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Coolguy.8702

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Posts posted by Coolguy.8702

  1. As a baseline trait or something, If Mechanist has to lose the whole tool belt (a major part of engis  gameplay) just to have a pet then there should be some type of compensation. As it now mechanist loses too much and gains almost nothing (and is also too reliant on the mech) None of the other specs come close to losing this much and they gain much more too.

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  2. @"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?

  3. @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 damn 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

  4. @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

  5. @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.

  6. @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

  7. @RedSPINE.7845 said:Then remove the self healing on cast and let it pulse cleansing bursts every 5s ? I don't know and in the end, I don't really care. I do think there's something to do about that healing turret supremacy, but currently there's so much other stuff bothering me when it comes to the engineer x) I'm ready for a deep rework of the profession. It was cool before all those new elite specialisation. The design of the engineer was the greatest before HoT IMO, now I'm really sad about how we can't properly adapt to the concept of elite spec.

    Could you explain what else is bothering you about engineer? Anet reworking engi is very unlikely (they still havent reworked revenant lol), although i think your turret changes are a step in the right direction

  8. @Coolguy.8702 said:

    @Chaith.8256 said:

    It's not a new idea for turrets to knock back on death and I didn't suggest to change overcharge skills. Better trait interaction, appropriate cooldowns, and no auto attacking - all player controlled pressure.

    Turrets = better as skill based instead of red circle based. You're the one suggesting turrets should insta decap points with red circles, not me.

    Flame turret and rifle turret are not CC

    This is literally what you just said about turrets

    @Chaith.8256 said:

    Turrets should be about clutch overcharge timing, clutch detonation knockbacks.

    You cant just change what you said like that, also i again never said turrets should be as op as sand shades (specifically desert shroud and neracious flavor that need to be toned down), i just said to add utility to the turrets instead of more knockback spam ( seriously this game has more than enough cc as is). If you thought by me saying to add red circles to turrets would make them the same as skills that can apply nearly every condi in the game on you and almost insta down you than your surely mistaken, buddy.

  9. @Chaith.8256 said:

    It's not a new idea for turrets to knock back on death and I didn't suggest to change overcharge skills. Better trait interaction, appropriate cooldowns, and no auto attacking - all player controlled pressure.

    Turrets = better as skill based instead of red circle based. You're the one suggesting turrets should insta decap points with red circles, not me.

    Flame turret and rifle turret are not CC

    This is literally what you just said about turrets

    @Chaith.8256 said:.

    Turrets should be about clutch overcharge timing, clutch detonation knockbacks.

    You cant just change what you said like that, also i again never said turrets should be as op as sand shades (specifically desert shroud and neracious flavor that need to be toned down), i just said to add utility to the turrets instead of more knockback spam ( seriously this game has more than enough cc as is). If you thought by me saying to add red circles to turrets would make them the same as skills that can apply nearly every condi in the game on you and almost insta down you than your surely mistaken, buddy.

  10. @Chaith.8256 said:

    Personally I'm tired of red circles that make the entire point impossible to stand on, it already exists and is called Scourge.

    Turrets should be about clutch overcharge timing, clutch detonation knockbacks. It should not be about A.I autoattacks or inflicting cancer in an AoE.

    Ok, well don't think too hard on your idea, I bet it'll be great and NOT give everyone.... Nvm :trollface:

    So you want turrets to be cc basically, got it. Your changes are even worse than mine since turrets would be like the old overpowered engi build that could hold and decap a point against anything. Man i gotta see you ingame some time, you look like a fun guy to be around.... :trollface:

  11. @Chaith.8256 said:

    Eh, I put some thought into it. I have suggestions to update all turrets, Experimental Turrets trait, and Advanced Turrets. You want them to be a weaker version of sand shades, how would that work? :trollface:

    I didnt actually mean turrets should be like sand shades, i ment that that since they dont move, they should be great at area control (like shades, you see that red circle you get tf outta there) and have some effects to them, ( you only suggested cc and knockback). How to fix, im not sure yet, but when i get an idea it'll be much better than yours.

