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mov.1246

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  1. Engi bow is literally the worst weapon from the preview, and everybody knows it. I am so dissapointed, the whole weapon needs to be reworked. I Hope anet gather all the mostly negative feedback and doesnt hesitate to change it. This is really a terrible skillset, here are my doubts: - AOEs look clunky to use (low radius, ground targeted, fuse time, and pressing buttons twice) - Numbers are too low in general (radius, damage, barrier, heal) - Skills are underpowered and underloaded (provided effects are too weak to make it worth using) - Cant see any viabilty in any gamemod or Situation (supports already use mace and shield which provide a by far better skillset) - Skillset feels more like a kit than a weapon (skill 2,3,4,5 all work literally the same way) - Chain reaction mechanic will lead to a spammy playstyle to get the most out of this weapon (place all canisters and detonate all at once, detonating single canisters is not worth it)
  2. Well usually i try not be a doomer by judging to early... but.... seriously, who asked for another support weapon? We already have mace and it is filling the job of a support weapon perfectly together with shield. Enginner is still lacking alternative condition weapons, we only have double pistols for literally every condition based build. I am still hoping shortbow will deal condition damage along being a supportive weapon. But it looks more like shortbow was designed with wvw heal scrapper in mind, ranged support and skills 2-5 arent projectiles. I guess we have to wait for testing how are numbers and how it plays. Please change my dissatpointed mind.
  3. Thanks for answers! I feel a bit better now, to read that other classes have their "problems" aswell give me the feel engi isnt the class without love. Yes, i have a necro and a guard too. But both classes bored me after a while
  4. Alchemy traitline was gutted over the years and received nerf after nerf for the PvP, WvW and even PvE version. The recent balance update changed HGH and removed the part to reduce elixir skills CD by 20%. To compensate most elixir skills got this CD reduction baseline, but some skills are just left with the original CD and got an indirect nerf with that. This passive nerfed elixirs are: Toss Elixir R Elixir S Toss Elixir S Transmute (Lesser Elixir C) Emergency Elixir (Elixir E) Transmute: Lesser elixir C was left with its longer CD and made this trait even worse. PvE and WvW with 60s CD and PvP with 80s CD is such a bad condition removal per sec, it is outperformed by every other condition removal due to the high CD. While PvE converts 3 conditions, and its very unlikely to get 3 different conditions in PvE at once to tigger that trait. It is even worse in PvE and WvW with the convert of only 2 conditions, because you are literally floated with conditions. So what to do with Transmute? Years ago before it has the Lesser Elixir C triggered it worked different. It wasnt tagged as elixir and converted 1 condition into 1 boon on a 15s CD on all gamemodes. This version if transmute is by far more reliable. Emergency Elixir: Elixir E was also left with its longer CD and nowadays with power creep everywhere, 3000 barrier isnt even noticeable on a 40s (PvE) / 60s (WvW) / 100s (PvP) CD. If you look how the theorectial barrier per sec is, you see how bad this trait really is. In PvE you got 75 barrier/sec, in WvW 50 barrier/sec, and in PvP 30 barrier/sec. What to do with Emergency Elixir? Remove this entierly. Alchemy is the traitline themed around boons and condition removal. Back in the old days we had a trait called Cleansing Formula 409 which was removed. This trait gave every as elixir tagged skill the removal of one condition on use. Backpack Regenerator: This trait could be good if you have 100% uptime of using a kit, but this wont happen. I am again refering to the old days, this trait was a bit different. Everytime you swapped to a kit you gained the Backpack Regenerator effect for 10s, even if you dropped that kit the regeneration was there. If you used a kit again, the effect was refreshed. Comeback Cure: Who does even use this? I dont even know a niche use for this. This trait is one of the worst engineer has.
  5. Supply crate needs help. Lowering the CD to 60s, and adding rifle+rocket turret maybe make this skill useful. Right now i just use it sometimes if a lot of CC is required. The initial impact deals CC damage and the overcharge of the net turret does too. The heal+condi cleanse is neat, but not game changing. But this isnt enough to justify 120s CD.
