You got a single fact to support that our rifles are considered a sniper rifle if your going claim it is so? Most of the skins look akin to a shot gun and not a sniper rifle.
Hip shot looks tough if you ask me.
We really didn’t need yet another new thread on this by the way, if you poke around the least bit you would have been capable of finding the already on going discussions on this topic.
the range is great. It works to push enemies back, and does a nice AoE with bleed for those who get to close.I completely disagree with your assessment.
The claim that rifle skins are a minority is blatantly false like most the claims you make. There are what 5 shotgun skins in this game?
Blunderbuss is a great skill
The knockback is useful against guardians, thieves and dagger eles but we are primarily a close ranged class and as such putting distance between us and our opponent is normally a bad idea.
Rocketjump is clunky and doesn’t do much damage.
I have yet to see that thread that you mentioned where most agreed that hipshot was awesome.
Only one I found was the one with only you saying it was good and the rest saying it looked stupid.
What argument? The thread is about a question, one that is answered on many threads including 2 of the stickied threads.
If it was properly addressed there wouldn’t be numerous threads about it now would there?
But as for the argument, I will spell it out for you.
Warrior, Elementalist, and any other class who uses summoned/transformed weapons and kits also suffers from this.
This post indicates that warriors and eles suffer the same amount from this problem as engineers.
Just warriors and elementalists.
1) Warriors don’t use their banners to attack.
2) Elementalist’s summoned weapons are bad and need serious work, granted; however they are not required for the class to do well and are rarely used.
3)Every effective engineer build requires extensive use of kits.
Ok, I even numbered the points for you. I stand corrected on my first point however they are still not a core part of warrior gameplay and as such still aren’t really comparable.
Hip firing a shotgun or rifle irl is extremely rare and would hardly call it a tactic. It is extremely rare because it is innacurate and will likely hurt you, especially if you do it repeatedly.
Whether or not you think it looks stupid is up to the individual but please for the love of god don’t try to argue realism in favor of hip firing.
I think the shotgun for the engineer is more of an actual blunderbuss. When they were used they were shot from the hip on the larger modles or with an extended arm for the smaller models but they weren’t shot like a rifle because the powder flash would burn your face.
Interesting, hadn’t thought about that. Very good point.
It’s honestly not too bad at the moment, you have the option of the zerg and the option of roaming solo/small group and having plenty of success.
What is rather bad is how much easier it is to get rewards with just tagging people with the zerg and PvDing.
There normally are frontlines in most the matchups I play, siege weapon lines when trying to take something (even camps or just key points) causes a back and forth effect that mimics front lines.
(edited by nofo.8469)
My engineer is only level 18, and I feel the same way Jen does. Even grenades don’t seem as effective as other classes’ abilities. I’ve leveled several classes and all of them seemed to gain a lot in effectiveness at ~ level 62 when you can equip gear with 3 stats. Objectively, that is not that long to wait, but subjectively, it can feel like a long time to go with feeling you are behind the curve.
Engineers don’t have it bad for lvling, once you have grenade and bomb kit it should be a breeze.
If you think engineer around lvl 18 is bad try mesmer.
Flamethrower utility isn’t very good tbh.
Your opinion. I like the FT and since there is almost no reason for them to nerf it in anyway it will only get better with fixes.
My opinion which I backed up with rationale if you bothered quoting the rest of the post.
No you only backed it up with more of your opinion, that applies to your playstyle.
Putting aside the bugs it has the FT is a very usefull and perfectly viable kit.
Perfectly viable for what exactly?
Soloing monsters in Orr or tagging events? Sure, anything else, not really, useful as utility don’t get me wrong the knockback and blind can come in handy.
But as a main weapon? Its not opinion the flame thrower is sub-par.
Fair enough, I have yet to see a warrior do it but ok, I will take your word for it. I apologise for spreading misinformation.
Saying that though, still not a core part of warrior gameplay. (otherwise I would have seen it by now)
You didn’t address any of the valid points in the post, gotta love when folks try to debate and don’t actually address the topic at hand.
Just warriors and elementalists.
Warriors don’t use their banners to attack.Then why do they have several threads on the warrior forums discussing how they use banners to attack, the benefits of it, and complaints about sigils not effecting it?
How they wish they could use their banners to attack. Which is a very valid complaint.
However how many warrior builds require them to use their banner to attack?
How many engineer builds require extensive use of kits?
Yes, sure its a problem for warriors too, but it is absolutely nothing in comparison to how it affects engineers.
