This was certainly needed and not only because of overflow. This event- and alt-hoping after timers and waiting for events to start seemed almost like having a second job and had the potential to kill the gaming experience in my opinion.
I´m surprised nobody is thinking about infusions:
Anet said they won´t add better gear then ascended, they never said they won´t add better infusions then blue ones – figure out a full set of ascended gear with exotic infusions, you certainly would want this.
A shovel would simply be fitting best:
Or maybe a spoon- and fork-kit to cover mid-range.
One build less, a good chance for another semi-useless trait, useless buffs for useless turrets from clueless devs, Super Elixir might get a kick in the nuts just for a change again – in other words business as usual.
Maybe a buff to rifle turret could improve static discharge builds (to give them a reason to nerf SD in April?).
After all it looks like HGH will be the only way to go if you want some damage (if it isn´t that already).
I wish you some more fun in Brisban Wildlands, half of the events there are completely INSANE if you´re trying them alone – and the one mentioned isn´t even one of those.
Everyone that i talked that had more than 4/6 commendations, told me that each rank/tier don’t give more commendations, that they only won 2 the begining, more 2 after the reset and the others from playing in different guilds.
So all big guilds have to do is making alt-guilds – if they didn´t have them already – and maybe some “guild-hopping” and commendations are coming rolling in?
Looking at the alternative costs (40 Laurels) I can´t imagine that ANet sees that as “intended”. Horrible enough if they really didn´t think about that and in my opinion this would be an exploit (should be easy to trek people with 6+ commendations though).
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No one in there right mind is going to go through the same effort for T1 mats as T6 mats.
I would actually call it pure insanity to expect people to do this.
Fix drops for downleveled areas and maybe but not with the current broken system
This is a very bad idea, T1-T4 mats would become more expensive than T5-mats – and you couldn´t even farm them with your lvl 80.
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I did penitent camp last night a few times, maybe with 10-15 people in the event and we had a lot waves with 2 Vets in it, seems a bit to much and a good chance for prices on T5/T6-mats to rise.
the change to FT#3 increases your overall dmg output by ensuring your foe stays burning, or anything stays burning.
Am I the only one to find +10% damage to burning foes for a channeled attack which applies only 1 sec. burning after the channel and an increase to burning duration on another attack for our class rather weird and useless?
And to add FT#3 after a FlameJet has some issues, like you will only get the burning from FT#1 after you hit the target with the channel finisher, the 1 sec. time-window being very short and blowing a CC for damage.
So both seem only usefull with pistol´s blowtorch, maybe with incendiary power – but most time the target will not burn – unless I bring an Ele-buddy.
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The shared cooldown is only on Elixir Gun, Grenade Kit, Tool Kit, and Flamethrower. The Med Kit won’t block anything, so you don’t have to abandon it.
I hope they simply didn´t forget Med Kit in the patchnotes, otherwise all builds with speedy kits and on heal-effects on traits and runes would be a no-go with kit refinement now.
Nevertheless, if they wanted to nerf 100nades, this is a lazy fix at best and an unneeded annoyance for every build with kit refinement, including EG´s condition cleanse.
Today was my first day farming orr, and after 4 hours i came away with 2 exotics, 5 rares, 20k karma and a TON of mats. So in one day of casual farming i already have more than covered the cost of my MF gear, and to me it seems to be doing its job.
2 exotics in 4 hours of orr farming – you have no idea how lucky you are, I probably have a few hundred hours of running around in cursed shore, farming events left and right with around +150 % MF, mostly with an engi and have not seen more than 2 exotics drop there. Would be also interesting to know your class though.
There really seem to be high and strange differences between some players and MF obviously isn´t the only reason – maybe WvW-boni?
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This would be the escape utility / gap closer which the engineer is really missing.
Did you try rocket boots? It´s atleast a decent escape utility and can also work as a gap closer, though harder to use. Also acid bomb from the elexir gun is nice for escape.
but the hidden gem of the alchemy trait line imo is Energy Conversion Matrix (deal 1% extra dam for each boon on you). So if you have might up to 14, that means a 14% dam increase.
No, might is one boon, no matter how many stacks you have = only +1% extra damage
I find it terribly annoying I can’t go from med kit to my rifle or pistol, or shield.
Having to pass through another kit first can make a huge difference in the heat of the fight.
