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Ivantreil.3092

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Everything posted by Ivantreil.3092

  1. One of the things that i would like to be adressed is the big amount of Projectile hate Scrapper packs in, i simply had to drop the Core Grenadier thanks to their uprising, is impossible to play anything that relies in projectiles. I ended up playing this previous season Condii Engi, and it only worked out when Scrappers weren't traiting Purity of Purpose, otherwise, yep, unkillable status here.
  2. Elixir H: New: Cast time reduced to .75s to be consistent with other heals. Toss Elixir H: **New: Instead of its current effects, Toss Elixir H will create a 240 radius light field that pulses 4x, duration 3s, removing 1 condition from allies and healing for 319 per pulse. Applied force: Currently: Gain quickness when you gain might above the threshold. New: In addition to its current effects, while under the effects of quickness, gain 1s of Superspeed. 1s Interval. (Updated the suggestion list and removed some suggestions that are no longer needed after latest Balance patch) I would prefer to make Applied Force give their current benefits to the teammates, max target 5, would give it a good support flavor besides of the current boon spam niche that its being used for. DPS Scrapper in PvP environments needs the in combat mobility, so bad. 130 range attacks, no snares, and no strong movement skills. Taking applied force seriously kills your survivability/utility, it has to make you into a good damage dealer.I see your point, but also remember how abysmal the Scrapper situation is in PvE, giving it support ideas to Scrapper seems like the natural path for Scrapper, considering that our DPS needs are being covered by Holosmith and Core. Why not make one of the gyros give mobility if that's your concern? Blast Gyro has a toolbelt dedicated on that, rework that, or make The Shredder Gyro more usfeul providing those Mobility needs you mean.
  3. Elixir H: New: Cast time reduced to .75s to be consistent with other heals. Toss Elixir H: **New: Instead of its current effects, Toss Elixir H will create a 240 radius light field that pulses 4x, duration 3s, removing 1 condition from allies and healing for 319 per pulse. Applied force: Currently: Gain quickness when you gain might above the threshold. New: In addition to its current effects, while under the effects of quickness, gain 1s of Superspeed. 1s Interval. (Updated the suggestion list and removed some suggestions that are no longer needed after latest Balance patch) I would prefer to make Applied Force give their current benefits to the teammates, max target 5, would give it a good support flavor besides of the current boon spam niche that its being used for.
  4. Stuck in the ''Match is about to begin'' screen, it's been 5+ mins already and nothing happens, tried to re-logging and was still stuck, help! ![stuck](https://i.imgur.com/pTWdBKP.png '''')
  5. But they're already there bookah :disappointed:. I think hes refering to remake it with Skritt as an individual option, many people (me included) only selected primitve races due to Skritt being there, i can guarantee you the whole majority are Skritt votes. GIVE US OUR OWN SHINY!
  6. It seems that has never played raids, or in a pvp perspective, pre-hot marauder rifle. Dont get me wrong, back in the old forums, i had this exact argument that engineer was doomed to triple kit or full kit all the time in order to be efficient. But that was just for the PvE scenario, dependancy doesnt equal to weakness at all, what if i told you that we had a pvp meta build that used grenade kit, tool kit, 2 elixirs among with it (no elixir gun), you can still theorycraft it today, it never got nerfed, and the only reason it doesnt exist anymore is due to power creep. And dude, even if we could weapon swap, kits would still be needed, because our weapons are terrible as a standalone option, youll never make a kitless build workout.
  7. A new race, mainly because i feel that if we don't show interest on it we will never have a chance to see this happen ever, now that they have burned mounts as one of the options, this is a great opportunity for request a new race, despite of the negativity towards it.
  8. I have to disagree with your opinion about the Skritt, they should be in the likely spot, with some physical modifications for differentiate the males and females, they could work as a playable race, and they do have a stablished home, Skrittsburgh, remember? an expansion to make it their capital city and there you have it! (expanding it to the underground so it doesnt conflict with the current map design) Sure, some lore will be needed into explaining how they passed from primitve traditions to a more organized civilization, but the explanation it's compeltely possible, nowhere near off compared to the other primitve races. Skritt are potentially intelligent when they work together, and has been show that they can overwhelm Asuras that are caught off guard with their mind-sharing intelligence, they always curious toying around with Asura tech, trying to invent something from it, they know how to think, not to mention, that Asuras do field research to this race, because they feel them as a potential threat to their superior intelligence among all the races. An explanation is completely possible.
  9. Chaith, in your personal opinion, do you think condi engi still needs the infamous swap Static Shot/Blowtorch slot suggestion that was around the Engi forums for years?
  10. A suggestion i have in mind: Throw Napalm: Radius increased from 180 to 240. You mentioned before that Turret's Toolbelt's skills are great, but i think this one isn't, it's a poor man's Napalm, it deals less damage than napalm, and it's easy to avoid just like Napalm, my suggestion is to increase it's radius, this way it feels more balanced imo, you trade damage for a lesser version of Napalm at exchange of a more secure hit against your opponents. or The second idea is:Throw Napalm: This skill now uses the Ammo Mechanic, Maximum count increased from 1 to 2.
