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tyrellian.3706

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  1. The shortbow we've been offered is bad. And probably unsalvagable without a complete rework. This is a thread to post ideas for things which could be better. My 2 copper: Weapon mechanic: Electric charge. Skills inflict electric charges on struck targets. Individual charges last 10s and charges are independent to each engineer (you don't get benefits from another engineer's charges on the same target). Each target may be affected by a maximum of 6 charges per engineer. 1: Arc Driver / Power Spike / Charge Pulse (0.5s, 900 range): A lightning bolt connects the bow to the target. 0.5 damage coefficient, 1x torment (3s). Does additional 0.1 damage and 1x torment (2s) per charge on target. Charge Pulse (3rd in chain) adds 1 charge to affected enemies. Pierces. 2: Chain Link (0.25s, 1s CD, 3 ammo, 8s ammo CD, 600 range). Attach a chain to the target. If there are no existing chained enemies within 240 radius, attach the chain between engineer and target. Otherwise, attach to existing chained target. Chains last 6s. Chained enemies get 0.8 damage coeff. and 3s cripple on attach, and gain 1 charge. Chained enemies get 2x torment (1s) and 0.1 damage coeff. per second while the chain is up. If the chain is between two enemies, then both get these effects. Enemies with 4 or more charges electrify their chains every 2s, dazing all linked enemies (0.5s) and inflicting 3x confusion (2s). Chains between enemies break if they move more than 450u apart; chains between enemies and the engineer break if they move more than 900u apart. Projectile. 3: Drag Line (0.5s, 15s CD, 180 radius, 900 range, 3 targets, ground-targetted): Set up a traction line between here and there. If at least one enemy is in the target area, pull enemies to the engineer, inflict 5x torment (3s) and 2 charges. If an enemy already has 3 or more charges, inflict daze (1s) on that enemy. If no enemies are in the target area, the engineer grapples to the target location while evading (leap finisher), and gains 3s quickness. 4: Disrupting Conduit (0.75s, 20s CD, 240 radius, 900 range, 5 targets, ground-targetted): Fire an charged bolt at the location. Inflict 1 charge on each target, then inflict 1x torment (6s) per charge on each target. If the engineer is inside the radius, steal one boon per 2 charge on each target. Projectile, Explosion, Lightning field (4s). 5: Mass Discharge (1.5s, 30s CD, 360 radius (point-blank), 5 targets): Rip charges from enemies. Apply 1 charge to each target, then: Inflict 0.3 damage coeff. and 2x burning (3s) per charge. Stun enemies with 4 charges or more (0.25s x #charges). Blast finisher, Explosion, Unblockable. Removes all charges from affected targets after effects applied.
  2. This is awful. The miserably tiny radius - especially combined with the fuse delay - means you'll have difficulty landing it on allies, let alone enemies. The numbers! They're so... weak. Let's compare: Ranger mace 4: 5k barrier, stab, condi clear. Warrior staff 3: 3.5k heal, 4.5s prot + aegis, stunbreak. Engi SB 2: 1k barrier, max 3k if all arrows detonated. Engi SB 3: 0.5k heal, rising to a princely 1.3k if you detonate all your arrows. The survivability is non-existent. No blocks, no evades, no movement skills. Ultimately, this weapon serves no purpose. It's supposedly intended for WvW, but no sensible WvW support will take it. Why: The reasons above, with the added salt in the wound that the WvW numbers will be worse than the PvE numbers shown on stream. WvW supports can't afford to drop their shield - they need the survivability in the frontline. They haven't got the spare utility slots to take toolkit for a shield without sacrificing purge gyro, bulwark gyro or a stunbreak. This just ... doesn't really give boons that are useful for WvW support. No stab. No protection. No resistance, or vigor. Not even useful offensive boons - no alac, no quickness. It gives might, sure - but that's extremely well covered already in zergs. All it's really go going for it is superspeed, and that's already well covered.
  3. https://www.guildwars2.com/en-gb/news/wvw-update-guild-hall-arenas-and-world-restructuring-beta/ This honestly feels like a step backwards from the current situation. We'd like alliances, but barring that, at least let us retain some agency to choose who we're teamed up with.
  4. Finally something ranged that doesn't get crushed by projectile hate 😃
  5. https://en-forum.guildwars2.com/topic/121353-october-4-balance-update-preview/page/26/#comment-1766075 Most of us understand why WvW heal-scrapper is getting nerfed, and that sneak gyro needed adjusting. But this is burying it six feet under. 3 seconds, no smoke, a visual tell and a 60s CD? That's worse than every other stealth skill in the game. Even toss elixir S beats that. This is not an elite skill anymore. If you're going to make it that bad then, honestly, just remove it and replace it with something worth taking. Something that could actually be called elite.
  6. The upcoming balance patch will change all scrapper wells from moving with the player to being stationary and ground-targetted at 900 range. While I get that this is a (much needed) nerf to heal scrapper in WvW, it does some rather unpleasant collateral damage to other aspects of scrapper. * The scrapper class identity is gone - without moving wells we're basically necro knock-offs. * Power scrapper gets a heavy unneeded nerf. Shredder gyro will hit far less, and blast gyro will be more-or-less impossible to land given its huge charge-up time. People will just casually walk away from these now that you can't chase with them.. Could we just make the defensive gyros ground-targetted while keeping the offensive ones moving with the scrapper? That way we retain at least some of the class identity and don't nerf the power builds.
