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AsheR.1687

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Everything posted by AsheR.1687

  1. Do you know how 4-6k compares to a druid pet? I'm not really sure been awhile since I played ranger. I would think it's still close to that. I'm not too sure how well the mech scales with stats. I haven't tested the exact numbers. I'm okay with high baseline coefficients and less scaling as long as stats are still meaningful. My biggest problem is wasted stats and being limited by the build. For example, if I go rabid with a condition build then the mech can inherit condition and expertise, but precision is wasted.
  2. I'm not sure what your point is in regards to selectable stats. I compared to ranger because several posts did earlier and I was speaking to those. I never implied that the mech should do enough damage on it's own. My point is as a dps if you lose your pet you significantly lose dps, a penalty most classes don't have to deal with. I also never said the mech can't make it through a fractal or raid without dying, but it is a significant risk. I can play dps without a healer, but I have to be far more aware of mechanics and I can be punished if I'm not. The pet can't adjust to mechanics. If you don't have a healer to support the pet, the pet is a liability to the entire group because if it dies you lose a huge portion of dps. The pet is even a risk with a healer. It's all chance if the pet makes it through the fight. Not only is the class practically tied to a healer it's just a roll of the dice that most groups aren't going to want. If you had selectable stats you could possibly offset this by selecting trailblazer's for your mech, as an example. Then, as a cdps, the player can go vipers and the mech can still provide dps with a little more survivability. It only provides more options and doesn't change the current mech design at all. What exactly are you doing in tandem? There is no synergy between pet and engineer other than mace 3. You are either both dps or both support because of stat requirement. If you had selectable stats, you could support as engineer and let your pet focus on dps and as you said earlier this wouldn't be op because the pet doesn't equal player dps on it's own. It might help to offset that core engineer is not a very useful support on their own.
  3. I'm not sure why there is so much concern about balancing for separate stats on this thread. Let's look at what the engineer has to give up just to use a mech: traitline (mechanist traits are mech only) toolbelt skills In PvE, the mechanist and mech will use the same stats or two complimentary stats for the same role to be optimal. A berserker mech and minstrel engineer is not going to somehow break PvE or any other split role build. The engineer gives up too much to use the mech to fully function as a separate role. The mech AI and current abilities make it incapable of performing a player role on it's own. Also, you would lose benefits from traitlines for either the mech or player based on what role the traits are supporting. Ie focus on a minstrel healer engineer with healing traits and the pet loses dps traits from other lines. The mech is also going to spend a lot of time dead with the current ai and only the elite signet to save it. There is no way the pet will bring enough dps on it's own to secure a slot in any group content. In PvP, we already have the ranger which is similar, especially the druid which has basically capitalized on this since their release. The difference being a ranger is still essentially a full class without a pet. They have 2 weapons and 3 traitlines to benefit from even if they lose their pet. The mechanist on the other hand, is a kitten class with 2 traitlines, 1 weapon and no toolbelt skills. If they fully focus on their pet with a split role they have no trait benefit for their role, 1 weapon and no toolbelt skills. The mechanist pet may be stronger than ranger pets, but it needs to be otherwise the mechanist would have no ability to compete with other classes. The core engineer is not designed to lose a traitline/toolbelt skills and still be competitive. On top of all this, PvP is still balanced independently of PvE, so they always have the option to adjust specifically for each game mode.
  4. Yeah, that's the intent. The cannon is essentially the passive for the overclock signet. It's balanced by making the choice to take that trait. Ideally the traits in that tier should all be competitive enough that to always use the cannon you are giving up a significant trait choice. The cannon itself is balanced by it's own cd 30-40sec. The summon is balanced by the 90s cd. Either way if you have the trait or not it should be balanced, especially if they keep the cannon damage as low as it is now.
  5. The stat inheritance traits are one of the worst features of Mechanist. It gives the illusion of mech customization, but in reality it just forces a build on to your mech. There is a power, condi and support build and you have to build them the same way. I'm not sure if this was intended for balance or truly meant as a customization option, but in execution it is anti-fun. Please add an amulet slot for the mech, like PvP, that works in all game modes. This would allow so much more customization and make the mechanist far more dynamic. The mech and character could be built for separate roles. For example, the engineer could focus on condi and the mech could be built for boon support or vice versa. Without core mechanics like toolbelt skills, a dps engi with support mech would still fall short of the dps of a focused class. To compete you would still need full dps mech and player. I don't think there is issue with balance, especially when you consider the mech can be destroyed and put on CD. If an amulet isn't possible....please just remove the stat traits and give it 100% inheritance.
  6. Mechanist still needs work, but two things stuck out immediately to me. Rocket punch activating on mace 3 doesn't work well. Rocket punch stun is redundant with mace 3 stun and feels wasted. Rocket punch also interrupts the mechs other abilites. For example, if I want to use mace 3 to interrupt and set up the target for the jade buster cannon it interrupts the buster cannon. If it needs to stay this way it would be nice if weapons other than mace could at least trigger rocket punch. Overclock signet does not feel worth slotting or using. The 90 second cooldown feels far too long for how much damage the buster cannon does (the damage seems too low in general). I understand summoning the mech may need a longer cd, but it doesn't fit well with the damage of the buster cannon. It would be nice if it had a separate CD for each. If you summon 90sec, if you use the cannon it's 30-40sec. If that's not possible, maybe while the signet passive is active the mech gains the buster cannon as a new ability on a 30-40sec CD. Then if the signet is used it locks the skill for the full 90sec duration maintaining the balance of choosing between the summon or damage.
  7. Ran into this same issue. Tried restarting multiple times and tried a different character, no luck.
  8. The mechanist doesn't lose all of those skills listed. They showed that the mech can trigger static shock. There may be other interactions with the mech skills while he is active. Hard to say at this point.
  9. As a pvp player primarily I haven't played gw2 since the Feb 2020 patch destroyed the pvp game (imo) . With the End of Dragons announcement I came back to check on the state of the pvp scene. However, from what I can tell it doesn't look like much has changed. So for those of you have stuck it out, how do you feel about the current state of pvp? Have their been any announcements on balance updates for pvp or reverting any of the changes from the Feb 2020 patch?
  10. Primed light beam went from 3.0 to 0.01...cool now the best elite is a wet noodle knockback. 100% power coefficient reduction on all CC skills is pretty extreme. Definitely need to evaluate this change because there are a lot of skills that happen to have CC, but I don’t think their identity is in the CC.
  11. Same issue, has there been any explanation why this happens?
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