean, it’s not a must have class for wvw zerging or anything, but I feel useful.

Traits:
- Explosives (for Mortar Kit)
- Tools (for Swiftness on Kits)
- Scrapper (for defense/regen)

Skills:
- Heal Turret – mandatory. It’s the only condi cleanse on this build, and a blastable water field. The increased cast time really hurts though. I don’t know what they were thinking with that.. it’s almost always interrupted in combat now..
- Rocket boots – personal favourite skill. Movement is king in WvW. Chase someone down or escape. Could be swapped for Egun or Elixir S.
- Grenade Kit – a solid hit from grenade barrage will drop squishies 50% or more health. That alone makes it worth taking. Other skills are decent aoe fights.
- Toolkit – mandatory – Magnet pulling an enemy into your zerg is almost always a free kill. This is a huge asset to your team and one reason to take Engi. Gear shield is a lifesaver too.
- Sneak Gyro/Mortar Kit – Run with Sneak Gyro equipped unless in a large zerg or at a tower. It’s better in skirmishes and small fights and lets you get away when outnumbered. You can swap to Mortar when out of combat, so I’ll usually start with stealth, then mortar right before engaging a large group.

Legend and Diamond what's your solo Q builds

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Posted by: coro.3176

coro.3176

Made it to diamond with a pretty suboptimal (but fun) Reaper minion/shout carrion build.

Scepter/Warhorn, Staff

Rise | Suffer | Bone Minon | Fresh Golem

Minion traits
Shroud traits + Dhuumfire
Shout + Chill traits

Biggest thing was hitting Suffer! and Rise! to dump conditions and have lots of minions up to draw condi’s. Bone minions are good burst, but have been debating swapping them for Wurm.

Issues with "Skilled Marksman" Trait

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Posted by: coro.3176

coro.3176

You make some good points, but I’d rather the trait become baseline and be replaced with something better.

  • Rifle damage is kinda low right now compared to hammer anyway. It needs a buff.
  • Engineers shouldn’t be forced to take a traitline just to play a certain weapon. We already have to dedicate 2 traitlines and 1-2 utility slots to defensive options just to survive. We shouldn’t have to then choose between Firearms and Explosives if playing rifle.

Buff Rifle

in Engineer

Posted by: coro.3176

coro.3176

One example of how rifle is bad now:

In the past, if you came across a melee enemy, you’d dodge their initial gap closer (eg. warrior’s Bladetrail or Charge), then counterattack with Overcharged Shot, cc-ing them and buying some time to hit them with one of your attacks. This felt good because you skillfully avoided damage and were rewarded for it by being able to cc the enemy.

Now, you can’t risk it vs most classes:

  • Warrior: has stability and/or other stances active. You attempt this, and you’ll just end up cc-ing yourself. Warrior kills you while you’re knocked back.
  • Thief: the evade/condi spam build that is popular now is a dice roll. You might hit them if your have good ping and you are lucky. If not, you take condi’s and die.
  • Scrapper: will almost certainly be reflecting or blocking with hammer after rocket charge and/or thunderclap. You can’t OC shot them. Also, they have stability.. It’s futile to even attempt it.
  • Druid/Ranger: 50-50. Things that can go wrong: cc-their pet via that trait, hit stability because they activate their elite. Heal wall (doesn’t really count. you should be able to avoid this).
  • Chrono: 50-50. Reflect hurts, but it’s easier to land OC shot than vs other classes.
  • Dragonhunter: Aegis / block is annoying, but you can usually time it. 5 seconds of projectile reflect on top of that from shield of courage is frustrating though. It feels like you’re waiting 30s for an opportunity to even hit them sometimes.
  • Ele: Hit them with a projectile? Hahaha.. no. Reflect uptime is ridiculous. Also stability/invuln.
  • Necro: OC shot actually works most of the time, but the condi pressure will kill you unless you catch them with shroud low.

(edited by coro.3176)

[Suggestion] This time for rifle!

in Engineer

Posted by: coro.3176

coro.3176

Hammer needs to be nerfed and Rifle needs to be buffed.

Projectiles, and therefore Rifle are just not good against the HoT power creep. There’s too much stability, and reflect and projectile nullification out there to even think about playing it.
For example: I would love to see a video of a rifle engi taking down a good tempest. I don’t think it can be done.

I should probably mention the usual complaints: Damage is too low for the risk required.. no defense on any of the skills.. overcharged shot actually hurts you more often than not if the projectile is blocked or reflected.