Flamethrower utility isn’t very good tbh.
Your opinion. I like the FT and since there is almost no reason for them to nerf it in anyway it will only get better with fixes.
My opinion which I backed up with rationale if you bothered quoting the rest of the post.
That is a matter of opinion, and it appears the majority of the discussions from each profession severely disagree with you. Your opinion is in the minority.
The majority of people are very bad, if glass thieves for example were so OP you would see much more of them in tourny play (you rarely do because it is a bad spec designed solely to humiliate noobs) the rendering issue is game breaking but balancing a class around a bug is stupid.
I’m glad you fall into the majority opinion though.
Because logically, you cannot compare to the 2 highest damage professions and expect any equivalence in damage. Stating it has harshly and often as the OP does, is about as relevant as proclaiming the sky is blue.
Equivalence of damage? Should you expect a full exo dps thief to do roughly double the DPS as a full exo engineer? No you should not.
1) claiming Flame thrower has a 425 range, when 2 of its skills are 600.
2) His exclamation that flame thrower is “kitten” useless in WvW.
3) The fact that He makes up things out of thin air and declares that certain classes automatically and by default defeat other classes. it is a very mis-informed statement to make.
That’s some pretty serious misinformation.
Do tell what you use flamethrower for in WvW though.
I agree his certain classes beating other classes every time is misinformed however. Only time a necro will beat a thief every fight is if thief is condition spec. Good support ele will generally win vs thief 1v1 but warrior? Its in the thiefs favour imo.
Mesmer vs thief is about 50/50 as he said though.
(edited by nofo.8469)
chaos field + ~15 might stacks to melee + quickness elite
Engineers offer healing, 25 stacks of vuln and bomb fields if they have it.
Comes out pretty even actually tbh you are correct. Still, engineer does slightly more dps (nothing to brag about)
Use grenade and/or bomb abilities for your primary source of DPS.
Engineer mainweapons are used for utility generally.
Although at lower levels p/p #4 and #3 will do fair amounts of damage
Mounts just don’t fit in with how this game was designed. I can’t see how they would be implemented without screwing it up.
I can’t see how they would be implemented, so I’m against it? That is a very poor argument. Keep in mind that a form of mounts were added to Guild Wars 1, and they worked perfectly fine. And GW1 had much smaller explorables than GW2.
Just because you can’t think of a proper way to make mounts work in the game, is no reason to claim it is a bad idea. The only thing you need to worry yourself about is the question “would it be fun to ride an animal in GW2?”
To which I would say, yes!
In which I would say, no!
Opinions are opinions.
There are far more pressing issues this game has than implementing ponies for people to ride around on for vanity purposes.
@ OP, is your engineer 80 with full exotics as well? It would be very unintelligent to compare an 80 thief and 80 warrior, both in full exotics, to an engineer, still in the leveling process, wearing blues and greens.
I can understand your views on some things OP, but for the most part, you have down right incorrect information and appear very misinformed on several skills and abilities, as well as how they work. Of course it does show a severe lack of judgement to compare the engineer to the two heavily over powered classes.
Welcome to the forums OP, meet coglin.
Neither warrior or thief are heavily overpowered however they are DPS powerhouses that make engineer look like a wet noodle. This is comparing a full exo engi to full exo thief.
How is it a severe lack of judgement to compare these classes together?
Which abilities do you feel OP is misinformed about, I am not sure about the warrior abilities he was talking about but the thief comparisons were spot on.
However if you find yourself in 1v1 situations a lot in WvW you’re doing it wrong_ unless you’re just roaming for fun and don’t care about WvW in general.
Soloing camps, picking off reinforcements?
Engineers are one of the best roamers/hit and run objective takers in the game. You can be helpful in WvW outside of zerging doors down.
I absolutely agree 100% I love doing it too however 9/10 times when doing this it’s never 1v1. At least the servers we play against it’s busy 24/7 small groups roam between the camps all the time and 1v1 rarely comes up. It’s usually groups of 2-5 people. So if you’re riding alone completely solo against equal level geared 80s in exotics you’re going to end up being a stain on the ground. If they’re up-leveled you can probably mow them down especially if they stay close together.. but its generally always smarter to roam with at least 1 other to increase chances at success especially if you plan on contributing.
Yeah generally roaming in small groups is ideal. I hate playing engi in PvD because my wrist hurts from grenade spam lol.
