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Matoro.9708

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Everything posted by Matoro.9708

  1. You're totally right, I don't play Deadeye often enough to think of that. All good points. At the very least, if Anet leaks GW3 tomorrow, they'll build the next engine to avoid these issues from the ground up.
  2. Holosmith essentially gets the built in kit swap functionality that is being asked for here. Holoforge is a more complicated F5 kit that has its own trait line.
  3. He means a sort of swap that the Deadeye Rifle has, but leads to literally gaining a different weapon like a kit built in.
  4. Good points, I reckon this could be solved by having only 1 ammo count, or just use other blast finishers. Thumper comes with one on the toolbelt. Turrets can't always do it all. Could rebuff the detonations with knock back to make up for it.
  5. An IntroductionSo, gentleman. Here we are. We ask ourselves a question that millions already know the answer to. What is wrong with our Turrets? By god, what isn't? We aren't here today to illuminate this fact. Heavens above, it speaks for itself, the corpses of so many Engineers, the scrap of thousands of useless peashooters. But we are here, my friends and compatriots, to look for a brighter tomorrow. A tomorrow where an Engineer can create a fighting machine. A machine that, in the right hands, can strike fear into the hearts of men. Not the actual fear condition, I'm not that dumb. Anyhow, the devil's in the details boys, so let's jump right in. Consider the 6 kinds we have known to contemporary Tyrian Engineers. Healing, Rifle, Rocket, Flame, Thumper, and Net (peace be upon you Karl). Their underwater variants are essentially the same. Each serves a distinct purpose, as we shall now lay out. The Healing Turret aims to create a location of reliable healing, and cure conditions. Focused, direct, admirable. The Rifle Turret literally aims to deal consistent power damage on a single target in range. Overcharges of the past allowed on demand vulnerability and RoF increase, which further helps simplify and advance this goal. The Rocket Turret did three things: AoE power damage, explosions, and a ranged knockdown. It feels quite muddled - what does it want to do best? CC? AoE damage? This Turret needs a more focused goal. The Flame Turret, bane of 'nam. This certified American Turret is intended to burn any who come near it, no more or less, for a condition damage oriented Engineer. It's toolbelt skill reinforces this idea. It also could use smoke to blind nearby attackers, protecting either itself or the owner. Cohesive in theme and action, this one is closest to perfect as we have, perhaps tied with Healing. But could it be more? The Thumper Turret, looking like a CBT device, is intended as well for CC through knockdown and cripple. Men fear those hard metal balls. It's range is weak, however, but has high HP for remaining alive as either area denial or keeping foes in your grasp. It doesn't synergize too well with other Turrets since stunbreaks are everywhere, and foes keep on you harder than the memories of your ex regardless. The Net Turret. It could immobilize and stun, but not before your target ran 5 laps around you. Simple, clean, but hardly walking the line of effective CC. And why does it compete with Rocket and Thumper for CC? Much to consider. The Supply Crate is merely a mashup of Rifle, Healing, and Flame. Arguably the most solid available choices, but not customisable, and not inventive - that alone should mean it is not an Engineer's skill. Spamming them out is annoying to fight and has no tact whatsoever. Needs to be replaced by an Elite skill that delivers on a useful and unfulfilled Turret dream. We know what our subjects are, and their intended purpose. What else aids them? Only Experimental Turrets, in Inventions. A shadow of what the entire line used to be, this trait gives 4 seconds of a reflective bubble on placement, and boons every 10 seconds. These boons themselves suggest as well what their focus should be. We will consider that more as we lay out first the changes to the skills themselves, then the changes to traits throughout Engineer. Changing the TurretsFirst, an overarching change to how Turrets themselves even work. The Tyrian Engineering Society formally abhors afk Turret farmers, going to far as to ban them, which led to the funding crisis, which led to the inquisition, subsequent