I’d really like to play rifle engi in pvp again, but just can’t. It’s bad. HoT power creep has ruined old builds.

Buff Rifle

in Engineer

Posted by: coro.3176

coro.3176

I’d say baseline Skilled Marksman speed buff would be a good first step, but ultimately, the problem is that power creep in other areas has made rifle unplayable.

Net shot. For its cooldown, you’re getting one projectile that is easily blocked/reflected/nullified. It’s okay when it connects, but it rarely does.

Overcharged shot. You’re getting one projectile again, but it’s much worse. You’re cc-ing yourself to do it and you have no guarantee it’ll even hit. If it’s reflected, you’re now double-cc’d.

Compare with hammer, which does better, more reliable damage while not risking anything. It even provides you with defensive skills like reflect and block and gives you boons on autoattack.

In my opinion, the only way to get back to what we had before is to tone down the HoT power creep. Things like:

  • The sheer amount of projectile hate elementalists have access to. A good ele can hold on a point indefinitely vs a projectile/rifle engineer build. You literally cannot touch them with all the reflect and nullification and stability/invuln they can spam.
  • Reaper shroud stability (and other stability spam). An engineer’s main defense is CC and mobility. You can’t rely on CC when your opponents can just gain 10 seconds of stability that constantly refreshes itself. Overcharged shot is a single attack at huge risk to the engineer. That’s not going to make a dent in stab stacks.
  • Dragonhunter’s Shield of Courage. Druid’s heal-wall. Scrapper’s Bulwark Gyro Defense Field. Rev’s staff projectile blind/reflect thing. etc. etc. etc.

I could go on, but ultimately the problem is:

PROJECTILES ARE REALLY REALLY BAD NOW

and this unfairly punishes ranged classes like pew pew ranger, rifle warrior, and rifle engi. I don’t know if any amount of buffs to the weapon will fix that.

Rifle Net Shot Needs Buff

in Engineer

Posted by: coro.3176

coro.3176

Exactly. It was fine, back when there was less stability, reflect, block, invuln, etc. etc. running around. Now, it’s too much risk to deal the same damage and is much less likely to apply its control effects.

Deniara is correct about Jump Shot. It needs to be faster or have some evade frames.

I mean, why risk self-cc with Overcharged Shot when there’s a >50% chance it’ll be blocked or reflected. Why use Jump Shot and risk being killed/cc’d when you could just use Hammer and deal the same damage at the same range while blocking or reflecting or evading?

Buff Rifle

in Engineer

Posted by: coro.3176

coro.3176

+1

Net Shot: Liability because of all the reflect and projectile hate out there. At least it’s instant though, so I guess it’s fine.

Blunderbuss: it’s fine

Overcharged Shot: HUUUUGE liability because of reflect, block, aegis, invuln, any kind of defense at all really. Thing is, if it works, it’s pretty good, but there are so many ways it can fail in this meta. It just becomes a self-cc.

Jump Shot: Major liability. There are no evade frames. If there were, it’d be fine. The damage is good, but it seems like every time I attempt this I just get chain-cc’d to death.

Fix Rocket boots already!

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Posted by: coro.3176

coro.3176

Would love longer distance on Rocket Boots too.

Scrappers needs NERF.

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Posted by: coro.3176

coro.3176

I’d like to see scrapper nerfed in a way that doesn’t make core engi unplayable. Other posters have offered good suggestions, so I’ll just whine a bit more about weapons.

I’d really like to be able to play Rifle and not feel like it is so inferior to Hammer.

Rifle takes huge risks for not much reward. It needs to be relatively close to deal good damage (blunderbuss, jump shot). Its other attacks are projectiles that are easily reflected or blocked or nullified or druid walled or .. etc. etc. Its leap gives no evade frames and its cc is a liability when blocked or worse, reflected – reflected overcharged shot is back-breaking).

Hammer gets the same or better damage, while being a defensive weapon with much safer skills. Hammer 2 and 4 deal good damage while defending at the same time. Hammer 3 is 3 leaps and tons of evade. Hammer 5 is so good it could almost be an elite skill. None of them have the risk of projectile reflects or nullification.

In a PvP setting, I just can’t choose rifle over hammer in its current state.

However, if Hammer is nerfed (and it should be), the rest of the HoT power creep needs to be dealt with as well. Hammer/Scrapper is too good, but it’s necessary to keep up with the rest of the elite specs.