  7. Big nerfs to bubble mean squads bring more scourges to deal with the enemies' boons. Less Purity of Purpose means scourges are more effective at keeping those boons corrupted. Less superspeed means people spend a lot more time slogging through fights in slo-mo due to all the cripple from scourge corruption. I remember this meta. It's what we had just after PoF came out. It was totally fun to fight in and absolutely didn't cause a large player exodus /s I'm sure someone's looking forward to it? Anyone? Anyone who doesn't play scourge?
  8. It's completely DOA in any competitive mode - nothing that provides defensive ability for the engi themselves, and no toolbar. Anyone facing one of these will simply focus the engi and ignore the mech.
  9. There's been a lot of focus on espec weapons and not much on everything else. Based on what we've seen so far, tradeoffs are going to get built into whatever espec we get. It might help to guess what those tradeoffs will be now, and point out problems with them before they happen. Useful questions to ask: What game mode and role is this class currently less strong in? What's preventing this class from being strong in that game mode? What would make this class too strong if its current weakness in that game mode were removed? What will Anet change to fix these things? What are they likely to miss? Some (simplified) examples from the revealed especs: Mesmer: What game mode and role is this class currently less strong in?: WvW, squad/zerg What's preventing this class from being strong in that game mode?: Clones die before reaching enemy, attacks are single-target-focussed. What would make this class too strong if its current weakness in that game mode were removed?: Massive clone spam making it impossible for enemies to target effectively. What did Anet change to fix these things?: Remove clone physical presence and fixation mechanic, replace with blades. Provide multi-target/piercing attacks. What did they miss?: Projectile hate is abundant in WvW zergs. Necromancer: What game mode and role is this class currently less strong in?: PvE, boon support/DPS What's preventing this class from being strong in that game mode?: Selfish/low damage skills What would make this class too strong if its current weakness in that game mode were removed?: Tankiness from shroud. What did Anet change to fix these things?: Add DPS/support skills, reduce shroud tankiness for espec. What did they miss?: Party compositions work better with individual supports providing full coverage for a small set of boons, rather than partial coverage for a large set of boons. Reply filling in the gaps for engineer.
  10. Nope. * Firebrand and Mirage both got Axe. * Spellbreaker and Soulbeast both got Dagger * Holosmith and Weaver both got Sword. There definitely isn't a rule that says only one class gets a given weapon type per expansion.
  11. It comes from how Speed of Synergy interacts with the medkit. Normally, Speed of Synergy gives the scrapper 7s superspeed when they activate their heal skill, and creates an AOE pulse of 5s superspeed to scrapper+allies when they activate its toolbelt. But with the medkit, the toolbelt skill is the 'heal skill', so the two effects activate at the same time. When SoS first came out the 5s just overwrote the 7s, which was rather harsh as it effectively punished scrappers for taking medkit over any other heal. So Anet fixed that by specifically changing that interaction to give 12s to the scrapper, applying the compounding effect of both 'heal skill'/toolbelt at the same time. Now though, medkit scrappers are getting punished again, because 2s out of the potential 12 is getting lopped off. Note that this doesn't affect any other type of heal skill.
  12. Bandage Self gives the engineer 12s superspeed. Superspeed is now capped at 10s, so that's 2s we'll never get.
  13. The author's clearly put a lot of work into the artwork and feel of the class - but I can't support it as an elite spec. It's got a lot of issues - some minor, some major, some fundamental. FundamentalIt's yet another minion spec. We've had too many of these before - turrets from base and gyros from Scrapper (before they got completely reworked to be wells). Players don't like them - the AI tends to be terrible, the minions themselves are too squishy, and the gameplay is too passive. Anet eventually came around to this viewpoint too, gutting core turrets and reworking gyros to be non-minion-based. Minions - especially mechanical ones - are often touted as 'cool' by those who've not played engi much. Those that have, hate them.There's no clear purpose of the class. Its power damage is poor. Its condi damage is poor. Its support is negligible. Its mobility is non-existent. It's not a healer. It's not great at debilitating opponents. It doesn't have the defences to be a tank (other than hopping in the golem, and that's got a huge CD). What is it supposed to be used for?MajorThe cast times are far too long on all the skills that have them. A long, interruptable channel on the auto-attack is particularly yikes from a competitive POV - but honestly all of the non-zero cast times are far too high here for everything except perhaps the elite.Conversely, a zero-cast time on a CC is a no-no balance-wise - they need tells. So scepter-2 needs to be non-instant.The cooldowns are excessive - especially on scepter 2.The damage output is far too low. To give an example, scepter-1's tooltip DPS is 114/s, lower if it has any aftercast. Contrast that with pistol-1, arguably our weakest current attack, whose tooltip DPS is ~178/s including aftercast, and not including the extra from the bleed.The elite transform's skills are copy-pasted straight from the alpha siege golem. Quite aside from being disappointingly unoriginal, most WvW players will tell you that the alpha (and for that matter the omega) is actually really poor at fighting anything other than siege. Players have no trouble beating these up if they're not escorted, and they're particularly prone to condi. The only thing they have going for them is the large hitpoint pool - but that's not transferred to this elite spec (nor would it sensibly be).MinorBreak enemy targetting's kinda pointless on a skill that stealths you, as that'll break targetting anyway. This would only be useful in the extremely niche situation where the engi is already revealed. And 2s stealth isn't really enough to do anything useful.It's unclear what benefits allies receive from shared salvage.It's unclear how much health all the summons have.The available combo fields are lacking, as there's only one and it's light. Similarly, there's only one finisher, and it's a leap.
  14. Please unlink GH/FOW. 4 months was too long, 6 is ridiculous.
  15. From testing, Speed of Synergy + medkit toolbelt = 12s superspeed.So the superspeed stacks with itself on this skill.It doesn't seem to stack with anything else though, and will still get overwritten if you get superspeed from any other source.
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