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Engi changes previewed so far on Feb 3 preview


Infusion.7149

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  • Fragmentation shot (pistol auto) aftercast reduced
  • Poison dart volley cast time reduced to 1.25s from 1.75s
  • Utility goggles - increased damage conditions removed from 1 to 2
  • Flame Jet (WVW) - damage coefficient from 0.25 to 0.2

Scrapper

  • Reconstruction Field: Reduced cooldown from 25 seconds to 20 seconds in PvP and WvW.
  • Chemical Field: Reduced cooldown from 25 seconds to 20 seconds.
  • Damage Dampener: This trait has been replaced with Rapid Regeneration. Rapid Regeneration heals the scrapper while they are under the effects of either swiftness or superspeed.
  • Applied Force: Increased bonus power per might stack from 15 to 20 in PvE only.

Mech

  • fixed bug where mech was source of boons instead of Mech (RIP maybe)
  • melee auto attacks were slower than intended , reduced range of melee from 240 to 130
  • Mech Frame Channeling Conduits - concentration gained by Mech from 100% to 150%
  • Mechanical Genius buff from 6s to 10s --- wow they are keeping it
  • Chemical Rounds - fix bug that prevented mech from gaining trait
  • Serrated Steel - applies to mech
  • Incendiary powder applies to mech

(may have missed some will refill in later)

Edited by Infusion.7149
add scrapper secrion , missing decimal point
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1 hour ago, Infusion.7149 said:
  • Fragmentation shot (pistol auto) aftercast reduced
  • Poison dart volley cast time reduced to 1.25s form 1.75s
  • Utility goggles - increased damage conditions removed from 1 to 2
  • Flame Jet (WVW) - damage coefficient from 0.25 to 2

Scrapper

Mech

  • fixed bug where mech was source of boons instead of Mech (RIP maybe)
  • melee auto attacks were slower than intended , reduced range of melee from 240 to 130
  • Mech Frame Channeling Conduits - concentration gained by Mech from 100% to 150%
  • Mechanical Genius buff from 6s to 10s --- wow they are keeping it
  • Chemical Rounds - fix bug that prevented mech from gaining trait
  • Serrated Steel - applies to mech
  • Incendiary powder applies to mech

(may have missed some will refill in later)

Please tell me that's not it for engineer.  After all the buffs other classes got in pvp if they do literally zero for scrapper I'm done playing this game. 

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1 minute ago, Kstyle.5829 said:

Please tell me that's not it for engineer.  After all the buffs other classes got in pvp if they do literally zero for scrapper I'm done playing this game. 

I might have skipped scrapper so I left the section there, will review it once the notes are up.

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6 minutes ago, Kstyle.5829 said:

Please tell me that's not it for engineer.  After all the buffs other classes got in pvp if they do literally zero for scrapper I'm done playing this game. 

Honestly not a lot missed. There was nothing all that game changing for Scrapper;

Applied Force now gives +20 Power/Condi instead of just +15, and something minor about Superspeed I've forgotten that really isn't worth writing home about.

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6 minutes ago, Infusion.7149 said:

I might have skipped scrapper so I left the section there, will review it once the notes are up.

Well I hope so lol joined the stream late and it seem like there's comprehensive changes to many classes even core. But I wouldn't be surprised if they forget scrapper either 

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1 hour ago, Infusion.7149 said:
  • Fragmentation shot (pistol auto) aftercast reduced by 80%
  • Poison dart volley cast time reduced to 1s form 1.75s
  • Utility goggles - increased damage conditions removed from 1 to 2
  • Flame Jet (WVW) - damage coefficient from 0.25 to 2

Scrapper

  • Reconstruction Field: Reduced cooldown from 25 seconds to 20 seconds in PvP and WvW.
  • Chemical Field: Reduced cooldown from 25 seconds to 20 seconds. - Why does this exist on a frelling Power specialisation? Get rid of it for something else, or give it some kind of utility.
  • Damage Dampener: This trait has been replaced with Rapid Regeneration. Rapid Regeneration heals the scrapper while they are under the effects of either swiftness or superspeed.
  • Applied Force: Increased bonus power per might stack from 15 to 20 in PvE only.

Mech

  • fixed bug where mech was source of boons instead of Mech (RIP maybe)
  • melee auto attacks were slower than intended , reduced range of melee from 240 to 130
  • Mech Frame Channeling Conduits - concentration gained by Mech from 100% to 200%
  • Mechanical Genius buff from 6s to 12s --- wow they are keeping it
  • Chemical Rounds - fix bug that prevented mech from gaining trait
  • Serrated Steel - applies to mech
  • Incendiary powder applies to mech

(may have missed some will refill in later)

Bold and underlined are the BASELINE CHANGES THAT ACTUALLY MAKE THINGS PLAYABLE AT A MINIMUM.

Yeah, Engie update is still DOA.

I'll stick to Deadeye.

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2 minutes ago, Kusumura.8642 said:

Wow.  Just WOW. I give up. Done having hope they will fix my class. Been wasting my life on this terrible game for ten years watching them slowly nerf my class into the ground. Every single patch they give some class 25 buffs and then I wait 4 months to see this over and over again. I'm done man. If anyone wants what left in my account let me know I dont want to even check on the status of this game anymore

 

 

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Just now, Kstyle.5829 said:

Wow.  Just WOW. I give up. Done having hope they will fix my class. Been wasting my life on this terrible game for ten years watching them slowly nerf my class into the ground. Every single patch they give some class 25 buffs and then I wait 4 months to see this over and over again. I'm done man. If anyone wants what left in my account let me know I dont want to even check on the status of this game anymore

 

 

I mean, if you're offering.

