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Alcatraznc.3869

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Everything posted by Alcatraznc.3869

  1. I would rework FT personally so it becomes a pure condi build. FT 2 and 3 are IMO fine, but FT AA FT 4 and FT5 definitely need a rework. I would love for FT AA to give 1 sec of burning for each pulse and the final pulse give a higher duration burn. You can nerf the coefficient if you want I dont exactly care, it's already low to begin with. FT 4 should be have a wider radius, ideally that would hit in a cone shape and leave a firefield. FT 5 IMO should be given a blast finisher and I would add an extra effect that reduces the CD of all other FT skill by 3 sec (FT5 is not affected by its own effect).
  2. I would understand the lack of preview if it was a hotfix or small patch. But considering the current state of the game with weapon masteries, even if it's not "big" as far as content goes, it is still game changing enough to at least have a preview of what's going to happens. I mean it's not like having a preview 24 hours earlier is going to change the content of the update anyway, if it is bad whether I'll have to wait 24 hours or not, I'll still say it's bad.
  3. I am just expecting Anet to bonk all popular weapon after SotO releases so things like pistol/torch on Necros, Hammer on Engineer and probably Elementalist, maybe greatsword on Revenant.... Well there's no doubt Scourge will receive a hit but knowing Anet, they tend to kill things before buffing them back slowly....or not. So yeah kind of waiting for the preview to see how much I'll dread the update
  4. Content are already separated between WvW PvP and PvE so if that's the reason it's pretty disappointing.
  5. It is half the issue. When EOD was released, you had to go through a tutorial-esque story forcing you to do stuff like CCs, combo field, dodge...But at the same time it's very superficial and doesnt go too much into detail. It doesnt explain you that leap into an air field actually cause stun which is pretty handy when trying to break CC bar. It doesnt tells you that putting freeze, immobilization, slow, infirmity slowly drain the CC bar but you are expected to know or at least notice that. It doesnt tell you that leaping or blasting in a waterfield is handy to heal yourself. But actually worse, if some people actually paid attention they might be confused as why in the story when they are asked to do a combo finisher, they managed to break the CC bar by doing combo in any field, but in the rest of the game, only some specific field do CC damage. I remember being given a light field in that section and breaking CC bar for the sake of doing a combo, I hope Anet changed that part. But the other half of the problem is simply the playerbase. We can totally blame Anet for not putting some form of tutorial for like 9 years but when you see some player refusing to bring stuff that CC (despite knowing well what CC is) and still complain that no one is breaking the CC bar....Yeah. I've given up trying to help people get their turtle back in the day when each time we were organizing group, when someone asked if they could bring some CC or boons, the answer would be "I dont like X or Y you cant force me to pick them". Fair enough we can just find someone else willing to help others and if we cant well....You're the one who's not getting your stuff not me /shrug
  6. Mechanist damage output isnt even high at all. The passive build has garbage damage output for a DPS and the good Mechanist build with competitive damage requires a lot of input and micro management that almost no one actually play it and most people would rather switch to Holosmith just to get rid of the extra micromanagement. Mechanist needs 2 thing in all gamemode : having our toolbelt skill back at least when the pet isnt on field and getting rid of mechanical genius. There is 0 reason for Anet not to give us our beltskill back they removed almost all trade off spec used to have. And mechanical genius is just punishement for playing a pet spec as you're supposed to do. Mechanist in PvE is actually in an decent state if we remove mechanical genius. Power is still meh but Power Hammer Mechanist is doing ok. Condi and support mech are both performing solid. Mechanist in both PvP and WvW needs some drastic buff, even after removing mechanical genius. It's extremely easy to exploit the pet's poor pathfinding, the range on their melee weapon is so pathetic it can only hit if your opponent doesnt move for 3 sec while standing next to it and whether its melee or ranged, the coefficient on their attack has been nerfed so heavily it barely tickle. And I will not even talk about how fragile your own character is. Shift signet is simply mandatory because instant teleport in any PvP gamemode is just too strong to pass on but that's just not enough. You have to heavily invest into survival skill to even stay alive and hope that your pet is able to kill your opponent before it kills you. But good luck killing your opponent with a pet that go through all traps, CC/condi field,mark only to either get feared, stunned,pushed back and so on.