civil war, and so on - fortunately, Turrets aren't competitive, so we won that fight. And here is our plan to bring them up to speed without encouraging brainless button mashing. Bold problems require bold solutions. We henceforth remove autoattacks. As the gods from above told us, "1 button = 1 action." So shall it be. So are Turrets going to be meat shields that attacks pass through for some reason, not even rendering them effective meatshields? Well, let's fix that, so that attacks must have piercing properties to go through Turrets. Next, we shall give them ammunition skills, amount of charges varying per Turret. Once spent, either allow it to reload, or by activating again at 0 charges, detonate the Turret. Toolbelt skills remain always. Next important step: add marginal stat scaling. An Engineer who knows how to armor himself should know, at least slightly, how to increase the toughness of the things he builds. An Engineer who is precise and powerful with bucketloads of ferocity should see some small return for filling his Rifle Turret with broken glass and his enemys repressed memories. Therefore, if base Turret stats are left as is, you will see a small buff in the direction of your highest stats. Clearly, this now means Turrets can critically hit. But it remains at base 5%, like players base, and scales poorly with your precision, and the scaling of all values depends on the Turret, for the sake of tuning and balance. If Rifle Turret gets OP, don't tune them all down. I will try to be conservative with the numbers going forward. As a baseline, scaling 0.05xStat seems appropriate until otherwise specified. Since conditions already use your stats, and Healing Turret as well, we are considering new scaling with vitality, toughness, power, precision, and ferocity. Turrets can gain boons. They can be affected by conditions, so this is only fair. Using Purity of Purpose on your Turrets is an intended use case.Turrets begin recharge for placement while active, but increase their recharge by 50-100%. This allows a patient Engineer to move his Turrets, but not a hasty one to spam them. Detonations scale damage with power, at 0.5x, and can crit. Turrets now will be doing unique things compared to each other and without any overlap. You go to Rifle for single target damage/vulnerability. Rocket for AoE damage and explosions. Flame for condition damage/blind. Thumper for AoE control effects. Net for single target CC. And my new Turret elite, Magnetizer, attempts to be a defensive Turret that retains some CC the original elite had on its stun. That is maybe not my best idea, you decide. The Healing TurretThis one largely remains the same, but as no Turret automatically overcharges any longer, you'll have to press the skill again, then detonate. This ammo skill, same as the overcharge, will have no cast time to keep it fluid and ready to detonate immediately for the healing blast combo. Recharge of the single ammo charge is 20 seconds. This allows an Engineer to keep it up and decide the perfect moment to get that heal off, at the risk of course of it being destroyed. This Turret hardly requires a change. 30 second build cooldown. Remember, this starts cooling down immediately. The Rifle TurretThis guy needs a higher precision modifier if he wants competitive single target damage. 0.35x. Not great, not terrible. Power at 0.15. If this Turret were a gear set, it'd be Assassins, compared to rocket, more like Berserker. The ammo skill will be its overcharge rapidfire mode, and it will have 2 available, the overcharge currently lasts 10 seconds. Recharge for the ammo, 25 seconds. Cast time of ammo, 0.5 seconds. Cooldown between ammo shots, 1 second. 60 second build cooldown. The Rocket TurretThis Turret will identify itself proudly by its association with explosions and associated traits. It will not do any hard CC, and it's ammo skill will be 3 mini rockets coming out of the 3 barrels in that triangular pattern. Explosion radius 180 on each. Damage on each will be 1/3 of the overcharged rocket. You will have 2 charges for the ammo. Count recharge is at 15 seconds. Scaling: 0.30x power, 0.10x precision. Cast time, 0.5 seconds. Cooldown between ammo shots, 1 second. Toolbelt skill arc reduced significantly with increased travel speed. 