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displacedTitan.6897

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  1. Based on the feedback here on the forums its pretty clear there are two camps. Very casual players who enjoy open world PvE for abnegation and Mechanist is excellent there. Its a really cool flavor, the mech looks slick as hell, the mech skills look nice and slick and its VERY easy to play. These are all totally valid opinions and I understand this outlook. Enfranchised players who enjoy PvP, WvW or high end PvE. These players, myself included, looked at the reveal of Mechanist and already saw warning flags. After only a couple hours of playtime its clear the spec is broken for any of the content this group of players enjoys. This spec has less damage than our other specs, less utility than Scrapper in WvW or group PvE and less 'fun' for those of us who enjoy playing piano with our skills during gameplay. Again this is a totally valid opinion to have. What I dont and can never understand is why the casual players fight so hard to keep the spec exactly the same and wont hear criticism about it. Like no matter what ANet does, the spec will remain the perfect, easy to play open world PvE pet class of your dreams. Stop poo-pooing on people who ALSO want it to be relevant to their interests too.
  2. Really feels like engaging the troll is a bad move after seeing more replies from them. If their opinion is that feedback is pointless because its feedback, not a lot to talk about on a thread about feedback.
  3. Derailing threads with tautologies and then bowing out when people question why you engage in feedback threads when you dont actually have feedback. Nice! More to the thread title. Now that I have a few more hours of experience I am putting the Mechanist down. Having only two traitlines, no internal synergy between Mechanist and the rest of Core Engi, Utilities being broken due to no toolbelt skills, wonky AI and uninspired new weapon means this spec is DoA. Look forward to three years from now ANet giving it a complete overhaul I guess. For now I will go back to Scrapper/Holo.
  4. Sure it looks very cool and in casual openworld pve where you can literally select any combination of gear/traits/utilities it will be fine. This cannot be the bar against which we judge a new spec, or an old one frankly, every spec should be COMPETITIVE in at least one of those modes or its just a failure. As it is this wont be used in Fractals/Raids (high level PvE), WvW (roaming or zerg play) or sPVP.
  5. There are so many places this spec needs tweaks that its hard to make a constructive post. Biggest issues so far - 1. Tying traits to stats makes ZERO sense. It inherits traits from the Engineer so why not let you mix and match traits with your gear? You will NEVER use power gear but select condition traits because of the inheritance so this seems like its needlessly restrictive in terms of builds. (The fact that ANet realized tying traits to stats was a bad idea like eight years ago when they revamped the trait system and yet still brought it back here is just mind blowing.) 2. Why do only three traits have additional synergy? This makes most of them just awful in comparison to those three BUT because of the stat inheritance you will be forced to select poor mech skills in return for simply copying your stats to your mech. 3. Losing toolbelt skills when our current utilities have a lot of their 'power points' moved to the toolbelt means a ton of our utilities are unusable on this elite spec. 4. Other traitlines have almost zero synergy with the mech. Explosives requires you take the top grandmaster to have synergy. Alchemy has a single barrier trait that only synergizes if you take the middle master on Mechanist. This is awful for a class that is already sacrificing an entire trait line just for the mech. This thing should tie into EVERY other traitline with deep synergy if its going to cost this much to use. 5. Mech AI is as bad as expected and will kitten this class entirely. It despawns and respawns with the full animation if you go over a steep hill right now. It wont try and maintain range to benefit from the Explosives Aim-Assisted Rocket so that trait is useless (even after you waste it on yourself AND need the mech GM). At this point I dont see this spec having a use anywhere outside the most casual of PvE. The current numbers wont survive long in sPVP before ANet nerfs it there. In WvW this has to be up there with most useless specs in the game.
  6. Ya this will be a casual PvE spec in its current state, nothing more. After about an hour of play I am convinced its fundamentally broken in all the ways people expected based on the demo and tooltips. This is 100% Scrapper again, ANet will release it completely broken and maybe in 3-4 years get around to making it worth playing. This spec has no synergy with current engineer mechanics or skills, removes our toolbelts where ANet put a lot of power, removes an entire traitline from the engineer. The literal best part is they tied stats to traits AGAIN even after they realized what a mistake that ways 8 years ago in the core game when they reworked it. They also added an AI Pet AGAIN to engineer even after they had to scrap their entire Gyro concept. People defending this spec as it is have either 1. not played it at all or 2. would defend anything ANet creates.
  7. Tried it a bit in WvW and its as useless as expected. With 4000 Vitality it has 25k HP, looks like it gets -20k in WvW compared to PvE. The breakbar also breaks with a single instance of Chill so it self stuns for 5 seconds almost immediately. The skills deal very little damage in WvW as well and having to tie stats onto them means you cannot take the 'good' mech skills and still retain decent stats on it. After trying it for a half hour I dont think this will be usable in any but the most casual of PvE encounters. The AI is as expected, the traits have almost ZERO synergy with the rest of the engineer traits. The skills dont line up well and have too long of CDs. There is a lot wrong with this spec at the moment and its not all numbers.
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