  7. Why are you not supposed to have the power you should be getting then ? Because it would be OP ? We are already nerfed in the form of not having access to our toolbelt whether the mech is on field or not. The AI suffer from AI pathing being exploitable due to their clunkiness and frankly old design. Again, in instanced PvE this is irrelevant most of the time because almost all content can be done at melee range, it is an annoyance but it's still a pain in the butt for absolutely no reason. In PvP/WvW bringing a Mechanist is simply trolling your team. At this point talking to a wall may yield more result. You can refuse to acknowledge that having to stay next to the mech to have function it like it should function is not babysitting but it doesnt change the reality. If we want the mech to be fully functionable we have to stay next to it. No we dont have to do anything in particular, just stay next to it, like a babysitter watching over a kid. So yes, it IS a worse Engineer because it has no access to toolkit and yes it HAS to babysit a pet so the pet IS malfunctioning.
  8. Being able to attack from 2 separate point IS the purpose of a pet class. In our current PvE, it doesnt matter much because 95% of the content is just stack at melee range and the 5% remaining are anecdotal at best. But in any PvP this instantly matter, especially for a spec that removes everything that makes you an engineer and put a pet instead. Being punished for not using skill next to your Mechanist is not an active interaction at all. Casting crisis zone to dispell condition is an active interaction. Casting barrier signet when there are incoming projectile is an active interaction. Moving next to your mech so it can work as it is supposed to work is not active interaction. No what I want is Mechanist to work as a proper pet spec. Not a worse version of Engineer that has to babysit a malfunctioning pet.
  9. If I play P/P condi Mechanist and stay at 500 range while the pet goes melee I get punished for using a mechanist skill because the pet is outside the range of MG. This is not "active interaction" this is simply babysitting or get punished because I am not rewarded at all for working next to the mechanist at all. Either I exist within the mech MG so it performs normally or I dont and my mech (indirectly me) gets punished by having his skill have 50% longer CD. There is a reason why Soulbeast is remains a very popular ranger spec. You want to be careful with that. The whole point of having a pet as a class spec is that the pet is still relevant in some way or another. If Anet hard nerf Mechanist and give back the the nerfed power to the Engineer and your pet ends up being irrelevant, people will simply no longer play Mechanist. I mean why bother micromanaging a pet that barely brings anything when I can just play another spec that doesnt have a pet but do Mechanist job with better result ? As of right now, only PDPS Mechanist is lagging behind, Condi Mechanist and Support mech have good performances. Also Anet conveniently forgot Engineer when they decided to remove all the tradeoff of elite spec. Vindicator got back its 2 dodges, Chronomancer got its old F4 back, Druid got its pet stats back but Engineer ? Scrapper and Holosmith still have to trade their F5 skill and Mechanist still has to trade all our toolbelt skill even when the pet is out.
  10. Being punished for not attacking next to your pet IS against the concept of playing a pet class. You might as well just play any other spec in that case so you can get rid of all the drawback of a pet class but also get back all the power you lost because of the pet.
  11. MG needs to be removed. This goes completly against the concept of having a pet . Its initial implementation was completely flawed to begin with but despite MG Anet kept nerfing Mechanist and in the end we have a spec with a pet that handle poorly and punish yourself for not being accurate with that approximative control.
  12. Or just get rid of Mechanical genius because this goes entirely against the concept of having a pet . But I know it will never happens because there are still people who believe Mechanist is still the most powerfull spec in the game that can press 1 button and then both clear the game while skipping mechanic and unfortunately Arena net's dev team is still scared about what the community might do if they even buff Mech movement by.1 unit.
  13. Scrapper has lost quite a lot of survivability after Anet nerfed the barrier generation from 15% to 5%. If you are fighting in a pack of trashmob, it is still pretty decent as far as survivability goes but if you're fighting a single elite or champion yes the barrier is definitely not going to save you. As far as Engineer goes, only Mechanist can kinda keep a passive heal without using the healing skill. Of course you can just camp kit and spec big boomer+regen bagpack but I wouldnt recommend doing that as you're loosing quite a lot of damage. But it should works against trash and veterant.
