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How to balance every single thing that's bad on Engineer [PvP]

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  • draxynnic.3719draxynnic.3719 Member ✭✭✭✭

    @Chaith.8256 said:

    • Out of the 9 Holosmith major traits they're all represented somewhere in the game except Crystal Configuration: Storm. WvW players are using traits including Light Density Amplifier, Prismatic Converter, Crystal Configuration: Zephyr for running Yaks. PvE players are using Solar Focusing Lens, Photonic Blasting Module.

    You might even be able to remove the caveat. Crystal Configuration: Storm isn't being used in high-end PvE because it trades damage for range and that's generally a bad trade in high-end play, but it does see use in more casual PvE such as open world.

  • Shiyo.3578Shiyo.3578 Member ✭✭✭

    Eng is the last class that should EVER be buffed in pvp.

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @Lunateric.3708 said:

    @Shiyo.3578 said:
    Eng is the last class that should EVER be buffed in pvp.

    Please elaborate because right now the leaderboard for ranked PvP is almost completely dominated by things that aren't engi.

    No sense using an argument with reason, just a public service announcement:

    Engineer =/= Holosmith

    This thread is a no power creep zone, that means not raising the one current strong build past its current limit.

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    Forum Lord Chaith

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited December 6, 2017

    New suggestion:

    Inversion Enzyme: Currently: Elixir gun abilities that remove conditions now convert them to boons instead. New: Instead, when removing conditions by throwing or consuming Elixirs, convert those conditions removed into .75s of resistance.

    This will be a condi burst mitigation alternative to Low Health S' focus fire mitigation, and Backpack Regenerator's sustain.

    With this trait, running an elixir heavy build and timing your Elixirs will allow you to mitigate condition bursts just long enough to go through the cleansing process of .5s cast times to toss and consume Elixirs (and doing little else.)

    An alternative would be to make this affect elixir gun but with fumigate it might be better than intended, and won't help full elixir builds.

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    Forum Lord Chaith

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited December 6, 2017

    Suggestion for lols:

    I got on the subject about how Rangers get to actively use their class mechanic buttons while downed (Pet attack, Pet special ability, Pet swap), and I thought it'd be hilarious if Engineer had a Grandmaster trait in Tools to allow them to do the same.

    Kinetic Battery - REMOVED, and we bring back old trait "Always Prepared."

    New: Always Prepared, all of your toolbelt skills are recharged & available to be used while in the downed state. 90s CD

    You could:

    • Use Med Kit's Bandage Self toolkit ability to assist in reviving yourself
    • Use Elixir R's toss before dying, and then once again after going down to assist in Reviving yourself
    • Use Elixir U's toss to block projectiles
    • Use Elixir S's toss to stealth yourself and avoid being stomped
    • Use A.E.D's 'Static Shock', Bomb Kit's 'Big Ol' Bomb', Personal Battering Ram's 'Launch PBR' to interrupt people finishing you
    • Use Grenade Kit's Grenade Barrage, Rocket Turret's Rocket, Flamethrower's Incendiary Ammo, to nuke your would be killer

    I think it'd be hilarious and certainly would make me enjoy core Explosives Engineer with Grenades or Flamethrower, Elixir S and Elixir R.

    Seriously, endless hours of entertainment.

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    Forum Lord Chaith

  • Coolguy.8702Coolguy.8702 Member ✭✭✭

    @Chaith.8256 said:
    Suggestion for lols:

    I got on the subject about how Rangers get to actively use their class mechanic buttons while downed (Pet attack, Pet special ability, Pet swap), and I thought it'd be hilarious if Engineer had a Grandmaster trait in Tools to allow them to do the same.

    Kinetic Battery - REMOVED, and we bring back old trait "Always Prepared."