If you are roaming solo however, you are one of the few classes with perma swiftness so you can pick your fights normally, engis even have more mobility than thieves outside of combat.
If you stand between a siege and the enemy spawn location, you are bound to find plenty of loners trying to reinforce the siege, most fun part of WvW imo ^^
Engi support isn’t bad at all, it does offer a variety of fields if you take elixir gun/bombs though, lots of knockbacks too.
People who say engineer best support? I disagree, title should go to guardian or ele. Grenades IMO are horrible for this class as they are the go to weapon for DPS at any range.
its kinda bad compared to elixir R
removal of knockdown would be a start, toolbelt ability needs a buff too imo.
However if you find yourself in 1v1 situations a lot in WvW you’re doing it wrong_ unless you’re just roaming for fun and don’t care about WvW in general.
Soloing camps, picking off reinforcements?
Engineers are one of the best roamers/hit and run objective takers in the game. You can be helpful in WvW outside of zerging doors down.
Its an Aesthetic thing, people feel that Engineers should be be able to run around with a big hammer because it fits the style of what is typically an engineer.
I haven’t played a huge variety of games, but I can’t think of any in which an engineer-ish character uses a 2h hammer.
I would say the typical engineer has a one-handed wrench ala TF2 or Bioshock, and we already have that via toolkit; that in-and-of-itself is reason to buff the toolkit imo; something that iconic should NOT be underpowered (or make an entirely new kit focused on the wrench with all/most of its abilities).
Anywho, I’m kinda with the OP on the matter. 2h hammers don’t fit the engineer at all imo. 2h hammers are pretty much the ‘hulk smash!’ weapon; which is something you’d expect warriors or guardians to excel at… but engineers? Engineers are more about finesse, albeit in kind of a quirky way.
The closest engineers have to the whole ‘hulk smash’ thing would be explosions… which are pretty much the child of brute force and chemistry, so no complaints there.
That’s not to say engineers (in general; not just GW2) can’t mindlessly beat the snot out of something using sheer muscle; but it wouldn’t really look the part unless they were holding that is iconic of finesse – like a wrench.
That said, there really aren’t many tools that have that kind of versatility. Wrenches make a great bludgeoning utensil, but are intended to be used in a much, much more precise manner. …Hammers are designed to just pound the crap out of things – and keep in mind we’re not talking about like a ball-pein-hammer or some kind of construction tool; but a war hammer… it’s just not very engineer-ish.
The only way I could see a 2h hammer working with the engineer is if, as others have mentioned, it was implemented as a kit, as some kind of tech’d out steam-punk hammer… but… if we’re gonna do a melee kit, I’d rather see more focus on the wrench; or like a chainsaw kit or somethin’.
As far as actual current in-game weapons go, I think the torch would be the best option aesthetically and conceptually for the engineer… unfortunately we’ve got the whole lighting $#!% on fire thing pretty well covered at this point, so I have no idea what could be implemented in terms of abilities that wouldn’t be redundant to what we already have. /shrug. Actually I think I’ll make a torch-brainstorming thread after this. (Edit: Link here)
Agreed 100%, would like to see a toolkit buff though.
Engi thrives on close to medium range combat, idk what you talking about. And melee classes we have far more ways to control them than they have to kill us. Dodging is all that comes to your head?
Rifle knockback.
Rifle net.
Pistol shield knockback.
Pistol glue.
Pistol stun.
Flamethrower knockback.
Flamethrower blind.
Big bomb knockback.
Bomb kit immobilise and snare.
Bomb kit blind field.
Rocket boots.
Slick shoes.
Net turret.
Elixir S.
Ram util.
Mine knockback.
Supply drop stun.
I can use grenades and switch to flamethrower if i need knockback, grenades have blind, chill and poison. If i need utility I switch to bomb or elixir gun though.
Flamethrower utility isn’t very good tbh.
We have two melee range weapons.
Bomb kit and toolkit.
Fixing those first would be nice.
Honestly with that kind of gear most builds will work for you as basically every engineer weapon set gets benefit from all of those stats.
I would recommend a grenadier proc build though as that would take advantage of all of those stats the best imo.
Let me just preface this with PvP can go die in a fire, i dont care what you tell me about PvP because i will never want to play it.
That said
I dont get this whole thread. I use a CD flamethrower build, I’m asuran so I can stack poison as well with radiation field and if i wanted to drop an elixir i could stack confusion with technobabble and have all the damage dealing conditions at once. Using the flamer and P, CD, T nightmare armour. Since i fitted that with mad king runes i can reach the bleed cap alone and keep it there much longer than my thief can.