  14. Dont worry I'm sure it will reach Anet, whether they'll actually give it some thought or instantly dismiss it is another matter. Now on that matter, I dont exactly want Scrapper to return to the old spam gyro on CD because it indirectly forces you to take 2-3 gyro while right now we can just take Shredder gyro and maintain quickness with function gyro,rocket charge and throw mine. On my OW solo build, I can maintain perma quickness by using FT blast into bomb 2 as well as mace 2 inside the fire field. Sometime I use function gyro to increase my DPS a bit and it's kinda nice to be able to keep perma quickness with basically no gyro only field. Instead I would rather have Anet increase the radius of the quickness generation (there is no reason Herald can share perma quickness within a 600 radius for simply existing while other are stuck at a 360 range while having to either press button on CD or do combo field) and improve rocket charge. It is clear that Anet want us to do rocket charge and I dont exactly mind the slight DPS loss since you're a quickness provider first and DPS second but man is it fun to be locked on an animation and then dying because you only have like 2 sec dodge window on a skill that locks you for 3 sec. I've stopped counting the amount of time I was interrupted in the middle of the casting only to die afterward because I did not had breakstuns....And that just to maintain quickness. Give back the full duration evade on the skill and allow rocket charge to be interrupted in betweens hit if needed.
  15. I would rather see them buff mace rather than add condition on sword.
  16. I can also turn the tide with a power DPS pistol engineer build in PvP...simply because my opponents are bad at the game. It's great if this build works for you, but it has so so many flaws and outplay possibility it is far from being viable. It brings a lot of CC but you barely have any breakstun (1 on a long CD), all the skill have a long CD and require a small window setup before being able to work. I could play grenade Scrapper and most likely have a better result with an easier time. Would that means grenade scrapper is OP ? no. That would just means once again that all other things Engineer has beside grenade have been powercreep to hell and grenade is the only thing that survived this powercreep. Hell Engineer is among the few remaining class in the game that doesnt have any teleportation skill. And before someone tells me about Mechanist, no I dont count Mechanist for the simple reason this is worse spec to bring in any content involving PvP. The only skill we have to somehow keep up with the movement powercreep is rocket boot...which can still be interrupted. And that's it. Ranger doesnt exactly have any teleportation skill but Staff has a traverse skill that evades all attack, sword offers a lot of leap and Druid has an easy access to superspeed and stealth. Warrior doesnt have any teleportation as well but good luck catching one when he can ignore movement condition and dispell movement condition when he uses a skill that makes them move around.
  17. Anet will never buff rifle because the vast majority of player are way too bad at the game to be able to deal with projectile and Rifle Mechanist at one point was popular. Rifle Mechanist used to be a spec people would use to stomp on bad player and considering they are a vast majority Anet decided to straight up kill both rifle and Mechanist for all PvP content (yes it also includes WvW). There's maybe one Holosmith build worth running for Engineer but otherwise you're better off playing something else like Catalyst Willbender or Bladesworn.
  18. You know switching to Minstrels is not going to make the game harder. It's arguably going to make the game easier because you're very less likely to die but who wants to waste time killing a mob in 10 sec when you can do it in 1 ?
  19. That would require mace to be a fully support weapon to begin with which will never happens considering Mechanist was promoted to be a jack of all trade able to do almost everything you want it to do from power damage to condition damage while also being able to do support job. That's the reason why we got the current mace. But in a world where Anet would be actually willing to rework I would add a healing on the third attack of the auto. Remove confusion from the auto attack, add fury on the third strike of the auto attack The second skill is fine. Third skill, replace fire with vulnerability. That would probably be something like that, I dont know it is hard to provide a true feedback within the class when there is only one weapon that is being used for condition. But if we look at other class, as far as 1 handed weapon goes we have guardian mace which is ok but staff exist, warhorn for elementalist which can combo with dagger (but the bulk still comes from overload on Tempest), scepter for thief although it's limited to generating barrier on a target. The good support weapons are mostly found on 2 handed weapon like staff for guardian and druid (I guess I can include elementalist here to an extent).