    New: Always Prepared, all of your toolbelt skills are recharged & available to be used while in the downed state. 90s CD

    You could:

    • Use Med Kit's Bandage Self toolkit ability to assist in reviving yourself
    • Use Elixir R's toss before dying, and then once again after going down to assist in Reviving yourself
    • Use Elixir U's toss to block projectiles
    • Use Elixir S's toss to stealth yourself and avoid being stomped
    • Use A.E.D's 'Static Shock', Bomb Kit's 'Big Ol' Bomb', Personal Battering Ram's 'Launch PBR' to interrupt people finishing you
    • Use Grenade Kit's Grenade Barrage, Rocket Turret's Rocket, Flamethrower's Incendiary Ammo, to nuke your would be killer

    I think it'd be hilarious and certainly would make me enjoy core Explosives Engineer with Grenades or Flamethrower, Elixir S and Elixir R.

    Seriously, endless hours of entertainment.

    You cant compare ranger and engi mechanic lol..
    Ranger should be allowed to use their (buggy) mechanic whenever they want as its ai (only class with this buggy kind) something core and holo dont have. As engis, we have way more control over our mechanic than rangers ever will. Although i could see function gyro being able to self ress you which could help scrapper quite a bit

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @Coolguy.8702 said:
    You cant compare ranger and engi mechanic lol..

    It's not a comparison as I'm not suggesting it become baseline but rather a grandmaster trait. :astonished::confounded::expressionless:

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    Forum Lord Chaith

  • Coolguy.8702Coolguy.8702 Member ✭✭✭

    @Chaith.8256 said:

    It's not a comparison as I'm not suggesting it become baseline but rather a grandmaster trait. :astonished::confounded::expressionless:

    It would still be too strong no matter how/ where you put it. 😂😂. Also even if that happens, the meta holo build would just swap out explosives for tools too which wouldnt change a thing regarding diversity

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited December 7, 2017

    @Coolguy.8702 said:

    @Chaith.8256 said:

    It's not a comparison as I'm not suggesting it become baseline but rather a grandmaster trait. :astonished::confounded::expressionless:

    It would still be too strong no matter how/ where you put it. 😂😂. Also even if that happens, the meta holo build would just swap out explosives for tools too which wouldnt change a thing regarding diversity

    This is why we can't suggest mediocre joke traits, somebody will take em seriously and think it'll dominate the game. I didn't add this to the thread btw

    Instead of hopefully ressing yourself once every 90s with Elixir R, just run traited Rocket Boots and avoid dying multiple times a game. :lol:

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    Forum Lord Chaith

  • Coolguy.8702Coolguy.8702 Member ✭✭✭

    @Chaith.8256 said:

    This is why we can't suggest mediocre joke traits, somebody will take em seriously and think it'll dominate the game. I didn't add this to the thread btw

    Instead of hopefully ressing yourself once every 90s with Elixir R, just run traited Rocket Boots and avoid dying multiple times a game. :lol:

    Elixir Rs cd is 72s, unless you dont run Alchemy which is never since its mandatory for engi. Cant you just toss elixir r before you get downed? It works everytime for me. Also didnt you ask for toss elixir r to have a reduced and only remove condis without the self ress, I dont think this would matter to you lol.

    If engi gets to have a trait that lets them use their mechanics while in downstate, then the other 7 proffesions should have it too.

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited December 7, 2017

    @Coolguy.8702 said:
    Elixir Rs cd is 72s, unless you dont run Alchemy which is never since its mandatory for engi. Cant you just toss elixir r before you get downed? It works everytime for me. Also didnt you ask for toss elixir r to have a reduced and only remove condis without the self ress, I dont think this would matter to you lol.

    If engi gets to have a trait that lets them use their mechanics while in downstate, then the other 7 proffesions should have it too.

    Now you've thought of an idea too, every profession now gets a grandmaster trait for using Fskill class mechanics in downed state:

    • Eles can switch attunements,
    • Mesmers can shatter without clones,
    • Necro can enter shroud and sit there,
    • Rev can switch legends

    Wicked useful traits :+1:

    Edit: Rallying yourself every 90s with double elixir R - best case scenario - is what the build would offer. You can already use a single Elixir R. Compared with how impactful constant gadgeteer Rocket Boots or dodge roll nukes & eGun, it's not a game breaker, as you'll be going down way more often and cant survive teamfight as well or 1v1 at all.