70 second build cooldown. The Flame TurretThe Turret spins around, spewing flame at 600 range and napalm from it's mouth, doing initial damage and 2 burning stacks, and leaving a smaller AoE smoking, pulsing smoke field that inflicts 1 second of burning and blind each second for the entire 5 seconds it lasts. Baelfire would be proud. Also 2 ammo charges, recharge of 18 seconds, 0.5 second cast time. Cooldown between ammo shots, 6 seconds. 55 second build cooldown. The Thumper TurretThis Turret scales higher in toughness at 0.25x than the other Turrets. It no longer inflicts knockdown, but instead a short 0.5 second daze upon slamming the earth in its AoE ammo skill. Cripple remains to simulate trying to walk while experiencing a mini earthquake. This has 3 ammo charges, 16 seconds to recharge an ammo charge. 0.25 second cast time. Cooldown between ammo shots, 1 second. 65 second build cooldown. Toolbelt has cripple on it. The Net TurretThis guy now will always shoot electrified nets, giving a 1 second stun, 1.5 seconds of immobilize and slowness, and very small damage. 2 ammo charges, 14 second recharge. Cast time 0.5 seconds. Cooldown between ammo shots, 4 seconds. 45 second build cooldown. Toolbelt skill has slow. The New Elite: The Magnetizer Turret and Other IdeasI considered long and hard what Engineer needed that Turrets weren't giving. If these changes are implemented, they now have reasonable sustained DPS when you need it, bit better as timed bursts, can sit and wait for enemies while you repair them, and you bet we're talking about toolkit later.The first thing I know is I want is its effect from Experimental Turrets to be Alacrity. This means if you are nearby it, all your skills and Turrets do more Turreting, as well as buffing your allies. This is definitely something the Engineer doesn't have, and I don't expect more than 2 seconds of alacrity, since this is largely a Chronomancer boon. But it is a good fit. And remember, you have to take Experimental Turrets. Either Alacrity, or Stability, for uninterrupted ammo activation, would be fine. I prefer alacrity since Engineer gets tons of Stability anyways. And disabling a Turret Engineer should mean he's mostly helpless. Okay, so what is the new turret? Magnetizer Turret - Ammo skill fires a magnet onto a target, pulling other foes to him. F5: Reverse polarity, instantly pushing enemies away from you. 135 second build cooldown.Only 1 recharging ammo charge, doing as described. Takes 0.75 seconds to cast. Recharges in 13 seconds. This turret has simply above average toughness scaling, 0.10x, but is less tanky than the thumper. Inflicts a small duration of weakness and/or confusion on hits. Not really sure here without a baseline. This Turret should serve both power and condi builds. Other ideas? I can expand on these later if deemed better.Black Hole Sun - An asura gate drops in, linked to space. Sucks players in, deals lots of damage and explodes when someone touches it. No ammo skills. F5: Mini version of Stavemaster Adryn's black hole? Lmao. Not really a Turret.Force Turret - Ammo skill fires in a cone, generating an ionic pressure wave that knocks enemies down or back. A trait decides this. F5: Fire 20? hammerhead bullets in under a second circularly around you, channelled, each doing a small amount of cripple.Portal Turret - Ammo skill fires at targeted foes, teleporting them to a random nearby location. F5: teleport them 1200 range away by throwing a mini asura gate at them.Laser Turret - Ammo skill fires a laser with traited color, causing a specific condition, and power damage coefficient. F5: White Light, that has white orbital lasers shoot down in a AoE that cure and heal you and your allies at the target location. Think Vigil Megalaser. F5 is essentially a better clone of Med Pack Drop. Or make it 'Infrared Pulse' to replace Detection Pulse which got deleted and is arguably better. Hard to pick. Phew, we did it! All the turrets, well and accounted for. But traits. Here we go. And Tool Kit. Traits and Tool KitFor Tool Kit, frankly, if the Kit changes here are done, it feels healthiest to let Kit Engineer be its own thing, while Turret Engineer goes its own way as well. Thus I propose Turret Repairs are no longer a part of Tool Kit. Chances are, your Turret is off cooldown anyways after a minute or two of fighting. We consider alternative repair methods. Let the fun begin. I largely use what's already there and let turrets benefit. An easier patch IMO. Given that we now let Turrets be cleansed and receive boons, we consider the following changes. FirearmsMinor Adept - Sharpshooter - Critical hits have a chance to