I see engineer as no more versatile then a thief or a ranger or a warrior, all classes can play the roles but now due to the changes in this class to balance pvp pve players are suffering for the so called versatility tax that only engineers are paying. And it’s not right or honest to ignore this problem or say it doesn’t exist. We’re not as versatile as people think. Our traits for example keep us from being as versatile as our adventurer counterparts.
The trait system needs a complete overhaul I was comparing the traits of the other two adventurer classes today, they get WAY more benefits for making more crits happen more often that do special abilities when switching occurs that we don’t have access to and much much better protections that give them the advantage. Damage for example, rangers and thieves both have a trait that gives them fury when then enemy reaches 50% health, rangers have a trait that gives their pets might on critical hits, thieves can combine two traits to do an enormous amount of damage (Executioner, Furious Retaliation) engineers equivolent of these traits are all grandmaster and in strange lines that don’t even fall under the damage lines like firearms for example, engineers also must use abilities to trigger our effects while rangers and thieves enjoy these buffs automatically. Defense for example, rangers get 50% endurance regen as an adept trait, thieves get to disappear if 10% of their total hitpoints is taken out in 1 hit as an adept trait. Meanwhile engineers have to have these as grandmaster traits or a version that doesn’t help us at all. The cloaking device could be changed to help us when we take that much damage at once, or they could move the bomb defense system, and that adrenaline implant definitely shouldn’t take 30 points.
Rangers and thieves can stack might and fury like crazy while engineers have to struggle to do so by drinking potions until they puke. Every trait that benefits us in damage is a grandmaster trait while the other classes get to use theirs in adept and master levels. It’s no wonder we have so many problems with damage.
(edited by tigirius.9014)
Okay (cracks knuckles like he’s about to play a piano)
Toss Elixir H Always gives protection duration 10 s
Regenerating Mist Gives a small burst of healing that scales with +healing before giving regen to allies.
Detonate Cleansing Burst Now creates a water combo field for 15 seconds.
Toss Elixir B Always gives retaliation, gives one of the following boons randomly: fury, might, swiftness.
Toss Elixir C Converts 1 condition to a random boon for allies, creates a light combo field for 10 seconds.
Toss Elixir R New Duration 12 seconds.
Toss Elixir S Always grants Stability with the new duration of 10 seconds.
Toss Elixir U Grants Quickness for 4 seconds, creates a random spell at the location.
Launch Battering Ram Interrupts casting and cripples struck foes.
Rocket Kick Change completely to rocket leap, the engineer is shot forward with his gear shield in front of him, knocking the enemy back and interrupting casting.
Mine Field Plant Mines around yourself. (Mines now are mostly focused in front of the engineer where they are most needed, have a much larger explosion radius and actually trigger when an enemy comes within ten feet. When Homing Device is traited, the mines will get up and crawl towards the target that the engineer is fighting)
Super Speed Now has a new duration of 10 seconds.
Throw Napalm Throw a ball of napalm that explodes on impactl burning foes at the target location. Now creates a fire combo field for 8 seconds.
Surprise Shot Fire a volley of shots are your foe. 5x 1,160. Range 1200. ….OR….
Fire a powerful shot, damage increases with vulnerability to target.
Rocket Fire a rocket out of your belt that explodes on impact burning foes around the target location.
Shockwave Release a shockwave of inertial force to damage nearby foes, launch nearby foes.
Big Ol’ Bomb Now has a reduced timer, activates .3 seconds after being placed.
Grenade Barrage Throw several grenades at once, applies 4 of each condition damage type to the enemy. (since most likely the engineer didn’t pay attention to what he was grabbing)
Healing Mist Vent a healing mist that initially applies a heal equal to 10% of the total regeneration time modified by +healing, applies regeneration.
Throw Wrench Now causes confusion when not traited to cause immobilize.
for pve none exactly. I’ve been working on comparing the traits between the engineer,thief,ranger and they could siginificantly improve engineer’s crit crit damage and general damage output by simply changing the traits that give speed bonuses to those that give a permanent on all the time 25% like the abilities enjoyed by the other adventurer classes. There’s alot missing in our trait lines that the other two classes have it’s no wonder why we have such issues with damage.
I agree with the OP, as soon as we can burst damage like the other classes the better off we’ll be but in order for them to fix this class so that it will work properly we’ll need a rehaul of the trait system to include buffs that traits for the ranger/thief receive, we’ll need kits to scale damage output with our gear, we’ll need our heal abilities to actually scale with our +healing properly otherwise we’ll continue to be second to everyone and that’s just not right. It’s not honest to expect 1 class to have the combat issues we were told no class would have.
How much damage do people think they can pull off with the overcharge?