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  • Coolguy.8702Coolguy.8702 Member ✭✭✭
    edited December 7, 2017
    > @Chaith.8256 said:

    > Edit: Rallying yourself every 90s with double elixir R - best case scenario - is what the build would offer. You can already use a single Elixir R. Compared with how impactful constant gadgeteer Rocket Boots or dodge roll nukes & eGun, it's not a game breaker, as you'll be going down way more often and cant survive teamfight as well or 1v1 at all.

    How would double elixir r work? Even ranger when their in downstate their mechanics still shares the same cd when they're up. I could see that trait making engi being like power nec downstate long ago, when they could easily down someone at full hp with just a few buttons.

    Now that i think about it, if you really want core engi to have good diversity then just make any trait line that isnt alchemy, tools or explosives really good, kinda like what they did to warrior strength line. Then there'd be a real tradeoff between holo and core engi

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @Coolguy.8702
    Now that i think about it, if you really want core engi to have good diversity then just make any trait line that isnt alchemy, tools or explosives really good, kinda like what they did to warrior strength line. Then there'd be a real tradeoff between holo and core engi

    After insisting core Engi is good forever, you're catching on, yeah. Look at my changes to Firearms and inventions. With my proposed changes to Inventions, either bombs or Turrets would give some real survivability to core Engi, combined with Alchemy. Firearms would give some real punch combined with explosives. All my proposals are set up so core Engi can benefit most optimally.

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  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited December 7, 2017

    New Proposal: Orbital command

    2.) Orbital Command: Currently: when striking enemies below 50%, cast a lesser orbital strike.
    New: In addition to its current effects, Your Orbital Strikes & Mortar shots deal 2.5% more damage for every 50 distance between you and the target location when cast.

    Will cause players to actually use mortar as intended, and reward them better for doing so. No more glorified bomb field kit.

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  • coro.3176coro.3176 Member ✭✭✭✭

    That would have an interesting effect on wvw for sure. Those mortar shots are sloooooow but they would hurt

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @coro.3176 said:
    That would have an interesting effect on wvw for sure. Those mortar shots are sloooooow but they would hurt

    Yup, the cast and projectile speed takes about 3 seconds total for a max range shot to land.

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    Forum Lord Chaith

  • mov.1246mov.1246 Member ✭✭

    My opinion for bad/underused traits:

    Explosives:
    Short fuse: explosion time for bombs is instant. this would make bombs pvp viable again without hurting pve
    Orbital command: feels too weak IMO, lower the ICD to 10 sec.

    Inventions:
    Experimental turrets: in additon to its current effect also lower the CD of turrets by 20%.
    Soothing detonation: blast and leap finisheres trigger this effect.
    Advanced turrets: damage reduced by 50%, the reflection field follows the charakter and not bound to the turret.
    Medical dispersion field: buff to 30%

    Alchemy:
    Health insurance: before this trait could be used it needs an overhaul to med kit...
    Inversion enzyme: boon corruption meta makes this trait to a downgrade. Rework it to: cleansing effects done with EG are doubled.
    Backpack regenerator: works while in PF, and also works 10 sec after switching to a weapon like it was in vanilla.
    Stimulant supplier: in addition to its current effect, also gives 3 sec of resistance.
    Iron blooded: buffed to 3%

    Tools:
    Kinetic battery: feels a bit weak, buff it to 4 stacks to trigger.

    Scrapper:
    Shocking speed: never used this trait, remove this. New one: trait that reduce gyro CDs by 20%
    Expert examination: also never used. new trigger effect: at critical hit, 10 sec ICD

    Holosmith:
    Crystal configuration storm: feels like a downgrade overall. remove this, and replace it with a damage upgrade to photon blitz

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @mov.1246 said:
    My opinion for bad/underused traits:

    Explosives:
    Short fuse: explosion time for bombs is instant. this would make bombs pvp viable again without hurting pve
    Orbital command: feels too weak IMO, lower the ICD to 10 sec.

