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miriforst.1290

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Posts posted by miriforst.1290

  1. On 12/10/2023 at 8:28 PM, Dirame.8521 said:

    From what I've gathered, Shortbow is a set-up weapon and most people aren't used to it.

    What one can do is. Throw Shortbow #5 down, Toolkit Magnet pull into it, detonate SB#5, fire other SB skills into the field and if playing Holo, you spank them with Holoforge skills, if playing Mech, you unload on them with your Mech skills and chain stun them to death with additional turret skills, or if playing Scrapper, they are either already dead from your Gyros or they will be in a moment.

    I feel it may be a L2P issue for all of us.

    Of course its a set-up weapon, that much was clear from it's very introduction and mechanic. It was just marketed as a support set-up weapon.

    Magnet + anything is a deadly combo really. Look at this post for an example of a nasty combo available on core engineer (honestly the moa is possibly a bit overkill, but against slippery classes like thief its wonderful).  Variations of these combos have the advantage of not requiring 5ish seconds of setup while you camp on top of quite visible "traps". That still doesn't exactly make core engineer a top roaming pick.

     

    And if against all odds the costco dragonhunter build proves successful in the very niche it wasn't intended for (remember its support at the cost of offensive output supposedly) I have no doubt they give it the catalyst treatment and make them pulse like 10 damage or something.

    • Haha 1
  2. 2 hours ago, Dirame.8521 said:

    From what I've gathered, Shortbow is a set-up weapon and most people aren't used to it.

    What one can do is: Throw Shortbow #5 down, Toolkit Magnet pull into it, detonate SB#5, fire other SB skills into the field and if playing Holo, you spank them with Holoforge skills, if playing Mech, you unload on them with your Mech skills and chain stun them to death with additional CC skills, or if playing Scrapper, they are either already dead from your Gyros or they will be in a moment.

    I feel it may be a L2P issue for all of us.

    My advice to the devs working on Bow is, buff the damage by 20% and i think it would be golden.... at least for people like me....

    We have dragonhunter at home.

    Dragonhunter at home:

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  3. I am no fan of mechanist in the first place (the pet idea would never work out in this game). But it is a million times better than turrets but legs. I have little confidence such a spec wouldn't just be a moving junkpile spec with ineffektive trash serving only as a distraction in pve and a targeting annoyance in pvp while abandoning the little customization and control we got. It works for necromancer because they get lifeforce when they die (i also think the little ugly gremlin aspect works better for them). Let them keep them.

    We are rather unique in having had 3 iterations of AI minions. First turrets which are rusting at the bottom of the sea (fix or replace them before even thinking about more "minions"). Then gyros which filled the minion niche the turrets didn't (mobile and expendable minions) with admittedly limited offensive use (blast, shredder). They were your typical X but using a robot archetype. Healing but robot, condicleanse but robot, stealth but robot, damage but robot, etc. It didn't work, they were made into wells and scrapper then gained considerable popularity over previously. Honestly I was still playing scrapper with the old minions and found the bulwark, blast and sneak gyro to be okay if clunky. But i understand why they were removed. Then we have mechanist which offers a single strong pet customized into 9 variants. Which I personally find more interesting than summoning 3 clockwork dolls that die after 3 attacks or something. Sure it's a pve only spec but at least it does something. It has big artillery vibes, it's tanky enough to take a hit and we have some degree of control.

    Truth be told while i expected mechanist to fall flat on its face in all gamemodes, I was surprised when we saw how strong it was in pve. Perhaps excessively so.

    Reworking mechanist into a minion spec to me feels like just patching back the old scrapper. Its a roleplay idea, but technically we still got gyros for that purpose (they are just a visual effect and not yet another healthbar).

    If there is anything I would like to rework on mech it would be to replace signets with something more interesting. Some of them such as overclock or shift signet have new mechanics or some form of spectacle. But the idea of introducing the passive skill type to a spec built around powerful pets makes my skin crawl. I had a bad feeling they would combine those because of all the demands for signets (for some reason?) and minions. Luckily the pet ended up singular rather than diluted into minipets with healthbars.

