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Ruufio.1496

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Everything posted by Ruufio.1496

  1. It's fine as it is, don't make ridiculous suggestions.
  2. Can't wait for you to announce that you're going to add an update in the future. PS. un-ruin Scrapper so I have at least 1 reason to play again, thanks
  3. You know a ranger can camp a necromancer in spvp the entire game with longbow. He can't even leave the gate. I haven't played necromancer for years because of it's suck.
  4. I have advocated for years that rocket boots not have ammo count but no engineers ever agree because they are biased. Not like myself. I made a thread suggesting to remove the ammo count and make the rocket kick a 450 leap instead of 300. Warriors and thieves also don't agree to mobility nerfs. Only elementalists got shafted on mobility on ride the lightning when actual balance devs existed. No one should be able to run around like a chicken with no repercussion - no one. If you enter combat, it should be difficult to get out.
  5. Biggest flaw is that it outshines every class in everything so people call for warriors nerfs (lucky anet nerfs other classes instead though OMEGALUL)
  6. ya but if your fighting chrono they have no clones
  7. Firebrand is too hard to kill. His health pool is definitely the main issue with firebrand and no class should have infinite health. It's especially bad since barrier gets more maximized with health and with scourge it's ridiculous.
  8. So for those who aren't aware, 2 players of similar skill who duel with the strongest bruiser builds on a soulbeast and scrappper or holosmith would end in a stalemate with both players being unable to kill each other. Recent patch gutted scrapper damage and survivability (if you played a damage oriented scrapper you lost at least 15% damage and ~200 power) and holosmith now gets instant KOd if he overheats. Soulbeast only had sic em nerfed and now engineer cannot outdamage or outlive soulbeast in a duel. This is obviously biased towards rangers. Therefore I propose that soulbeast bird swoop cooldown be doubled and the distance halved (nerfed just like sneak gyro was so that you can't run away when losing) the second skin nerf from 33% to 20% come to WvW as well and that some of the damage modifiers/weapon boost coefficients be nerfed since it's not fair that engineer has lost over the years 10% power based on toughness, 10% damage with tool kit, 5% damage with barrier, 10% damage with hammer, 10% damage with stability and lost F5 skill. Hoolermith has also received similar nerfs and now loses ALL F skills if he overheats. I'm being generous with these soulbeast nerfs considering how trashcanned engineer has become. TL;DR Realistically soulbeast should die if his pet dies and should receive any debuffs when merging etc.
  9. The idea is to give scrapper the "support" role of superspeed and barrier with small bits of other niches (stability/projectile destroy, etc.) That will give scrapper something that firebrand and chrono (RIP chrono) don't have. So for example, players who built their scrapper for straight up healing for use with med kit; the #5 skill in med kit will essentially now grant swiftness, regeneration, vigor, superspeed and barrier if used as a combo finisher. You're probably also using bulwark gyro as support as well which gives stability and with the new adept trait you can also grant more stability by putting function gyro on cooldown. Pistol/shield may even be preferable as support for the blast from shield #4 to grant AOE superspeed/barrier (hammer is more selfish in comparison). I believe that these changes would actually make a support based scrapper even better than before since the only thing it offered in support before was some minor AOE heals with rapid regen and inventions. Now, you would have easy access to AOE superspeed, barrier and stability. Elixir U and blast gyro also grant AOE superspeed without requiring a blast which = AOE barrier. This works for offensive bruiser specs (which I personaly enjoyed) as there are many sources of superspeed (therefore, barrier) which apply to yourself. Other than leap finishers, which engineer has a few of (hammer #3, rifle #5) you also have speedy kits toolkit weapon swap for superspeed/barrier, slick shoes for superspeed/barrier (CC giving stability/superspeed/+dmg if traited with kinetic stabilizers) rocket boots for supersped/barrier and AOE supersped/barrier if used as a finisher, kinetic battery tools grandmaster for superspeed/barrier, etc. Self barrier application would be similar to the old adaptive armor except that it would require active inputs (superspeed) rather than just passively being always on. You may be a bit less tanky than before with rapid regen and adaptive armor but considering how ridiculously tanky you could be previously, I think it's fine - and you gain more group support anyway. As for condition scrappers, it's just a straight up buff since the other traits were garbage and filler traits used for nothing anyway (expert examination stun/daze was garbage, applied force was basically garbage, recovery matrix was garbage) I disagree with poison being the trigger just because of purge gyro poison field since burn is more readily available and opens up more options (traited battering ram inflicts burn for example) The hammer leap was originally fire based in design concept before HoT release if that means anything.
  10. And what power are you talking about that it brings? Scrapper does not bring anything to the table now except for superspeed. Why would anyone equip scrapper instead of another traitline? You could equip tools instead and get a passive stunbreak with superspeed on gadgets/toolkit swap. Scrapper doesn't do anything now. It can't even rez/finisher properly anymore.
