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Disappointed with thee engineer class

in Engineer

Posted by: shedim.8504

shedim.8504

I have to say, I am also dissapointed by the engineer class. I really wanteed to like engineer. For one, the attacks are lack-luster compared to every other class. It seems I am limited to short and medium range attacks with either pistol or rifle, and the dps is lacking unless you go grenade or flamethrower. So what makes 1 engineer any different than another. Everyone says, GO ‘NADE! GO FLAMETTHROWER. So every engineer is just an exact copy of everyone else. Not very fun, not very versatile.

Weapons. We can go, dual weild pistol, pistol/shield, rifle… and…? I look at the number of different weapons, and attacks on warrior, elementalist, guardian, and then look at engineer and want to cry. They can even swap weapons doubling their combos. And the engineer can… spam the same few attacks with it’s limited arsenal. whoop-de-freakin-doo!

My wife plays an elementalist and I am so envious of her versatility, weapon selection, and number of attacks.

I’m now playing my guardian now and it’s way more fun. It opens up a wide range of playstyle. When I want range, I just switch to staff or wand. Support-role? Gotta love the guardian. Even my level 9 warrior has more useful range attacks than the engineer.

My necro has a better “turret” weapon than my engineer, better range, better dot, and better ranged area-effects.

The engineer was the first class I tried. If it was the only class in the game, I would have quit GW2.

Wait what? Guardian and ranged combat that is actually fun and viable? Are we playing the same game?

Disappointed with thee engineer class

in Engineer

Posted by: shedim.8504

shedim.8504

they should have a look at the turrets in team fortress 2.

Disappointed with thee engineer class

in Engineer

Posted by: shedim.8504

shedim.8504

The warrior, a heavy armor wearing melee class, has way better rifle abilities, than the engineer, a medium armor wearing ranged class.

The rifle does better dps than the flamethrower and has similar close combat capabilities. The rifle is lackluster at ranged damage however, it’s only true long range ability is the autoattack. Ridiculous!

The flamethrower severely lacks damage and funnily lacks strong burning conditions. You are not rewarded for bein close/melee range with the flamethrower since it’s damage is lower than even the rifle’s. The flamethrower is by far the most disappointing kit ever. It should focus on burst damage and burning.

Bomb kit should work like the thief’s traps. Deploy bomb-traps that damage enemies when they trigger them. I find them to be very awkward as they are right now.

Grenades a fine, I wish they had a range indicator even when smartcasted. Seeing their circle even when you smartcast them would help tremendously. The only decent kit in the engineer’s arsenal. I love how they work und water, if they only worked the same on land…

Kits do not benefit from weapon stats.

Kits do not work with weapon swap runes.

You need to specc for the ability to throw medipacks! This is ridiculous! You should be able to throw them right from the start!

The wrench kit…I don’t see its purpose. It is bad in melee and nobody builds turrets since they a worthless. Also has no synnergy with speccs and perks. Repairing stuff is nice, but the turrets suck big time and I don’t know if you can repair siege weapons with it. Awkward kit.

Pistols feel like casting stuff, not like pistols.

Shield is decent.

Elixis are okay, but the random stat thing is just stupid. Everything that is random prevents tactical play and thinking.

The engineer could be such a great class, but unfortunately it’s just disappointing and lackluster because so many kits, the defining ability of this class I might add, are just lackluster and awkward.

No "real" ranged weapon for Guardians

in Guardian

Posted by: shedim.8504

shedim.8504

I fail to see why a heavy armor melee warrior class has to bother with a staff and a scepter, like they’ some skirt wearing caster wussies from other mmorpgs.

Give the guardians a pistol for pistol/shield combo or a shortbow, not some glowing slow motion magical tennisball thrower.

It is a severe lack of balance if any class has a viable ranged dps build except the guardian. I mean, wasn’t this game all about everyone is viable in every role since the are no real roles? Right now the guardian is the only class with no viable ranged options.

Heck, I wish they just gave him at least the spear from underwate combat. It’s such a fun weapon and the skills are absolutely awesome.

Flamethrower issues

in Engineer

Posted by: shedim.8504

shedim.8504

It should, but unfortunately it doesn’t. The flamethrower should excel at burst damage and apply STRONG burning conditions, but right now it just doesn’t.

