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Deeper dive on February 25th Engineer changes.


Chaith.8256

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Taking the time to comment on every change individually, if I feel it's deserving. In the context of the patch's across the board objectives: "Good. Fair enough." will be posted if the change fits. ArenaNet is already aware that some CC skills do not deserve to be on a 0.01 coefficient, so I will avoid repeating myself until that's addressed. If you have any other thoughts feel free to comment.

 

> @"Irenio CalmonHuang.2048" said:

>Overheat: Instead of disabling all toolbelt skills until all heat is lost, this skill now adds 15 seconds to the recharge of toolbelt skills other than Photon Forge. Photon Forge remains disabled until all heat is lost.

 

This is positive change. However, it is unclear whether it will put toolbelt skills on exactly a 15 second recharge, or literally as it says, ADDS 15 seconds to the recharge to every skill, whether it was already on cooldown or not. This may result in say.. Bandage Self going on a 30+ cooldown if it was just used before an overheat. **Clarification required.**

 

>Photonic Blasting Module: When this trait is equipped, the additional recharge penalty from Overheat is reduced from 15 seconds to 5 seconds.

 

Positive change. I'd go one step further and just let this trait do away with all the negative side effects of overheating. Here's why: As it will be after Feb 25th: Preventing heat from naturally venting, doing guaranteed 4k damage to yourself, locking toolbelt skills for 5 seconds, this is still a significant downside all for producing a highly telegraphed 7k (if you crit), and extending the Laser's Edge buff during the overheat. It'd be fair if overheating did not at all self-destruct the Holosmith's HP or Toolbelt skills at all with this trait equipped.

 

>Overcharged Shot: Slowed down the animation so the shot occurs at 550ms (up from 240ms)

 

"Good. Fair enough."

 

>Personal Battering Ram: Slowed down the animation so the strike occurs at 600ms (up from 300ms)

 

Okay. So now the odds of landing this 130 range, single target skill just went from bad to worse. With this level of drawback, the result should be a 450 range cone that hits up to 5 targets. These changes will further solidify an existence in the trash heap, and further changes to the coefficient in the PvP sections will kick it while it's dead.

 

>Orbital Strike: This skill now uses a higher detail effect. The lower detail version can be viewed for allies, enemies and spectators by checking the "Effect LoD" option in the graphics settings

 

Game will look cooler, cool.

 

>Grenade Kit: Skills in this kit now have unique warmup effects based on which grenade type is being thrown. Fixed an issue where grenade kit skills caused the grenade bundle to vanish during the warmup.

 

Thoughtful change, and about time. Throwing generic looking grenades that do all sorts of things wasn't exactly ideal.

 

>Crystal Configuration: Eclipse: This trait no longer causes Corona Burst to grant stability. Increased base barrier granted from 374 to 991 in PvE and 748 in competitive modes.

 

Okay, so, no Stability on Holosmith anywhere, my suggestion would be to give the same treatment Weaver has gotten - add a 3s stability to Radiant Arc (Sword #3), or something. Flash Spark (Spectrum Shield F-skill). It's still a melee class that has few inherent blinds/blocks/evades/movement skills to avoid getting locked down.

 

 

>Short Fuse: This trait has been removed and it's cooldown bonus added into the following skills.

>Fire Bomb: Reduced recharge from 10 seconds to 8 seconds.

>Concussion Bomb: Reduced recharge from 20 seconds to 16 seconds.

>Smoke Bomb: Reduced recharge from 25 seconds to 20 seconds.

>Glue Bomb: Reduced recharge from 25 seconds to 20 seconds. Fixed an issue that caused the visuals for this skill to be larger than the effect radius.

>Big Ol' Bomb: Reduced recharge from 25 seconds to 20 seconds.

 

Positive change to buff to bomb condi builds, so they won't be as punished for not running Explosives.

 

>Explosives: This traitline has been reworked, the new traits are as follows

>Minor

>Explosive Entrance (NEW): Your first attack on entering combat explodes damaging nearby enemies. (Counts as an explosion.) This ability refreshes after a dodge roll or while out of combat.