    Inventions:
    Experimental turrets: in additon to its current effect also lower the CD of turrets by 20%.
    Soothing detonation: blast and leap finisheres trigger this effect.
    Advanced turrets: damage reduced by 50%, the reflection field follows the charakter and not bound to the turret.
    Medical dispersion field: buff to 30%

    Alchemy:
    Health insurance: before this trait could be used it needs an overhaul to med kit...
    Inversion enzyme: boon corruption meta makes this trait to a downgrade. Rework it to: cleansing effects done with EG are doubled.
    Backpack regenerator: works while in PF, and also works 10 sec after switching to a weapon like it was in vanilla.
    Stimulant supplier: in addition to its current effect, also gives 3 sec of resistance.
    Iron blooded: buffed to 3%

    Tools:
    Kinetic battery: feels a bit weak, buff it to 4 stacks to trigger.

    Scrapper:
    Shocking speed: never used this trait, remove this. New one: trait that reduce gyro CDs by 20%
    Expert examination: also never used. new trigger effect: at critical hit, 10 sec ICD

    Holosmith:
    Crystal configuration storm: feels like a downgrade overall. remove this, and replace it with a damage upgrade to photon blitz

    All helpful, maybe a path for Engi to be decent metabattle build. You missed Firearms though. Also some utilities probably need to be changed for it to work as well.

    Maybe a Rifle Engi with:

    • Utilities: Healing Turret, Grenade, Bomb, Elixir S, Supply Crate.
    • Traits: Explosives: Grenadier, Short Fuse, Shrapnel, Inventions: Automated Medical Response, Experimental Turrets, Bunker Down. Alchemy: Protection Injection, Backpack Regenerator, Stimulant Supplier.
    • Misc: Traveler Rune, Wizard Amulet, Cleansing & Courage.

    You'd have a 12s CD on Healing Turret when picked up, that'd give you 4s resistance, and have decent sustain and Condi & Power damage.

    But I dunno about the whole dependence on Healing Turret even more. :anguished: Reducing turret cooldown may not be the best path.

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    Forum Lord Chaith

  • @Chaith.8256 said:

    @Haseno.6417 said:
    For turrets id recommend a major trait in the inventions line which allows you to wear a Turrent on your back like a kit but only one at a time.

    Summoning a 2nd turret detonates the one on your back and equips the new one.

    Equipping a kit while a turret is on your back grants you stability and detonates the turret on your back.

    Seems cool but kinda random! I dunno how much effort ArenaNet will put into balancing something like turrets.

    Random isnt necessarily bad. The problem with core engi is that the skills dont synergize. Stationary PVP combat using turrets isnt sensible and tower/keep humping doesnt work with all the ranged AOE.

    Turrets are a complete no go in 90% of pvp situations.

    At least with this turret backpack turrets have a balanced form of mobility.

  • Coolguy.8702Coolguy.8702 Member ✭✭✭
    edited December 8, 2017

    @Chaith.8256 said:

    After insisting core Engi is good forever, you're catching on, yeah. Look at my changes to Firearms and inventions. With my proposed changes to Inventions, either bombs or Turrets would give some real survivability to core Engi, combined with Alchemy. Firearms would give some real punch combined with explosives. All my proposals are set up so core Engi can benefit most optimally.

    You misinterpreted me there, I said core engi would be fine if anet actually balanced the kitten game and nerf all other specs,I only suggested buffs cause i figured its the easy way out and Anet most likely wont nerf everything (or anything seeing how scourge was left untouched the last balance patch)

    Anyways, the balance patch is next tuesday and apparently anet said the balance team spends more time looking at profession forums then anything else so we'll see if some of these changes go through

  • RedSPINE.7845RedSPINE.7845 Member ✭✭✭

    The power creep is dragging me out of this game ... I'm so sad to not love GW2 as I did. Anet please do something huge !