    • Like 1
  4. 23 minutes ago, Cuilan.7091 said:

    No this isn't a joke, but this entire forum is. 

    I didn't come here to make jokes or quips, If I wanted to waste my time I'd go cope-seethe-mald (In no particular order) on Reddit, heck even 4chan since that place still has more reasonable grounds to communicate than the forums.

    I Tolerate this 'community' since its an official support platform that is designed for discussion of the game but every time I come here its people making Middle-School level responses and people posting issues about Engineer that wasn't a problem to begin with. 

    Since I take my time writing this out in the most technical way possible that leaves little room for interpretation. I can shorten this down to this~

    • Make AoE bigger
    • add useful boon and condi
    • tune up auto attack

    But I would rather give my reasonings and full suggestions (That make sense considering there's only 80~ Days left until release) since that's more useful for ArenaNet then what's been posted above. 

    I'm not here to spout "Trash shortbow because no ones uses lmao" like majority of the community here and call it a day while everyone echo-chambers the same responses and pats themselves on the back saying that they're right.  Like this person.

    I want discussion, but guess I'm going to get a confused emote tagged into this by 7 other people. 

    Yeah sorry, I appreciate the thoughtful ideas and criticism. I am just used to conversations being either Doom or Denial, and I went in expecting the latter. I was pleasantly surprised to find out  it wasn't the case.

  5. The engineer archetype in many games often tend to gravitate towards using short range shotgun weapons to compensate for increased firepower through devices such as turrets or utility such as the ability to repair vehicles. On release the engineer was as such given the classic shotgun style weapon with a few twists, while warrior would cover the more military style marksman/rifleman archetype which makes sense thematically. However the pistol would also fit into the short/medium range category with its main damage coming from point blank blowtorches, and with mortar being a stationary siege weapon (a flavour I miss, even if the implementation left much to be desired) that left engineers without much long range weaponry, and with odd options for melee combat. If i remember correctly that is why grenades ended up with such a long range (1200 and traited to 1500) as i think they used to have a medium range at some points during early testing. The mortar was redone but was still better when deployed as a tactical grenade and for utility than as a reliable long range weapon (the damage coefficient nerfs in pvp benefited us here however). As for turrets...

    The problem with the weapon bound method of expanding our options is that while it might work well for the brute force classes such as warrior (lots of physical weapons of a low tech nature) and for the magical classes where you can slap a thematic visual effect on every skill and say *snort* magic *snort*, the engineer ideally (at least for me) needs to have a good explanation for why and how they use a weapon. Using a staff to shoot fireballs is no good, instead we have to tie it to lightning rods, cattle prods and tesla style devices  while still  keeping it firmly connected to the weapon (we could use a greatsword to summon an orbital strike, but what is the point of the sword?). And i still think it is an emergency measure to account for other classes more easily adapting to hightech weapons than we are at adapting low tech without feeling like we are stuffing it full of unrelated gadget utility skills. It should be said though that even classes such as warriors are about to run into a problem of adapting thematic weapons.

     

    My hopes for whatever content  they sell next is that they focus on expanding the utility side in a similar fashion. Something like introducing a new skill in every skillcategory or what have you. Or that we instead got options to switch skills on our weapons untamed style which would fit amazingly with the tinkering side of engineer. Imagine choosing to mount an incendiary grenade instead of a netshot cannister, or switching the auto attack into either a short cone fit for a sawed of shotgun feel  or a long range  marksmans shot to not make you feel as goofy when using the predator. The only problem would be that people would not get new skins to their main. But i am not exactly thrilled about having more dreamers around.

    • Like 1
  6. Let's just say it took nonehotbuildtest hours to come up with ways to complain about this weapon.

    A clunky and costly way to do something which we already do. What could be more classic engineer than that?  It actively avoid synergies without bringing anything particularity new.

    I chuckled a bit when i saw the prenerfed cooldowns in wvw. As if it was going to change the meta at an alarming rate in this state.