I’ll admit 3-2 has trouble with walls and uneven ground, it quite pisses me off too. Still, that is only a fraction of the time and I dont usually have trouble scoring the double hit.
Dropping the power for toughness lowers my straight damage, which i dont care about since my condition damage is huge and doesnt suffer damage mitigation. But it also means that with blind and vigor I can pull, tank and run better than a lot of the warriors and guardians I’ve wound up stuck in a dungeon with.
Flamethrower 1 is also a melee attack for damage calculation purposes, which means that even with 400+ range, it cant be obstructed. The shape of the attack is also a very wide cone, wider than it’s animation lets on, wide enough to cover about half the area of a radiation field, except it has no cooldown, stacks 3-7 bleed and/or vulnerability and refreshes your stack of burning.
Once again, i dont know about PvP and i dont care. Once i stopped trying to like the rifle and switched to kits, engie is by far my favourite class
Flamethrower does mediocre damage at best.
Engineer main weapons do little in the way of damage.
I’m glad you are happy with flamethrower, but grenades will let you reach bleed cap, vuln cap and also do more damage from any range.
Elementalist and engi are similar.
Ele has more healing and mobility but less control but the playstyle is very similar, bit more frantic though.
A played a thief since head start and it is currently my main. I love my thief. Squishy. But does nice burst damage.
Tried ranger. It was okay. But it did the job to get me to 80. Disappointing as they were much better in the first guild wars.
Tried warrior. It was a blast.
Tried guardian. Pretty good.
Tried elementalist. Feels very tedious. Does a little bit of damage, but very very squishy if you don’t do x, y and z all at once. Then again, didn’t enjoy ele in the first guild wars either.
Trying engineer… Feels on the same level as elementalists. Except engineers are a little more tanky than ele, but can’t do decent damage to save their life.
I have an 80 full exo glass cannon thief.
Does engineer DPS compare? No not really, but thieves and warriors are kings of PvE DPS at the moment, can engineer do as much or more damage than other classes? Yes.
I also have an 80 exo mesmer.
Engineer does more dps in PvE and offers far more support and utility.
Engineers who think their main weapons do good damage are the ones that are deadweights in dungeons.
And no, ele’s are more tanky than engis as long as they dont go glass cannon, engis have more control however.
That depends on where and how your fighting.
If your bursting enemies down in 8-10 seconds, there is not a big difference between rifle and grenade.
This tends to be the case for me in WvW. I run with an organized group of 10-15. We pack a lot of burst dps. We focus on burst hit and run tactics. So the average fight is typically not longer than 30-40s before we pull out.
For this kind of fighting tool belt rifle / tool kit or bomb kit is a good rival to grenade. When your pulling back and getting the heck out of dodge, grenade kit is not as good as bomb kit or tool kit. It’s harder to dps with it while your moving the opposite direction.
But as a question do you utilize rifle turret with your rifle burst setup? The added dps from the tool belt + quick detonate in melee is very important.
The detonate with static discharge becomes a second blunderbuss pretty much. If you pair it with something like the mine gadget or rocket boots. You can build yourself into having 4-5 hard hitting AoE melee abilities all on sub ~20s cool downs.
With grenade you might go, chill grenade – grenade barrage – 2 skill – 1 skill spam
With rifle / tool kit it becomes, throw wrench – rifle turret tool belt – blunder buss – rocket boots – turret deploy + detonate – rifle turret tool belt
Jumpshot is used to help finish downed players. It’s actually fair good for that.
Things to keep in mind. You can deploy rifle turret while doing the rocket boot kick animation. Letting you hit with the kick and detonate at almost the same time. 1.5-2k + 1.5-2k with 2 lightning bolts each in the ~2k range and 5 seconds of burning. With good crits thats 7-8k with an additional 2k-2.5k depending on your + condi over 5 seconds.
~ 10k from 3 key presses is a fair comparison to grenade kit. It’s just they have 20s CD’s versus no CD’s
It does take practice to get the timing right. You gotta watch the range on the kick like a hawk. To far and it wont hit, to close and you’ll go past. But it’s maximum range is about the sweet spot for blunderbuss which helps.
Well, I used to run a burst rifle spec and did similar roaming group in WvW except it was 5, and I agree for short fights rifle burst isn’t too much different from grenade burst. Problem I saw with it though is you had to give up a lot of utility and be in melee range to do any kind of burst.
