Jump to content
  • Sign Up

Please remove blind from Mortar Kit


Ovark.2514

Recommended Posts

  • Replies 70
  • Created
  • Last Reply

Top Posters In This Topic

no. if mortar kit has been around forever and is only now starting to seem op, chances are its actually not but something else. its strong, every class should have some strong options, how about get over that fact so classes can have good options to choose from instead of everything being turned into a floppy noodle. getting tired of these types of threads.

Link to comment
Share on other sites

@Stand The Wall.6987 said:no. if mortar kit has been around forever and is only now starting to seem op, chances are its actually not but something else. its strong, every class should have some strong options, how about get over that fact so classes can have good options to choose from instead of everything being turned into a floppy noodle. getting tired of these types of threads.

It was not a problem in the past because engis always took prime light beam instead or elixir X or whatever other elite was stronger. Mortar kit pulsing blind has ALWAYS been too much. If it needs to blind let it do so when it first lands only. Edit: Really, tbh any pulsing skill (that's not channeled) that takes up a whole standard point is not acceptable in my eyes for conquest mode. I'm aware that's just my philosophy. . .(Edit for typos)

Link to comment
Share on other sites

@Stand The Wall.6987 said:no. if mortar kit has been around forever and is only now starting to seem op, chances are its actually not but something else. its strong, every class should have some strong options

Kit damage wasn't nerfed as much as other things. So although mortar kit didn't change in the patch, the fact that everything else changed made it comparatively stronger. And because mortar kit didn't exist until shortly before HoT, there's no real way to compare it to a time before power creep ruled the land.

Explosive entrance doesn't help things either.

The issue isn't mortar kit as much as photon forge. Core engineer needs at least one kit in order to function - otherwise their damage is laughable. Photon forge is akin to a strong kit, which frees up the holosmith to use their skills for utility.

Link to comment
Share on other sites

@Stand The Wall.6987 said:no. if mortar kit has been around forever and is only now starting to seem op, chances are its actually not but something else. its strong, every class should have some strong options, how about get over that fact so classes can have good options to choose from instead of everything being turned into a floppy noodle. getting tired of these types of threads.

Also the same guy said :

@Stand The Wall.6987 said:what this boils down to is someone defending their main.

In the thread where @Poelala.2830 was trying to defend the current status of Lightning rod which has been nerfed with the last patch at the contrary of the Mortar kit...lol

Link to comment
Share on other sites

@Solaerin.8635 said:In my opinion they should keep all of the damage and condition/combo field output, but change it to where there is a minimum range so that you can't shoot mortars at your own feet :)

that makes zero sense. its useless at long range, unusable at close range, so what... do you expect this to be viable at around 600 range only? that negates most defensive power of the kit, which imo is its main purpose.

Link to comment
Share on other sites

@Exedore.6320 said:

@Stand The Wall.6987 said:no. if mortar kit has been around forever and is only now starting to seem op, chances are its actually not but something else. its strong, every class should have some strong options

Kit damage wasn't nerfed as much as other things. So although mortar kit didn't change in the patch, the fact that everything else changed made it comparatively stronger. And because mortar kit didn't exist until shortly before HoT, there's no real way to compare it to a time before power creep ruled the land.

Explosive entrance doesn't help things either.

The issue isn't mortar kit as much as photon forge. Core engineer needs at least one kit in order to function - otherwise their damage is laughable. Photon forge is akin to a strong kit, which frees up the holosmith to use their skills for utility.

true, cuz it hasn't been touched its stronger. so are a lot of things, should we nerf those too and anything strong that sticks out on a meta build? imo def explosive entrance should be nerfed as well as the mortar coefficient a bit, leave the defensive aspect of it alone since that's its main purpose.

Link to comment
Share on other sites

@Arheundel.6451 said:

@Stand The Wall.6987 said:no. if mortar kit has been around forever and is only now starting to seem op, chances are its actually not but something else. its strong, every class should have some strong options, how about get over that fact so classes can have good options to choose from instead of everything being turned into a floppy noodle. getting tired of these types of threads.

Also the same guy said :

@Stand The Wall.6987 said:what this boils down to is someone defending their main.

In the thread where @Poelala.2830 was trying to defend the current status of Lightning rod which has been nerfed with the last patch at the contrary of the Mortar kit...lol

what lightning rod nerf? mortar wasn't nerfed cuz it wasn't overperforming... its only being used now cuz the other options suck. mortar, if only used at close range (which is kinda the only time you can use it unless you're spamming autos at a team fight) is little better then bomb kit. yes the blind field is better cuz its an elite. should we nerf bomb kit too? smoke field + blast for stealth SO OP its basically a 2nd elixir s toolbelt lol pls nerf.

believe it or not idc about LR at all... this is evident in the fact I never directly said anything against it, only offhand remarks about the post itself.

Link to comment
Share on other sites

@Ovark.2514 said:

@Stand The Wall.6987 said:no. if mortar kit has been around forever and is only now starting to seem op, chances are its actually not but something else. its strong, every class should have some strong options, how about get over that fact so classes can have good options to choose from instead of everything being turned into a floppy noodle. getting tired of these types of threads.