  20. Holosmith is garbage as a support. The only support thing it can provide is the hard light arena and that's it. If for some reason no one other than you can give fury protection or regen then yeah I guess you can run that. For PvE you can somehow make it work but for PvP and WvW, no, that's never going to work
  21. I agree this elixir should definitely get a buff. If we want to stay in the theme of mobility, then this elixir should at leave provide swiftness and vigor. But honestly even if it did, this skill will compete against many many more useful skill so....yeah a complete rework is needed I agree to change the weapon model but I dont want to touch the projectile speed. This weapon is already pretty good as a kitting/poking weapon but it's also a solid AOE field generator. To be fair, all turret should get a rework anyway and rocket turret makes no exception in here. Toss Elixir U used to have a unique effect of providing a projectile block or reflect (smoke wall from the thief or the reflect wall from the guardian). For some reason Anet decided to trash the skill by giving it 2 sec of superspeed for absolutely no reason. I am convinced Anet dont think toss elixir on Engineer needs a rework or a buff because to them, toss elixir should be the boring classic give normal boons like all elixir does. It is sad but it's what it is. Tool kit is supposed to be utility kit but.....yeah it's pretty garbage now. People only use it for 1 thing mainly : the pull. If the pull didnt exist, at least there is a shield but meh, you're better off running Elixir S to nullify damage. So yeah, add that to the long list of thing in need of a rework Considering the movement powercreep this game has yes this skill should have an evade and no, this skill do not need a cooldown increase to compensate. I dont know why something like a Willbender is allowed to mobility almost if not similar to a Thief without having any real drawback. Neutral opinion on that Neutral opinion on that Unless you're talking about PvE, no grenade kit is unusable without grenadier. I am fine with using this skill considering it's the only competitive kit Engineer has to this day. sure why not I dont have any issue with this skill so I dont know. My only complain is that they removed the boon removal on these mine for absolutely no reason and they should definitely add it back. Honestly I would rather see a complete rework of some gadget rather than making gadgeteer baseline. Some gadget are very useful (rocket boot for PvP content and throw mine) while the rest is pretty underwhelming (slick shoes) or very niche (battery ram and goggle). sure why not Being random is annoying for sure but the big complain really boils down to 1 transformation being good and the other one being garbage. If elixir X made you transform into one of 2 things but these 2 things are great, then people would be more willing to accept the randomness. Rifle is mediocre and unfun to use. The last time I used it was waaay before Anet decided to make it worse than its pre rework state for PvP/WvW no comment This skill synergize well with some build involving spamming a lot of toolbelt skill like rifle turret toolbelt or holo front shield toolbelt but if you dont use any of these 2, then yes this is super underwhelming. You would actually take this skill if you're a DPS using tool for some reason. But otherwise it's just a passive damage bonus that's forgetable I like bomb kit for one of the build I run but I would love to see a rework on that as well. It makes no sense to have the auto attack having a high coefficient for power damage then having 2 skill with low coefficient but condition damage and then 2 other skill focus toward CC.
  22. You might want to check your source because mace no longer give barrier on auto attack and instead give a laughable amount on the skill 2. Mace even as a support is very very far from being excellent. It is good as of right now for the sole reason it is the only weapon engineer has that can provide support boon. In the end it ends up being a rather mediocre weapon because it tries to fill everything. It is mediocre as a power weapon because the coefficient are low. It is mediocre as a condi weapon because confusion has been nerfed. It only works ok as a support weapon because of the lack of support weapon. Engineer will get a shortbow relatively soon. I am pretty certain it is going to be a condition weapon or a hybrid but I can bet it's going to be better than pistol if it's a condi or even a hybrid weapon, but also it's going to be better than mace as well.
  23. I still find it kinda dumb to nerf confusion in PvE because of fast attacking enemies. I mean, this is probably the only niche option where confusion is actually viable to run as far as condi goes.
  24. I really hate how they removed the passive stat increase on some trait to replace them with boons...boons that are already covered in pretty much all group comp. Being able to passively put out 5 might for 10 sec every 10 sec is nice until you notice some support can give out 25 might by themselve and some DPS can have 25 might stack by themselve.
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