cause bleeding. This now also applies to your Rifle and Rocket Turrets.Major Adept - Sanguine Array - Gain might whenever you inflict bleeding on a foe. This now also applies to your Rifle and Rocket Turrets.Major Adept - High Caliber - You have an increased critical hit chance against foes within the range threshold. This now also applies to all of your Turrets.Minor Master - Hematic Focus - You have increased chance to critically strike against bleeding foes. This now also applies to all of your Turrets.Major Master - No Scope - Critical hits within the range threshold have a chance to grant fury. Fury grants you ferocity. It now also works for all of your Turrets.Major Grandmaster - Juggernaut - Gain might and stability while wielding a flamethrower. Might applied to you gains increased duration. This now also applies to all of your Turrets.Major Grandmaster - Modified Ammunition - Deal increased damage for each condition on a foe. It now also applies to all of your Turrets.Major Grandmaster - Incendiary Powder - Critical hits inflict burning. Burning you apply lasts 33% longer. This now also applies to your Rifle, Rocket, and Flame Turrets. InventionsMajor Adept - Over Shield - Shield skills gain recharge reduction and grant protection to nearby allies. Protection on you gains increased damage reduction. This now also applies to Turrets.Major Adept - Automated Medical Response - All heal skills recharge when struck while you are below the health threshold. Turrets spawn a 2 second reflective bubble when hit below 25% HP.Major Adept - Autodefense Bomb Dispenser - Drop a smoke bomb when you are disabled. This now is also deployed by all Turrets when hit by CC effects, on their own longer cooldown and a smaller radius.Major Master - Experimental Turrets - You know. The reflective bubble is being taken off and moved to previous trait. Boons remain unchanged. Applies to up to 10 nearby allies.Major Grandmaster - Bunker Down - Create a proximity mine and med kit at your location when you critically hit with an attack. This now is deployed by all Turrets upon their critical hits at their location, in a weaker form, with a longer cooldown.Major Grandmaster - Medical Dispersion Field - A percentage of healing you apply to yourself is shared with nearby allies. Turrets take 15% less damage in the presence of their owner. Tools (Tom Cruise approved)Minor Adept - Optimized Activation - Using tool belt skills grants vigor. This now also applies Vigor to the Turret the toolbelt skill belonged to.Major Adept - Static Discharge - Discharge a bolt of lightning whenever you use a tool belt skill. This now also launches a static discharge from Turret the tool belt skill belonged to.Major Adept - Reactive Lenses - Activate Lesser Utility Goggles when blinded or disabled. This now also applies to all of your Turrets.Minor Master - Mechanized Deployment - Just look at that name. Stare at it. Revel in it. Your tool belt skills gain reduced recharge. This now also reduces recharge of Turret building by 10%.Major Master - Lock On - In addition to previous effects, Rifle Turrets can now Lock On too, with significantly reduced boon/reveal duration and vulnerability stacks.Minor Grandmaster - Excessive Energy - Deal more damage while under the effects of Vigor. Turrets begin to auto repair when under the effects of Vigor. 5%/sec.Major Grandmaster - Kinetic Battery - Gain Kinetic Charges when you use a tool belt skill. At maximum charges gain a burst of speed. Turrets gain charges with each Ammo skill used. These charges improve their damage by 1%, maximum of 5 stacks. ExplosivesMajor Adept - Glass Cannon - Damage increases when above the health threshold. A lesser form now also applies to all of your Turrets. (5%).Major Master - Aim-Assisted Rocket - Striking a foe occasionally tags it for a seeker rocket. Your Rocket Turret can now also send its own weaker version of these when it attacks.Major Master - Big Boomer - Gain vitality and ferocity based on your power. These bonuses to your stats affect your turret scaling.Major Master - Short Fuse - Bomb skills have shorter fuses and gain reduced recharge. Gain fury when you strike a foe with an explosion. It now also applies to your Rocket Turret.Minor Grandmaster - Shaped Charge - Deal more damage to targets with vulnerability. This now also applies to all of your Turrets. AlchemyMajor Adept - Protection Injection - Gain protection when you are disabled. Turrets also will when hit by a