Isn´t there a hotkey you can assign for this purpose? I´ve bound it to a mouse-key and that is all it takes to go from medkit to rifle – if I remember right it must be the key for weapon-swapping.
they said
“base damage that is consistent with the highest rarity weapons available at the level of the player”They did not say
“base damage that will now be equal with the highest weapon equipped by the player”.
So you either want to tell me that a base damage of 969 is consistent with the 1205 base damage of a rifle or that a rifle is not an available weapon for an engineer?
I also tend to believe now that it´s no bug, still this patch notes are nothing else but false. So much on reading comprehension (and logic).
(edited by hydeaut.1758)
Weapon kit weapon damage has therefore been found to be approximately 876 – 969. While out and out lower than most level 80 exotic weapons, these numbers are in fact higher than those found on exotic torches, warhorns, and foci.
969 obviously is right. The bad thing is, as also pointed out in another thread, torches, warhorns, . . . are dual-wielding weapons, meaning you get the additional stats and sigills from both weapons.
If we use a rifle on a kit now we´re finally screwed twice (sigills, additional stats on weapon) if this is really supposed to be the final solution for weapon stats on kits.
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The reason it won’t matter in the mist, is because it never did!
Weapons didn’t have stat there hehe!!
That´s not completely right, weapons have a base-damage value even in the mist.
And it´s the same there like in PvE: going into a kit will lower you attack-stats.
“Bundles from player skills (engineer kits, elementalist conjured weapons, warrior banners) now have base damage that is consistent with the highest rarity weapons available at the level of the player.”
Doesn´t work – atleast not for engineers: attack-stat in the hero-panel goes down 236 points if changing from an exotic rifle to a kit on lvl 80.
We are only getting stats from the weapons and not the weapon damage. I have 3124 attack with my rifle and still 2888 with all kits on. If thats what your asking. Its equal to a green lvl 78 pistol.
That´s exactly the same I saw: I loose 236 power when I go from my exotic lvl 80 rifle to a kit (according to attack-stats).
I only get the additional stats from the rifle if equipped but not the same base-damage – either a bug or bad expressions in the patch notes?
It also doesn´t work with a rifle, attack stat also goes down when using a kit. The difference to an exotic rifle is equal to 236 power on level 80 for me.
I also used different rifles and the additional stats on the rifle seem to work though, base-damage obviously not (according to stats-window).
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Kits currently scale with stats on armor but not on weapons. This includes weapon damage. All kits do weapon damage equivalent to having a green (iirc) weapon equipped.
It would be great if this would also be considered with the promised fix for weapon-stats working with kits (but I doubt it).
Otherwise there´s a good chance the gap will get worse with ascended weapons.
1) Revamp the Rifle and make it an actual rifle not a pseudo shotgun
2) revamp Pistols and make them actual pistols not blowtorch, poison dart gun and kitten glue gun.
I think that is what this class suffers the most from: our actual weapons are sooo bad for doing damage.
The control pistols and rifle offer is ok for me but the damage-abilities are really heavily lacking either in damage, range, reliability or how to apply (maybe except rifle 1 damagewise – for an autoattack).
The bad thing is, that this is intended according to class description and no improvement to expect and the livestream-quote is further proof for that.
They want to encourage a bit of diversification, as opposed to “Want crits? All the points into Firearms!” or “Damage? EXPLOSIVES.”
Sure, it might be a pain in the kitten to get things to high ratings – but that’s the point.
That´s probably why a Thief gets both precision and crit-damage in the same trait-line, they need it so much more than our class . . .
I humbly ask that we have some sort of post from the developers regarding the current status of the class and its direction.
Isn´t that exactly what they added to the last patch-notes? I think we all know this class-description about versatility and what they think we have to pay for it.
There were always some grenades missing from grenade barrage as long as your target is not directly in the middle of the green circle, easy to test on the golems in the mist (not sure though if that´s what makes you see less damage on it, I didn´t do spvp with it for a while).
Thank you Anet, for giving us this wonderful new toy to play with. Team-support Engineers salute you.
I imagine this would also work well with flamethrower builds too, come to think of it.
I guess Anet didn´t take special engi-skills into account when creating this rune, more the opposite (which may make them taking a look on special engi-skills . . .)
Where did they state that? Do you mean bunker builds in general or engie bunker builds?
Last part ot the recent patch-notes:
Going forward
•Tank vs spike vs physical DPS vs condie DPS. We want to keep making balance changes that allow all classes to have various builds they can use. We don’t want tanks dominating the game, and we don’t want spike builds dominating. It’s healthy to have multiple types of builds in the meta, so we’ll be improving the balance to facilitate a healthy meta.