  • Bossun.2046Bossun.2046 Member ✭✭✭

    Pls stay in wvw ganking those poor solo roamers 5v1... ;-; pls

    sugoi monogatari oniichan

  • Coolguy.8702Coolguy.8702 Member ✭✭✭
    edited December 8, 2017

    @Chaith.8256 said:

    Yet agreeing now that for whatever reason, Engi needs buffs. It's just true, so I'm glad you agree now. The goal posts for the 'balanced' tier have moved and to be balanced, Core Engi needs buffs. It was never a matter of just nerfing the few broken PoF specs, as there are multiple core , HoT, and PoF builds all on a level higher than Engi.

    So which is it, nerf all other specs or buff core Engi & other trashcans? Seems like you're now catching on to the better way. I don't think I misinterpreted, you just understand how it should work now.

    Even so, in your Coolguy quotes from before you don't talk about nerfing all other specs, more just like top 4 PoF: Holo, Scourge, Mirage, Spellbreaker. I'm just saying, it was never enough to nerf top 4 PoF specs to make Engi good, and it was never a great plan to nerf all other specs when we can easily adjust a few bad and good ones to join a LOT of "Great" rated specs.

    Thats cool that you quoted almost everything I said and I like how you left out the parts where i said the op specs need to be toned down, (which was much more than scourge,sb,mirage,holo). Like i said, i think the game would be much more balanced and fun if everything got toned down but thats just me and people have different views. I know everything getting toned down is likely not gonna happen so I'll just agree with you and just buff core engi and be done with it. And yes you did misinterpret me quite a bit

    Im curious to know tho, what are you gonna do if core engi remains untouched in this next balance patch?

  • Rezzet.3614Rezzet.3614 Member ✭✭✭

    If we remove elite specs the only usable thing engi would have left is basically the typical pistol condi build and juggernaut ft
    Engi needs an overhaul

    Whatever happened to the promised support rework?

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited December 8, 2017

    @Rezzet.3614 said:

    If we remove elite specs the only usable thing engi would have left is basically the typical pistol condi build and juggernaut ft
    Engi needs an overhaul

    Whatever happened to the promised support rework?

    Juggernaut? If that even. Edit: I don't know any PvP build with flamethrower that's better with juggernaut as opposed to incendiary powder

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    Forum Lord Chaith

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @Coolguy.8702 said:
    Im curious to know tho, what are you gonna do if core engi remains untouched in this next balance patch?

    Cry myself to sleep :bawling:

    Probably just keep suggesting helpful ideas and discussing it. What's it to you

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    Forum Lord Chaith

  • Coolguy.8702Coolguy.8702 Member ✭✭✭

    @Chaith.8256 said:

    Cry myself to sleep :bawling:

    Probably just keep suggesting helpful ideas and discussing it. What's it to you

    Asked cause i figured itd be heartbreaking for someone to put so much time into something and see nothing can come outta it. And I actually like some of your suggestions, just please try to keep your future ones balanced and not broken.

  • Ghos.1326Ghos.1326 Member ✭✭✭✭

    I still think turrets need a large health pool increase, to stay on the field longer. And if turrets want to be played as a "get in, get out" playstyle, then there should be a build that accommodates for that too. But turrets should also have a build that promotes the choice of keeping them out. I do understand, since I have been playing Engi since launch, that turrets, especially the healing turret, has been to just lay down, overcharge, and then burst for added effects, such as a blast finisher in the water field, or that combo'd with the CC of turret explosion knockback to survive/provide control over a point, but keeping them primarily for that is just...sad. It's like having bought an item that you thought could last if you really wanted it to, and you tried to keep it in pristine condition, little to no use, and it just blows up on you in a day because "that's what it was made to do". Again, that would/should fit for some build choices, but not all.

    The greatest enemy to improvement, is ignorance. But the desire to learn will cast ignorance into the fire.