  6. Hello folks, i need some help. As the title says, i cant enjoy my main class like before. Just a short story: I main engineer since launch and played over 5000h in pve, pvp and wvw. I have some alts, but i barely touch them because i am a "main-holic". I have a revenant, over the years mostly used as bankspace and i had a lot of ascended armor and weapons chests i didnt need. So i decided to get a full celestial set for this rev. After some hours i understood how rev works and played renegade and vindicator in open world. And then OMG i just had a blast how well this class felt in combat. The skills felt impactful, and the weapon swap + legend swap mechanic gave me the feeling i have so much freedom in combat. The traits looked very synergetic and well rounded on the first look. The weapons are so powerful and fun to use. At all i had so much fun with that class i didnt even know how to play properly but it was quiet strong and intuitive in playstlye. And now i go back to my engi... compared to rev and how rev works, engi feels just "cheap" in design. I am not looking at numbers or benchmarks, just how well rounded both classes feel in traits, weapons and skills and how intuitive and engaging they are. Well, as a main-holic playing rev really impacted my fun to the negative going back to my engi main again. Now why ask for help, maybe some people who play both classes equally can answer. Is this just the feeling of playing something new to me? Is ist just because i think the grass is greener on the other side? What are the advantages and disadvantages of both classes in terms of design? Is rev really just better in design? Has engi really that bad mechanic compared?
  7. you can check snowcrows website for instanced pve builds: https://snowcrows.com/builds?profession=Engineer for power builds sword holo is pretty good and has an easy rotation. It is good in fights with fast burst phases and clearing fractals. for condi builds you can play holo or mech. Mech is fairly easy to play and can still deal good damage at range. Holo on the other hand has better dps and better cc, but has a complex rotation and gets worse when boss is moving a lot.
  8. Mechanist is a bugged mess in pvp. Some bugs which i have noticed: 1. when j-drive is traited and you use shift signet, you wont gain the passive effect when on cooldown. 2. the 15% cooldown reduction of mechanized deployment doesnt apply on mechs F1,2,3. 3. i didnt realized rocket punch is dealing 1 damage, even if its not a CC. maybe this is remaining from the days this skill was a stun. 4. i dont want to talk about the path finding of the mech... have you ever played skyhammer as mechanist? then you know the pain. Edit: i just understood how the the j-drive with shift signet bug exactly works. This isnt obvious, but using shift signet gives you the passive effect, but it just last for 30s (you can see the timer when hovering the cursor over the effect on the boonbar). The cooldown of this skill is 38s, means you wont gain the passive effect for the last 8s of the cooldown. And if you die when shift signet is on cooldown and you respawn, you wont get the passive effect until the cooldown is over.
  9. I own 7 legendary runes. I crafted these because i never wanted to care anymore about buying new runes... I think relics on its own are a good idea and give more flexibility. But execution how are legendary rune owners are handled is a bit sad. While we still dont know how much "significant progress" is, it bothers me that i have to wait until 2024 to craft my legendary relic. I dont want to waste a year of farming and using exotic relics in the meantime. I had an idea that the legendary relic could be obtained in 2 ways. 1st: a collection where you need to craft 7 legendary runes rewards you with legendary relic. 2nd: legendary crafting with the typical materials like clovers, t6 materials, ecto, charmes and symbols.
  10. First of all thanks for sharing elite weapon across all specs! This is a great addition to the game and opens a lot more play styles for all classes. I am really looking forward to this new xpac! Every thought i had is with instanced PvE in mind. Before i talk about weapons we need to take a look where the strength of every elite spec comes from: Mechanist: strength comes from jade mech Holosmith: strength comes from photon forge Scrapper: strength comes from hammer And here we face a balance problem. While Mechanist and Holosmith need its traitlines to perform their strength, scrapper is reliant on hammer and not on the traitline. Hammer is the best weapon when it comes to pure power dps due to high numbers and good scaling. Hammer will probably replace every other weapon of power based builds. But nerfing hammer is not the solution, because nerfing hammer is a direct nerf to scrapper. I already benchmarked pbm hammer holo and omg what a fun! The cooldowns perfectly fit together and it is a very smooth and satisfying gameplay. I was able to reach 38k dps on golem. Lets look into weapons and possbile builds: Hammer: As i already mentioned, hammer will probably replace every weapon on every power based build. All possible power meta builds listened which most likely will use hammer in the future: - Holo power DPS (now using sword) - Mech power DPS (now using rifle) - Scrapper power DPS (already using hammer) - Scrapper power quick DPS (already using hammer) - Mech power alac DPS (now using rifle) Hammer is just superior to sword and rifle in terms of pure dps, rifle will maybe still be used in fights where its not possbile to stay in melee range all the time. Mace: Mace is just used as supportive weapon at the moment. There arent builds that use mace as dps variant. But mace could make heal scrapper more common and popular. Builds that likely use mace in the future: - Heal quick scrapper (now using Hammer or pistol/shield) - Heal alac mechanist (alreay using mace) I think there is no problem with mace beeing aviable to all specs. The change to the quickness application on scrapper synergizes very well with mace skill 2. Sword: I think sword has no use. This weapon is just good when reaching heat bonuses and is pretty bad when on low or no heat. Viability outside of holo isnt there. Conclusion: Power based builds will most likely forced to play hammer. Mace is a good way for supportive builds outside of HAM. Sword will be useless. And condition builds will not change. Additional note for short bow: I am really happy with short bow, and i hope it will be condition based. Every condi build we have is forced to play double pistols. A new condi weapon would give us more flexibility. We got enough power based weapons with xpacs in the past.