 

Tell us the numbers please. Radius, & damage. **Clarification required.**

 

>Adept

>Short Fuse(REWORK): **Blasting Zone deleted and replaced with this.** This trait no longer reduces the fuse time or recharge of bomb skills. Hitting a foe with an explosion skill grants 4 seconds of Fury (3s ICD)

 

This is a decent change for Engineers. I think perma fury is better than +120 power and +1 long might stack on blast finisher. However, they're pretty close in value. Not a big move here.

 

 

>Master

>Aim Assisted Rocket (REWORK): Rockets are now only fired on critical hits. Rocket recharge reduced from 10 seconds to 3 seconds. Rockets now require the engineer to be at least 450 >distance from the target to fire. Every 5th rocket instead calls an orbital strike.

 

Positive change. Sounds great for a core grenade build, just a straight up 3x buff from the old 10s cd Rocket, as long as you are meeting the 450 range criteria, which will ruin this trait for Hammer Scrapper/Holo. Very clever, Anet, it's like you're getting more clever with ideas to buff core without affecting Scrapper/Holo.

 

>Explosive Temper (NEW): **Current Big Boomer deleted and replaced with this.** Explosions grant +20 stacking Ferocity for 10 seconds when they hit (10 stacks max)

 

Positive change. PvE'rs rejoice, or will they? Instead of converting 5% power to raw ferocity, PvErs need to constantly explode things to get +200 ferocity, which may be troublesome for Holo builds.

 

>Blast Shield (NEW): **Current Short Fuse deleted and replaced with this.** Explosive Entrance grants the engineer barrier (base 1508 in PvE and 340 in Competitive modes). Also converts 10% of power to vitality.

 

Positive change. This will allow Core but also Scrapper/Holo to get something defensive from this Master Tier since it's not tied to running explosive utilities or being at range. Does this barrier occur when successfully hitting Explosive Entrance attacks, or does it occur when gaining the Explosive Entrance buff (assuming it is a buff). **Clarification required.**

 

>Grandmaster

>Flashbang(NEW): **Orbital Command deleted and replaced with this.** Explosive Entrance now inflicts blind for 3 seconds if it hits. Additionally it inflicts Daze for 1 second on struck foes above 90% health.

 

Positive change. This will allow all Engineer specs chances to potentially protect itself while trading blows in a slugfest with other classes that don't evade while attacking, or have resistance.

Futile against Thief/Mes/Rev for the most part, since they will just avoid the daze/blind while they are going at it. This will allow a possible Scrapper build with Expert Examination to more reliably spread weakness and vulnerability, ie, when dazing 90%+ health people with Flashbang. It beats the hell out of orbital command, but in my opinion will be less reliable when compared to the NEW grandmaster to follow:

 

 

>Big Boomer(REWORK): **Minesweeper deleted and replaced with this.** Increases strike damage by 10% against foes with a lower health percent than the engineer. Additionally causes hitting with Explosion skills to heal the engineer over >3 seconds, 202 health per second. (This effect does not stack.)

 

**Hugely positive change!** This is a lot of sustain, it's like a Backpack Regenerator, plus a possibly damage boost. This is a really great trait. Very pumped to see if this pushes core Engineer into viability.

 

 

>Engineer

>Profession Mechanics

>Photon Forge

>Autoattack Chain: Reduced power coefficients from 0.6/1.0/1.6 to 0.4/.666/1.066

>Holo Leap: Reduced power coefficient from 1.25 to 0.91

>Corona Burst: Reduced might and vulnerability durations from 8 seconds to 6 seconds

>Photon Blitz: Reduced power coefficient per strike from 0.3 to 0.2

 

"Good. Fair enough." Also noticing that Corona Burst did not get listed for a damage nerf, I'd say that's a positive for Holosmith given that most everything is getting a -33%.

 

>Holographic Shockwave: Reduced power coefficient from 0.56 to 0.01

 

Here's where I think Holographic Shockwave needs a slight rework here. It's just almost never worth using. It's pointless that this skill boasts a 100% critical rate if it hits 1 damage and crits for 2. Re-work this skill. **Suggestion: Holographic Shockwave no longer launches foes. Increased damage coefficient from .56 to 1.8**

 

 

>Weapons

>Rifle

>Hip Shot: Reduced power coefficient from 0.65 to 0.44

>Net Shot: Reduced power coefficient from 0.5 to 0.3. Increased cooldown from 9 seconds to 10 seconds

