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mov.1246

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Everything posted by mov.1246

  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.
  16. Skill #1: i loved the tripple shot too, but the double shot feels weird. Skill #4: i like not beeing self CCed, waited long for that update. Skill #5: it feels that the new jump is more fluid, but the animation is awkward. But at all the rifle is much more better than before the rework.
  17. No, thanks. Not everyone enjoys 11111 rotation. I agree that every class needs competetive builds that are low AND high intensity. BUT a low intensity build should NEVER perform better than a high intensity build. It is healthy for a game if players who want to improve their performance are able to play builds that are more complex and beeing rewared with higher numbers. Not a fan of complete class reworks, yes most classed need shaves here and there. But completely rework a class is just a bad idea. What about all that players who enjoys engineer in the state it is now?
  18. HGH/compounding chemicals feels too powerful to avoid when using elixirs. I calculated the theoretical uptime in combat if keeping elixirs on cooldown to compare the traited and untraited version. I compared Elixir B, U and H to show how they performs, and i came to the result: elixirs without alchemy/HGH are bad. PvE Elixir B: (untraited, base duration) Fury (10s) – 25% uptime 5 Might (10s) – 25% uptime Resolution (10s) – 25% uptime Swiftness (10s) – 25% Uptime 40s CD Elixir B: (HGH+compounding chemicals) Fury (14s) – 44% uptime 5 Might (14s) – 44% uptime Resolution (14s) – 44% uptime Swiftness (14s) – 44% uptime 2 Might from HGH (17,5s) – 55% uptime 32s CD Elixir U: (untraited, base duration) Quickness (6s) – 15% uptime 2 Stability (6s) – 15% uptime Vigor (6s) – 15% uptime 40s CD Elixir U: (HGH+compounding chemicals) Quickness (8,25s) – 26% uptime 2 Stability(8,25s) – 26% uptime Vigor(8,25s) – 26% uptime 2 Might from HGH (17,5s) – 55% uptime 32s CD Elixir H: (untraited, base duration) Healing 5560 – 222 heal/sec Protection (2s) – 8% uptime Regeneration (4s) – 16% uptime Swiftness (4s) – 16% uptime 25s CD Elixir H: (HGH+compounding chemicals) Healing 5560 – 278 heal/sec Protection (2,75s) – 14% uptime Regeneration (5,5s) – 28% uptime Swiftness (5,5s) – 28% uptime 2 Might from HGH (17,5s) – 88% uptime 20s CD Does this mean HGH is overpowered? Definitely yes. This trait (together with alchemy and compounding chemicals) has too much impact on the performance of elixirs. But i dont say the traited elixirs are too strong, what i want to say is untraited elixirs are too weak! HGH needs a nerf, and untraited elixirs a buff. Right now HGH gives 20% CD reduction, 20% increased duration and 2 stacks might. The CD reduction and increased duration should be baseline on all elixirs. The might application should be the only benefit that HGH brings.
  19. Hi everyone, we might all expierienced that at least once: you farmed a skin you want, or bought an infusion you thought that will look great on you.... but then quickly followed by the dissapointment, it doesnt really fit your expectations. And you instantly regret putting effort and/or gold into it. The preview window we have isnt really up to date, you cant preview infusions, you cant properly use dyes, and especially on charr the window is just too small. I had this idea already long ago, but how about an instanced room where every dye, every skin, every infusion, and free charakter makeover are aviable? You can try the fashion you want without putting effort into it, and see how it looks. After leaving the "wardobe room" all changes are reverted to the state how you entered. The preview window can stay as it is, just for a quick look. But the "wardobe room" is the place to go if you want to try and build your fashion according to your expectations. And then you can farm or buy everything you want without the risk of dissapointment.
  20. If i understand this correct it is just a reduced AFTERCAST, not a reduce in the whole activation time. According to wiki this skill has a complete time of 0,83 sec, i assume this skill has a pure time of 0,5 sec and 0,33 sec aftercast this update will make this skill to a complete time of 0,75 sec. And this seems pretty bad since this skill is mostly not worth using anyway. Please consider to reduce the whole cast time of this skill by 25% and not just the aftercast. Additonally as this weapon is meant to be primarily a condition weapon why does it causes bleed only to the main target? Why no aoe bleed? Thanks for this one, just one thing, please make this skill explode at the target and deal aoe damage and poison. In open world pistol MH feels weak because it barely does any significant aoe damage. I know we cant compare weapons across classes, but every time i see a harbinger pistol i cry. It has a similar skill set but every skill is just straight better.
