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Atmaweapon.7345

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  1. If we can't get a Mech underwater, even though it can literally exist and move underwater if you bug it in, then we should at least have the Harpoon gun auto apply a small barrier to nearby allies so that Mechanist has some way to apply consistent Alacrity.
  2. I knew I should have put a "I don't trust the devs to implement this" as a third option. Now I don't know how many people actually dislike the concept as opposed to being skeptical at its execution.
  3. Whenever I read about how kits need to be reworked or designed for the current state of the game, I always think back to the original concepts for several of the kits that didn't pan out when the game first started out. Smoke grenade literally had a flashbang effect (not that I'm advocating for this, this wouldn't work well with gw2) and Flamethrower's 5 skill was Backdraft, a pull skill. Both were replaced with really lame blinds instead. This is understandable in a way because there would have been too much power in kits at the time, yet with all the powercreep the game has gone through, kits really need something to keep up. Since Firebrand pages have come out, I was thinking that kits could use a similar system. One shared resource pool for all kits that's lenient enough that you can use one kit effectively without reserve, but when you have multiple kits, you need to pick and choose which effects you need. For example, the current condi piano rotation would remain the same, but now during a breakbar phase, you can sacrifice dps to use each kit's CC ability, allowing the flexibility that kits are supposed to bring to the engineer. Example abilities that could be reworked under this system: Smokebomb->Emergency flashbang: Evades for a second and then tosses out a flashbang that blinds and dazes enemies. Napalm: Swapped places with Airblast and now has an 8 second cooldown. Airblast-> Smokeblast: Reflects projectiles, blinds enemies, and creates a field that blocks missiles. Smokescreen-> Backdraft: Burns and then pulls enemies. All things that would be overpowered without a resource cost when chained together.
  4. The problem with removing tradeoffs from Engineer elites is that they don't have the manpower to come up with 2/3 unique toolbelt elite skills (because Detection pulse was moved over to Utility Goggles.) They even had to resort to stealing other profressions' aesthetics for Engineer's new weapon... again. /s Now that I think about it, you could theoretically have "non-toolbelt" utilities if it's a balance hassle, but that would be kind of weird.
  5. How often would you actually get to use Shift Signet if there wasn't effectively a damage component to it? Would you let Mechanist have equal damage to Holo if they could take another damage utility? Also, C.Alac Mech doesn't use Shift Signet so when enough damage is on the Engineer instead of the Mech, then Shift Signet isn't the end all for Mechanist's dps output. As for the Elite, you could argue the same for Holo. Core Engi elites are so bad that every spec would take Prime Light Beam even without the exceed effect for PvE if they could. Mech keeps getting nerfed because people simultaneously like playing easy, low intensity specs and hate looking at ugly green blocks. Mech damage wasn't ever top tier, people just absolutely hated looking at swarms of ugly green mechs so they just latched onto literally any reason to nerf Mech so that it would be played less.
  6. If you're chasing the highest dps, Power Scrapper is apparently benching the highest dps out of all engi specs while being significantly easier to play.