As much as I'm still an Engie main, I'll take it all to boost up my Deadeye that I've more or less shifted to as a main at this point because yeah, I'm doing sitting around and waiting for any kind of improvement to come since it isn't going to happen xD.

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It really shows the developers don't play scrapper.  They have NO IDEA what they are doing. "We wanna make a cool tanky bruiser lol" buffing damage dampener.  You can't take damage dampener because you give up 15% damage modifier.  If you ask all top scrappers in the game what they run, currently the damage is so horrible you basically go full PVE build explosives tools scrapper and take every single + percent strike damage you can get just to barely dish out damage almost half what other classes can do.  You can't take "cool tanky bruiser guy" traits because your damage is so pathetic everyone just ignores you.  Nobody plays bunkers in this meta.  

 

I just realized they will never fix scrapper because they don't know what the kitten they are doing.  And they never will.   It's so sad to see how out of touch people can make with their OWN GAME.  This game is dead to me.  

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Also seems like the rifle changes are here to stay, they didnt even mention anything about it which makes me think they are satisfied with it. I today decided to reroll. I joined the ranger club. Ill pew pew there. Was fun being an engi while it lasted. Hope u guys have fun with 4 more seconds of mechanical genius buff xd, that was our buff this patch.

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As a Scrapper main, I'm pretty disappointed with their changes. Rapid Regeneration is a cool idea, but no one is going to take that over object in motion if you're doing any kind of dps build. I guess it'll be kinda useful for support, but damage dampener was at least unique. They still need something to increase damage by a fair bit, and the applied force change probably won't be enough

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2 minutes ago, Gnarly.9403 said:

As a Scrapper main, I'm pretty disappointed with their changes. Rapid Regeneration is a cool idea, but no one is going to take that over object in motion if you're doing any kind of dps build. I guess it'll be kinda useful for support, but damage dampener was at least unique. They still need something to increase damage by a fair bit, and the applied force change probably won't be enough

As a support-scrapper, I can say this quite safely: It's not going to do anything to make me take it. I CURRENTLY have it on my build, since it actually is kind of useful and gives me just enough of a buffer to get some self-heals happening on hardcore hits that I couldn't dodge/get away from/was busy piloting an imaginary starship in my head.
If it's just a straight-up low-tier regen for 50hp/s that makes ZERO difference in an actual fight? Ehh... I'm going to be forced into taking Object in Motion at that tier - which is a shame, since Scrapper doesn't have any frelling Might to speak of aside from a HGH build (But in that case, why are you running HGH? Just ditch the Scrapper and run core so you can get Firearms/Explosives+Alchemy+Tools for maximum Might output... or run Mech heals).

This whole update, on the Engie side, feels REALLY ill thought-out in terms of how we're actually meant to play with it or make use of it.

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1 minute ago, Infusion.7149 said:

Maybe the mech commands were outputting boons at player instead of mech. I dont play ranged mech on HAM or alac mech so I dont know.

As a HAM, I couldn't tell you where my heals/buffs are coming from half of the time, except that they are coming. xD. I'm stuck with being melee, and the mech is melee and being dragged around with me anyway.

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It's some progress, but definitely not enough for pistol. Still think that our auto attack should apply the bleed on all targets hit and that skill 2 should pierce.

Also it is really disheartening that over all these years, they didn't even remotely try to touch turrets, but they rework the same set of skills several times.

At least some acknowledgement from them.... does anet know that turrets exist? Or are they really trying to make us forget about them with silence?

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I just started playing the game like 5 months ago and turrets/pistols are what sold me on engineer. It's funny that both pistols and turrets are straight garbo and now I'm playing as a hammer-tank-boi, which is basically the opposite of the engineer fantasy I had lol

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Fragmentation shot should be Explosive shot again and actually be an explosion. It so silly that they specifically changed Rifle to have an explosion to actually benefit from the Explosives traitline but didn't deign to give Pistol the same treatment.

 

An explosion on Pistol auto also makes it actually competitive with Grenade autos.

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2 minutes ago, Atmaweapon.7345 said:

Fragmentation shot should be Explosive shot again and actually be an explosion. It so silly that they specifically changed Rifle to have an explosion to actually benefit from the Explosives traitline but didn't deign to give Pistol the same treatment.

 

An explosion on Pistol auto also makes it actually competitive with Grenade autos.

You are right that it would be the easiest way, but I hope they eventually come up with something more clever. Rifle already has good explosion synergy, pistol should have something equally as good, but with firearms.

Edited by lorddarkflare.9186
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2 minutes ago, lorddarkflare.9186 said:

You are right that it would be the easiest way, but I hope they eventually come up with something more clever. Rifle already has good explosion synergy, pistol should have something equally as good, but with firearms.

I personally think that an explosion tag is something that every engineer mainhand weapon should have. Mace has it, hammer has it, rifle has it.

Sword doesn't, but it comes with the photon forge that grants an explosion tag on corona burst.

Explosion tags should get the same treatment like symbols on guardian, every weapon has them.

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