It was not a problem in the past because engis always took prime light beam instead or elixir X or whatever other elite was stronger. Mortar kit pulsing blind has ALWAYS been too much. If it needs to blind let it do so when it first lands only. Edit: Really, tbh any pulsing skill (that's not channeled) that takes up a whole standard point is not acceptable in my eyes for conquest mode. I'm aware that's just my philosophy. . .(Edit for typos)

your first two sentences contradict each other so hard I wonder... meh w/e dood give it the bomb kit treatment i'm tired of arguing with people that want everything nerfed it if stands out on a meta build. idk anymore. what you have to understand is that core engis defensive options are slowly being reduced to zero. there is scrap bunker and prot holo with a toughness amulet, the extremes, since all the other options like I said are being eliminated. this is happening to every class, options are going out the window, so the next build after that gets cheesier and relies more on whatever broken mechanics the class has.

Link to comment
Share on other sites

@"Stand The Wall.6987" said:if mortar kit has been around forever and is only now starting to seem op, chances are its actually not but something else.

I have no real opinion, Probably mostly agree the skill shouldn't be changed.

However, If "has been around forever and wasn't a problem" was enough justification for why something shouldn't be nerfed; there is a lot that should be reverted. This is not a standard of balance we have ever held, nor should it be.

Link to comment
Share on other sites

Fun fact, engi's weapons have been hit so hard with overnerfs (especially pistol and hammer) that it does more damage to spam mortars at your feet than attempt to land an auto attack chain.

Prime Light Beam was overnerfed and no longer worth taking, so there's no longer a trade off of which elite to use.

People complained about Holo. Anet nerfed holo. Prot holo got hit the least hard due to the nerfs so it became the meta build. Mortar kit does more damage than their autos so it gets "spammed". I keep telling people to be careful what they wish for. More nerfs might not get you what you want.

Link to comment
Share on other sites

@Stand The Wall.6987 said:

@Solaerin.8635 said:In my opinion they should keep all of the damage and condition/combo field output, but change it to where there is a minimum range so that you can't shoot mortars at your own feet :)

that makes zero sense. its useless at long range, unusable at close range, so what... do you expect this to be viable at around 600 range only? that negates most defensive power of the kit, which imo is its main purpose.The combo fields from mortar kit all have a pretty long duration (5 seconds), so just because you would need to cast them from range doesn't mean you wouldn't be able to fight inside of their area of effect. A duration of 5 seconds is plenty of time to get value from the field after shooting the mortar from something like 450-600 range. The change I suggested would mean that engineers trying to side node would need to give up node presence while dropping their aoe's. It would require players to have more creativity than just dumping the entire kit onto your feet off cooldown, which for prot holos is what the current functionality of the skill amounts to.

Link to comment
Share on other sites

@Arheundel.6451 said:

@Stand The Wall.6987 said:no. if mortar kit has been around forever and is only now starting to seem op, chances are its actually not but something else. its strong, every class should have some strong options, how about get over that fact so classes can have good options to choose from instead of everything being turned into a floppy noodle. getting tired of these types of threads.

Also the same guy said :

@Stand The Wall.6987 said:what this boils down to is someone defending their main.

In the thread where @Poelala.2830 was trying to defend the current status of Lightning rod which has been nerfed with the last patch at the contrary of the Mortar kit...lol

LOL! How the turntables.

Link to comment
Share on other sites

@"Kuma.1503" said:Fun fact, engi's weapons have been hit so hard with overnerfs (especially pistol and hammer) that it does more damage to spam mortars at your feet than attempt to land an auto attack chain.

Prime Light Beam was overnerfed and no longer worth taking, so there's no longer a trade off of which elite to use.

People complained about Holo. Anet nerfed holo. Prot holo got hit the least hard due to the nerfs so it became the meta build. Mortar kit does more damage than their autos so it gets "spammed". I keep telling people to be careful what they wish for. More nerfs might not get you what you want.

thats what happens when you nerf ALMOST everything by 30%+, people use things that were not nerfed to beat the shit out of everything that did get nerfed

Link to comment
Share on other sites

It would be ok, if it applied conditions only when entering/exiting the aoe, or only on impact, once. But currently, it just gives too much advantage in PvP, just spam whole mortar kit from 1500 range as you run on node and then engage with op utility kit. Totally balanced.

Link to comment
Share on other sites

im gonna call this a Git Gud issue , the Blind field stays in place, does no damage doesnt cancel projectiles or anything ,what exactly is preventing You from Getting Out of the field ? it only lasts about 5 seconds has a 30s cd

the only way for pulsing blinds to be as big an issue as the guys complain about would be if engi ran mortar+ bomb kit, and the passive that drops a smoke bomb when engi is hit, and has a flame turret to drop for the overcharge smoke field

sounds more like someone is salty they got pwned in pvp

Link to comment
Share on other sites

make the fields weaker and make it akin to lb1 on ranger, the closer you are the less damage the farther you are the more damage, 500 damage in melee, 3k at 1200 onwards

if you guys dont think mortar is a problem idk, maybe in low tiers its not that bad but in high level gameplay its one of the biggest issues rn, that says alot.

Link to comment
Share on other sites

@Grimjack.8130 said:make the fields weaker and make it akin to lb1 on ranger, the closer you are the less damage the farther you are the more damage, 500 damage in melee, 3k at 1200 onwards

if you guys dont think mortar is a problem idk, maybe in low tiers its not that bad but in high level gameplay its one of the biggest issues rn, that says alot.

Mortar is hardly ever used at full range, unloading them on the point you're currently standing is part of the prot holo rotations. I actually like this suggestion, make the impact damage scale with distance traveled. The pulsing blind, the lasting chill and the instant damage it does(after all, you aim it at your feet) is indeed a bit much.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...