CC attack.Minor Master - Transmute - Drink a Lesser Elixir C when you reach a threshold of conditions affecting you. Turrets have their own version, with only 1 conversion.Minor Grandmaster - Compounding Chemicals - Heal yourself when you grant yourself a boon. Gain increased concentration. Turrets heal 1% when a boon is applied to them, 1 sec ICD.Major Grandmaster - Iron Blooded - Reduce physical and condition damage for each boon you have. Affects turrets. So I think that's just about everything. It's possible I forgot stuff, so... ConclusionsThese changes strive to make Turrets more interesting, interactive, impactful, and profession defining. We gain plenty of strategies for Turret play, and each one stands on it's own as a good and purposeful Utility skill. I'm sure some things will not be perfect, but let me know what you liked or want changed. I will include a Community Changes section after this that I will update with good ideas. Do these changes lead to new and fun synergy across Engineer? Something broken? I want to make a golden corpus for Anet to use as the Turret bible. As I finish this, however, I am spent and cannot even read for proofing anymore. Thanks for reading. Community IdeasPersonally I think Magnetizer with new Bomb Kit would be dope.Initial placement readies overcharges, a stronger version of the repeatable ammo skills.Reload mechanics possibly with tool kit (maybe chances on crit or tied to tool belt skills)Ground target deployable (300-600 range sounds fair, without teleport pathing)Turrets being a sort of pseudo-Preparation skill in theme.Turrets will begin an auto countdown when you are outside 1200 range, detonating at the end unless you return.Turrets keep auto attacks but similarly go dormant when you no longer are specifically attacking a target.
  6. Not just you. Happens on all the mounts. Oof.
  7. It's funny how the class with 'jack of all trades' in its description in character creation isn't the most popular answer here.
  8. It'd be a nice start for sure.. If they have ammo for overcharges, then it's actually perfectly okay if turrets start their cooldown when they're placed, not when they're exploded; that way if you need to change their position, you can detonate them and place them instantly again, given that they've been there for a while.And repositioning them doesn't reset the cooldowns of overcharges. I didn't even think of that, that is brilliant. Throw mine works that way too, and this would make a big difference. Thanks man!
  9. I find this is tricky to test because of varying hit damage, but if you feel like you found something, be sure to file a bug report in game - I'm pretty sure those guys don't look here. I found a while back that tool kit did receive its nerf, but the tooltip wasn't updated.
  10. Essentially, a lot of skills fire projectiles with a path far beyond the starting point of your character. This is only graphical but looks broken as heck. It's most evident/broken on rifle and pistol. It happens on the turrets as well. Even some racial skills, but that's technically off topic. I tested every engineer projectile on core and both elite specs and took some screenshots. It took a lot of time to do right. I even tested underwater. Unsurprisingly, everything about surface skills underwater is also true. Harpoon gun is 5/5 golden on all skills though, who'd've thunk it? Going to include the album here for evidence on everything I noticed, some good, some bad, some okay because of the animation. I annotate the images, so I won't say too much here. If it isn't in my link, then it works like a normal projectile should. https://imgur.com/a/YCiG4puI play an asura, but this is not why it happens, since some holosmith and core projectiles do work properly (scrapper has none LOL) - even some new skills are not working as intended (I hope this isn't intended). I suspect it is old outdated code that while not affecting gameplay (I think?), does give a weird sensation that you are magically hitting something with a bullet whose path started beyond your close target. Granted, most things do work perfectly, from throw wrench, toss elixirs, mortars, to even glob shot and glue shot. So it's odd that the auto attacks of the two ranged weapons are some of the odd ones out even after 7 years. I sense a theme. I can't be the only one this has annoyed or at least noticed this? Shall we save Engineer's theme by removing such wizardry and ambiguity? Time will tell...
