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Ruufio.1496

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Everything posted by Ruufio.1496

  1. Glyph of Renewal: Reduced recharge to 90 seconds in all game modes. Lowered cast time from 3.25 seconds to 2 seconds.No trade off - just buffs. Signet of Mercy: Reduced recharge to 90 seconds in all game modes. Changed passive effect from granting 180 healing power (216 when traited) to granting 120 concentration (150 when traited).No trade off - just buffs. Lesser Shield of Absorption now heals nearby allies when it ends. This trait now causes all versions of Shield of Absorption to revive allies by 15% when it detonates.Straight buffs. Boons on revive do not matter whatsoever. This is 30% revive potential now. Medic's Feedback: This trait no longer increases revival speed. It now causes Feedback to revive allies inside it by 5% per second.Straight buffs. Can have feedback on utility and use it 3 times for a total of 4 feedbacks on a chronomancer. With a base duration of 6s, that's a total revive potential of 6x5x4=120% revive. It is also AOE. 120x5=600% total revive potential. This is way more than function gyro. There are no trade offs. These are straight buffs to revival - because why? You already cannot kill players in high level gameplay. These buffs should NOT happen. Revives are already too strong and have reached the point of spam. We do however need quickness stomps back to combat the current overpowered cleave and revival skils.
  2. So mesmers' feedback bubble is going to get a buff to revive allies by 5% per pulse. Mesmer also has mimic and chronomancer also has rewind. This will be even even more overpowered than merciful intervention. And other insane revive skills are being buffed as well - such as the elementalist glyph which is getting a lower cooldown and cast time. All of this is a mistake. In top tier gameplay with top tier builds and players who stay stacked tight together and move as one, it is already impossible to kill one of their players. My guild that averages 5-10 players in a squad frequently runs into situations like this where we are able to down a player but cannot kill anyone because the revive potential is too strong - so we end up leaving the fight or not engaging with these groups again and hopping maps instead. Why was quickness stomping ever even removed? Really - why? Who was whining about it? Revives has been receiving nothing but buffs (warbanner, necro teleport revive, ranger teleport revive) Where is our ability to stomp anyone? Warclaw??? That is a joke and warclaw skill 1 should not stomp - it should only do damage. You need to not do these revive buffs and need to instead bring back quickness stomps. Cleaving downed bodies is already very deadly. Quickness stomps just allow you to actually kill people and add flavour. (You also need to do something with function gyro because it is useless in everything except outnumbering an opponent X to 1. Could possibly make it a ranged, channeled stomp)
  3. Pistols are absolute trash - agreed. And does rifle's jump shot still not land when you're on a hill? One of the biggest reasons I've never used it.
  4. Purity of Purpose is basically the only support role an engineer has. If it didn't exist, you woulo not ever take an engineer for the heals alone. This trait single handedly makes various different healers a viable option rather than just running one class like a firebrand. However, I can agree to some of those duration's being too high, even as an engineer main. The base duration should, in all honesty, probably be 3s-5s max. Some of them are 10s duration baseline, like vigor. That's kind of ridiculous tbh. I'm also not sure why 1 stack of torment gets converted into 3 stacks of might - same with weakness. I'm just being honest... they should only convert into 1 stack of might. That being said, corrupts also need toned down a bit.
  5. The invuln from Elixir S is fine nowadays since the trait was nerfed and it's like mistform where you can't do anything but I can agree to a nerf to the stealth that comes with the invuln. Toss Elixir S should honestly be a 60s cooldown (but with 240 radius instead of 180). Stealth is incredibly strong. Incredibly strong abilities should have a longer cooldown and/or some function that makes the user vulnerable.
  6. No. Don't touch the stability on U or any other engineer ability at this point. They're all pretty well balanced out now, stability-wise. Maybe function gyro AOE stab is subpar but that's not for this discussion. You want to nerf the quickness, basically, right? Maybe try something like this: Elixir U: Stability and vigor are now 5s instead of 6s. For 5s attacking a foe grants quickness (1s) with 1s ICD. Does not grant quickness on the initial activation of the skill. Also does not grant quickness if attacks are whiffed (blinded, blocked, evaded etc.) This gives a small window where opponents can react against the engineer landing hits to gain quickness. Stability is hard to come by and this skill is not an issue because of its stability, especially for core/scrapper. This also makes the quickness practically unaffected by boon duration since it is only 1s long. @Cal Cohen.3527 Ignore the whiners. There's no counterplay to quickness spam so this would be fair TBH.
  7. No. Don't touch the stability on U or any other engineer ability at this point. They're all pretty well balanced out now, stability-wise. Maybe function gyro AOE stab is subpar but that's not for this discussion. You want to nerf the quickness, basically, right? Maybe try something like this:Elixir U: Stability and vigor are now 5s instead of 6s. For 5s attacking a foe grants quickness (1s) with 1s ICD. Does not grant quickness on activation of the skill. Also does not grant quickness if attacks are whiffed (blinded, blocked, evaded etc.) This gives a small window where opponents can react against the engineer landing hits to gain quickness.