Bomb is a great kit don’t get me wrong, I would still run grenades in WvW if only for the toolbelt ability if I was running around bursting people since barrage does the same thing as rocket jump except higher AE and longer distance.
I felt rocket jump is basically useless in PvP of any sort because even the worst players could dodge it readily or if you were in melee range you would be better off bomb/grenade spamming. It did have some use as a gap closer however the 1s stun on yourself made it extremely situational.
I used a very similar build to you I believe because I used grenades/rocket boots/rifle turret and rocket boots is really fun and also effective as a stunbreaker, but giving up elixir S for extra burst was a dealbreaker for me because that is crazy effective in organised PvP imo.
My group now runs similar specs to what we do for tournaments (more defense orientated, fights last longer but we can take on many more people than we could before) which doesn’t have anything like the burst of our previous group but it doesn’t matter too much because almost everyone is glass in WvW anyway and dies quickly to any form of assist train.
But yeah, rifle is actually a solid weapon in PvP, with the exception of rocket jump imo. However in PvE it is a garbage weapon that offers absolutely nothing to the table that grenades don’t do better. TBH its the same with pistol as well, except the shield skills are quite good.
If I remember later I will make a 12k jumpshot video and link it.
It’s not hard to do. If you spec 30 explosives 30 tools, have full stacks of might / bloodlust. The power + crit damage food and vulnerability up on a soft target using full berzerker gear.
Even without orb buffs it’s still easily doable. I did a 9k jumpshot last night during Hotw explorable.
Grenade barrage does very comparable damage.
Rifle does good damage that is slightly behind grenade. It feels less since the 1/2 skills of grenade hit harder than hipshot. But rifle is more bursty in nature with the 3/5. If you pair it with another kit. Tool kit or bomb kit. You can easily build rotations utilizing the kit moves to get good sustained dps.
Your just not spamming 1/2 as much. Rather than ~3k a second you do ~8k every 3 seconds.
But talking about 12k jumpshot making rifle really good on the dps is a bit of a red herring.
Sure you can hit hard with jump shot, just as you can hit hard with barrage. But the bulk of your dps is not from jump shot or barrage because both abilities have decently long cool downs, and a high miss rate in most situations.
If your playing rifle and counting on dps from just jumpshot / blunderbuss your not going to have an easy time of it. It is not a 2-3 button build, like grenade can be. If you want to do high dps with rifle, I’ve found you need to work a lot more into your builds. Utilize abilities like rifle turret for it’s fast tool belt skill, and the solid detonate damage, swap into kits like bomb / tool to take advantage of their auto attacks or bursty abilities like pry bar / confusion bomb, and learn to build and time rotations.
Engineers need some changes, many bug fixes, and the like. But there are a lot more options than most have really tried or experimented with.
I use to hate rocket boots, rifle turret, and elixir X. But now they important parts of a few of my favorite builds.
Nice post, I haven’t tried a pure glass build so the highest jumpshots I have seen are around 10k. And even then I don’t feel it is worthwhile using the skill very often because frankly there are normally better options in most situations and it seems clunky/also misses a lot.
In my experience these fun rifle builds fall behind 3 button grenade builds in terms of damage. And even then about half or more of their damage comes from bomb kit.
Pry bar is fun but being single target makes it of limited use, the toolbelt skill that comes with it is very nice though.
I wouldn’t say rifle dps is slightly behind a traited grenade build. There’s a rather large gap there.
Generally yes.
I would recommend an ability that gives you a stat on kill as that benefits kits as well (though you cannot get stacks with kit equipped)
I recently tried grenades with condition spec.
With decent crit and grenadier trait, grenades out dps pistol. There is no weapon with any spec that compares to the dps grenades put out.
Even without grenadier trait it pulls ahead by a not so small ammount.
Engineer main weapons are ridiculously bad for doing damage.
Just warriors and elementalists.
Warriors don’t use their banners to attack.
Elementalist’s summoned weapons are bad and need serious work, granted; however they are not required for the class to do well and are rarely used.
Every effective engineer build requires extensive use of kits.
Yeah there are plenty of fun viable engi builds for roaming. But he wanted a build with long range.
We have no long ranged weapons aside from grenades.
I’m going to explain exactly why this is not going to happen, but first I will like to tell a little about myself.