Teammate quit match. Lost a pip.. why?

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Posted by: coro.3176

coro.3176

Note that the match lasted less than 5 minutes (because it was 5v4 and they rushed lord).

Teammate quit match. Lost a pip.. why?

in PvP

Posted by: coro.3176

coro.3176

They were not in my party. I was solo-queueing

Teammate quit match. Lost a pip.. why?

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Posted by: coro.3176

coro.3176

Map: Legacy of the Foefire
Time: approx. 10:50 PST

Teammate rage quit / disconnected for at least 1 minute, probably more like 2 or 3 and was still gone when the match ended.

I lost a pip and the match counted as a loss. What the kitten?

I thought that wasn’t supposed to happen…

New WvW BL Too Big? Let's Visit a Common Idea

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Posted by: coro.3176

coro.3176

This would make the new borderlands actually enjoyable. Gliding is FUN! Running up to a ledge and realizing that you can’t jump down and you have to run another 3 minutes in the opposite direction is the opposite of fun.. and those new borderlands are absolutely full of ledges like that.

Rifle/Toolkit are huge liabilities in ranked

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Posted by: coro.3176

coro.3176

I’m feeling really ineffective playing soldier rifle (nades, toolkit, slick/elixir s) in ranked these days. Here’s why:

Rifle

  • Overcharged Shot. – This is already a risky skill because if your opponent has stability or aegis or invuln or almost any defense really, you’ve just cc’d yourself and got nothing out of it. Now it seems like there is much much more reflect going around. Reflect makes this an absolutely terrible skill to attempt in a teamfight if you’re up against some of the classes that have easy access to it.
  • Jump Shot. – Also high risk. You’re committing yourself to a leap that where you are vulnerable to all damage and cc. The damage is okay, but it’s nowhere near Revenant’s Unrelenting Assault. That does more damage, grants a ton of might, but most importantly it is less vulnerable to interruption. In heavy teamfights, I’d say my jump shots are interrupted more often than not. Jump shot is also bugged, iirc, because it is affected by chill and cripple. I believe there was a post about that not being the intended behavior. It makes it nearly useless for attacking a Reaper or escaping once loaded up with conditions.

Toolkit

  • Magnet Pull – do I even need to mention this? It’s been bugged since forever.
  • Gear Shield – It’s not bugged, but it isn’t great at preventing damage. There are a lot of things out there that cut through block. Unblockable Necro marks are probably the most annoying, followed by DH traps, Rev skills, etc.
    It’s just unreliable now. Like, in the past, you’d have 3 enemies bearing down on you, and 2 allies coming to help maybe 10 seconds away. It used to be an easy decision. Pop gear shield, block for a few seconds, dodge. Now, you pop gear shield, but immediately get chilled or feared by Necro marks, then cc’d and killed shortly after. Maybe it would have been better to run away until your allies got there, but you didn’t know that they had unblockable skills, so it’s hard to make that choice.

Any advice? Has everyone switched to meta scrapper hammer?

(edited by coro.3176)

Reaper

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Posted by: coro.3176

coro.3176

What is the animation on plague signet? The wiki says it’s instant. It seems to be instant. Is it not?

Reaper

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Posted by: coro.3176

coro.3176

I’m using Soldier + Rifle, Explosions / Tools / Scrapper and I just get continually wrecked by any Reaper with two fingers. It is such a hard counter, I can’t even try and fight them.

Problems:

  • chill sucks – when combined with cripple, it is basically hard cc. Alone, it MUST be cleansed or else you cannot avoid high-damage melee attacks. However, they reapply it so often I spend most of the fight trying to get un-chilled, or escaping. Even with Rifle 4 and Rocket Boots, it seems like I am always chilled and can’t fight properly (affects Rifle 5, etc.). The fact that it also deals good damage is just too much.
  • unblockable marks are oppresive – given that my main defense on this build is Gear Shield, I just die when facing a necro with this trait. They always lead with staff 3 or 5, which makes it near impossible to dodge the rest of them. The problem is that I don’t know they’re running that trait until they hit me, and then I’m already dead because I committed to staying on a point or engaging when I should have run.
  • plague signet is anti-fun – Obviously, the solution to some of these problems is to kite from a distance and take them down with ranged damage. However, most of my ranged damage (grenades, mortar) also apply conditions, and this does more harm to me than them, because they immediately plague signet them off at instant speed once I land my attacks. Now I have to disengage again because of chill, poison, bleed, etc.