(edited by tigirius.9014)
What’s sad is all of the things that were done to this class were to balance pvp and they ended up breaking pvp for engineers and making things worse for the pve players. That’s the only reason why I’m reading this thread was to see what penguin had to say about what was wrong with the kits and attacks we do have to use. The only time anyone should fear us Penguin is if they were to meet us in underwater combat because that’s actually fixed now. LOL @ underwater pvp
LOL I was hoping for fishing too! complete with props we can plop down and a slew of new recipes and the ability to fish up gear like rings and back items.
I’m just picturing it in my head… 2 months from now, the forums filled with posts about the Jan 29 release that broke the manifesto and introduced new horrors of grind… That’s right, the fishing grind… ;-)
That would be hilarious. I personally wouldn’t mind the fishing grind LOL It’s much more relaxing then being 1 shot over and over again by a boss that’s much too powerful for the level of the fractal you’re in and having to rez and run rez and run over and over again. Oh and Fishing would be open world I’m sure. hehe
We not only need a rehaul we need proper testing.
I read in another forum where we’re being told we have to provide the numbers for anything that’s wrong with the class compared to other classes. Isn’t that what testing is for? I’m not kidding. I’m not linking it but you guys see the problem too right? That testing this doesn’t provide this information, and every person who’s played the game to max and become geared and prepared can clearly see this happening on every other class other then this one. We’re supposed to provide the data for them apparently their data collection software has once again failed to provide the evidence of sitting watching a warrior throw three swings and kill an Orr undead while the engineer has to fire 10 shots from the shotgun, or watch the warrior fire 3 shots from the gun while the engi right next to him has to continually spray flames all over the enemy 5-6 times to kill it. With the same build armor etc no less. This is the kind of thing that disgusts me. If they employed a PTR there wouldn’t be such an issue, but they don’t and then we get surprised every patch with some nonsense that when we complain about it we’re either met with silence or we’re told it’s working as intended.
The Rifles and Pistols shall be made kits so the engineer will be “improved” to include extra keys to press in order to get those attacks as well.
Bombs no longer have an explosive radius they just have a puff of rainbow smoke.
The bullets from the #2 attack on pistols have been removed and replaced with the much more useful gag flag that says “BANG BANG”
I’d also like to see the napalm ability from the toolbelt skill for the flame turret turn into a fire zone because if you are using a turret build then you need more combo zones to do more things. I suggested in another thread that our Acidic Elixirs turn thrown elixirs into damaging combo zones and that the randomness from being thrown be fixed so there’s not more confusion. S always gives stability B always giving retaliation for example. These zones would do damage over time but not add condition damage, just ticks if they remain in the area of effect much like what we see with grub poison fields and Skale spit.
I personally find it fascinating that they worked so hard and fast to fix the one bug in our favor but still haven’t done a single thing about say the cone attacks missing that have been a problem since before the game launched. Don’t you find that odd?
Acidic Elixirs should create damaging zones much like the throwup of some of the skales (couldn’t think of a better description). It doesn’t scale with attack scores (but this seems to be a common theme in everything the engineer has, nothing scales with anything we’re wearing, not even healing.) These things need to create zones that do damage and cause zone combos like darkness, poison, fire, water depending on the elixir thrown.
I think this change alone would be enough.
Make kits our F skills.
If you mean F7-F9 then that would work however it would mean we would remain the only class in which we have to play the piano to fight normally and would cause more headache.
I suggested doing this and possibly adding a 2 bar system to Engis in which each of the buttons of 1-5 could be changed to include the choice of which kit we’ll be using to attack with for that button. IE Bar B can use button 1 toolkit 5 attack, button 2 could be the toolkit crowbar attack, button 3 could be the EG 3 attack, button 4 could be the FT 4 attack, and button 5 could be the net attack. This system would switch to the kit we chose when we use that ability. Like the EG3 on button 3 we would press button 3 and it would switch to that kit for that attack.
So it would look like this.
Bar A would be the standard equipped weapon.
Bar B would be the 1st set of abilities
Bar C would be the send set of abilities
We’d get a switch ability that would more accurately use the sigils, we’d keep the ability to switch and get the AOE effect from using kits, and we’d have to press fewer buttons to handle the class, and instead of using the 7-9 buttons for kits we’d be able to equip essential utilities for survival and would be dying as often due to horrible 1-4 downed abilities.
My other suggestion is make the abilities that do condi damage do an initial hit of a percentage of the damage. This isn’t in the tooltips of the ranger traps or the necromancer’s marks but you can easily and clearly see that there is an initial hit of damage before the actual condition damage ticks begin giving their condition abilities the ability to kill more quickly. This doesn’t happen on anything that the engineer has save the flame thrower, and even the FT struggles because of the miss problems and the nerfs.