I’m a former Attunment Elementalist, viability was in my blood. I believe that any class that allows for chaining of many skills have much more potential then a few but good skills. In a GW2, it’s not about what skill you used but how you used them. Believe me when I said I understood the Elementalist. Elementalist has this viability potential by design! Unfortunately, because of that they also suffer from and effect I call “the hybrid” effect.
Elementalist, no matter how offensive or defensive you build them, will always be hybrids. This is a ball and chain that will always hold them down. What is this ball and chain?
This ball and chain is their long cool down, yet medium damage skills. I consider the weapon swap sigil for Elementalist a gift from the developers to allow the Elementalist to have more builds, because they are allowed to become less “hybrid”.
Now to Engineers!
Engineers, by having the tool kit option, is basically another version of the Elementalist from a different approach. Unlike Elementalist, Engineer are given the option to be viable. Kit Engineers are like Elementalist, but instead of Fire, Water, Wind, and Earth, you can have Fire, Fire, Water, and Wind, or Fire and Fire, or none at all. Because the Engineer can branch out in so many ways, “the hybrid” effect will completely destroy Engineers who chose not to be an “Elementalist”. How do you solve this issue?Welcome to Kit Engineer’s ball and chain. Weapon do not scale to kits. Weapon sigil do not affect kits. This does not affect non-kit users at all. If Kit Engineers are given this these, there would be almost no reason to play an Elementalist at all! Engineers can do almost exactly what an Elementalist can do, but much better. This is not a “Warrior is a better at range then ranger” argument, you will literary able to build a Engineer that does “everything” better then an Elementalist.
If you want weapon scaling and sigil, you must be prepare for the outcome. If weapon scale and sigil works on the Engineer’s kit’s skills, cool down will be increased drastically (~200% increase in cool downs) and kit skills will be weaken. (~50% damage).
Who wants this? Kit Engineers will basically be exactly another version of an Elementalist at this point.
That, misses and sirs, is what we call balance.
Edit: I missed a point. Engineers are missing weapon swap because it’s replaced with the tool belt skill. These 4 skills is what makes an Engineer an Engineer. Although some may argue, these 4 tool belts skills are meant to compensate for weapon swap and 5 new skills. Personally, I think these 4 tool belt skills compensate very nicely. The 4 skills are usually very powerful, yet short cool down. Not using your tool belt skills is equal to not swapping your weapon as a warrior. I’m sure everyone who has understood the Engineer has already knew this, I just wanted to point it out.
Disagreed on toolbelt being reason engi has 1 weapon set. Like ele engi has one weapon set because they get their utility from kits or elements.
You are right about kits delivering the same role as elements, however the only difference is ele elements scale with weapons.
The reason engis have toolbelt skills is to offset the fact we have to give up 1-3 util slots for kits to replace our second weapon set.
edit: engineers basically are another version of elementalist gameplay wise, just our kits differenciate a bit more in gameplay rather than actual effect is you get what im trying to say. We have less mobility in fight, less healing power but more control.
if you say getting stats from weapons applied to kits is OP, you are essentially saying engineers are OP in SPvP. Don’t get me wrong I’m not one of those engis that thinks we arent good at SPvP (im a tourny engi myself) but we aren’t OP either.
(edited by nofo.8469)
Rampage and tornado both have stability don’t they?
Not that stability is really necessary for engineers we have the most knockbacks out of any class and can match or beat a guardian for point control.
But really? Listing one of the worst abilities that engi has as a viable form of stability?
It’s really hard to win (for example) from a thief or a warrior in 1v1. We just can’t do as much burst damage as they can. But perhaps we just differ from opinion about what we find ‘good’.
Yes we can’t burst anything like as well as these classes but generally similar geared and skilled engi will kill these classes 1v1.
Why is PvP another story?
What makes you struggle so much in PvP?I would have to ask the same question. Engineer has a reputation for being very great and versatile in PvP. The general consensus is that they are miles stronger in straight PvP then in any other game mode.
Pretty much this, SPvP is normally close-medium ranged combat where engineers excel.
SPvP doesn’t have stats on weapons.
YouTube bud. Plenty of vids showing 13,000 and more damage with jump shot. Many of them detail their builds.
Can you please give link? I can’t find them.
If you don’t like the grenade build for WvW, reroll. You have no other options.
True, if you want to fight in the zerg reroll something else basically.
However plenty of options if you like roaming solo/with small group.
edit: NM read OP wanted long range. Yeah reroll, sorry bro.