  12. @Chaith.8256 said:

    Everything I say is wrong cause you're just butt hurt, yet you have no objectively better ideas. "Like sand shades," ok 4Head

    You yourself said your not sure how to balance turrets (which i agree are really bad and need a buff) but those changes arent going to make em good, i can come up with plenty of good ideas that are much better than "thumper turret thump overcharge on 20cd" . Im not butt hurt at all, im feeling quite ok actually :)

  13. @Rezzet.3614 said:Turretz do need a sustain buff though sure they shouldnt tank focused damage but they shouldnt explode before they visibly spawn to indirect attacks either

    Turrets should act like a weaker version of scourge shades imo ( great area control and utility, but no condi dps please ) , right now the only good turrets are the elite and healing turret>

    @Chaith.8256 said:

    I have proposed that turrets just be balanced around getting an overcharge off and going on a global 20s CD. No need to keep them alive past the first few seconds except to set up a blast finisher/knockback or reach the 10s lifespan if you run Experimental Turrets to get the last tick of boons.

    With a balance like this, (without autoattack) the health of Turrets can be increased to avoid accidental instant death.

    those turret changes are uncreative dude, you can think of how to make everything on core engi broken as hell but you can't figure out how to "fix" turrets?

  14. Every xpac, Necromancer evolves into doing more damage, and in a bigger radius. It's always the exact same role - teamfight carry and boon rip, accompanied by support.

    It'll get nerfed more in 3 months, I agree, but not enough to make Scrapper, Herald, Reaper, and especially not Engi good, Engi is weaker than elite specs. Here is why: ArenaNet will attempt to balance it, but refuse to nerf it to the ground and build it back in another healthier role. As long as it's not nerfed into the ground, Scourge will be in every game and keep those other classes in the trashcan. It's design is a hard counter to many things, even without power creep

    Well at least we agree on 1 thing.... but according to your logic even if all your changes were to go thro scrapper and core engi would still be trash since they're mostly melee builds (range on engi is very bad and lackluster, surprised you didn't put range type buffs in there) and scourge puts melee builds in the trash can.

  15. I'm not playing trash tier Engi and Scrapper, no. Something you may not consider, even if Scourge is brought down to other A tier builds, it'll still always exist, and thus, pure Melee with abundant boons like Scrapper, Power Rev, these will always be useless as it is currently. Power creep is not the only issue that dictates what builds are useless, the OTHER META BUILDS play a key role too. So every expansion it's good to check to see if you completely erased certain specializations by upping the AoE corrupts and AoE conditions.

    Scourge will get nerfed and those melee builds will be good again, theres no avoiding that. And tbh you're just proving my point of the game having power creep issues with this and your other comments.

  16. @Chaith.8256 said:

    Yeah no kidding, this is a dialogue with other players on the forums, not a balance dev meeting.

    Yep, it'd be great if it wasn't trash.

    Honestly dude just play another class if you keep calling engi trash, I understand you want engi to have tons of great builds but at least listen to what i gotta say, pre PoF engi had 3 descent builds (rifle, scrapper and flamethrower) then PoF came and it shrunk down to 1, this proves its just a powercreep issue that will be fixed lster on when all the nerfs come. And if you know none of those changes are gonna happen then why suggest em in the first place? Either way good luckto you mate, hope you go on 12 game losing streak with -30 per game :)

  17. Ideally, all the goal would be is to have at least one "Great" Core Engi build, and one "Great" Scrapper build, maybe with a few variants. I've just provided lots of extra possibilities.. anyway, if you're confused as to what I want to create still, I'm not explaining further

    Actually i think scrapper would still be good if it wasnt for scourge, kinda like druid on ranger, And gl to you if you think any of those changes are actually gonna happen.

  18. @Chaith.8256 said:

    @Coolguy.8702 said

    Yeah, the metabattle entry for Flamethrower condi uses my old customisation as I'm the only streamer for that niche, I am familiar with the build. It was a B+ tier build throughout HoT but now it's C tier or lower, depending on who you ask due to the lack of enemy Revenants and Druids with windows of vulnerability to condi burst. Combine an increase in natural enemies such as Scourges, Mesmers, and Firebrand condi clears, flamethrower condi and burn Guardian have gone down to crap tier. I know my PvP builds.

    Chronomancer is not bad compared to Mirage. Very good conquest build still, on par with D/P Thief, Holosmith, and many others in terms of what they bring to the table. Also before you said you haven't seen core Ele in PvP, well, it owns in solo queue, watch Phantaram's stream some time, it's almost always better than Weaver.

    Comparing chrono to mirage is like comparing deadeye to daredevil, proved my point when you said scourge mesmer and firebrand condi clears basically need to be nerfed. But lemme ask you a question, What are you trying to get out of this? Even if all these buffs went thro (which will nevr happen) rifle holo will still be best build and core engi would, according to you, "still be bad" in everything execpt raiding in pve

  19. @Chaith.8256 said:

    @Coolguy.8702 said:

    @Chaith.8256 said:

    @Coolguy.8702 said:

    Okay so you're just anti-build diversity, got it.. shouldn't strive for that because 'war, ele, mesmer and revenant use mostly 1.'