My ranger in blues can three shot enemies in condition build just by using 2 traps and throwing a torch even with my pet on passive, my engineer must spend all day channeling sometimes it take 5-6 attacks even with the FT shoot about 10 tranq shots and use 2 fumigates on my EG, and sometimes it takes about 30 grenades to do the same job and my engineer is in all exotics. There’s a clear problem here.
(edited by tigirius.9014)
OP Fan sites are the only places you can complain about a game and people generally do recieve you well most of the time. MMO forums on many sites will let you do just that on posts about titles and company practices both bad and good.
Hey guys,
Just to help provide some clarity on this, we’ll be releasing within the next couple of weeks a high level summary of our big plans for the first half of 2013 to help provide more transparency into our plans with the game going forward. This will include providing more details about our goals for the game, information about the stories and features that you’ll see in the Jan/Feb/March releases.
To set expectations accordingly, the January release will be a relatively small release that sets the table for the stories and features we plan to roll out with the Feb/March releases and beyond. Also, there will be no new race, profession, or new region with these larger Feb/March releases. One of our major goals with these releases is making our existing world as strong as possible, ensuring there are reasons to go to all the locations in the world we’ve already built, and strengthening the core game we’ve provided. In saying this will be an expansions worth of stuff in these releases, we’re talking about the number of new features that will be rolled out across PvE, WvW, and PvP in early 2013, which usually you’d only find in an expansion for a traditional MMORPG.
More details and specifics to come in the next couple of weeks, but I hope that helps provide some more insight into what to expect at a very high level.
Fishing? Please let it be Fishing.
LOL I was hoping for fishing too! complete with props we can plop down and a slew of new recipes and the ability to fish up gear like rings and back items.
DPS meters won’t work in this title because there are too many choices in classes and cause of the way that each class has a different set of damage amounts for things like condition damage. And dps meters would break the gaming community up even more.
Now aggro meters would work out well because then we could easily see when the boss suddenly wants to chew our face off while there’s a million AOE affects going off at once.
We’ll be releasing more information on our blog in the next couple weeks that details our plans for first half of 2013, including more details on the kind of stories and features you’ll see in the January, February and March releases.
YAY! thanks!
There does seem to be a problem with testing in this game. IMO this could have been avoided entirely if there were a PTR. I for one don’t understand why jewelry is the only profession punished for making rares that one can salvage for ectos. The other professions (of which i have 2 maxed) don’t seem to have this problem at ALL. It’s so weird having to get extra ectos to make 5 gems to make 1 jewelry piece and if you try to make rare jewelry you have to have 3 ectos per rare jewelry type.
We need improved jewelry recipes so our rares cost the same as the other professions it’s not right to punish 1 profession.
The permaban thing is a little harsh for this type of behavior imo. Many of these people probably were doing this because like me their account seems to have a permanent all day everyday all across their entire account DR happening where there’s not a drop in sight from open world ventures with or without MF. I wonder how many of those people were regular players trying to get enough gold to get the mats they need to gear their alts in exotics for example which is something I had no trouble doing until Nov 15th.
For a second I thought this was the Ranger forum lolol
The real irony is that Rangers are better at switching roles midfight than Engineers. As annoying as they are to control and preserve, pet effects tend to be very powerful. I ran CoF the other day with a Ranger who kept a pig on tap, and we all were so happy to have her switching between cat and pig in those tedious trash fights.
Rangers are actually in a way better place than engineers right now, and I think the play stats and pvp performance suggests that. The best part for now is that everyone underestimates the ranger, so when they bust out with a GC sword build w/ quickness while their cat goes wild and eat 10k of your health in 3 seconds all you can think is, “Omg haxx?”
Yeah even RANGERs got fixes…LOL I know i play one of those too. So I’m seeing directly what the differences are. My level 43 ranger can three shot things in condi traps build without every trait tier unlocked better then my full exotic level 80 engineer downscaled to the same zone my ranger is in. When this happens there’s something definitely wrong here. And nerfs and underwater combat fixes aren’t the answer sorry.
Let those new players decide for themselves please?
Opinions differ and for some the way the class feels while playing and its mechanics are more important than being one of the best classes out there for whatever purpose or being the top damaging class.
The engineer is still effective and fun to play imo.