  • Ghos.1326Ghos.1326 Member ✭✭✭✭

    And since I seen a post on ranger pets here, they need a health nerf. Rangers do nice amounts of damage by theirselves, and they can swap between pets universally with a small cooldown. Their pets are:
    -mobile
    -capable of using their own skills
    -high health, some super high defenses and share healing and other traits with the said ranger
    Engi's turrets:
    -stationary
    -super low health. one hit from one attack from a high burst skill destroys it. easy.
    capable of using their own skills, but at smaller rates, and their overcharges now only happen once on deployment

    To see balance in this, these changes should be made.
    Ranger pets:
    -decrease health by around 40%, or maybe even half, to promote strategy in pet swapping, and give rangers to keep their distance depending on their build, as they should
    -pet power and defense, as well as sharing traits, are fine, as long as the health pool is brought down (this could open up strategies for "kill the pet first and then get the ranger, to keep damage from being way too much, way too often")

    Engineer turrets:
    -increase health by a lot, since they can not move. If not by its core, then within a trait, to promote keeping turrets on the field, if desired
    -Increase frequency of overcharge skills, also let them happen on fixed intervals. MAYBE a slight damage increase? Keyword MAYBE
    -bring back some kind of cc for detonation. maybe a stun or daze, if not a knockback?

    The greatest enemy to improvement, is ignorance. But the desire to learn will cast ignorance into the fire.

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited December 9, 2017

    @Ghos.1326 said:
    And since I seen a post on ranger pets here, they need a health nerf. Rangers do nice amounts of damage by theirselves, and they can swap between pets universally with a small cooldown. Their pets are:
    -mobile
    -capable of using their own skills
    -high health, some super high defenses and share healing and other traits with the said ranger
    Engi's turrets:
    -stationary
    -super low health. one hit from one attack from a high burst skill destroys it. easy.
    capable of using their own skills, but at smaller rates, and their overcharges now only happen once on deployment

    To see balance in this, these changes should be made.
    Ranger pets:
    -decrease health by around 40%, or maybe even half, to promote strategy in pet swapping, and give rangers to keep their distance depending on their build, as they should
    -pet power and defense, as well as sharing traits, are fine, as long as the health pool is brought down (this could open up strategies for "kill the pet first and then get the ranger, to keep damage from being way too much, way too often")

    Engineer turrets:
    -increase health by a lot, since they can not move. If not by its core, then within a trait, to promote keeping turrets on the field, if desired
    -Increase frequency of overcharge skills, also let them happen on fixed intervals. MAYBE a slight damage increase? Keyword MAYBE
    -bring back some kind of cc for detonation. maybe a stun or daze, if not a knockback?

    I think you're relying on parallels between classes too much and that's resulting in some less than optimal suggestions for Ranger mostly.

    It's not a desirable strategy for players to target Ranger pets. They're not utilities, it's an inescapable class mechanic, balanced around always being able to be kept alive as long as the Ranger has awareness.

    Turrets are fodder, you can summon what, 9 concurrently with supply crate?

    In my proposal, the playstyle of keeping turrets alive is embodied by Experimental Turrets, keeping them for the entire lifespan to get the second tick of boons. By doing this, with the buffed durations and additional heavy boon duration, you can get permanent group boons that they offer.

    Edit: if you can protect them for ten seconds, get rewarded. No punishment if they die because recharge starts on deployment

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  • Ivantreil.3092Ivantreil.3092 Member ✭✭✭
    edited December 9, 2017

    A suggestion i have in mind:

    Throw Napalm: Radius increased from 180 to 240.

    You mentioned before that Turret's Toolbelt's skills are great, but i think this one isn't, it's a poor man's Napalm, it deals less damage than napalm, and it's easy to avoid just like Napalm, my suggestion is to increase it's radius, this way it feels more balanced imo, you trade damage for a lesser version of Napalm at exchange of a more secure hit against your opponents.

    or

    The second idea is:
    Throw Napalm: This skill now uses the Ammo Mechanic, Maximum count increased from 1 to 2.