  8. The issue is forceful greatsword. The trait is way too good and honestly the might aspect needs to be removed from it.
  9. Bubbles should work exactly like the drop shield in halo where it doesn't move and can only absorb a certain amount of projectiles before being destroyed. Skills like a scrappers defense field would root them in place with the bubble - otherwise we just create AOE spam. Below is how they should work:
  10. Powerful skills on too low of a spammy cooldown. Defense field (bulwark gyro toolbelt) being a 25s cooldown is a joke for example. Skills like this that are basically immunity to ranged damage for xxx players should be like 60s - and this goes for all classes. Guardians shield of absorbtion is the same and is 24s cooldown - way too short of a cooldown for such a fight-changing skill. To be completely honest, bubble skills like this shouldn't even allow movement in a competitive game. They should act like the power lock skill in halo where your character kneels and is stuck in place for the duration. Non-movement skills are not a bad thing. The only ones who complain about stuck-in-place-skills like hundred blades are bad players who spam a lot. More powerful abilities should feel powerful and have similar effects to not being able to move for projectile bubbles.
  11. I think that these are changes just about every engineer will agree to and are not controversial: Box of Nails - Reduce cast time from 0.75s to 0.25s. Increase bleed and cripple duration from 2s to 3s.Why? This skill is and has always been used for slowing an opponent down while kiting around the environment. A 0.75s cast time is quite long and leaves you pretty vulnerable for something that just cripples. The increased duration is because so many things exist in game that practically make the cripple a duration of 0s. Pry Bar - Increase damage by 10%.Why? We lost our 10% damage boost trait a while back and pry bar does not even hit that hard compared to many other skills in the game. Pry bar is one of the very few "burst" skills that engineer has other than grenade barrage. Grenade Kit - Make the velocity and radius increase baseline.Why? Grenade kit has seen many nerfs over the years and is practically never used competitively anymore because you're forced into explosives for the trait. Even with the trait, it's generally just taken for grenade barrage. The kit is almost entirely useless in large fights because of projectile defenses. Explosives itself is bad and needs an overhaul like warriors tactics traitline received.
  12. They DID nerf the right things. The toolbelt being unusable after overheating is good too. This is from an engineer main.
  13. You're objectively just wrong. The radius was ridiculous before.
  14. Tbh who cares since no one uses explosives in WvW/PvP anyway. It's a buff for those 0.01% group of players who do raids I guess...?
  15. AOE immob and permanent 50% damage bonus vs all scrappers (scrapper gets measily barrier from doing damage now).... LOL... gg..... Any warrior with tactics is the biggest hardcounter towards a class (scrapper) that the game has ever seen. Not even thief ever countered mesmer so hard lol.
  16. Is that warrior kitten for real? LOLScrapper vs warrior was already a fight you didn't want to take unless you were specifically built for dealing with them (still hard).Now warrior is basically a hard counter to scrapper LOL Edit: Those warrior changes are kitten nuts holy kitten wtf
  17. All of the changes are good. The adjustments to hammer now make our damage pretty much what it used to be which is excellent. Scrapper will now be in a better spot than it's ever been. (For those who did not go full healing power boring-style. And it's still good now anyway) The 60s sneak gyro is fair, honestly.I always wondered why supply crate would rarely stealth instead of heal.Chemical field was garbage trash filler on purge gyro from day 1 and you all know it. They didn't know what else to do until now.The holo "nerfs" are good. Radius was way too big on shockwave.Slightly reduced hammer cooldowns are nice - exactly what's needed to survive at times. The only thing that will probably still suck is function gyro insta-dying.
  18. Oldschool RuneScape focused on content. RuneScape 3 focused on story and gem store. Which one is alive?
  19. Would you rather have: (Forgot to add new races, underwater overhaul/mount and underwater weapons on land/new elite specs and new expansion to top choice. So much content possible that I can't remember it all)
  20. Beautiful. Can't believe I never saw it before, thanks for sharing. So kitten acccurate even today holy kitten
  21. Did you mean 5 years? Because it took 5 years for scrapper to get buffed for a few months then gutted
  22. Then don't play it. Also, Bunker Scrapper was probably the most ResidentSleeper build, so maybe that's just what you're drawn to. Didn't play bunker trash, brother. Scrapper lost overall DPS from the patch which was already low, lost 300 vitality (lol), lost F5 toolbelts and now has a completely worthless function gyro. That's even more mindless than the chrono changes. But don't worry - I'm not playing it, or anything else.
  23. RuneScape (OSRS) is the best MMO, people just don't consider it because it's point and click. It's the only MMO that does everything right. Quests on point, PvP on point, PvE on point, Esports on point, players vote for updates, can AFK chill and do other things, there are raids and hardcore content.... yeah. Nothing else comes close.
  24. Log on when new dyes are released and try them on in the hero tab and then say "neat" then log out and watch mario maker 2 twitch streams waiting for next elite specs while wondering if alliances will even happen and hoping for a graphical makeover for existing WvW maps and reminiscing about when scrapper was good.
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