And saying you have to play flawlessly in most cases to beat other classes is just plain wrong as I also spend most my time in WvW, am far from flawless and don’t loose many 1v1’s to any class (incl. thieves and mesmers). Yes it takes longer to kill but isn’t hardly as much effort to get things done as say a staff ele.We are but there is a need to inform the new players what the game is like end game. In this title, even loot suddenly and completely changes for players after they reach level 80. It’s like a punishment for reaching max level or something rather then a reward. So in order to let the new players know what’s happening these threads are necessary. When the OP posted this I’m sure he was talking about pve. All I see when people ask about the builds for this class are all pvp and that’s sad because this game is so much more then a pvp esport. If players want to play pvp only that’s great engis have hardly the issues people see in pve in pvp. But if they wish to play pve end game forget it. It’s either minmax to barely keep up, die constantly because of it, or go reroll anything else because anything else will literally be more fun then the way they’ve done this class right now. It really is that bad in the pve side right now. People can pretend but there’s far too much wrong with the class to play and enjoy yourself.
You are completely wrong IMO. I enjoy my Engineer more than any other class, and in fractals I’m a pretty invaluable asset with my ability to support while dealing decent damage and taking a beating. Are we the best? No. Are we fun? Absolutely. Maybe Engineer isn’t the class for you if power = fun. Power isn’t everything, and mechanically playing an Engineer is a blast (for me).
I’m glad you are enjoying yourself but I’m definitely not wrong. And neither is anyone else who’s complained about these problems because there’s this little thing called math, and the math shows us that in a typical fight miss occur far too often, and that damage with even our conditions isn’t on par with the weakest of other classes so there definitely is room for improvement overall.
Not to mention the sheer chaos that is the trait lines on the engineer compared to the other two adventurer classes.
Right now with all the problems of the engineer I wouldn’t recommend it to anyone for anything other then pre-80 content. Once you reach 80, forget it, there’s just too much wrong with the class.
What needs to change:
(1) I think that we really need to make Pistol’s Firearm grandmaster trait to cause bulllets to bounce, not pierce. If you want peirce, go Rifle
(2) Make explosive shot have a longer duration
(3) Make Dart Volley’s spread even more spread out, or make it single target
(4) Extended the Blowtorch range, we wear medium armor, not heavy……
(5) Allow glueshot to do some damage or extend the duration to 3-5 seconds so that it works well with our other traits.
I’ve wondered about why dart volley doesn’t shoot a from the air volley of poison darts for about 2 seconds in an AOE, that would make it more viable imo.
Bouncing bullets sounds awesome as long as it’s not as limited as thieves are.
Blowtorch actually should be replaced with a fiery bullet barrage much like the toolbelt ability for charr engineers that looks like unload. It would work out so much better that way and do a ton more damage. It might actually make it useful.
Glue shot definitely needs some damage like poison or something. It is a chemical or a series of chemicals and people have explained the lore that the glue from glue shot is a combination of chemicals charrs use in their machines they accidently put together in one of their parts junk yards.
my problem is they went against their design for combat, saying that no class should have any issues with combat and then nerfing this class so that we indeed do have serious issues with pve combat especially 1v1 is just crazy.
If you mean it’s not viable to endlessly spam grenade 1 in PvE and win maybe… But that’s entry point skill level. Worse than most new players. Simply add dodge and that strat becomes totally fine for most 1v1 PvE…
You do realize that the whole point of ranged is that they die long before they reach you right? Saying it shouldn’t happen because it doesn’t fit YOUR view of combat still doesn’t make it right when warriors with guns and rangers and indeed thieves with bows enjoy that kind of combat easily to the point that most players don’t bother with melee because it is that much easier. So yes even tho I wasn’t one of those concentrating on grenades as the ONLY nerf they brought to the table yes grenades should be just as easy on my engineer as shooting a short bow on my ranger. When it’s not that easily done, that’s called imbalance.
I love fractals !
Then you’d love World of Warcraft’s vision of end-game.
Go ahead, it’s only 15$ per month, not 100$ per month to follow up on the minis and the skins…
No one’s forcing you to do content you don’t want to. You just don’t do it.
Tough luck if it’s tied to your monthly. No one is forcing you to do your monthly.
I just find it hilarious that people are complaining about 7 fractals.
SEVEN!
Maybe if it was 30, I’d understand.
BUT SEVEN!
Then just eat seven cats. It’s so fun, lololol. And hear someone saying you should hold 30, even if you hate it.
And that “Just don’t do it” excuse is dumb. They know very well that they are forcing me and that I will do it. Otherwise it wouldn’t be in monthly achievements…
My point is, continue to annoy your players in A GAME SUPPOSED TO BE FUN and soon you’ll wonder… what players?
Exactly my thoughts. If the game is supposed to be non dungeon focused, the opposite of WoW then why not add 10 events to it? or 8 meta events like the dragons? Or 1 event per certain level of zone? Why does it HAVE to be the fractals? And that’s beside the point that this game was never meant to be focused on dungeons.