  11. Function gyro reverted to the way it was before for finishing enemies and rezzing allies.F5 toolbelt skills returned.Well radius increased baseline.Hammer auto attack damage increased by 5% for 1st attack, 10% for 2nd attack and 15% for 3rd attack.(Some new hotkey would be better than special action)Adept: Special action key puts function gyro on cooldown and overcharges it to daze enemies around yourself.Adept: Special action key puts function gyro on cooldown and grants allies superspeed and quickness around yourself.Adept: Special action key puts function gyro on cooldown and breaks stuns on allies around yourself while granting stability. Minor: Leap and blast finishers grant superspeed. Master: Inflict slow whenever you immobilize.Master: Apply light aura whenever you apply superspeed.Master: Gain stablity when you evade an attack. Stability pulses might. Minor: Grant barrier when you grant superspeed Grandmaster: Inflict weakness and vulnerability whenever you inflict burn.Grandmaster: Remove cripple, chill and immobilize when you grant superspeed.Grandmaster: Gain stability and superspeed when you disable a foe. Deal 5% more dmg with stability/superspeed/barrier (15% max) Rocket BootsRemove the ammo count.Rocket kick is now a leap finisher. Range increased from 300 to 450.
  12. Well said! Still PO'd Anet! The game has also been scrapped for myself and many players from what I've been reading. Pretty much no one is happy with this patch. So many blunders and as an engi main who plays WvW... GG.
  13. The amount of misinformation and misdirection for balance in your post> @Kuulpb.5412 said: The amount of misinformation and uninformed accusations in this post are astounding. Engineer does not have automatic elixir s. It was nerfed/removed.Scrapper survivability was gutted. (Everyone is whining about rapid regen/barrier but kinetic stabilizers was better than barrier) Regardless, both nerfed.The barrier on damage done gets instantly removed from retaliation. Every type of scrapper also now does less damage than before, which was already mediocre. Every scrapper now also has to invest into even more vitality than before which further reduces our damage (you cannot play at 10k HP)Scrapper is the LEAST survivable class now not counting necromancer.
  14. The only neat thing this update was easy access to superspeed on any builds. But everything else was totally gutted. Nothing on engineer does very much damage outside of rifle 3/5 and holo mode (holo mega nerfed btw). Even grenade barrage has to be traited to be useful, which is why you never see grenade kit.
  15. Some people use their imagination to get us to the moon, and others use their imagination to build a sideways broom https://www.awesomeinventions.com/wp-content/uploads/2014/12/useless-broom.jpg Our overlords are the latter.
  16. It doesnt even make sense because we do no damage. Especially now. Why are we losing -300 vitality again? For the part that gives us barrier on damage done?... oh yeah it scales on being able to actually do damage.
  17. Are the balance devs here working covertly while actually employed elsewhere? To drive off customers to their new game?
  18. Yes, superspeed bot is the engineer role now.
  19. I should also add that since we now have to build for even more additional health than before, we lose even more damage. Lmao
  20. Nah. It's still pretty good, in fact. It encourages bruiser builds rather than having unkillable power builds which is much more engaging than being able to deal damage and have nothing to compensate for. Bruiser that has to build for even more HP than before (meaning damage loss) and also lost 25% damage and around 200 power if you built for the bruiser playstyle before. Yeah it's dead. But so is holosmith because of constant nerfs. Engineer as a whole is dead except for superspeed bots.
  21. ...and holosmith has been receiving nothing but nerfs over the past year. Engineer as a whole is dead now other than superspeed bots - the entire class. Scrapper now does lower damage than it's ever done in it's entire lifespan. It has lost 5% damage from impact savant, 10% damage on kinetic stabilizers, 10% damage for hammer and lost toughness converted to power. xxx power and 25% damage nerf. WOW! Scrapper damage was OP right? Scrapper also lost it's AOE reveal because who knows why. Why use scrapper now? Superspeed? Yeah, holosmith has an AOE superspeed trait. But holosmith is also gutted. And core is garbage. Engineer is garbage. What a balance team. The changes are so unbelievably dumb. At least give hammer skills a 20% damage buff baseline to compensate.
  22. Yeah the only buff was superspeed on any leap and any blast not reliiant on lightning fields. I guess the barrier is a buff? to engineers who played without the passive barrier trait. I personally used Kinetic Stabilizers before but it lost its 10% dmg modifier. WHY? My scrapper now has NO DAMAGE MODIFIERS. Wtf Anet? Oh sure the damage modifier that is reliant on superspeed, stability and swiftness. Meaning it's really a 5% modifier at best. Wow. 5% damage modifier. Scrapper already hit low before. Even elementalist has more damage modifiers than engineer. We have one on the tools minor and the explosives minor. You even took away the tool kit 10% modifier lol. So our best potential damage at a sacrifice of everything else is 20% - which would also require the opponent to have vulnerability on them and you to have vigor on you. This patch removed 10% damage on hammer and 10% damage with kinetic stabilizers AND 5% damage with impact savant.Oh and it also removed bonus power based on toughness. WOW I seriously doubt I'll return to this game now. Just wow. No one even commplained about our damage since it sucked already. It was the survivability they hated. Wtf are you even doing?
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