Yeah, grenades can be tedious to use, but if you are after damage in pve they are superior to rifle.
Although I will admit that burst build is fun to play, its how i lvl’d too. Thing is you can do the same thing with grenades since most the burst comes from static discharge.
A bigger problem is that the #2 skill just decides not to work a lot of the time. At first I thought it was because of stability but then I noticed that most people it doesn’t work on don’t have stability. It just fails for no apparent reason.
Engineer has the worst downed state by far.
blind/block most likely.
rifle is just poorly designed that why grenades do better damage than it, even single target.
pistol will usually do more dmg than grenades if you stack condi though.
while leveling you will be using grenades primarily as the weapons kinda blow for killing things fast.
I’m going to preface this with the fact that I just started an engineer (lvl 21) and tend to not spvp. The complaint seems to be similar to a mesmer complaining about how his greatsword stats and sigil aren’t counted when s/he has a staff equipped as the primary weapon.
An elementalist has his attunements but their weapon skills are still based upon the weapon, so the mechanics for engineers are not the same thus the argument that elementalists get their weapon stats/sigils is a poor argument.
Honestly, if the damage using kits is too small then you should say they need to increase the coefficients so that the kits scale better since they draw on a smaller stat pool. Or argue for innate boons that appear when a kit is equipped to mimic the effects of sigils.
Saying you want stats from something that is not equipped is a kitteny demand that doesn’t play into the mechanic at all.
SPvP its fine and balanced because your stats come from items aside from weapons.
The mesmer example, just.. no? Can the mesmer put sigils in the staff or use stats from it when using staff?
Elementalist elements and engineer kits provide the same use effectively, different skillsets at the expense of not using multiple weapons. The only difference is elementalists scale with weapons and engineers don’t.
You seem to be arguing from the perspective that abilities that equip a different weapon shouldn’t have your main weapon stats is fine logic wise but gameplay wise it blows.
Your suggestion is just a bad version of scaling it to weapon damage and stats as it does not allow customisation at all, and still has the problem that having a grey main weapon is just as effective as having a legendary main weapon when it comes to using kits, which are often used more often than the main weapon itself.
How doesn’t it play into the mechanic? Kits are designed to supplement your main weapon with utility, having it so you become weaker the moment you equip them is stupid, having it so there is little reward or customisation for improving your main weapon is stupid.
I have to agree with nofo on most of the points.
And yes the hipshot looks kitten stupid. I dont know about you other races but my charr’s coat flys up each time he shoots. It looks like I’m trying to be Marilyn Monroe standing on an air vent.
Skills like the Blunderbuss even look stupid if you have one of the sniper rifle weapons equipped.
Heres an idea, replace blunderbuss with a machinegun styled attack, have it use the spread styled similar to poison darts (and change poison darts to act like volly shot, aka not randomly around the target but AT the target) have it still apply bleeding, fires maybe 8 shots really fast. This way it still has the “deals more damage the closer you are” aspect but also can be used at ranged and be effective against groups at a distance. Can call it Clip Discharge.
Replace skill 5 with a grenade launcher, as rifles tend to come with grenade launcher attachments, and the the engi seems to be all about the ordinance. have it add vulnerability in 2 stages. a direct hit adds 6 vulnerability while the “splash zone” only applys 3. maybe even have the direct hit deal more damage than the “splash zone”.
And there you have it,
Skill 1 – Ranged damage
Skill 2 – Ranged immobilize
Skill 3 – Heavy close ranged damage/moderate ranged damage, with varying stacks of bleeding on one or many targets.
Skill 4 – Emergency “get out of my face” skill
Skill 5 – Ranged aoe damage and vulnerabilitySkills still pretty much do the same a they do now, just with out the need to be in the enemys face and the skills are even cooler with still having an engineer feel to them.
——
First lets assume the flamethrower bugs are fixed, they would be skill 1 hits 5 targets instead of 3, it can hit objects while your moving, the flame graphic follows the hit zone. and Skill 2 doesnt fail after using skill 3. I’m sure there is more I just have forgot them.skill 1, once fully fixed seems alright to me. maybe move the burn effect to the middle of the casting instead of the end. but w/e
skill 2, needs an option to detonate early.
skill 3 seems fine.
skill 4; napalm needs to apply cripple to any one that walks though it as well as the burn. maybe even a stun or knockdown when they walk into it. It needs to act as a barrier to limit enemy movement.