    In terms of constructive feedback:

    You could increase the radius to 240 or even 360. You could make the firefield apply a few stacks of burn instead of token vulnerability. You could increase the coefficients on a weapon so die hard dedicated to doing "support" over damage. You could make the pulse effects on some of the skills more attractive than slow or (hah) cripple.  You could even go crazy and allow it to provide any one of the real attractive boons such as protection, stability, resistance or even the fabled quickness or alacrity.

    Some of these changes might even make it effective.

    The elephant in the room is that even if that was the case (instead of it being forgotten as an embarrassing mistake like turrets), I don't believe you would be able to make it fun to use.

     

    • Thanks 3
  7. 52 minutes ago, Kodama.6453 said:

    Dude, you are literally saying here that a grandmaster trait should do nothing but grant 1 stacks of might in PvP and give a little concentration.

    I know you are extremely biased against engineers, but come on! There has to be a limit to your irrational hate, right?

    I am amazed at this point that he even cares to correct things like typos when the actual content of the post is so transparently vacuous.

  8. 3 minutes ago, Stalima.5490 said:

    100nades doesn't use the scrapper concept though since it almost always has visibility prior to engaging due to ultra low stealth time.

    The concept on the scrapper is that they don't even get that initial awareness of you so with 100 nades, you would see it and then die if you just stand there doing nothing despite knowing they are there, with the scrapper you basically have to sit on edge waiting for them to suddenly materialise out of thin air and max damage.

    Back in my day we blasted our smoke fields and we liked it!

    • Haha 1
  9. I suppose they make a good point. We shall have to withdraw stealth from engineer to avoid a thematic cease and desist.

     

    But you will be handing in ALL of your firearms wont you?

     

    Its an entire traitline for engineer after all, as is explosives, As is any form of technology. And alchemy.

     

    So things are looking especially bad for deadeye (has to use fingerguns from now on), bladesworn (do you have a license for that gun...blade?), harbringer (we got you on two charges, guns and elixirs). Also we will be taking that jade sphere thank you. And was that shortbow using explosives?

     

    Once this is done the court will be open for rangers to get back their traps and longbow from dragonhunters.

     

    On a serious note, i am not opposed to showing the function gyro while in effect as that was the gimmick it was created under.. However it also means it should have some power back, especially in wvw where it's a meme even compared to other stealth options on engineer. Mortar gets dull after a while.

    • Haha 1
  10. 2 hours ago, Vancho.8750 said:

    That makes sense but only if the stealth is in the area of the smoke field, and then the smoke field should blind everyone including you and your people . I'm speaking about the RP side of the skills with the thematic.

    I don't think they can make it on technical level since it gets overcomplex but it should have some kind of difference between the professions, since we end up with the game turned up on its head, currently the best stealth assassin is bomb scrapper, thief is not even close using stealth to kill people, for long time everything was better in melee than a warrior, at some point thief was the best necro shroud build and so on. 

    This brings up an interesting question. 

    What is the engineer supposed to do.

    If you asked someone outside of gw2 what they expect from an engineer class they would probably answer Turrets, robots and explosions or something to that effect.

    And i don't believe anyone here wants engineer turrets or mechanist to be a viable build up to tournament level. 

    I have no answer to this question as the engineer has always had the feeling of picking bits and pieces from other classes, heck elixirs was founded on that idea and we still have an elite that grants us a random elite from other classes. This is the same skill type that has enabled 100nades builds since before heart of thorns by the way thanks to elixir S (that and the double(!) barrage we gained from kitswap).

    If we keep focusing on what a class shouldn't do we also need to consider the opposite every once in a while.

    This is also a problem with the elementalist to some extent but at least designwise it is clear that the consequence would be something close to "celestial stats incarnate" with its thematic elements.

    • Like 5
  11. 36 minutes ago, bethekey.8314 said:

    Things that counter the burst scrapper builds:

    - Conditions. It has no dedicated condi clear.

    - CC. It has 1 stunbreak and no stability.

    - Projectile hate. Completely removes grenades from play.

    - Focused damage. They're running around with 1 block, 15k health, and no toughness.