This is the one part of the game the gimmick builds work though and a buff to Engineers wasn’t necessary.
Gotta wonder what ANet were thinking here.
Don´t worry, just a matter of time as they stated bunker builds are the next to get some “love”.
Well, was about time, someone spoiled it on the forum, guess I can foresee what our next “fix” will be.
OT: the ele-vid is really impressing, lets look the Tankcat-vid (which also lets see the good-player behind) like kidding around. The guy actually kills things while wharping around, paired with high survivability in a crop of enemies in an open field. And are there even any video-cuts?
But they multiply into each other.
10%* 5%* 5%* 5%* 5%* 5%
Have you actually tested that they multiply or is this from wiki?
I guess it´s always good if someone takes the time to collect some damage numbers.
But I have problems to compare 25 stacks of precision to what we had before without them – you could always get them, you have to stack them first and you loose them when you go in downed state (don´t know about others but that can happen to me doing fractals or pvp).
It´s similar with might-sigils, they don´t stack might out of nowhere and HGH could also have been used before the nerf.
And what I find irritating about the Shrapnel-trait: if you take this one you either loose incendiary powder or explosive powder´s +10% damage on explosions – or did I miss something and explosive powder wouldn´t work with grenades?
Don´t forget this last part of the patch notes:
“Going forward
•Tank vs spike vs physical DPS vs condie DPS. We want to keep making balance changes that allow all classes to have various builds they can use. We don’t want tanks dominating the game, and we don’t want spike builds dominating. "
= good chance for a nerf on bunker builds in the future
“•AOE balance. We feel that in PvP some AOE builds are too strong for the opportunity cost, and we’ll be bringing those in line in the next few patches#”
= who says they are done with engi-AOE-damage?
Bad thing is in practice we don´t have one single-target damage worth talking about, all our remaining builds are built on some AoE-damage (pistols with coated bullets, flamethrower, bombs, static discharge, grenades)
I would say it doesn´t matter because you can expect another nerf to compensate for weapon stats.
Besides nerfing abilities they consider op that´s the only kind of balancing they seem to do so far, they simply seem not to have enough manpower to do anything else.
I can´t even look at the build-planer here at work because of an outdated browser and I didn´t test it by myself but here might be one issue:
doesn´t Shrapnel have an internal cooldown? This could prevent it from beeing an AoE-condition, only one target probably would get the bleed.
According to the wiki the bleed-duration is 12 seconds which is good but on the other hand the burning from Incendiary Power which has a short internal cooldown (3 sec. acc. to wiki) and doesn´t only trigger from explosions and adds another kind of condition could still do better.
" The Engineer is a highly versatile class. . . .They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons."
“We see the elementalist as the king of versatility.”
" Going forward
AOE balance. We feel that in PvP some AOE builds are too strong for the opportunity cost, and we’ll be bringing those in line in the next few patches."
This pretty much sums it all up and gives a good chance on further nerfs for grenades. I was looking forward to this patch but once again it turned out to be the opposite I expected.
Engineers should have learned the lesson by now – better play another class if you want good DPS as this is obviously not an option of our “high versatility”.
I´ve leveled a thief to 80 lately and I realized I could do far better damage in green equip on that thief on the same vets than on my downscaled engi in full exotics.
Every class-patch so far has been a frustration to me, ascended gear and the grind for it even more – and now this!
I´ve been playing Age of Conan since release in 2008 – until GW2 was released and I´m still doing T4-raids in AoC almost every week on a Ranger, which in the meantime has even less sustained DPS than all 3 AoC-priest-classes and 2 of 3 soldier-classes. So I don´t give up easily on a game or a class.
I´ll always remember what this moron Craig Morrison and Failcom did to AoC, especially in pvp.
I was close to leaving GW2 before and now feel tempted to press “delete” even more.
And I will remember Jon Peters and what he thinks about versatility – as far as versatility can go without options for compareable DPS, heals and support – and Chris Whiteside for betraying me with ascended gear and the grind for it.
Superior sigil of earth, how does it work with grenades now?
Does it give a 60% chance on critical do apply bleed on every grenade?
I´m pretty sure it´s not 60% on every grenade, meaning only 1 out of 3 thrown grenades can trigger the bleeding only on 1 target before the internal cooldown hits in.