It’s just as bad as having us go to the grief ridden WvW to try to complete that map while people are allowed to spam siege engines to prevent people from completing it. But we’re not being forced to finish 100% of the map either right? it’s only a requirement for legendaries that’s not being forced or anything.
not all of us play pvp or like it but we sure are forced to be in that situation with the way the map is setup.
Just another reason not to run them imo. It’s not your fault OP it’s the game design, it’s a system that should not be part of the monthly and should not be forced on the players who bought this title because we were interested in metas in the open world only. I didn’t want to do any of the dungeons in the game because I read prelaunch they would be focusing on meta events and adding those to the game would go faster and be better then any dungeon content they could come out with. Then 3 months later bam fractals and no only was it a 180 they made things worse by adding another tier of armor with higher stats.
I’ll be glad when they restore the horizontal progression that’s what was right about this title before all this mess happened….and horizontal progression does mean buying ascended from karma vendors, and the restoration of the open world loot. That’s the only thing that will bring people back permanently.
Also, there will be no new race, profession, or new region with these larger Feb/March releases. One of our major goals with these releases is making our existing world as strong as possible, ensuring there are reasons to go to all the locations in the world we’ve already built, and strengthening the core game we’ve provided.
Y E S !
That´s exactly what´s needed right now!Awesome.
Still hope for implementation of the “Underflow Server” to gather deserted maps from all servers into one, for fun´s sake. Basically the opposite of our current Overflow Servers.This is my single biggest desire for January/Q1 as well. Love everything they’ve done, but it is time to proactively make sure the world’s stay full, population wise.
Actually I believe the 1200 count thread would mean that the single biggest desire for their updates is that they fix DR, MF, and loot drops as a whole in the open world PVE environment. That would be mine. Because let’s face it. They can add all the new content they want, if it’s not rewarding then it’s still wasting our time after that initial romp.
signed! it would bring people back to the world and they could finally start adding those new metas we’ve all been waiting 4 months for.
I’m glad they aren’t adding a holiday event, we need seriously REAL content updates and we need what they promised in every pre-launch interview to date, DE meta’s what happened to the population is they made a very bad set of moves all at once.
I hope they make these patches FULL of fixes because they are definitely needed especially in the Engi’s house.
That particular post everyone always quotes is so misleading it should have never been written. Servers fluctuate from high to very high and back because people log on or off, therefore it reflects the amount of people playing at the given time.
They did the same thing in SWTOR the servers always said they were maxed couldn’t find a single soul anywhere. But people were told they still have 1.7 million active accounts remember that line?
Don’t believe anything you read and only half of what you hear…..
LOL loved it. Maybe praying will help because we’ve tried everything else at this point.
3/5 easily and sometimes 4/5 easily because people can form groups of threes easily and then boot the other two if they don’t fit their personal paradigm of perfection. I’ve seen that alot. (cough engineers)
People who say there’s nothing wrong with the feature haven’t been kicked yet or they are in a large enough guild they never have to worry about being shorthanded and getting stiffed or being kicked because they aren’t in all exotics or been discriminated against because of their class.
Tarnished coast
either people are all in LA which shows the management’s true direction on this…or you’ll find some alts in beginning zones. In mid zones it’s anyone’s guess.
I never see anyone in the mid zones 40-65 never. People are just not there. Now this could mean two things. 1 they get bored before 80 and stop or 2 they discover dungeons are the only real way to get drops in this title now and stop using the open world altogether.
I personally am not logging back in until they fix loot. (at least not for personal play, if my husband wants me to play with him then i will for about an hour on my thief help him level his alts.)
There’s really no point in wasting my time trying to get loot of any kind in this game between that and my class the engineer being broken, I have no desire like many to waste my time.
I’ve posted this in other threads but I have to say it fixes so many problems. PTR.
If there were one for this title there would be sooooo few problems right now.
There’s also this tendency I’ve noticed to see a repeat of the mistakes made by other mmo devs years ago. It’s so weird seeing history repeat itself so blatantly. I mean why do you guys think that in other titles a skill that removed a stun was given a few seconds of immunity from stuns entirely? For this very reason. The fact that this is so bad that it even extends to PVE shows how seriously flawed this is.
Any future plans to do something about this zone? Orr…..hardly anyone there, mobs out the ying yang….can’t reach any point without struggling.
Temples? Exotic armors? Good luck…..It’s like defending Helms deep by yourself.
I find it not worth my time. I only go there when I’m in desparate need for omnom berries anymore. I know there’s hardly anyoen there since the implementation of the focus of a single dungeon and with loot as terrible as it is right now there’s really no need to put yourself through that to get the things you need end game. Why bother with the zombie apocalypse when you can brave the cold or play the lobby game standing around in LA.
