Jump to content
  • Sign Up

Perceptor.7189

Members
  • Posts

    37
  • Joined

  • Last visited

Everything posted by Perceptor.7189

  1. 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...
  2. 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...
  3. Engi got spared....kinda. Still, good patch for engi so far
  4. 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 The problem is tha,t the current form of the kits is terrible; they have followed an almost outdated combat style compared to when they were created, and the devs have done nothing to improve them to current standards.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.
  5. Yeah...you guys are gonna need a ton of reworks before short bow becomes an actual usefull weapon...
  6. 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....
  7. 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.
  8. 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.
  9. 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
  10. 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
  11. 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...
  12. 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...
  13. 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...
  14. The only?? nope. Holosmith it's the only resourse management spec that punish you on 3 diferent ways for failing... After 11 years of playing engi, i have this theory: Anet just throw some darts into a wall full of ideas and then, they just go with "let the players figure the rest". That would explain the lack of an underwater golem on mechanist and, of course, the leash. Or how holo it's so bad outside photon forge. Or why instead of rework some gadgets into giving spuerspeed, they change the way you give quickness with scrapper...
  15. I'm gonna give this beta a big "meh" Outside of having the ability to turn ppl in moas while stun with hammer 5 with core engie, having all the weapons unlocked doesn't help that much. Engi it's still 2+ kit dependant, a handfull of utilities are usefull, but the rest are awufull and so on... As i write this, condi holo still the top dps spec for engi, and having a mace instead of a main hand pistol doesn't solve the nightmare of a piano rotation that is playing it, since 3 kits still the norm for condi engi (and add the dodges), or the lack of complete sinergy that holosmith has. Hammer on mechanist it's a incoming nerf to the weapon in the near future, because big green robot bad. And on scrapper, mace make things more easy in the support department, but there's nothing new to add for dps. I would like to talk about sword, but just a quick check of the previous post say it all.
  16. Another 900 range weapon, except it's not a kit. Gonna go with "it´s going to be bad", since very time we got something good, a nerf of the size of a star just hit the engi and we return to the "3 kit piano with a spec for damage, flavor and blah blah blah"
  17. Not gonna happend unless anet rework all the kits, and then still don't want it...
  18. The engi elixirs changes are...usefull, that beign said, please rework elixir x. It's not like are asking for a brand new, just remove the coin toss aspect and left one transformation...
  19. Oh so, this was just another post on how "Over Power" it's the ability to throw grenades in 360°. But, since i'm already here: Hey OP, instead of asking a nerf on a core skill witch has been the same for 10 years and ppl learn how to deal with it. Why you don't ask for a rework for all the engi kits insead?? That would be more easy and prob more fun than just adjusting a single kit and kill all the builds for engis in the process...
  20. I find funny how on the stream they talked about "changing things in order to feel right" (or something like that), but changing gyros to targeted areas witch are almost incompatible with the current scrapper kit. The original idea was to have gyros on top on you all the time because you could use your hammer skill to procs the areas effects. So my quesntion would be: What it's going to happend to the combo procs of the hammer?? I'm going to be able to proc 3 times the fire field with rocket jump now that the blast gyro it's a bad copy of big ol´ bomb?? And what about the water field with the medic gyro?? And why should i use the medic gyro now if i can just cast my healing turret and also have a an aoe healing + water field and also regen??
  21. Don't be. The loud part of the playerbase will always complain when they favorite class/spec it's not on the "main meta class list". Pre EoD (meaning Hot and PoF) engi was a really niche pick, and nothing that anet did for the clases in terms of "buffs" and nerf help to change that perception of the class. Now you can see a lot of engies (and green mechs) in almost every part of the game, and that's awesome...
  22. leaving the MC reward aside, with this changes there's 0 reasons to do fractal CM. Fractal relics can be obtained through normal t4 (just take more time) and the weekly rewards just make the gamemode a "1 in a week" event, and if that's the case, instead i prefer to log on, jump to wvw and have even more fun and also have the ability of use whatever build i want...
  23. i got the same issue, but later i notice that my adblock was the problem. Just turn off all ad block and problem solve....
×
×
  • Create New...