    To actually address your comments, for PvP, Warrior:

    Warrior:

    Spellbreaker, A tier build.Core Warrior, A- tier build.

    Ele:Core Fresh Air, A tier build.Weaver (Sword Dagger), A- tier build.

    Mesmer:EU Dueling Mirage: A+ tier build.NA Inspiration Mirage A tier build.NA Power Mirage A- tier buildChronomancer: A tier build

    Revenant sucks, I agree.

    Engi has Holosmith rifle, at least we can interchange tools/explosives, but ideally having the build diversity that Mesmer has would be amazing.

    Engi also has the condi flamethrower build, and chronomanker is kinda shitty compared to mirage atm. Also I’ve yet to see a core warrior or core fresh air else in pvp. Engi has tons of build diversity man, you just gotta figure it out

  20. @Chaith.8256 said:

    @Coolguy.8702 said:He didnt say anthing about rifle holo so idk why you even brought that up. He agreed with me in the fact that most of your changes would make engineer op. Once agai, core engi is fine, Period.

    Literally every engineer in PvP right now doing decently is Rifle Holo. People say Engi is good, that's what they're referring to, man. People who are new to the scene, as he implied by calling himself a 'pleb' just know that Engi is doing good. It's true, Rifle Holo. I know you're desperate to think someone agrees that core Engi is really good, but it's bad :(

    It's not like it's some cosmic injustice, but lots of other professions have a couple relevant builds, I'd like to see that as well.

    I already know people who agree with me on core engi. Again he agreed with me in the fact that your suggestions would make engi in general op, man. Also not many proffesions have build diversity, warrior, ele, mesmer, and revenant use mostly 1 build for pvp

  21. @Chaith.8256 said:

    @Coolguy.8702 said:

    @Imperadordf.2687 said:Excuse me, I am a pleb but isn't Engineer in a good spot in PvP at the moment and wouldn't these changes make it beyond broken?

    No you still didn't get it, Engineer =/= Rifle Holosmith. He meant that Rifle Holosmith is in a good spot.

    He's not agreeing with you, you think core Engi is fine, and not needing buffs. My point still stands, Core Thief, Core Ele, Core Warrior, Core Guard, these are at the level that other core builds need to come up to.

    He didnt say anthing about rifle holo so idk why you even brought that up. He agreed with me in the fact that most of your changes would make engineer op. Once agai, core engi is fine, Period.

  22. You haven't made a point or provided evidence, more like just attempting to speak core Engi into being as good as other core/elite specs when it's not :(

    This is why i said mostly all your buffs were either pointless or just op

    Weapon Skills1.) This is just dum b, pistol is a condi weapon, if this was to happen then pistols condi damage would have to be toned down2.) Same thing as 1

    Utility Skills1.) Again no, utility goggles is great as is, this change would make holo stupidly op against ranger, scourge, ele and rev2.) Agreed3.) This would make slick shoes the most broken skill in the game, unevadable 2 second knockdown with 1 sec cd with ammo system?4.) Useless buff as not every class has stability and some might have more important boons5.) This would make mine field even more useless6.) I lol'd at this part, you shoulda just said to make elixir r a much more op version of resistance7.) This wouldn't be good, engi already has a descent amount of cleanse, giving even more would make it like firebrand8.) Orbital strike already deals a ton of damage, this buff would just make it dumb

    Healing Skills1.) cast time could use a reduction, but making a skill grant all boons is too much, especially since engi has tons of boons baseline2.) See 13.) Yes

    Core engi traits

    Explosives1.) Not needed2.) No thank you, engi has enough fields and field duration as is3.) This trait doesnt even need a buff

    Firearms1.) No please, engi already has a ton of stability, with this change they'd be perma stability gods2.) Pointless3.) Your proposal would make blunderbuss and overcharged shot way too strong4.)Maybe5.) This is another bad change, engi already has a lot of bleed uptime, this change would be too effective

    Inventions1.) Dude engi already has a ton of blast finishers, with this change they'd have as much stealth as thief and mes do2.) Not needed, this trait is fine as3.) Pointless buff, 300 barrier does nothing4.) no5.) Turrets would be way too strong in pvp if this happened

    Didnt bother going into alchemy since the whole traitline is great and since you're only talking core, going into scrapper and holo wasn't needed

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