  21. The old topic again, my ideas to buff pistols. I like how rifle works now, but pistols feels outdated and could need some fresh air. #1: I would make the autoattack to a skill that fires quick shots to stack up high amount of bleed in a short time. The tool tip now shows a half second cast time but the after cast makes it a lot slower. My Ideas: - cast time halfed - explosion tag (to work with explosive traits) - explosion on target causes aoe bleed (now it just bleeds the main target) - bleed duration reduced by 25% to balance #2: I never liked that it is a single target skill. It should fire 5 projectiles that explodes at the target and deal aoe damage and poison. direct damage and poison now on a 180 explosion radius instead a single target skill - up to 5 targets - explosion tag (to work with explosive traits) - cast time reduced by a half second #3: 3 Stacks confusion seems a bit weak and outdated, even that it has no cast time. Increase confusion to 5 stacks (pve only) #4: increase cone angle (to size of blunderbuss) - up to 5 targets - range reduced by 100 to balance #5: reworked skill: instead of a glue shot it is now a oil shot. It will work like slick shoes, shoot a glob of oil that creates a puddle that knocks down foes (strong skill for cc bars) - puddle duration 3 sec - knock down 2 sec - only once per target - 3 targets - radius reduced to 180 to balance
  22. Currenty if you are using a legendary rifle (at least i can speak for the predator) the first piercing bullet will have the legendary appearance, but the second exploding bullet not. The predator is my favourite rifle skin, but i am thinking about changing the skin, because the autoattack looks pretty weird this way. Please fix it
  23. Please dont do this, while i agree to nerf mechanist, i think this is way too much. First you need to adress the AI itself, sometimes it stands far away, you call it back, and nothing happens at all. The AI needs to react faster and more precice. Second, there are some cases you need to split with your mech. When i tank enforcer and big mech at KO CM, meanwhile i usually send my mech to the rest of my sub to boon them. This patch will punish smart and optimal gameplay (at least in this case). Third, in a squad scenario where are 6 players are mechanist, where do i know what is mine? Yes, the name, but in the heat of fight while doing my job and looking for mechanics i cant look out which of the 6 green things is mine. In this case i beg you to give us a customization. Let us dye it and scale the height. It is a jade-mech, but jade isnt straight green, jade can have a lot of different colors. other thought, can we finally get a rework to pistols? And the last, thank you for the holo buffs, hope it will be enough to be a solid pick again.
  24. Tools is underperforming, other traitlines are just better. In PvE you take explosives+firearms+elite spec for every dps build. and alchemy+inventions+mech or scrapper for heal build. There is NO meta build that uses tools. Tools should be the third traitline if you play core, yes you can do, but then you are inferior to elite specs. It needs a complete rework. Tools should build around heavy improvement and benefits of using a lot of kits, improvement of toolbelt abilities, and overall utility and gadget traits. Kit traits could give you benefits by using piano builds and kit rotating, straight improvement of numbers for kits only, and mechanics that just trigger when using kit skills often. Toolbelt traits arent that bad now with static discharge, kinetic battery, and mechanized deployment. But static discharge is bad for skills which are ground targeted and bad with skills on long cooldown. Damage should scale with cooldown for that skill and ground targeted skills throw lightning at actual target. Kinetic battery is the same, it is bad when you have toolbelt skills with long cooldown. Example for new mechanic could be to build up 100% energy and the cooldown of a toolbelt skills give you percents of loading. Example: Grenade barrage has 25sec cooldown, this charges up new kinetic battery by 25% or even 50%. And last is overall utility, maybe dodges recuding cooldown of all toolbelt skills by 2sec. Gadgeteer isnt a bad traits, its the gadgets itself which are underperforming. Excessive energy is a good trait, but should increase condition damage aswell. There is a lot of room to improve tools, without breaking elite spec builds. Elite will still require to use explosives and firearms.
  25. In terms of rework core weapons, please consider to rework engineer pistols. btw thank you for the rifle rework, i love it
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