>Blunderbuss: Reduced minimum power coefficient from 1.1 to 0.5. Reduced maximum power coefficient from 1.76 to 1.31. Increased cooldown from 9 seconds to 12 seconds

>Overcharged Shot: Reduced power coefficient from 1.0 to 0.01. Increased cooldown from 14 seconds to 15 seconds

>Jump Shot: Reduced initial leap power coefficient from 0.3 to 0.1. Reduced landing power coefficient from 2.4 to 1.74. Reduced vulnerability duration from 7 seconds to 6 seconds. Increased >cooldown from 18 seconds to 20 seconds

>Pistol

>Fragmentation Shot: Reduced power coefficient from 0.4 to 0.266

>Poison Dart Volley: Reduced power coefficient per hit from 0.4 to 0.2. Increased poison duration from 7 seconds to 10 seconds.

>Static Shot: Reduced power coefficient per hit from 0.4 to 0.3

>Blowtorch: Adjusted minimum burning from 4 stacks for 3 seconds to 2 stacks for 6 seconds. Adjusted maximum burning from 4 stacks for 6 seconds to 2 stacks for 12 seconds. Increased >cooldown from 12 seconds to 15 seconds

>Hammer

>Autoattack Chain:

>Positive Bash: Reduced power coefficient from 0.7 to 0.533. Reduced might duration from 8 seconds to 6 seconds

>Negative Bash: Reduced power coefficient from 1.0 to 0.666. Reduced vulnerability duration from 8 seconds to 6 seconds

>Equalizing blow: Reduced power coefficient from 1.4 to 0.933. Reduced might and vulnerability durations from 8 seconds to 6 seconds

>Electro-Whirl: Reduced power coefficient per strike from 1.2 to 0.68. Increased cooldown from 6 seconds to 8 seconds

>Rocket Charge: Reduced power coefficient per strike from 1.1 to 0.74. Increased cooldown from 12 seconds to 18 seconds

>Shock Shield: Reduced power coefficient per strike from 0.25 to 0.1

>Thunderclap: Reduced power coefficient per strike from 0.8 to 0.45. Reduced vulnerability duration from 8 seconds to 6 seconds

>Sword

>Autoattack Chain: Reduced power coefficients from 0.88/0.93/1.5 to 0.586/0.62/1.0. Reduced vulnerability duration from 10 seconds to 6 seconds

>Refraction Cutter: Reduced strike power coefficient from 1.0 to 0.75

>Radiant Arc: Reduced base quickness duration from 2 seconds to 1 second. Reduced bonus quickness duration per 50% heat from 2 seconds to 1 second

 

"Good. Fair enough."

 

>Heal

>Static Shock (AED Toolbelt): Reduced power coefficient from 1.0 to 0.01

 

Can we get an increased range for this skill as compensationl? It's challening to hit this on a moving target, let alone with superspeed, speed runes, or movement skills.

 

>Healing Turret: Increased cooldown from 20 seconds to 30 seconds

>Med Blaster (Med Kit 1): Reduced heal coefficient from 0.2 to 0.1

>Reconstruction Field (Medic Gyro Toolbelt): Reduced protection duration from 2 seconds to 1 second

>Coolant Blast: Increased cooldown from 20 seconds to 25 seconds

 

I would revert Coolant Blast nerf, maybe even a positive tweak so it's an option along with the previously inferior heals that remained untouched: Elixir H, Med Kit, and A.E.D. Otherwise: "Good. Fair enough."

 

>Medic Gyro: Increased cooldown from 20 seconds to 30 seconds. Reduced pulse heal coefficient from 0.6 to 0.25. Reduced initial heal coeffcient from 0.7 to 0.2

 

Wow hold the heck up! Let's run some numbers for this. **Reduced initial heal by 71%, reduced pulse heal by 58.33%, cooldown increased by 50%, this will mean complete extinction. Of these 3 nerfs, pick one, or this skill is lost forever**

 

 

>Utility

>Big Ol' Bomb (Bomb Kit Toolbelt): Reduced power coefficient from 2.475 to 0.01. Reduced cooldown from 25 seconds to 20 seconds

>Grenade Barrage (Grenade Kit Toolbelt): Reduced power coefficient per grenade from 0.6 to 0.5

