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scorekeeper.6524

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Everything posted by scorekeeper.6524

  1. I think the biggest design mistake with the engineer is the tool belt. How to solve it:Remove the tool belt. Merge tool belt skills with slot skills (using sequence skills, merging their effects, etc).Move kits to the mechanic bar. Let engineers choose 2 kits to equip in F1 and F2, just like ranger pets and revenant legends.Rework kits and weapons to give them a primary role (direct damage, condition damage, support, etc).Add weapon swap, free of restrictions. Going further:Remove tool kit, and rework its skills into mace main-hand and mace off-hand.Rework gadgets into signets, giving them a passive effect when they're not under cooldown.Rework turrets so they function just like revenant spirits (based on ammo, they despawn once it runs out, but they're far more powerful).Remove bomb kit and throw mine, and turn them into their own slot skill set (classifying them as either preparations or traps).Remove grenade kit, and turn grenade skills into their own slot skill set (using the ammunition system).Rework thief dual wield so, instead of changing the third skill depending on the off-hand, dual wield changes all five skills when you're wielding two weapons of the same type. Give engineers dual wield for pistols and maces.Update Mortar Kit aesthetics so it uses the "cannon over shoulder" model and animations. The final result would be:Kits: Elixir Gun, Flamethrower, Med Kit, Mortar Kit.Main-hand weapons: Mace, Pistol.Off-hand weapons: Mace, Pistol, Shield.Two-handed weapons: Dual-wielded Maces, dual-wielded Pistols, Rifle.Slot skills: Elixir, Gadget, Grenade, Mine (Preparation/Trap), and Turret. The first step to balance kits and make them meaningful is to restrict them properly, and the best approach for that is to give everyone the same fixed amount of kits. If you think engineer is still lacking on weapon skill numbers, then give them scepter and focus as well. Couldn’t disagree more with everything you’ve said. We don’t need things taken away. We just need another core engineer weapon. And turrets fixed.
  2. I agree it is awkward for sure and antithetical to the idea of swapping between in and out of forge. However if you wanna run around and do a lot of damage in open world pve without having to think so much, it’s a trait to try out.
  3. I wouldn’t disagree, however I would add that the problem is other classes can do what we can faster and easier. Thus, more people want the good results with less APM.
  4. It’s bad because most people and devs play classes not named engineer. In MMOs the love is always given to the classes with the most players. Easier to satisfy the majority than the minority. By tying Engineers with so few weapons because of kits we are put into a corner design-wise.
  5. I find I get my diversity fix in PvE by playing different professions. I have power porfessions and condition professions. When I get bored of one I switch to the other. Playing your alts really does mix things up and can keep your interest for a few hours more.
  6. Mace. We already have two twohanded weapons. We need another mh/oh weapon like pistols. Then again, this is too logical- incoming longbow Engy XD
  7. With Zerker gear you can play anything, core, scrapper or holo. Try them all and see which play style you like best
  8. This duo PvP mode is cancer. Avoid it like the plague!
  9. This is still bugged. Please anet fix your game not your black lion skins!
  10. So I haven’t tried this in WvW or sPvP. I have tried this in PvE. I didn’t realize that this trait holds your heat when not in forge mode, thus all our holo abilities that receive buffs from having high amounts of heat will keep those buffs permanently, theoretically. This is very useful for pve, imo.
  11. I agree, mace would be an ideal mh and oh option. Mh can be power, oh cc oriented. It’s also class aesthetic appropriate.
  12. Yes, it can be tedious, but I feel that despite all the crap anet gets, the folks who’ve designed the maps had an incredible eye for details. I notice something new every time I complete a map. I do dislike doing monotonous hearts, but it’s a small annoyance.
  13. Go look at Gw1 charr, walking upright without hunchbacks. All your arguments for the current look go out the window.
  14. I’d love to see video evidence, or any evidence to back up these claims. Personal anecdotes and hearsay aren't enough.
  15. This is a Necro’d thread guys. I wouldn’t put much stock in the discussion.
  16. I think Anet has made up its mind, that they’ve created a casual MMO for people to enjoy.
  17. Mace for engy seems the most logical, as it can be used mh and oh. Engy needs another off hander. I say this because pistol is used for both mh and Oh. A focus or a torch would be most class appropriate. I don’t think knuckles is a good suggestion, since engy already is the most lacking class in amount of weapon types. It’s also far from being class appropriate. 2h - rifle and hammerMh - pistol and swordOh - pistol and shield
  18. Engy main here. The nerf was fine. Core builds still exist and are viable. Most people like seeing big dmg numbers so they won’t play it OR since to play engy you have to have high APM people would rather play another class that is more faceroll. What needs to be done, which engy mains have been asking for years, is the rework of turrets. Please make these things worthwhile again! Devs need to look at the engineer class in RoR for an idea how turrets create the identity of that class.
  19. I think you need to play a game like Return of Reckoning, a game that is nearly all PvP focused, has 32 classes, and yet build diversity is at an all time low right now. Build diversity is always possible in PvP modes. It takes people to leave the “meta” builds and try new things in order for this to be seen. But, naturally people are more prone to copy the FotM builds due to laziness. So the avant-garde players who are trying new things inevitably popularized off meta builds that soon become meta. What’s worse is we have a player base that vilifies players for not conforming to the meta.
  20. The problems of any PvP is majorly due to the mindset of the player base. Because we are so individualistic and wanting to be the greatest, any obstacle, real or perceived, is seen as unjust. We divorce having fun from tryharding and gaining rank, and instead of self reflecting on our own flaws, we project our ire on outer elements, usually ones beyond our control.
  21. Sorry, Necro doesn’t deserve nerfs, but don’t claim that it’s rotation is harder than the engineer. Necro is a face roll class compared to engineer. But it still is a great class to play with.
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