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Rising Blade.9206

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  1. somehow this looks like someone just cobbled in boons to the shouts and wrote it off as a job well done, doesn't seem to have any reasoning aside it from "just give tempest advance and stand your ground that stunbreaks". just get rid of aegis and stability from this skill already, it's disgustingly overloaded since it already acts as a stunbreak especially when mech has barrier generation.
  2. most of the problems and balance shenanigans at the moment concerns high end content meaning 5-man/10-man instanced content, if you're just going to catch up to the story you can play whatever you want. though if you are, warrior is decent...ish provided you know how to play it.
  3. you call this lazily written pencil written note up, bold? still so insistent on keeping the inferior version of the HoT banner bundle pickup skill?
  4. still putrid, remained that way since its first beta. only place i roll cata is in WvW looking at crits with double meteor shower, everywhere else I'd just stay the hell away especially hammer. the concept had potential, execution is poor, far below even Anet's low standards
  5. standardization for the sake of standardization? ok. i still stand by what i said with the reason you switched those two is because you just want mech rocket punch and net shot to go in tandem since you can't find a way to code it without breaking the skill system of the game, no need for the holier than thou reasoning. you mean on the checklist since beta and is currently overshadowed by the fact that mechanist has been been very strong in PvE in release? would have been better to just remove the mech rocket punch since engineer already has a lot of tools for CC and defiance damage, now it just looks weird with the mech just instantly firing the skill without even a flinch also a great double down to see how out of touch was the guy in charge in balancing with no idea how or why the meta exist with putting boon generation traits in the wrong places with contesting traits already exist in other traitlines, also forgetting that support roles exist for a reason, it's like they want to go back to pre-HoT meta with warrior/guardian/mesmer/ele speedclearing dungeons but this time with just firebrand, mechanist, and mixed in with virtuosos
  6. i miss it too. they could also make overcharge happen in an interval instead of only on turret drop
  7. Rocket boots - mobility and long jump shenanigans along with rifle 5 Battering ram- when you don't want your enemy to be in your face and your other knockback skills are on cooldown. decent breakbar damage, traited version with gadgeteer seems to be a bit broken since it becomes an instant cast, surprised it hasn't been fixed yet throw mine- similar to battering ram and works best with the gadgeteer trait, removes boons so it helps if you're against a mob that has protection or any other boon slick shoes- decent if you're being chased and want to get out of combat fast AED- decent CC though the heal isn't that reliable since mobs attack either too fast or too slow and mobs tend to have knockbacks that interrupt your casting. useful if you're skipping the radiation room in thaumanova and works best with gadgeteer and automated medical response, but you need to precast it before hitting the health threshold to get the instant cooldown, you're going to need to learn a bit to use this gadget. kits grenade kit- if you want to tag mobs and deal damage mortar kit- if you want to tag mobs at a long distance and get some lingering AoE fields flamethrower - ol reliable. the whole HoT storyline would've been shorter if the devs made engi PCs whip out their flamethrower toolkit- pry bar just feels satisfying to hit but most of the time it's a good kit to get for the shield and magnet medkit - if you're running with a friend and you want to help out with healing, otherwise the swiftness on medkit 5 is nice elixir gun- AA damage may be bad but skill 4 is decent for getting some distance and skill 5 is great for cleansing condis
  8. not so quite sure about this one. if this is the line of thinking on how you're going to approach elementalist, this sounds like it's going against your current philosophy for balance if the previous patch is anything to go by, also elementalist is supposed to be a reactive class, moreso than engie, weaver should be the elementalist spec meant for focusing on frequent attunement swapping and it feels like you're creeping that line of thinking to tempest with the new trait, which is a spec that reinforces that reactive gameplay the mech nerf i can go by as long as i see less and less mechanists out in the field, but can you please take a look again on the new rifle animations? rifle 1 and 5s animation is way too fast for rifle that feels like it should be thematically slow paced. Rifle 1 would feel better if it's something like an autoattack chain instead of 3 shots in a single second and jump shot just gives the engie a lot more mobility when it already has a lot of mobility options (rocket boots, multiple sources of superspeed, and shift signet) I'm still not convinced on the direction of where you're going. if you're prancing about class diversity, what you're doing is just pushing already irrelevant classes and playstyles deeper down the well while your favorites still reigns as the golden child of the game. 10-man targeting would enable better compositions instead of reinforcing the cookie cutter quick/alac/heal trinity which just isn't interesting
  9. No, they did it because they don't want to remove rocket punch and just have it be restricted to mace 3, so they just swapped net swap with blunderbuss and have the soft CC skill work in combo. I know, it just feels out of touch with the theme of the rifle, not a fan of it being that fast
  10. the new rifle jump animation needs some tuning on jump speed, it's too fast and doesn't feel like it has any weight at all. somehow i expected the new autoattack to act like a chain, it's currently a tad too fast and much like the new jump shot lacking any weight
  11. basically lip service, as expected. would've been better to just postpone the balance changes and re-evaluate said changes and move them to another date. never change, please keep doing what you're doing
  12. Like that one guy said, i wouldn't say that engie should be balanced or favoured towards a kit-centric playstyle but it's hard to ignore that it's important to its identity especially considering that it doesn't have options when it comes to weapon swap. Engineer has always been that "have a solution for every problem" class, it lets you free form your playstyle and kits contribute to that, gutting kits would hurt that identity and all we're left is just a pure ranged class that requires you to cough up extra money to get an upgrade and melee weapons
  13. the engineer rifle change seems interesting, though the other promised classes just doesn't seem to fare so much. the new tempest trait just seems underwhelming with locking alacrity behind overload. banner change though, that just hits the final nail in the coffin, quickness on banner cast just seems sad espeically with the new pickup mechanic, what's the point of bringing banners now if all it does is grant boons and a one-time quickness every 60 seconds? it's just not worth it on bringing all of them just to keep up with the quickness demand a group needs
  14. Core warrior is decent. does some reasonable amount of damage, with axe/axe, greatsword, and you have the bonus of bringing banners which is a very welcoming thing to have in fractals
  15. too many unique buffs. I'd rather they just rework hammer and giving it more leap finishers than to what we have at the moment then maybe the current aura focused traitline would work
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