>Super Elixir (Elixir Gun 5): Reduced pulse base heal from 204 to 163. Reduced pulse heal coefficient from 0.1 to 0.05

>Magnet (Tool Kit 5): Increased cooldown from 20 seconds to 25 seconds

>Elixir B: Reduced boon durations from 10 seconds to 6 seconds. Reduced cooldown from 40 seconds to 30 seconds

>Toss Elixir B (Elixir B Toolbelt): Reduced might duration from 10 seconds to 6 seconds

>Toss Elixir S: Reduced stealth duration from 5 seconds to 3 seconds

>Personal Battering Ram: Reduced power coefficient from 1.25 to 0.01. Reduced ammo recharge from 25 seconds to 20 seconds

>Rocket Boots: Reduced power coefficient from 1.25 to 0.5

>Super Speed (Slick Shoes Toolbelt): Reduced superspeed duration from 5 seconds to 3 seconds

>Throw Mine: Reduced power coefficient from 2.0 to 0.01. Increased boons removed from 1 to 3

>Mine Field (Throw Mine Toolbelt): Reduced power coefficient per mine from 0.77 to 0.5

>Rocket Turret: Reduced overcharge power coefficient from 2.75 to 0.01

>Thump (Thumper Turret Toolbelt): Reduced power coefficient from 1.0 to 0.01

>Blast Gyro: Reduced power coefficient from 2.25 to 0.01. Reduced might duration from 8 seconds to 6 seconds. Reduced cooldown from 25 seconds to 20 seconds

>Bypass Coating (Blast Gyro Toolbelt): Increased cooldown from 30 seconds to 35 seconds

>Defense Field (Bulwark Gyro Toolbelt): Increased cooldown from 30 seconds to 40 seconds

>Spectrum Shield: WvW will now use the PvP version of the skill (25% reduced recharge over heat threshold)

>Hard Light Arena: Reduced field duration from 8 seconds to 4 seconds. Reduced bonus field duration from 4 seconds to 2 seconds. Reduced cooldown from 45 seconds to 30 seconds

>Prismatic Singularity (Hard Light Arena Toolbelt): Reduced power coefficient from 0.1 to 0.01. Reduced cooldown from 45 seconds to 35 seconds

>Particle Accelerator (Photon Wall Toolbelt): Reduced power coefficient from 0.7 to 0.4. Increased cooldown from 8 seconds to 10 seconds

 

"Good. Fair enough."

 

>Surprise Shot (Rifle Turret Toolbelt): Reduced power coefficient from 1.0 to 0.5

>Launch Personal Battering Ram (Personal Battering Ram Toolbelt): Reduced power coefficient from 1.5 to 0.5

>Photon Wall: Reduced power coefficient per wall from 1.5 to 0.5

 

Nerfs too much. 50% Surprise Shot and 66% Launch Ram & Photon Wall launch reduction is out of line. Personal Battering Ram is a garbage utility and all aspects of it are getting garbage-er, since it's a garbage hard CC skill that's also going to a 0.01 coefficient. Also, Launch Photon Wall takes is so janky with a random projectile spread, it's currently not a loss to just not even end the block early. Just delete & rework the ability to launch the walls for damage, players have no need for it.

 

>Elite

>Supply Crate: Reduced power coefficient from 1.0 to 0.01. Increased stun duration from 2 seconds to 3 seconds. Reduced cooldown from 120 seconds to 90 seconds

>Sneak Gyro: PvP will now use the WvW version of the skill (60s cd)

>Prime Light Beam: Reduced power coefficient from 3.0 to 0.01. Reduced cooldown from 60 seconds to 40 seconds

 

"Good. Fair enough."