There is some draconian enforcement of rules it seems. People were banned for sending gold to someone on another account. To further the confusion even Anet’s own junior staff questions whether this was an exploit. There was no warning at all, Anet could have used two things instead of banning people permanently like a PTR and a rollback which I’m sure they have the tech and coding to do easily.
I think this is another clear example of why history shows us that so many companies use PTR’s and why this game needs one big time. It would avoid situations like this one where even your own employees don’t see it as an exploit. There would be far far less confusion and draconian policing of players and when I say draconian policing this definitely fits the bill. This is the second time that Anet has permabanned players even for the transfer of gold between accounts. I seriously doubt all of the gold tranfers were absolutely because of people trying to undermine the economy. And then there’s the issue of not permabanning bots. We’ve seen them pop back up in game even when reported a hundred times a week. Where’s the justice there?
I haven’t personally done anything with these items I found out after I made real items i could use on my jeweler nor do I know anyone who has.
With the seriously poor loot in this game and the lack of PTR or unused methods from the history lessons other MMO’s titles (like the need for a PTR for example) and the ambiguity even from staff as to whether this was indeed an exploit, the punishment does not fit the crime in this case imo.
(edited by tigirius.9014)
my problem is they went against their design for combat, saying that no class should have any issues with combat and then nerfing this class so that we indeed do have serious issues with pve combat especially 1v1 is just crazy.
TBH it leaves me more time for my wife and kid. In 20 min. i make Z (Z = to gold ,Karma w/e I’m farming that day ) and in 5-6 hours i make Z x 2. Two times the gold for 18 times the work. I’ll only be logging in 20 min. a day from now on lol. also think of the bright side. if others find this out it could cut down on the lag of some of the more popular servers. less ppl less lag its a win win.
DR harms players 20 years of mmo history proves it.
I’m starting to say the same. meh time to play STO at least they let you get items in game with little work with a fleet base now. 1 hour 4 dailies bam new gear.
http://ghostbustersnews.com/wp-content/uploads//2012/03/steampunk_janine.jpg
http://gadgetsin.com/uploads/2011/02/steampunk_styled_star_wars_illustrations_1.jpg
http://cdn.uproxx.com/wp-content/uploads/2012/11/cosplay-steampunk2.jpg
http://daily-steampunk.com/steampunk-blog/wp-content/uploads/2011/08/explorer_by_viccolatte-d47s4wj.jpg
http://www.warmphotos.net/img/warm/steampunk-girls/steampunk-girls25.jpg
http://www.warmphotos.net/img/warm/steampunk-girls/steampunk-girls29.jpg
http://www.warmphotos.net/img/warm/steampunk-girls/steampunk-girls02.jpgI think they should give an idea at least for Tyrian Women..
‘warmphotos’ loool. such an epically related name.
Drools at the last image’s pistol!
Turrets now follow you and have a 120 min cooldown to compensate
Cone attacks never miss but do 1 hitpoint damage no longer cause condis who needs those anyway
elixirs when thrown now turn you into a giant fried chicken dinner and like all trays cost Bottles of Elonian Wine Arcane Crystals Mystic Coins with each throw, or 250 T6 mats.
XD
(edited by tigirius.9014)
Kits should be F7-9 or they should be below 1-5 on switchable bars so we can choose 1 kit per 1-5 attack on bar A and one set on bar B
The only thing they fixed were sigils. Every kit was nerfed because they thought that sigils would cause us to be op. still no PTR to do actual testing so we can give feedback on the results before they post a patch.
PVE still is nerfed and broken to the point of not being able to hit anything and when we do it’s like a tiny insect bite to a giant troll compared to my ranger and thief.
I only play PvE. I have a Ranger, Engineer, Warrior, Guardian and Necromancer, all levelled to 80 and fully kitted with 80 exotics. I have experimented with builds on each. Im no expert at this game, but I play alot. And I really don’t like the Engineer from PvE perspective. I know alot of people say the Ranger is underpowered and I can see why they would be in PvP, but in PvE the ranger makes the engineer look like a joke. Although its mostly because the Ranger is really good in PvE, the engineer just doesn’t really cut it. And I really don’t think its because of playstyle, but just that he brings slightly less of everything whether its solo or group PvE.
Of the 5 I play, Necromancer and Guardian are by far the strongest. The Ranger and Warrior are a step below them and I would opt for the Ranger if I am doing solo PvE and the Warrior if I am doing group PvE (particularly because of shouts).