Any advice would be appreciated. I just can’t fight them at all.

We need to talk about invuln

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Posted by: coro.3176

coro.3176

OP specifically mentions Engineer, which I play a lot, so I’ll add some perspective:

I’m running Rocket Boots, Grenade Kit, and Toolkit untraited (channeled block every 20s).

That toolkit shield block is my ONLY defense against sustained damage. If I need to get through aoe spam, or survive being focused, or if I expect thief hitting from stealth, I need that to work. It is already significantly worse than it used to be with lots of unblockable skills out there (necro, etc.)

Yes, I could run elixir S and stall for more time, but that doesn’t help the match because you can’t contest the point while stealthed or mini-invulned.

Engineer Bugs (Updated & Consolidated)

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Posted by: coro.3176

coro.3176

Did .. did they fix something?

I just checked that, and I think the skill queue bug has been reduced if not eliminated. I can now use a toolbelt skill and another skill without it being interrupted by the static discharge proc.

I can’t confirm that it’s not slowing things down a bit. I think it might be, but it seems much faster and isn’t interrupting my other skills like it was a week ago.

Is it just me?

Engineer Bugs (Updated & Consolidated)

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Posted by: coro.3176

coro.3176

Bumping again. Skill queue bug is still really frustrating. It hurts dps and interrupts skills. Please fix it.

Magnet is still broken. Please fix it.

Engineer Bugs (Updated & Consolidated)

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Posted by: coro.3176

coro.3176

I wanted to quickly mention – we’re investigating the med kit 1 issue right now!

Could you please maybe also quickly mention that you’re aware of the other bugs ( static discharge skill queue, magnet, AMR, etc.)

Do the devs know that these are still broken and that the latest patches did not fix them?

Beta Weekend Scrapper Feedback Thread

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Posted by: coro.3176

coro.3176

I just played a pvp match with my scrapper vs a mesmer. It’s just the two of us in the middle of Foefire. I down the mesmer. I wait until the mesmer uses deception. Then I target the real mesmer and use function gyro.

Function gyro (slowly) goes over to the real mesmer, thinks about stomping, but decides to change targets and go stomp the clone instead. At no time did I click on the clone or press any other buttons.

We repeated this behavior a few times. Function gyro makes me sad.

More communication about the Scrapper please

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Posted by: coro.3176

coro.3176

1. Function gyro is unreliable. Maybe it just takes some getting used to, but..

  • it dies really easily in pvp
  • seems to get lost sometimes and just wander off (maybe when enemies stealth?)
  • it’s nearly useless in pve

Recommendation: make it indestructible, smarter, or faster. Gyro could do other pve tasks like loot, mine, activate things.

2. Impact Savant trait is not very useful

  • Not every scrapper will use hammer. This is a very hammer-focused trait, as it has one of the few engineer skills that stuns. It feels like a waste of a trait and you have no choice.
  • It only affects stuns, not launches, knockbacks, daze, or other cc. Launch/knockback would be useful for rifle engineers. Daze would be useful for gadgets, etc.

Recommendation: Make it affect other cc as well. That’s what everyone kind of assumed it would do.

3. Decisive renown is not very useful in PvE

  • another trait scrapper is forced into. Ideally in PvE, your team is staying alive. If no one goes down, then you get no benefit from this trait.

Recommendation: replace it with something that is less situational

3.5 Function gyro doesn’t use your finisher

It also doesn’t trigger Decisive Renown (which should be replaced, but come on. Tell me someone thought of this. We have function gyro, which stomps/rezzes things, and we have a trait that gives boons for stomping/rezzing things. They don’t interact at all?)
Should be an easy fix, no?

(edited by coro.3176)

Engineer Bugs (Updated & Consolidated)

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Posted by: coro.3176

coro.3176

Bump: skill queue bug with static discharge is still kittened and is a huge hit to dps / playability.

Only few changes left

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Posted by: coro.3176

coro.3176

They still haven’t fixed the skill queue bug. Auto-proc instant traits like static discharge still interrupt skills and reduce dps..

Also, re: mortar – Is it 150 range? I was trying to get Mortar 1 to actually cleanse conditions and failing hard. If so, that’s pretty useless.