 

>Traits

 

>Firearms

>Sharpshooter: Reduced bleeding duration from 3 seconds to 1 second

>Serrated Steel: Reduced bonus bleeding duration from 33% to 15%

>Thermal Vision: Reduced expertise from 150 to 60

>Juggernaut: Reduced might duration from 12 seconds to 6 seconds. Reduced bonus might duration from 20% to 10%

>Incendiary Powder: Reduced bonus burning duration from 33% to 10%. Reduced burning duration from 8 seconds to 4 seconds

 

>Inventions

>Experimental Turrets: Reduced might duration from 10 seconds to 6 seconds

>Bunker Down: Increased internal cooldown from 3 seconds to 4 seconds

>Medical Dispersion Field: Reduced heal share percentage from 50% to 25%

 

>Alchemy

>Hidden Flask: Reduced boon durations from 8 seconds to 4 seconds

>Compounding Chemicals: Reduced concentration from 240 to 75

>Invigorating Speed: Increased internal cooldown from 5 seconds to 10 seconds

>Protection Injection: Increased internal cooldown from 20 seconds to 30 seconds

>Health Insurance: Reduced outgoing heal bonus from 20% to 7%

>Comeback Cure: Reduced regeneration duration from 4 seconds to 1.5 seconds

>Emergency Elixir: Increased internal cooldown from 40 seconds to 60 seconds

>HGH: Adjusted might duration from 2 stacks for 15 seconds to 3 stacks for 6 seconds

>Purity of Purpose: Boon durations have been adjusted as follows:

>Protection, Quickness, Stability, Alacrity: Reduced from 3 seconds to 1.5 seconds

>Resistance: Reduced from 2 seconds to 1.5 seconds

>Fury, Aegis, Retaliation, Regeneration: Reduced from 5 seconds to 3 seconds

>Vigor: Reduced from 10 seconds to 3 seconds

>Might, Swiftness: Reduced from 10 seconds to 5 seconds

 

>Tools

>Static Discharge: Reduced power coefficient from 0.33 to 0.2

>Power Wrench: Reduced cooldown reduction from 33% to 20%. Reduced elite skill recharge from 3 seconds to 1 second

>Lock On: Reduced fury duration from 5 seconds to 2.5 seconds. Adjusted vulnerability from 10 stacks for 8 seconds to 5 stacks for 6 seconds

>Kinetic Battery: Reduced quickness duration from 3 seconds to 2 seconds

 

>Scrapper

>Gyroscopic Acceleration: Reduced superspeed duration from 5 seconds to 3 seconds

>Mass Momentum: Reduced stability duration from 5 seconds to 3 seconds

>Expert Examination: Reduced weakness duration from 4 seconds to 3 seconds

>Holosmith

>Heat Therapy: Reduced base heal per stack from 49 to 39

>Thermal Release Valve: Reduced power coefficient from 0.75 to 0.1. Reduced burning duration from 6 seconds to 2 seconds

 

"Good. Fair enough."

 

>Takedown Round: Reduced power coefficient from 2.0 to 0.5

 

Nerf too much. This trait is already boring, unreliable, and a 75% reduction will just mean extinction. I'd think about re-working this.

 

 

 

 

Okay! Well that's everything. Let me know if you have any other thoughts. And I overall am very excited to play this patch.

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Generally agree with your assessments. There's a few other things I think they went too far on:

 

> Sharpshooter: Reduced bleeding duration from 3 seconds to 1 second

> Serrated Steel: Reduced bonus bleeding duration from 33% to 15%

> Thermal Vision: Reduced expertise from 150 to 60

> Incendiary Powder: Reduced bonus burning duration from 33% to 10%. Reduced burning duration from 8 seconds to 4 seconds

 

It's like they don't want condi engineer to exist. All of these traits already have pretty restrictive requirements, and now they're just objectively making them worse.

 

> Supply Crate: Reduced power coefficient from 1.0 to 0.01. Increased stun duration from 2 seconds to 3 seconds. Reduced cooldown from 120 seconds to 90 seconds

 

Still objectively worse than most other elite skills we could pick that include a CC. Supply Crate is not unblockable, has a 1 second cast time, and the turrets themselves are weak. Elixir X and Prime Light Beam will remain the better choices.

 

> Big Ol' Bomb (Bomb Kit Toolbelt): Reduced power coefficient from 2.475 to 0.01. Reduced cooldown from 25 seconds to 20 seconds

 

This one grinds my gears a bit -- I know why they did it (a blanket nerf on all CCs), but Big Ol' Bomb was pretty much garbage in PvP anyway. If you were running bomb kit, you generally weren't relying on this to do damage but force a dodge.

 

> Rocket Turret: Reduced overcharge power coefficient from 2.75 to 0.01

 

This one also grinds my gears. Rocket turret is possibly the worst utility skill you could pick in PvP, and they're making it worse without any consideration.