[Engineer] Weapon kits don't keep up with weapons.

in Engineer

Posted by: shedim.8504

shedim.8504

My grenades do at least 3x the damage my rifle/pistol can, so I’m not really seeing a need for the damage to increase. I would like to see sigils/stats from the weapon work with the kits though.

Yeah, grenades a fine, however the flamethrower kit isn’t. Lackluster damage, lackluster skills that the rifle provides in a better version and a variety of bugs make the flamethrower kit one of the most disappointing kits in our arsenal. Most puzzling about the flamethrow kit is the severe lack of proper, longer lasting burning conditions.

The wrench-kit is meh, too. The engineer is just too squishy for melee and the kit doesn’t provide enough knockbacks/knockdowns or stuns. Its utility is best for turrets, but since turrets are terribad, this kit has no use since it has 0 synnergy with traits/perks.

Elixir gun is fun but it should get the boni from your equipped weapons.

The bomb kit, well, I’d prefer bombs to work like traps (people explode when they step in the bomb area range) instead of exploding 1-2 seconds after I deployed them. I don’t see why I should pick them over grenades. I can run away and ’nade enemies, no need for bombs.

If I missed a kit, it’s probably because it’s insignificant.

Edit: Medikit. While technically not a weapon kit, it could have been one. It could have been a gun that applies debuffs, deletes enemy buffs, heals people and buffs them up/cleanses them, but then we already have the elixier gun, so the medikit turned into a boring buffbot kit that does not even allow you to throw medipacks around unless you get the tier 2 perk in the according tree. Ridiculous!

Flamethrower issues

in Engineer

Posted by: shedim.8504

shedim.8504

I feel like the flamethrower kit is oveall pretty bad, not just because of the various bugs and the autoattack disable.

The Rifle has similar skills/uses and it’s autoattacks deal at least the same, if not more damage than the flamethrower without suffering from short range. They also pierce through enemies, so they are AoE, too.

When I heard the engineer could have a flamethrower, I imagined something like massive AoE damage at short range and tons of burning conditions. Instead, it is lackluster damage and has only one extremely short lasting burning condition that I hardly ever notice. I think it’s not okay when a rifle does a better job in close combat, than a flamethrower and the engineer isn’t rewarded with massive damage if he commits to melee with his flamethrower, while other professions such as the warrior deal way more damage at safe distance, than an engineer.

The flamethrower does need some massive buffs, not just bugfixes.

Inconsistent behaviour of the medikit

in Engineer

Posted by: shedim.8504

shedim.8504

I fail to see why the engineer needs a perk in order to be able to throw medipacks. I mean, should that be available to the engineer from the beginning?

The controls just don’t feel natural. You should be able to cast them on yourself and throw them around from the start instead of just placing them on the ground. You even don’t automatically pick them up when you stand still when you place them. You have to move out if their circle and back in order to pick them up. That’s just awkward.

Engineer rifle spells and warrior rifle spells seem to be backwards.

in Engineer

Posted by: shedim.8504

shedim.8504

I’d also rather have the warrior’s rifle skills, especially since we have a (unfortunately terrible) flamethrower for close combat that has similar skills just like the engineer rifle. The flamethrower in it’s current state us a pointless kit/weapon since the rifle can do the same things while having a reliable, strong autoattack that even deals more damage than the flamethrower’s autoattacks while being ranged.

When I equipped a rifle as a warrior I was all like “man, I wish the engineer had those skills!” I understand it’s decent to have many melee abilities so you aren’t screwed when somebody is beating your face in in melee, but when the rifle’s only reliable ranged attack is the autoattack, then there might be something wrong with the rifle, since it’s not a rifle anymore – it’s a shotgun. It makes me incredibly sad that a warrior gets a skill like his rifle#3 that obliterates people for 3k+ damage at range, while the engineer gets a clumsy blast, that has like the most pathetic range of all ranged abilities and hardly does any decent damage. I also don’t understand why a resilient class like the warrior can knock somebody back without any disadvantage at all, while the engineer knocks himself down when using his similar ability.

Why did the devs not just give the engineer a shotgun with the current skills so people don’t complain if things get chnged and give the engineer a real ranged rifle with a decent skillset similar to the warrior’s?

(edited by shedim.8504)