But anyways, I thought Id throw in my thoughts. I know there are alot of myths out there… like the Ranger being weak in PvE. But from my experiments with the Engineer, he is the weakest of the 5 characters I have at present and there is not alot of experimentation I cand do from here, whether it be armor/weapons, runes, traits or slot skills. Engis are still capable of doing everything, just not as well as the other classes and alot worse than a Guardian or Necro.
Completely agree. I play Engi, Ranger, Thief. I too have noticed the sheer difference between the three. People don’t realize that the condi damage is not the same amongst the classes. Bleeds that warriors do are NOT equal across all classes. For example, necros and rangers have an initial hit on their condi abilities that is not in the tooltip. I can three shot things with two traps and a torch on my ranger, can’t do that on engi at all. When I apply condi attacks on ranger you can visibly see that there is an initial burst of damage. Same goes for when i played necro, for each mark using the staff there is this burst of damage before the ticks from the conditions of the marks begin.
That’s just the tip of the iceberg for what’s wrong but I feel that if they wanted to be honest about balance they should make all conditions do the same damage across all classes.
There’s also the issue of the instakill. There’s only two classes that can do preparatory abilities and then 1 shot something. If balance be the goal then give every class that ability. It might take a little work but your players would thank you for it and people wouldn’t know that one or two classes were favored by the devs.
Or better: actually give us the versatility that seems to warrant this low damage penalty.
We don’t have it now… or traits only support single purpose builds, never a true versatile build.So if we pay the price for it, I would really like to have the actual versatility now, if you dev’s don’t mind…
A million times this.
Absolutely agree. We don’t have the versatility to justify turning this class into a whimp. Sure we have a couple of options but there are missing things we should have in this class that would make it worth the loss of damage builds. Mobile turrets, sniper kit, homing mines, napalm shot on FT that explodes on impact, rocket boots that increase our run speed 25% out of combat, AOE zones when throwing elixirs, my list is long.
Let those new players decide for themselves please?
Opinions differ and for some the way the class feels while playing and its mechanics are more important than being one of the best classes out there for whatever purpose or being the top damaging class.
The engineer is still effective and fun to play imo.
And saying you have to play flawlessly in most cases to beat other classes is just plain wrong as I also spend most my time in WvW, am far from flawless and don’t loose many 1v1’s to any class (incl. thieves and mesmers). Yes it takes longer to kill but isn’t hardly as much effort to get things done as say a staff ele.
We are but there is a need to inform the new players what the game is like end game. In this title, even loot suddenly and completely changes for players after they reach level 80. It’s like a punishment for reaching max level or something rather then a reward. So in order to let the new players know what’s happening these threads are necessary. When the OP posted this I’m sure he was talking about pve. All I see when people ask about the builds for this class are all pvp and that’s sad because this game is so much more then a pvp esport. If players want to play pvp only that’s great engis have hardly the issues people see in pve in pvp. But if they wish to play pve end game forget it. It’s either minmax to barely keep up, die constantly because of it, or go reroll anything else because anything else will literally be more fun then the way they’ve done this class right now. It really is that bad in the pve side right now. People can pretend but there’s far too much wrong with the class to play and enjoy yourself.
After experimenting with every possible situation and weighting every skill, this is the best I can come up with. I’m quite proud of this build, it’s pretty close to jack of all trades. I use this build for PvE, PvP, and WvW. The only change is the Berserker amulet to Knight amulet when I switch to PvP.
It’s based on the idea that you make almost no mistakes.
http://www.gw2db.com/skills/calc/engineer#14|0|1207|253|4700|4603|4065|30|1422|1789|1885|20|1866|1433|0|0|0|0|0|0|0|0|0|20|1883|2270|0|0|0|0|28047|0|49962|49962|49962|49962|49962|25790|21080|0|0|0|0|
Some of the build didn’t load with that link.
I agree tho we shouldn’t have to play perfectly in order to survive, that last statement you mare resonated loudly with me. “It’s based on the idea that you make almost no mistakes” I’m sure everyone will agree here that other classes have room to make mistakes without being instakilled in pvp or pve.
From what I could actually see from your build it does look interesting. I’d only use EG personally for the traited free healy field but even that doesn’t really heal like it used to. And until they make kits scale with gear and make the healing abilities scale with the +healing properly we’ll still be in beta status.
I’m also seeing a standard theme here. There seems to be this completely ignoring the problems of the pve players in these forums. Just about everyone is posting pvp only or wvw only builds. I think this is part of the problem bigtime. The things you do in pvp because it is such an odd assortment of abilities that work together, you really can’t do in pve and expect anything especially with the nerfs and the miss bugs right now. If we didn’t have to have 300% precision for burst damage or 300% condition damage for pve for it to work properly (when struggling to work around the miss issues and the nerfs) then we’d be better off in pve and could get away with not having to min/max just to keep up. The nerfs per patch for the sake of balancing pvp is killing the versatility of pve with each new patch.