(edited by coro.3176)

Static Discharge skill interrupts broken

in Bugs: Game, Forum, Website

Posted by: coro.3176

coro.3176

Posting this in the game bugs forum because I don’t know if anyone reads the engi one.

Can someone please acknowledge that they are working on the skill queue interrupts and SD bugs?

Look. I can use one of my toolbelt skills about 13 times a minute. About 25% of those static discharges just shoot straight into the ground because the toolbelt skills are targeted (orbital strike, grenade barrage) – another bug that wastes lots of damage. All of them produce aftercast that reduces dps (lost time) and interrupts the next skill I try to use (more lost time).

That is a game bug slapping me in the face about once every 4 seconds.

I hope you can see how much of a problem this is. Please just say you’re working on it.

Engineer Bugs (Updated & Consolidated)

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Posted by: coro.3176

coro.3176

Can someone please acknowledge that they are working on the skill queue interrupts and SD bugs?

Look. I can use my toolbelt skills about 12 times a minute. About 25% of those static discharges just shoot straight into the ground because the toolbelt skills are targeted (orbital strike, grenade barrage). All of them produce aftercast that reduces dps (lost time) and interrupts the next skill I try to use (more lost time).

Add, say 15 crit procs per minute for bunker down (not completely sure about this one) and that’s almost 30 interrupts per minute. That is a game bug slapping me in the face every 2 seconds.

I hope you can see how much of a problem this is. Please just say you’re working on it.

Engineer Bugs (Updated & Consolidated)

in Engineer

Posted by: coro.3176

coro.3176

Focused on their new classes/specs, no doubt.

Here’s another gripe: I played engineer a lot pre-patch and my fingers know the rotations pretty well. Post-patch though, they just don’t work. I don’t get it. The skill cooldowns and activations haven’t changed, but the skills don’t go off. Like, I’ll swap to nades, throw a few, but only one will actually complete. I assume this is kind of related to the skill queue interrupt bug (WHICH IS STILL THERE AFTER HOW MANY MONTHS?) It’s a source of great frustration in pvp when you expect certain things to happen and they just don’t.

Other targeted cast times seem to take too long as well. Eg. Orbital Strike. It says 3/4 seconds, but it’s almost always interrupted, whereas other non-targeted skills with 3/4s cast times almost never are. If I want to actually cast Orbital Strike, it seems like I need to wait a full 2 seconds just to be sure it’s not interrupted (that is if it wasn’t already interrupted by my static discharge from throw wrench or something)

Advice on dealing with condi stackers

in Engineer

Posted by: coro.3176

coro.3176

Basically this: http://metabattle.com/wiki/Build:Engineer_-_Soldier_Rifle with kits + mortar

but using Tools instead of Alchemy because I found the passive condi cleanses were being wasted on non-damaging conditions. Tools also allows SD and Lock on, which I find helps a lot vs stealth classes.

That is a good point about some stacks not being as damaging. It’s difficult to tell without mousing over them in the middle of a fight though.

Advice on dealing with condi stackers

in Engineer

Posted by: coro.3176

coro.3176

So, I’m having a lot of trouble dealing with condition stacking classes. I feel like I just don’t have enough cleanse to survive anything with my pretty standard soldier rifle build.

Typical situation:
Mesmer appears. We fight. I notice that I have 6 confusion stacks and am missing enough health to heal. I Use healing turret to cleanse. We continue fighting. Mesmer does their usual invuln, stealth, blink etc to stall before unloading again. I notice that I now 12 confusion stacks. Heal is not up yet. I die. I seem to take about 30k damage from confusion regardless of how well I dodge / block. 30k from torment most of the time too. I move around a lot to dodge and position. I feel like it’d be suicide to stand still.

Burning is pretty bad too. It’s harder to cleanse vs some classes because they just reapply it so often. But the common theme is, I take a few stacks of burning when my heal is on cd and I just have to disengage or else I will die. Most of the time I die even after getting away because it’s just so much damage per tick and heal is too far off cd. The death readout says things like: Burning – 60k damage, 14 hits.

Can anyone confirm this magnet bug?

in Engineer

Posted by: coro.3176

coro.3176

I mean, it was always a little bugged. That happened occasionally, but it seems to be 100% broken now. Like, on skyhammer if I try and pull someone into kitten and they’re not in combat, it will fail every single time.

I noticed it in wvw too. When chasing down an enemy, the first thing I would do is lead with a magnet, but it fails every. single. time. I have to shoot them once to get them in combat then pull and it works.