  11. I am happy with a short bow. I hope it will be condition based and feel like the rev short bow. Every condition build is locked to use double pistols, that needs to end.
  12. Turrets need a complete overhaul, my idea would be to give all turrets ammuntion. Like that: Rifle turret: has 20 Shots, 0.5sec fire rate, after all shots are fired the turret destroys itself. Can not be targeted or destroyed. Damage buffed, scales with players stats. Rocket turret: has 5 rockets, 2sec fire rate, after all rockets are fired the turret destroys itself. Can not be targeted or destroyed. Damage buffed, scales with players stats. and so on...
  13. An with "strength" i mean funcionality and feeling... Most of you might remember when hammer #3 had 3 leap finishers, and it got nerfed to 2 leap finsihers (first and last jump) mostly for pvp reasons when we didnt had a splitted balance between pve/wvw/pvp. With the comming update it sounds reasonable to give hammer 3 all 3 leap finishers back (at least in pve). On side of that it feels just counterintuitive to jump 3 times and just have 2 leap finishers, this bothered me since years. Next is hammer #5, it had initial damage in the past, this was removed (again mostly for pvp reasons) and what left is just the stun, and after one sec the first damage pulses. To compensate the damage loss of the first pulse the remaining pulses were buffed. This feels again counterintuitive that this skill has no initial damage. Please give it back. Hammer #2, man i love that skill, what i dont love is the changed soundeffect. Maybe just a minority of players noticed this, but the sound was changed and undocumented some time ago. The old sound was a mighty and deep spin, the new sounds like a electrical short circuit failure. I dont even understand why this was changed... it sounds terrible now. Hammer #4 nothing real to complain, but this skill feels useless in instanced pve. Maybe give it aoe barrier in front of you? Or buff damage to use it in rotation. And the last, not about hammer but Impact Savant. Is this the only skill in this game where the pvp and wvw version is better than the pve version? (real question, i dont know). The nerf to 5% in pve is so bad, scrapper is one of the worst spec for soloing champs in open world, and it got even worse. In instanced content it is pretty easy to fast cap barrier, it doesnt matter if the conversation is 5% or 15%, but it destroyed open world play. The wvw version is still 15% which is good, and the pvp version is at least 10%. But cmon, 5% what is this?
  14. Yeah pvp engi is bad, i dont understand why people still cry in pvp forum that we are op lol. I havnt played much pvp since EoD, just started again. I always face the same problems: - insane condition application on me in literally one sec - beeing CCed and bursted down - Projectile hate after a lot frustration I thought I am just bad. Then I tried my reaper (which i cant even play good) in pvp, and omg what a difference. All this problems I faced with engi, are literally gone when playing reaper. I just press everything with reaper and I perform better than engi, wtf
  15. Please dont do this... quick scrapper feels good in the state right now. Using superspeed to gain quickness is a very good theme in scrapper gameplay. This change will make kinetic accelerators useless in pvp and wvw, because in this scenarios you have by far more superspeed than successful finishers. What is even the point of gyroscopic acceleration then in pve if the superspeed isnt tied to quickness? Anet, you mentioned to reduce the spammy nature of dps support builds, but instead spamming gyros, you spam finishers to maintain quickness. Most likely a quick scrapper will be locked into throw mine, grenade kit, blast gyro and healing turret. And beeing again forced to hold every finisher on cooldown to maintain quickness. My idea would be: let kinetic accelerators as it is, and give scrapper more superspeed application, but reduce the duration. More superspeed application = more quickess, less superspeed duration = no perma superspeed As example: gyroscopic acceleration now gives you 5s superspeed when using a gyro. Why dont change it to 2,5s at start of the cast and 2,5s at the end of the cast? This would result in twice the time of quickness, but the same time of superspeed. That would open more room for a more flexible build without spamming gyros on cooldown.
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