(edited by tigirius.9014)
I feel exactly that way OP, I am personally not logging back in until they fix this class properly and they fix the drop rates properly. (unless my husband wants me to help him with something or play with him on one of his tinies, and then only on my thief)
This class’s traits are nowhere near what my ranger/thief traits are in boosts to damage output and enhancements to stats yet we’re supposed to believe that somehow it’s justified to nerf this class with every patch? Even our kits aren’t affected by stats yet! spssh.
The combat vision states that no class will have problems in combat, well that doesn’t jive with this class right now. See there’s the thing. There’s already been a long history of other mmo’s trying to do just what they did to this class on other games. WoW’s early druid, LOTRO’s early LM comes to mind. They both learned that you can’t limit the damage output without killing the gameplay entirely and eventually had to boost the damage on those classes for people to be able to play them again. And when it comes to classes that were considered support, WoW’s healing priest comes to mind instantly. For a time in their BC campaign a healing priest could absolutely not solo anything without fighting it forever, so making support do less damage on this class isn’t the answer either. Not to mention that other classes in this title don’t have to give up anything to be support and yet remain just as versatile. Then there’s the whole “pets and warlike abilities make you too powerful in pvp”, WoW players, remember what they did to hunters some time back in cata, couldn’t even play pve because pvp had to be balanced. I had high hopes that their interviews about separating pvp and pve coding in this game would work. Something went wrong somewhere. Guess what I’m trying to say is this….history teaches us alot and saves us alot of time.
What makes things worse are the traits need to be made en par with Rangers/Thieves traits. I’ve been comparing them line by line in the three classes. There are things we should have as engis that are missing entirely. I’ll be posting that soon.
20 ish all from gems from the store.
not logging back in until they fix the drop rates and heal the economy.
well according to Anet on combat no class should be having the difficulties we are having, that wasn’t part of their original vision. healing priests in WoW, early druids, early LM in LOTRO all come to mind when i play my engi now cept there’s none of the prestige of the LM
Rockets don’t cure immobilize. Stun breakers would work so much better if they were given a few seconds on use of impervious to stuns like other mmo’s have had to use because of people abusing the stun in pvp as the only means to get their kills. It’s like they are running an experiment, one that’s been run hundreds of times before and ignoring the facts and history as to why other games have done certain things to improve gameplay for pvp and pve. It’s weird. There’s also the problem that the animation imposes, we are actually knocked down for the purposes of attacking immediately. It’s as useless as the thief stealing a fear that has a three second cast time on it, we’re just standing there with our arm in the air vulnerable.
Many an ability as an engineer doesn’t make sense to me. The whole idea that we should only have a fiery kick is weird when if they really wanted to make this useful they should make it give us a 10 sec swiftness and a line of fire trailing behind us much like the line of oil slick with the rubber boots. Our gear doesn’t seem to help against certain types of damage which is odd like reducing the damage from electricity when using the rubber boots or from burning when using the rocket boots. The kits are similar in this. Why wouldn’t we have a better resistance to poison while using the EG for example? Wouldn’t we as engineers take into account the possibility of accidently harming ourselves with these types of weapons and therefore take smart measures to help ourselves survive. I’m pretty sure that the asurans would absolutely give themselves protections from what they discovered while using engineering tools.
They really need to re-examine this class as a whole because there are things that just have no logic. Like why would anyone need an extra burn when typically most condi builds already spec into this. It’s like the whole bleeds thing for rangers in dungeon condi builds it eventually becomes redundant and leads to diminishing damage returns as the regular attacks are used so one doesn’t need extra of the thing they do all the time because eventually even in open world boss fights your personal ticks of damage will be washed out by the max cap placed on enemies. (25stacks).
I play less than 20 hours a week
I make roughly 3-4 gold a day running FOTM 15+
No complaints here, there’s nothing hardcore about me.
You can make the same amount of gold doing world completion, dungeons..
If you’re worried about repair bills then you should simply die less.
they could easily fix this if they made it so that the only cost for teleporting was outside the zone you are already in.
Or like I said, you can die less and preserve your gold more efficiently. A lot of activities in this game award 1-2 gold an hour.
Die less is not an option as an engineer unless you are all shields all the time in which case each fight with a normal mob lasts days. (i do not wish to return to the days of healy priests in vanilla wow or early loremasters in lotro thanks, combat should not be nerfed like that)
Funny, I’m managing perfectly fine with my second engineer now. Running as crit rifle.
Funny WvW i’m sure.
Things that should be taken off gold:
Runes of holding
racial gear
it’s just weird these things need gold.