  11. I like it man! A few I disagree with, since I must get the nitpicks out of the way: mortar auto should remain only projectile finishers. Blast is way too strong. And weakness should stay on elixir gun. Grenade 2 is fine without confusion. And grenade 5 should be new, pistol currently lacks a bit of identity already IMO. I know a lot of other professions have loaded skills, but I like clean, do 1 job skills, that are unique. A lot of those you did very well, and I totally agree with the sentiment kits should be consistently good for one stat setup with a cohesive theme. It's a beautiful thing to have a kit on hand for a whole situation, not step 5 in Mozart's largest concerto. Bomb kit feels the most improved by these changes, super clean and consistent. I love it, honestly. This is game design for a clean user experience in mind. Engineer remains a jack of all trades, but isn't accessing skills scattered randomly, you know for CC and AOE all you need is bomb kit. Also, tip, if you set up lock ground target and instant cast in your settings, all you have to do with mortar/grenade kit when in range is hold 1. No spam. Changes PvE forever. Useless for PvP since you always need to lead shots. I really enjoyed reading through this, thanks mate. Inspires me to make my own for turrets.
  12. What you've essentially just described are turrets that use their overcharge ability on detonate. In all honesty, I would like to see some changes like this, because it gives me hope Anet will look at turrets and change them too.
  13. My first thought is that two mallyx condi fighters would be mostly stalemated against each other and their actual skill for taking off boons would mean jack. But, if this is somehow implemented, which I doubt, then engineer's utility goggles should have an innate precision bonus not tied to fury. And a whole lot of other trickle down uniformity changes.
  14. Now that we don't have physical gyros, and assuming that never changes, turrets are our last hope for an actual engineering feat of machinery.
  15. I would make it so that after the blades travel for a bit, they lock on to a target and home in, making a sort of diamond shaped path. Also, wrench autos are very similar.
  16. I agree man. I kind of feel mixed about the post myself, but it just felt lame to sit on the knowledge that this kind of situation bottlenecks us into sitting on a lot of 'dead' skills. Engineers do have to be balanced so their huge arsenal isn't OP compared to profs with less skills, but most core engineer builds that aren't kits have a similar number, with way less quality of life. Is there not a better way to do it? Not sure .. maybe I'm ignorant, but Ele doesn't feel it as bad, does it? I know there's not any -3k hp penalty for weaver or tempest, but I'll just stop now lmao
  17. Runes of the golemancer. Engineer. Full top line in inventions. Goal: keep the golem alive long enough to kill someone for you. When I see him run off into a zerg, my heart will go on plays. Anything else is just supplemental. Success rate is only measured in the fun you have.
  18. That is well said. It's just the way they decided to make E-Specs and I'm afraid there is no coming back now. E-Specs went too deep with the powercreep. The Core traits were destroyed because of it and it seems like Devs still can't divide Elites from Core. I just wish they would acknowledge it in the balance updates. Y'know, if for some reason, everyone decided raids would only ever be done with certain terrible builds, and the devs saw that their content was unplayable, they would be rushing to fix them and update the game. But the way it is, people settled into the OP builds, played the content, monochrome as it may be, and Anet assumes that yes, everything is working as intended: this is merely player preference to see hundreds of scourges, firebrands, and weavers. Surely they aren't so foolish as to assume the game wouldn't see more vibrant and diverse playstyles if they were merely good enough to compete with the meta? Well, if our mighty overlord is listening, post now. God doesn't answer my prayers, but surely some of the staff must have a keyboard.