  7. I decided to take a crack at a rework while keeping in theme with the weapon: Chain Reaction: Most shortbow skill will now leave an Canister on impact. Certain shortbow will consume your own canisters within a 900 range radius of the target area to create a chain reaction and enhance their own effects. Up to 4 of your own Canisters can exist at once before being replaced. Attacks are now as follows Attack chain: Magnetic arrow- Dual hazard - Skypiercer. Magnetic arrow- Fires a shot that marks a the target it hits for 6 seconds and deals an additional hit to the target and nearby targets. 100% Projectile finisher. Initial arrow is unblockable, but additional hits are not. Dual hazard - Fires two shots into the air that fall and pierce the target, inflicting Vulnerability x2. Hits all nearby enemies when attacking a marked target. Skypiercer- Fires three shots into the air that pierce the target, inflicting Vulnerability x3 and leaving behind a Canister. Hits all nearby enemies when attacking a marked target. Homing Rocket- 3 charges - 4 second cooldown Fires a homing rocket at the target that leaves behind an Canister on impact. Ignores Blind when fired at marked target. Explosion. Blast finisher. Non-projectile. Blasting Sphere- 2 charges - 10 second cooldown Fires a shot at the target area in a 360 radius, creating an explosion that grants nearby allies Might and Fury while damaging and burning enemies, and leaves a burning field on the ground that continues to apply these effects and leaves behind a Canister on impact. Explosion. Combo field: Fire Chain reaction: Increases impact damage and Triggers an additional explosion within the burning field on each pulse, up to the number of Canisters consumed. Dark Matter shot- 2 charges - 12 second cooldown Fires a shot at the target area, granting allies within Barrier and Aegis, removing up to 3 boons from enemies and leaving behind a 360 radius field provides Barrier and removes 1 condition from allies on each pulse for 5 seconds and leaves behind a Canister on impact. Combo field: Dark Chain reaction: Every Canister consumed will cause the attack to heal for 25% of Barrier provided and cause the field to pulse .5 seconds of Regneration, Vigor, Resolution, and Swiftness to allies. Spacetime Collapser 2 charges - 25 second cooldown Fires a shot at the target area that Stuns enemies for 2 seconds and leaves behinds a 360 radius field that pulses Slow to enemies and Superspeed to allies for 3 seconds and leaves behind a Canister on impact. Upon expiration, the field collapses on itself, pulling all enemies towards the center. Ethereal combo field Chain reaction: Every canister consumed increases the radius of the field by 60, up to 600, and increases the duration of Slow, and Superspeed pulses. Deals additional breakbar damage on impact for each Canister consumed. With these changes, Shortbow becomes much more flexible and straightforward. The auto-attack chain being split into a 3 part attack helps with creating a flow to the weapon as Engineer doesn't have any ranged chain attacks outside of traited Photon Forge and allows interplay with the Chain reaction mechanic itself by creating a canister. The auto attack now hits multiple times and triggers Firearms bleed traits in the same vein as Virtuoso builds. Homing Rocket's purpose is simple internal synergy; you fire Rockets into fields created by your other attacks and get Canisters to spend on other fields. Manual detonations have been removed in favor of an ammunition system. This allows you to use each attack on cooldown while keeping an extra use in reserve if you need to chain it properly. Chain reactions themselves fit neatly into Damage/Healing/Crowd Control instead of being all over the place. Chain reactions are more distinct from their initial attack so that they're more flexible in use. You don't have to chain everything to get Might stacks for example, that's instead handled by blasting your fire field. Shortbow is now capable of providing boon strip outside of mines. Boon coverage enhanced. Shortbow is now capable of Might and Fury by itself and brings everything that Medkit does, allowing you different options as a heal, and providing a distinct tradeoff between Shortbow vs Mace/Shield. Names changed so that the Engineer isn't ripping off of other professions again. All in all, the Shortbow becomes the most adaptable weapon in Engineer's arsenal with the canister system allowing you to focus on the needs of any given build or situation.
  8. This weapon is the product of the same design mindset that crippled Engineer's design from its inception; It's like the devs feel like Engineer should be about "quirky" effects and equating quirkiness with fun regardless to how it actually feels in practice. This weapon is not only just a different flavor of Grenade/Bomb kit, the way it handles makes it feel so much worse to play. Shortbow needs to be redesigned from the ground up. Chain reaction just doesn't work with static aoes on the ground, imagine if Shatter just detonated all of your clones on the spot and required an enemy to be at the center of them all to get the full effects, or if Scourge had to stack every single shade on the same spot to get the full effect of their F abilities.