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited December 11, 2017

    @Ivantreil.3092 said:
    A suggestion i have in mind:

    Throw Napalm: Radius increased from 180 to 240.

    You mentioned before that Turret's Toolbelt's skills are great, but i think this one isn't, it's a poor man's Napalm, it deals less damage than napalm, and it's easy to avoid just like Napalm, my suggestion is to increase it's radius, this way it feels more balanced imo, you trade damage for a lesser version of Napalm at exchange of a more secure hit against your opponents.

    or

    The second idea is:
    Throw Napalm: This skill now uses the Ammo Mechanic, Maximum count increased from 1 to 2.

    Now that I think about it, this skill is not bad, but seeing at how weak Flame Turret is overall, I'd be inclined to agree. Two ammunition would be awesome.

    Edit: ammunition on Toolbelt probably won't work due to smaller button and hard to see the recharge ring.

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  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited December 11, 2017

    New change added in bold:

    Pistol #2: Is now piercing. Increased damage by 20%. Now applies .75s of weakness per dart.

    This is to reduce counterpressure from one ememy while you're trapped in an animation, and increase condition variety.

    • Toolbelt skill for Flame Turret, Throw Napalm, radius increased from 180 to 240.
    • Toolbelt skill for Rocket Turret, Rocket, velocity increased 50%.

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    Forum Lord Chaith

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited December 11, 2017

    New suggestion:
    Experimental Turrets: Rocket Turret's Retaliation increased from 3 to 5 seconds. Healing Turret Vigor increased from 3 to 5 seconds. Thumper Turret protection increased from 3 to 5 seconds. Flame Turret's might stacks increased from 3 to 5 stacks. In addition to its current affects, if a turret reaches the end of its 10s lifespan, the turret performs an overcharged attack as a parting gift.

    Rifle Turret Overcharge, instead of firing faster for 10s, rapid-fire 10 shots over 3 seconds.

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    Forum Lord Chaith

  • Rezzet.3614Rezzet.3614 Member ✭✭✭

    Oh thanks for reminding me, can we please get back our EG auto 2-4s weakness

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @Rezzet.3614 said:
    Oh thanks for reminding me, can we please get back our EG auto 2-4s weakness

    What? When did we ever have that..

    I'm not sure about that. With quickness and expertise it could have some gimmicky applications

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    Forum Lord Chaith

  • Rezzet.3614Rezzet.3614 Member ✭✭✭
    edited December 11, 2017

    @Chaith.8256 said:

    @Rezzet.3614 said:
    Oh thanks for reminding me, can we please get back our EG auto 2-4s weakness

    What? When did we ever have that..

    I'm not sure about that. With quickness and expertise it could have some gimmicky applications

    Was a bug to be honest , back then rifle had 1000 range and there was a trait that gave both rifle and eg extra range but it had a bug that made egs weakness have double duration on auto. But yeah would be op now cuz of condi duration gear

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    New functionality added to suggestions:

    Holosmith - Photon Wall: Automatically launches when the block expires.

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    Forum Lord Chaith

  • RedSPINE.7845RedSPINE.7845 Member ✭✭✭

    Or make the launch instant.

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @RedSPINE.7845 said:
    Or make the launch instant.

    It can hit up to a 9k AoE with 3 walls, i suspect that may be unfair if you never know when it's coming or is usable while CCd.

    I might even just be a fan of letting the walls launch only when the duration ends. But not firm on that

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    Forum Lord Chaith

  • Auto launching walls would lead to launching it at times you may not want to. I don't like skills doing things I don't want them to and losing control over then.

    I'm okay with the manual activation I would just like a little more grace period. If extending the block duration is unbalanced then just let the launch ability linger for a couple more seconds

    [TNO] Gizmo Gigawatt

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @Adamantium.3682 said:
    Auto launching walls would lead to launching it at times you may not want to. I don't like skills doing things I don't want them to and losing control over then.

