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Perceptor.7189

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  1. On the other hand, you got Magg with 50+ players on ebg and a q of 30+ players sieging every corner of the map, because it's more easy to fight with siege than get down and fight the group...
  2. Of course Anet was going to nerf scrapper, Anet hates when engineers have fun with their class, that's why they nerfed the most useless weapon in the arsenal that was only viable in WvW, because players were having fun with the class. The same thing happened with Holosmiths, Overheat is a kamikaze ability, but because people were having fun with the spec, it was nerfed. And just wait until players realize that Crash Down no longer launches people in PvP or WvW, the most useless spec in the game was also nerfed and the worst part is that ArenaNet didn't even bother to publish the change...
  3. And arc divider it's not toxic?? What about gunflame?? Shattered aegis?? Gravity well?? Vital draw?? I guest i could keep questioning for other skills/mechanics that are "toxic", but the reality is that of all the others mention, overheat it's the only one with drawbacks and, if you can exploit the drawbacks, then you have a skill issue...
  4. Engi got spared....kinda. Still, good patch for engi so far
  5. The way kits works are not the issue; if using multiple kits entertains you, then go ahead, no one would complain about that. The problem is tha,t the current form of the kits is terrible; they have followed an almost outdated combat style compared to when they were created, and the devs have done nothing to improve them to current standards. It's been more than 12 years, and we still have: -0 Clarity of purpose in the kits: Except for the healing kit, all the rest is a mix of 'they have to do everything.' -Redundant abilities: 4 kits with blindness, 2 are AoE. Similar things with chills, fire, immob. -Using the grenade kit for everything because the other kits are terrible. -Toolkit having a 1-second cast on its last basic because 'it repairs turrets,' but no one in their right mind would repair a turret. -Having to use kits for certain abilities because they don't exist outside of them/are not useful: This goes for having to use 3 kits for conditions because there are no other utilities that do condition damage or having to use elixir kit/mortar kit for their elixir skills, as the engineer's actual elixirs are useless for supporting a group. -AOE targeting on basic attacks. -Only 1 melee kit, the rest are all considered ranged (the bomb kit doesn't have a chain on the basic, so in its current form, it can be considered a ranged kit). And for the record. I like kits too. Hell, i would love just being on flame kit all the time and just laugh like Hank Scorpio.
  6. Yeah...you guys are gonna need a ton of reworks before short bow becomes an actual usefull weapon...
  7. Short Answer: No Long Answer: It wouln't fix a thing. Engie main problem it's the overstacked nature of kits and how every other skill outside them it's sub par because of it. Adding a weapons swap would be just another set of buttons in a already extence rotation, and, knowing anet, for just a even smaller increase of dps. We need QoL changes?? Yes, but adding weapon swap it's not something that would benefit the class in a whole....
  8. At this point, every other post on this thread has nailed the major issues on the Shortbow. But there's something more that bothers me, and that's the selection of abilities. What was the full idea?? Make the Shortbow a support weapon who could replace a kit in the current triple kit meta build?? Or make the Shortbow a complement on the current triple kit build that most people use?? This second point feels more like the correct answer, and it would explain why the beta product it's so lackluster, because was concived with the vision of using healing/elixir/mortar kits in conjuction. Problem is, we could be just fine with those kits and any other weapon than shortbow. And on that last point it's my major concern/problem: Anet devs stubbornness on encourage engie playes to use less/no kits by creating a new weapon and/or balancing other less usefull skills.
  9. Scratch the "weapon" part and switch it with "kit" and you got yourself the main reaason on why the engi balance sometimes it's lacking. Reworking the kits (and into something simple, like clear efect and purpose instead of the "this it's gonna have all the things in 5 keys") would be the key for future weapon balance, since it's the main mechanic of the class, and, sometimes are even more important that the main weapon.
  10. Gonna test it first, then make the coment on how it is. My first impresion is a "well, at least it's not a condi weapon", and the mechanic look intresting. But need to see how this "detonation" mechanic works overal, because the last thing i want it's to press even more buttons for my supp engi
  11. I'm gonna say...none of the above. The change from "quicks on superspeed" to "quicks on blast finisher" it' something i'm enjoyed since was announced. My biggest gripe with the old sistem was the absolute boringness from just casting wells and no been able to use anything else. I'm not saying that the new system it's perfect, but, IMHO the focus should be on making Anet change/rework some useless utilities instead. Hell, reducing the CD of Thumper turret and his toolbelt skill on pve should fix like 70% of all the blast finishers problems and making some other changes in other utilities could make the class more fun for new players
  12. You would have better luck asking to anet that remove the RNG aspect of tossing elixir B instead. Seriusly, still don't know why engi still keeps RNG/coin flips abilities...
  13. I always loved the idea of reworking Thermal Release Valve to something like "exceed skills now gaing their bonus by consuming heat instead", at least for me, that would be really fun. Always using forge skills to reach 99 heat for max bonus damage and then, just casting an exceed skill to lower the heat, rinse and repeat. Of course, the outcry from the rest of the playerbase would be huge, sinse this could make a player stay in perma photon forge ("cough" "cough"..but perma berserker it's ok.."cough" cough")... But about your idea OP, love the idea, and probably it's on Anet pool of posibilities...
  14. Welcome to the "wow engi really it's kits and nothing more" club, where if you wanna see big numbers, kits are mandatory... In all seriousness, kits as are at the moment are bad: Grenade it's the main option for condi and power, bomb kit it's a joke atm, we got a awesome flametrhower that it's aweful on stacking burning, 4 kits with blindness (flame, grenade, bomb, mortar) and so on... Anet needs to rework the kits on a role base instead of the "all over the place" skill that we have now, but since engineer it's near bottom of the priority list of things to do...well...11 years and we still have cointoss skills...
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