I would change skill 5 create a smoke area instead of the 1 time blindness. Maybe just take the flame turret’s over charge and copy it over to here would work fine.
lol @ the image of a charr posing as Marilyn Monroe now in my head.
Initially I thought the idea of a machine gun attack sounded pretty stupid but essentially its similar to what the pistol has, just faster and serves the same purpose as blunderbuss just a bit more versatile.
These are quite good ideas.
Like anybody would be able to tell a grenade backpack from a bomb backpack…
Exactly. Backpacks being used for differentiation is pretty much complete bs.
Im not saying that all builds are equally good, but i still play my engineer as my main and i think its one of the most powerfull classes currently in the game, even with the bugged skills and traits. I have about 6k wvw kills with most of those being solo. I have lost 1 1v1 fight in all my time spent in wvw and most 1v1 is just a 1-sided fight with my apponent being immobolized till dead.
Why people think its a crappy class is beyond my understanding. Its on par with the mesmer and stronger then the thief. I dont know what the hell u guys are doing, but its wrong. When our traits gets fixed its gonna be even more faceroll when i play it. My personal record is to beat 7v1 in wvw. Sure they were baddies, but even 7 baddies should kill 1 guy.
Learn your spec/skills and rotations. Learn your apponents.and yet, you previously stated about 4 days ago “Mesmer and thief are the most powerful 1v1 classes atm. A well played mesmer can kill any player with equal skill level. But for the most part its not all about the classes. The games re-rendering of character entering and exiting stealth is broken and when that gets fixed it will be another story”.
Also, please enlighten us with you gear, spec, gems, hacks…because no engineer is going to take on 7 people that are attacking him. And as far as winning 1v1 is every 1v1 encounter, I would like to see some videos of this as long as they are 80 in full exotic gear…because your claims are too fantastic to be believable, discrediting everything you say.
Also. I think the overall point you and so many are missing is that the engineer is not a class you can just “pick up” and start doing well with. It takes more key push cycles, more effort and juggling to do well, you mess up once on a GCD and you are dead. Most other classes are not plagued with this problem, not to the extent engineers are.
If the class is designed to be a “hard” class to play, then Arenanet needs to let people know that up front. The assumption is (and rightfully so) that all classes are balanced the same. But with warriors, thieves etc etc clearly showing us they are not…it leaves the player who picks a random class or on that looks cool to them at a disadvantage. There is a reason warriors are the number 1 played class, because they are easy to play and do very well with minimal effort.
People are like water, they take the path of least resistance. A class that is made to be easy and powerful will always dominate the player base. A person with the same skill who plays an engineer vs a same skilled person who plays a warrior, will always lose to that warrior and that is the complain from most people here.
I agree that the engineer is harder than many other classes to play but it’s part of the appeal, similar kind of thing with ele.
Saying that though, the engineer rewards skillful play quite well.
If we’re talking about bad engi vs bad warrior yes warrior will win every time. However the skillcap for engineers is quite a bit higher than warriors so if we’re talking about good engi vs good warrior then it’s actually in the engineers favour due to the ammount of control he has over the fight.
This class is not underpowered, its just really buggy and lacks polish.
hrm…so is this why I feel like I’m not doing as much damage when I switch to kits such as elixir gun or flame thrower, is because the damage on the weapon are not carrying over to the kits? If so, that sucks because I feel like I hardly do any damage to the monsters at all I usually just end up using my gun
You should be using kits to supplement your gun imo, still no reason for kits not to scale however.
And saying that, rifles aren’t particularly good as a main weapon. I outlined the reasons I believe this is the case in this thread:
As for hip firing, I see far more posts disagreeing with it than praising it.
What did you do, just read the post on this thread over a day or so? Try reading the discussions with more posters. There are a ridiculous number of threads that get into this. By no means is there any evidence of the general population demanding a graphic change. It is quit the opposite.
You mean like this thread?
https://forum-en.gw2archive.eu/forum/professions/engineer/Hip-Shot-Name-and-Animation-change
You are the only person in this thread that seems to like it, with the exception of some guy who thinks hip firing a shotgun is more realistic.
The kits look pretty different tbh with the exception of medkit/grenade and flamethrower/elixir gun.
The backpacks don’t really tell the opponent anything from a quick glance other than a kit is in play, which would already be obvious from the weapon they are holding.
There has to be better implementations of this.
I’m not even a thief, I’m a guardian.
And seeing another guardian whining about dying to thieves makes me lose faith in humanity.