    I'm okay with the manual activation I would just like a little more grace period. If extending the block duration is unbalanced then just let the launch ability linger for a couple more seconds

    I like that idea too. Your first comment makes me wonder if Guardians using Shield of Judgement consider it unintended or out of their control when it explodes at the end? Timed AoE explosions on your position is not uncommon

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    Forum Lord Chaith

  • Chaith, in your personal opinion, do you think condi engi still needs the infamous swap Static Shot/Blowtorch slot suggestion that was around the Engi forums for years?

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    @Ivantreil.3092 said:
    Chaith, in your personal opinion, do you think condi engi still needs the infamous swap Static Shot/Blowtorch slot suggestion that was around the Engi forums for years?

    I'm not convinced that would change much, I'm lukewarm about it. Basically that's a maneuver to make shield more viable, that's fine, but I don't think shield can be good until inventions is (shield trait is actually awesome.)

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    Forum Lord Chaith

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    Update:
    Removed suggestions to High Caliber, No Scope, and Serrated Steel to reflect an improved Firearms spec from last balance patch.

    New suggestion for Serrated Steel to reflect overall increased durations and lower stacks of conditions in PvP:

    Serrated Steel: Currently: Bleeding duration increased by 33%. New: In addition to its previous effects, when your bleeding is removed from a foe, that foe receives a final bleeding tick for 33% of the bleeding damage removed.

    This is purely for the purpose of helping PvP/WvW condition engineers recoup a little viability in light of recent nerfs.

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    Forum Lord Chaith

  • Forestnator.6298Forestnator.6298 Member ✭✭
    edited December 17, 2017

    I just want one single change for now:

    Soothing Detonation
    When you trigger a combo using a blast finisher, allies near the effect are healed.

    Healing.png Healing: 340 (0.2)?
    Number of targets.png Number of Targets: 5
    Radius.png Radius: 240

    Add an AoE condition cleanse. That will allow us to decide between Alchemy and Inventions trait line. Currently we can't create any competitive build without Alchemy trait line.

  • Chaith.8256Chaith.8256 Member ✭✭✭✭
    edited December 17, 2017

    @Forestnator.6298 said:
    I just want one single change for now:

    Add an AoE condition cleanse. That will allow us to decide between Alchemy and Inventions trait line. Currently we can't create any competitive build without Alchemy trait line.

    Unfortunately, Alchemy still required. Boon duration, vigor or protection, double Elixir S, Hidden Flask damage, and lower cooldowns on all these things like Stealth, Elixir U as well.

    Players think Alchemy is taken to survive vs. conditions, Alchemy is also necessary to survive vs. power and do good damage.

    Inventions with a condi clear on blast finish doesn't replace Alchemy, it would be a buff to Scrapper though!

    For Inventions to be good, it needs more relevant major traits at every level.

    twitch.tv/chaithh
    Forum Lord Chaith

  • RedSPINE.7845RedSPINE.7845 Member ✭✭✭

    @Chaith.8256 said:
    Update:
    Removed suggestions to High Caliber, No Scope, and Serrated Steel to reflect an improved Firearms spec from last balance patch.

    New suggestion for Serrated Steel to reflect overall increased durations and lower stacks of conditions in PvP:

    Serrated Steel: Currently: Bleeding duration increased by 33%. New: In addition to its previous effects, when your bleeding is removed from a foe, that foe receives a final bleeding tick for 33% of the bleeding damage removed.

    This is purely for the purpose of helping PvP/WvW condition engineers recoup a little viability in light of recent nerfs.

    Seems interesting in first place but totally inappropriate. That would change too much things, both in the way players will have to learn and the way it's implemented in the game. Now, the game only has to check whether you're poisoned or not before reducing your healings or not.

    With your change it will have to track bleeding, bleeding source and if the source is traited. Also it means a player can actually be damaged and got his healings reduced by two different conditions.

    That would be really complicated for both players and programmers.