  11. The turret toolbelt abilities are mostly great. After my proposed changes I legitimately would use Thumper and Net/Rocket turret as a inventions build variant on lots of builds, maybe even Holo - it could be another way to play it, probably slightly less viable, but could have niche uses. That's really what the aim is, not to create better builds than the best existing builds currently. Edit: I probably would reduce Net Turret and Thumper Turret's toolbelt abilities from 38s to 25s, to match all the others. That's about it. Perhaps add a daze to the net toolbelt? 25 sec cooldown is still underwhelming for a 3 sec immobilize skill, considering how easy is to remove this nowadays. This is what I'm not sure about. As I've proposed, you can basically use Electrified Net and Net Attack together every 21-25s. If you use Deadshot amulet for example, that's two 4s immobilize, which you can add a Net Shot or Glue Shot for good measure. I'm worried about overbuffing Turrets at this point, with the base changes and trait buffs I suggested. Lol. The Scrapper's expert examination buff i proposed (all disables proc it) combined with base turret buffs and trait buffs (turrets knockback on death) seems like OP Scourge levels of weakness application. Hmmm, i see your point, in that case, what about give it the ammo mechanic? sounds fair to me
  12. The turret toolbelt abilities are mostly great. After my proposed changes I legitimately would use Thumper and Net/Rocket turret as a inventions build variant on lots of builds, maybe even Holo - it could be another way to play it, probably slightly less viable, but could have niche uses. That's really what the aim is, not to create better builds than the best existing builds currently. Edit: I probably would reduce Net Turret and Thumper Turret's toolbelt abilities from 38s to 25s, to match all the others. That's about it. Perhaps add a daze to the net toolbelt? 25 sec cooldown is still underwhelming for a 3 sec immobilize skill, considering how easy is to remove this nowadays.
  13. Wow... well, you really almost covered everything then, the only thing not covered is the turret's toolbelts, but yeah, those are in a lost cause as you said.
  14. I still feel theres something else that could be done, what about buff the condi damage of toolkit #2? Improvements to Elixir gun #2, 3?
  15. Something came to my mind, what do you think about the idea of improving the toolkit AA even further, when the turret is hitted, their damage is signficantly enhanced and the reload for the next turret attack reduced to a 50% less from his normal fire ratio. The third aa hit, along with this, fully condi cleanses the turret. This would still keep turrets awful went left doing stuff alone, but if the engi wants to do active play with the turret, it gets rewarded for it. Perhaps also add critical chance allowance if it isnt enough.
  16. Not core engi, but... been playing boon rifle with scrapper, after the Spellbreaker nerfs, i decided to ditch seekers and swap it to berserker, everything else remains similar....This build defenitely had better days before the PoF boon corruption fiesta, but hey, at least im still having some success, and saldy, what i hate is, that im having more success than any other build that has passed trough my mind, the build sucks against bunker druids, it requires a +1, but for anything else, ive been finding a way to kill it. Dodge engi? doesnt hit too hard, and not enough utilties/traits for make a build focused in evades, elixir r cant carry the build alone... Grenade engi? The toolbelt damage is orgasmic, but dear god, its hard af to hit anything, by the time you start hitting, you also start getting the aggro... something that you dont want... Tool kit engi? its impossible to survive the melee shit of this meta, engi doesnt exist in melee range, it cant handle it, but what about the combo potential? welp, it doesnt hit hard enough for justify it... Healer engi?.... no.... just no, not even as a rez bot.... My results so far.
  17. One think that i see lacking in core engi, is a type of condi cleanse, a proper one, that doesnt fuck you again after using it (i'm talking to you Elixir C.) We need more condi cleanse options that don't rely on the usage of Elixirs. Imagine if the AED toolbelt had this, agood condi clense on it?, or just like Chaith suggestion with utility googles, we need more stuff like that one.
  18. Core Engi will get further PvP buffs, there's no avoiding that. The new balanced tier in PvP is: Holosmith, Chrono, D/P Daredevil, Tempest, core Ele, core S/D Thief, arguably Spellbreaker and a few others. Core Engi is multiple tiers below the tier ArenaNet is actively buffing and nerfing these classes to. If you knew engis history with anet you'd realise engi almost never gets buffed and only nerfed, pre pof engi rifle was dog kitten and anet never once even tried to buff it which disproves you thinking core engi will get buffed. Like i said, core engi isnt being used as much because holo is a pure upgrade over it. Ive played core engi in pvp, and i had no issues with any of those builds besides spellbreaker and chrono. Core engi is perfectly fine and balanced, anet just gotta nerf everything else down to its level and this game will finally be close to balanced. @Coolguy.8702 said: Core Engi will get further PvP buffs, there's no avoiding that. The new balanced tier in PvP is: Holosmith, Chrono, D/P Daredevil, Tempest, core Ele, core S/D Thief, arguably Spellbreaker and a few others. Core Engi is multiple tiers below the tier ArenaNet is actively buffing and nerfing these classes to. If you knew engis history with anet you'd realise engi almost never gets buffed and only nerfed, pre pof engi rifle was dog kitten and anet never once even tried to buff it which disproves you thinking core engi will get buffed. Like i said, core engi isnt being used as much because holo is a pure upgrade over it. Ive played core engi in pvp, and i had no issues with any of those builds besides spellbreaker and chrono. Core engi is perfectly fine and balanced, anet just gotta nerf everything else down to its level and this game will finally be close to balanced.Quite true, Condi Engi is a perfect example of this, i totally remember how i was a condition bomb with such build back then in the first few seasons. I have tested it with today's season and it's defenitely not the same, the build has been overwhelmed by the powercreep, it seems like my big threatening skills barely do anything against my opponents. and oh my, poor of me if i am the one getting condi bombed. As a core engineer, i agree with your statement \Cool Guy, the only thing i hate of it is how clunky and/or slow the pace of the build is, so much time to see those big numbers rolling...
  19. As a dedicated core rifle engi, i tottally love the changes you suggested for firearms, it really rewards specing for offensiveness. In another subject, what about some buffs in our other healing skills, a cast reduction in Self-bandage or Elixir H?
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