So probably not the best if you´re looking for area-damage.
Now when the second step comes (weapon stats to kits), imagine how much more stronger Engis will become!
Don´t you see you´re falling in the same trap once again? Don´t let them fool you even more, that´s nothing else but another carrot on a stick which will come with some bitter additions.
Sorry, that´s not how they balance, this nerf is not to compensate for a future buff from weapon stats.
In other words: prepare for further nerfs when they really add weapon-stats to kits.
And this point?
Grenade kit damage is now equal in PvP and PvE."
Casia has it written above: grenade 1 is nerfed both in pve and s/tpvp – though less in pvp which makes grenades equal now in both pve and pvp
Cause they plan to make kits scale with weapon damage too – Confirmed by a red post
Cmon, keep up, people! You’re all so behind the curve.
For every buff we received with the left hand we also received a nerf with the other hand so far, that seems to be the only balancing they are able to do. So better don´t expect this future-change to come without nerfs.
So for taking a superior sigill which gives +5% damage I loose 30% damage on grenade´s main attack to “balance” things again?
And whooping 2 stacks on HGH which is not in a damage-trait-line and in my opinion a very bad designed (wasting defensive elexirs for an offensive boon) trait anyways?
Look at thieves and warriors: more damage, more combo finishers, . .
Probably better those kittenfaces didn´t add weapon-stats already or we would be in for a bigger nerf.
I would also say the issue is the short range, paired with the long cast time it makes it easy to miss on a circling target and hard to get a good hit on more than one target.
The general design-problem I have with HGH is, that most elixirs have defensive character and I would need to put them on long cooldown to stack an offensive boon.
My thief gets 5 stacks of might from activating one signet with a T1-trait – which is in the trait-line which gives both crit-chance and +crit-damage. Activating more signets stacks the might and it can be paired with a trait that´s makes stealing reset the cooldown on signets – that´s synergy.
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Very good news!
Concerning his example with Flamethrower and Sigil of Air: isn´t there an internal cooldown on the lightning?
All my damage is no way comparable to my Warrior and without epic support options I feel useless in dungeons and fractals.
I watched a lot of fractal-vids on youtube lateley and just went “wtf” when I saw some damage-numbers popping up. Even these “underpowered” Rangers pull out 5k-6k longranged auto-aimed damage on longbow skill #2 with low cooldown. That doesn´t really make my rifle look good and even my grenade-barrage is worse on single targets.
We can have CC, condition removal and some survivability, but concerning damage and heals we are very limited compared to others.
If you can´t play FotM with your friends/guildmates/most other players because they are lvl 20+ and want to progress while you have no ascended gear – what else is that than gated content?
This is really bad argument…
If it is in fact gated content so is: any content for levels 1-79, group events etc.
This is plain false: any content for levels 1-79, group events, . . . has no restrictions for a player on lvl 80 without ascended gear while FotM clearly has those when agony hits in.
Just THINK once more in the context I wrote it…
To help you with that i’ll write this to show how little sense is in your response:
“This is plain false: any content in FotM level 1-5. . . has no restrictions for a player on lvl 15 without ascended gear while events in areas level 25-80 clearly has those.”
My sentence has exactly the same amount of sense as yours!
THINK HARDER!
I understood what you tried to construct, that´s why I outlined the lvl 80 part.
But I´ll try to keep it simple for you: this discussion is not about leveling, the issue is gating in the endgame which is a completely different part of the game and that´s what this discussion is about.
And your example makes zero sense in a discussion about endgame, you could as well have said paying for the game must then also be considered gating of content: also true in some way but it has absolutely nothing to do with this discussion.
So if you want to talk about levels 1-79 you´re clearly in the wrong thread, better stop mixing up apples and oranges (hope you atleast recognize the difference between those . . )
If you can´t play FotM with your friends/guildmates/most other players because they are lvl 20+ and want to progress while you have no ascended gear – what else is that than gated content?
This is really bad argument…
If it is in fact gated content so is: any content for levels 1-79, group events etc.
This is plain false: any content for levels 1-79, group events, . . . has no restrictions for a player on lvl 80 without ascended gear while FotM clearly has those when agony hits in.
And people don´t do FotM mainly because of the difficulty, they want to progress because of the better rewards which makes FotM lvl10+ much more valueable than those levels before – which in practice make´s it significantly different content on higher levels.
So better stop insulting our intelligence with your bad arguments.
Weapons didn’t have stat there hehe!!