    - Reveal. Negates their surprise and entire elite.

    Quite a lot. It's not a well-balanced build. Will get nerfed faster than cata.

     And it will get nerfed harder than cata.

    Probably twice in a row.

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  12. 14 hours ago, noneHotBuildTest.7251 said:

    Condi mecha get buff for no reason.

    I mean there are ways to outplay it but it is so incredibly easy for a new player if you know how to combo, but it's wrecking newer/more inexperienced players.

    That's a problem because now we're removing new player out of the game.
     

    Complains about condi mechanist, links core turret engineer.

     

    How many neurons are used in this process?

    • Haha 3
  13. 35 minutes ago, Fueki.4753 said:

    No matter how squishy a build may be, excessive amounts of damage from literal invisibility should not exist.

    But from what I can tell, this case mostly is an issue with Grenades and Stealth. These could be adjusted without majorly harming Scrapper.

     

    I am afraid it's a ship that sailed at beta.

    And genuine question here to those who are in the loop about "harming scrapper". Outside of sheenanigans such as 100nades (old as the pavement as it is) what is there left to harm on scrapper in competitive modes that hasn't been nerfed five times over? 

     

    And stealth or grenades is a core feature for engineer.

     

    And on the subject i take someone leading with stealth + burst on a cooldown over constant restealthing any day of the week. There is a reason i often roam with lock on.

    • Like 1
  14. 2 hours ago, Vancho.8750 said:

    The grenades seem to be aimed skill shot skill, which on paper should hit hard but also has really big chance to miss, the problem is that they never miss by using snap to target menu option also the over the shoulder thing. The funny thing is that Anet has the tech to make it not be thrown over the shoulder and instead turn the character around, you have this on Warrior Axe 3 Throw Axe.
    So you have a supposedly Skill based skill that can have its actual effort circumvented by a tick box and it becomes another spammy lock on ranged attack, the thing is that those lock on skills need you to be facing your opponent to be even cast and usually do not do that much on their own. 

     

    This works on short ranges, but as far as i know, if your enemy kits you leading your grenades is required to make good use out of them, which drastically increases the skill ceiling. That said, i am not much of a grenadier trait user either which might be the problem here then? Also mind the spread.

  15. 4 hours ago, Kodama.6453 said:

    Tbh, it's still worth to discuss this stuff.

    Earth tempest is basically immune to power damage pressure. The ability to completely deny critical hits for as long as you want is really kitten strong and maybe that shouldn't be possible to that extend.

    To take another example from the history of the game: Back then when resistance was negating the effects of all conditions (not just debilitating conditions, but damage conditions as well), there have been revenant builds running around for a while which could keep up permanent resistance thanks to the Demon Stance and it's intended playstyle (putting conditions on itself together with resistance, then spreading these conditions onto enemies).

    These builds were basically completely immune to condition builds, while still vulnerable to power damage. This was still considered unhealthy and removed as a result. Now the question is: why should elementalist get hold to another standard?

    We can go even further back.

     

    Remember Automated Response? Keeping in mind it was also only on new conditions and not existing ones. Trolling 0 power dhuumfire necros by drinking an elixir c at 20% was all fun and games until the thief realized you exist. 😉

     

    But immunity to new conditions while below 25% health was deemed to strong so it was changed to 50% reduced condition duration on conditions applied on you below 33% health. Which wasn't exactly great for a grandmaster trait. Diamond skin lasted a fair bit longer before it's revamp.

  16. Sorry if some engineers  get a bit agitated, we just spent half a year being targeted by a certain infamous ele in an attempt to get elementalist buffs by complaining about every single engineer spec (yes, that includes core) in every single gamemode. No it isn't hyperbole, and that is his stated logic not mine. Close to 300 posts including necroing years old threads and flooding the subforums front page. And in this time period i did not hear about many teams stacking engineers in finals if you know what i mean (the last one did give us a good chuckle though). So some people might be a bit on edge when they see threads like this pop up.

     

    (As for NHBT himself i have not seen him since he made the mistake off picking on warriors after the sane-... I mean sahne baited him into it).

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