 

> Pistol

> Fragmentation Shot: Reduced power coefficient from 0.4 to 0.266

> Poison Dart Volley: Reduced power coefficient per hit from 0.4 to 0.2. Increased poison duration from 7 seconds to 10 seconds.

> Static Shot: Reduced power coefficient per hit from 0.4 to 0.3

> Blowtorch: Adjusted minimum burning from 4 stacks for 3 seconds to 2 stacks for 6 seconds. Adjusted maximum burning from 4 stacks for 6 seconds to 2 stacks for 12 seconds. Increased cooldown from 12 seconds to 15 seconds

 

While most of the weapons in-game did need a damage reduction, did engi pistol really need it? The autoattack is already laughably bad, and the burning didn't need to take another nerf without serious nerfs to other people's cleansing.

 

 

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> @"Vagrant.7206" said:

> It's like they don't want condi engineer to exist. All of these traits already have pretty restrictive requirements, and now they're just objectively making them worse.

 

> Still objectively worse than most other elite skills we could pick that include a CC. Supply Crate is not unblockable, has a 1 second cast time, and the turrets themselves are weak. Elixir X and Prime Light Beam will remain the better choices.

 

> While most of the weapons in-game did need a damage reduction, did engi pistol really need it? The autoattack is already laughably bad, and the burning didn't need to take another nerf without serious nerfs to other people's cleansing.

 

Firearms is a horribly bad specialization, no argument there. It's getting further desecrated, yes.

 

However, Sharpshooter, Serrated Steel, Thermal Vision, did these do much before? They were already pretty trash traits so the actual reduction in power level is small. Not saying it makes sense. I'd say its possible to run a condition damage build, but you just wouldn't take the condition damage specialization. Makes sense, right? It's hard to respect Firearms as a traitline.

 

Since they're reducing Firearms by a comparable chunk relative to everything else, I can't justify complaining too much.

 

It's funny how Firearms is a joke compared to the average specialization. Look at a single minor trait that the Warrior and Necromancer have:

 

https://wiki.guildwars2.com/wiki/Barbed_Precision

 

and

 

https://wiki.guildwars2.com/wiki/Bloodlust

 

They both do even more than Sharpshooter and Serrated Steel combined.

 

 

Other things:

 

- The pistol damage nerfs don't make a difference - reducing nothing by 33% is still nothing. Poison Dart Volley got a duration buff, I'd say Pistol Mainhand came out on top for this patch.

- Don't sleep on Supply Crate on a 90s cooldown. Remember Tornado, Rampage, Prime Light Beam are getting further nerfs.

 

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> @"Stand The Wall.6987" said:

> deleting sd builds is lame

> flashbang is useless unless its ^50% hp

> randomly breaking a random skill such as throw mine while nerfing other random skills no one uses

>

> sounds about right lol

 

Flashbang not useless. It's at least way less useless than previous Orbital Command.. wow, the amount of times that trait hit somebody I could probably count on one hand.

 

Personally I'm feeling the new Big Boomer a lot more for that consistent regeneration.

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Recharge on rifle skills and recharge on Healing Turret only things that bother me. Rifle is strong with Holo but core power Engi is enough of a challenge without having to kite _even more._ I understand every profession is getting nerfs here so for the most part I'm trying to remain unphased by anything I've read until it goes live, but some stuff is hard not to be annoyed by.

 

I see it like this; they've changed hundreds of skills across the board and it's impossible to consider the benefits and drawbacks of every change. They nerfed everything regardless of how it currently performs in PvP/PvE/WvW and in the future, assuming they stick to their more frequent balance pass schedule, will revert certain changes or buff certain things depending on how it's working. It will be a rough few months dealing with some things that may be extremely useless but hopefully in time they'll be brought back in line.

 

On the subject of Healing Turret though, I've always had this... Attraction? To Elixir H. Like I _want_ to use it but Healing Turret is just so good... Maybe I'll actually have more of a reason to use Elixir H after this then. So it's both good and bad from my perspective, lol.