  9. Almost decade of forging its own identity and Engineer is back to stealing abilities from other professions.
  10. Currently, Engineer has 2 Power melee weapons, 1 Hybrid melee weapon, 1 Power ranged, and 1 Condi ranged weapon, along with 1 (soon to be)hybrid off-hand and 1 defense off-hand that becomes support with a trait. With Shortbow being a dedicated support weapon, now's the time to rework Engineer weapons so that we can have a defined niche for each weapon. Ideally we have : Hammer- power melee Rifle - power ranged Mace- condi melee MH Pistol- condi ranged Sword- hybrid melee OH Pistol- hybrid ranged Shield- Defensive support melee. Shortbow- Offensive support ranged. A couple of weapons should be reworked/buffed a bit and several traits should be altered so that playstyles are a bit less restrictive. For a trait example, Over-shield could just affect the 4 & 5 skills on every weapon, there's really no need to limit it to just Shield and it's kind of dumb that the playstyle involves tapping your blocks and then going back to what you were doing just to apply boons.
  11. My hypothesis from what I've gleaned from Gw2 Wingman and what current benchmarks we have: Anything that was above a 44-45k golem benchmark was nerfed stupidly hard compared to everything else. This is why Condi Holo dps got nerfed below Condi Virt which took a paltry 10% bleed reduction on Jagged Mind and nothing else. They didn't want to change the damage gulf between Condi Holo and Enigneer's other specs, hence why Pistol took a nerf, this keeps Condi Holo at least 2k ahead of Condi Mech. A spec's popularity is somewhat taken into account. Vindicator is one of the least popular specs in the game and one of its balance cornerstones (greatsword) got heavily nerfed. Hence they drastically overbuffed it and now it benches 43k. Taking points 1 and 2 into account, they didn't want increase Condi Mech popularity as a result of Condi Holo nerfs, so they targeted Pistol as part of the nerfs. Now that we've gone over why they nerfed Engineer in this manner we can go over why they were wrong to do it this way. Nobody was complaining that Condi Holo was among, if not the highest dps before the SotO changes. People generally understood that it was the most PITA piano build in the entire game and gave up nearly any sort of utility and nothing about this has changed at all. Going into SoTO, nothing changed about Condi Holo's kit compared to other professions like Catalyst gaining access to both Sword and Warhorn. All of Condi Holo's damage increases were a result of system changes to Runes and the introduction of Relics. They nerfed the majority of Condi builds in the game and the ones that weren't nerfed are on the chopping block. Clearly it would have been much simpler to nerf the offending Runes and Relics (Condi duration -> Expertise on runes so that they aren't overstatted, Relic nerfs in general so that the proc relics don't completely crowd out the other options.) Condi Holo is currently benching at the same level of a much easier ranged spec with uility that had 5 times its popularity before Holo was even nerfed (Condi Virt). This is incredibly dumb and they went completely overboard with nerfs.
  12. This might have been fine, but then what was the point of relics? If there's no powercreep then the only thing that happened is that every profession essentially lost power to be shifted into the relics that generally come with annoying caveats and end up as a nerf for everything outside of party play. Fireworks is significantly worse without Alacrity for example, so if all powerbuilds are tuned around benchmarks they were hitting in EoD, then the only thing that happened is that casuals and solos got a nerfbat for the very top end of players. That sucks. Also, absolutely NOTHING changed for Condi Engineer between the end of EoD and SotO. It still uses the same pistols and kits unlike other Professions like Necro that got Pistols that synergized with Scourge Torment bonuses and Elementalist which got the perfect storm of Mainhand + Off-hand being OP in order to work for their respective Elites. If Condi Engineer is somehow overpowered now, then why not nerf the freaking runes and relics?
  13. There are currently power builds that bench 42k+. Unless we're seeing more nerfs coming up bringing everything down to 40k at most, there's no way that 42k on Condi Holo is worth it at all. It's a melee piano build that requires the enemy to sit in 3 different fields that regularly forces you to take damage and will down you if you explode before certain % health damage mechanics come up.
  14. LI Condi Mech benchmark was like 41.6k
  15. Condition duration causes specific runes to be heavily overstatted compared to others. Condition duration +5% and 10% are worth 75 and 150 Expertise respectively, yet tend to come at the 2 and 4 set bonuses which are usually +35 and +65 of any other stat, meaning that they're more than twice as potent. The only place where +10% condition duration is balanced is the 6 set bonus where it's only effectively a 25 stat advantage over any other flat stat.
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