  19. I would be interested in seeing a trait that improves the regen over time by 1-5% for a new elite spec. It wouldn't make herald OP, and I don't think it's so much as to ruin the flow of swapping. I would like to say that one of the weakest and most outdated classes is core engineer on a turret build, since you never mentioned it. I'll never let this one go, devs.
  20. I mean, half the time it couldn't find its what past a small rock, so it would never reach them in the first place I see this more as a flaw in the execution than the skill itself. Anet seems to be wussing out on good AI by just removing usage of it. Soulbeast is case in point. It's a real shame.
  21. It's one of those things where you can't even say one has something over the other. I'll link their wiki stats here:https://wiki.guildwars2.com/wiki/Fragmentation_Shothttps://wiki.guildwars2.com/wiki/Shattershot Lets start with the physical damage:Frag shot: 147(0.4power)Shattershot: 238(0.65power) Both hit in 120 around the target. I have tested this. Both can crit. Blatant advantage to shattershot. Not even close. Attack speed: Shattershot comes out about 0.67 seconds, fragmentation shot at 1.2, nearly twice as slow. Projectile speed difference seems negligible. The arc of shattershot does seem slightly useful in situations that you are firing uphill. For physical DPS, renegade shortbow is at least 2 to 3 times better, just considering these factors. But pistol is a condition weapon you say! (So is shortbow hahaha). Let's move on then... Condition portion:Frag shot: 5 secs of bleeding only on the primary target. (Pre-release data showed this once was AEO bleed. Removed for full game.)Shattershot: 3 secs of bleeding in the full AOE. Everyone knows they would rather trade 2 secs of the bleed for AEO cleave potential. Especially with how much faster it comes out. Granted! You can boost pistol condi durations by 50%. Arguably worthwhile, but any engineer player knows they are not stopping to auto here. It's for blowtorch and then time to swap kits. Both have the same range. They are clearly very similar skills in theme, but it's just obvious how Renegade btfo's pistol engi when you look at traits. This might seem like a pointless discussion, but to me it's an outright ripoff that an elite spec basically comes out with an entirely better version of a skill. Forgetting about old skills is how we got here. Renegade as a whole feels like a much better version of the entire firearms trait line! A 33% crit boost from not dodging, entirely outdoing the 25% you can get from firearms, very easy might generation from any critical hits, plenty of bleeding bonuses, and even lets the autoattack pierce. Automatic fury generation regardless of range. Let's just say it: power creep. If you like pistol engi but want more oomph, pay up. Ever notice how skill 4 on both weapon sets burns? 5 is a CC? 3 multi hits? See where I'm going? As the final nail in the coffin, renegade can summon mortar fire from better engineers from the mists. Bruh. And turrets are still useless despite being the LAST actual machine that engineers can really even put out in the field - 1000 hp function gyro does not count. It's not funny anymore. Core engineer/scrapper is begging for that kind of quality of life and synergy. It's pleading for skills that define its class and give it that unique edge. As it stands, engineer is better called a weaponsmith or chrono lite. It builds no fortifications, no useful machines, it's all wells, prime light beams, and flamethrowers. I am not excited to play this game with my main being a confused damp forgotten noodle.
  22. Am I the only one that misses how blast gyro used to work by tracking someone down and blowing them up? It was hilarious. Sure, they could kill it, but now you have to die in its place...
  23. Crossbow/shortbow engineer. Tags enemies with sticky detonators and ionizers for explosions and charging up shock arcs, think that one heavy weapon from Mass Effect 2. Seeing as gyros are dead, a combat drone in a similar vein is an idea, but that's just copying. Though tech mines from ME1 were cool. Unsurprisingly, engineer in that franchise did a lot right. I would be happy if they supplement it with a turret rework that work in a way I've laid out before, either leaving it with core, or replacing core skills with something new. Engineer has a lot of useless skills, lets tie them all together and make good horizontal gameplay, not pay $40 for vertical improvements.
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