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>> Medic Gyro: Increased cooldown from 20 seconds to 30 seconds. Reduced pulse heal coefficient from 0.6 to 0.25. Reduced initial heal coeffcient from 0.7 to 0.2

 

> Wow hold the heck up! Let's run some numbers for this. Reduced initial heal by 71%, reduced pulse heal by 58.33%, cooldown increased by 50%, this will mean complete extinction. Of these 3 nerfs, pick one, or this skill is lost forever

 

To be clear, the base healing is untouched, so 2 out of the 3 nerfs only affect you if you're running healing power. Other supportive heals saw similar reductions to their healing power scaling, so it seems Arenanet is being cautious about AoE sustain which is "Good. Fair enough." considering the damage reduction coming.

 

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> @"Chaith.8256" said:

> > @"Stand The Wall.6987" said:

> > deleting sd builds is lame

> > flashbang is useless unless its ^50% hp

> > randomly breaking a random skill such as throw mine while nerfing other random skills no one uses

> >

> > sounds about right lol

>

> Flashbang not useless. It's at least way less useless than previous Orbital Command.. wow, the amount of times that trait hit somebody I could probably count on one hand.

>

> Personally I'm feeling the new Big Boomer a lot more for that consistent regeneration.

 

yeah... its useless lol. big boom + all the others is going to equal some insane regen, which people are gonna cry about (and rightfully so if its 500+ hp per sec) and then those traits are gonna get nerfed back into irrelevancy. ah gw2 woes.

 

I really dislike them blanket nerfing off meta builds like sd. sure sure, instant cast blah blah. except its not instant, it has a travel time... the only thing that needed a nerf was mes mantras. instead everything gets nerfed (even shattered aegis, despite the constant meme threads I really liked the trait, also not instant) for fairness. imo fairness is a problem at anet, since there are clear over performers so it makes _zero sense_ to nerf other like minded builds cuz fairness. grr.

end rant.

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> @"Geriatrics.5823" said:

> >> Medic Gyro: Increased cooldown from 20 seconds to 30 seconds. Reduced pulse heal coefficient from 0.6 to 0.25. Reduced initial heal coeffcient from 0.7 to 0.2

>

> > Wow hold the heck up! Let's run some numbers for this. Reduced initial heal by 71%, reduced pulse heal by 58.33%, cooldown increased by 50%, this will mean complete extinction. Of these 3 nerfs, pick one, or this skill is lost forever

>

> To be clear, the base healing is untouched, so 2 out of the 3 nerfs only affect you if you're running healing power. Other supportive heals saw similar reductions to their healing power scaling, so it seems Arenanet is being cautious about AoE sustain which is "Good. Fair enough." considering the damage reduction coming.

>

 

Right. The healing formula is "Total healing = base healing + Healing Power * coeff"

 

But that raises another question.. Why nerf healing power as a stat? Surely if anything, you *want* players to have to invest in healing power to play an effective support class.

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> @"coro.3176" said:

> Right. The healing formula is "Total healing = base healing + Healing Power * coeff"

>

> But that raises another question.. Why nerf healing power as a stat? Surely if anything, you *want* players to have to invest in healing power to play an effective support class.

 

Yeah I was accidentally thinking in terms of damage, where there's no real base damage except the weapon strength. So I may have over-reacted a little bit, maybe Medic Gyro won't be as dead as it seems as long as the Engineer doesn't opt in for +Healing stat.

 

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> @"JETWING.2759" said:

> Preliminary conclusions:

> * Holosmith dead.

> * Scrapper strengthened... candidate to meta.

> * Core will have good place now. As Scrapper, candidate to meta.

>

> Waiting the update to better thoughts.

 

My conclusions are as follows:

 

Engineers will have choice of:

 

1.) Tanky side node Holosmith that has to avoid cluster f**ks for lack of stability, but holds side nodes fine.

2.) Scrapper that can support & cleave teamfights, side-node decently, most importantly not get locked down and die horribly, with the exception of boon rip.

3.) Core Engineer that plays at range and uses positioning to not get locked down and die horribly.

 

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> @"Chaith.8256" said:

>

> My conclusions are as follows:

>

> Engineers will have choice of:

>

> 1.) Tanky side node Holosmith that has to avoid cluster f**ks for lack of stability, but holds side nodes fine.

> 2.) Scrapper that can support & cleave teamfights, side-node decently, most importantly not get locked down and die horribly, with the exception of boon rip.

> 3.) Core Engineer that plays at range and uses positioning to not get locked down and die horribly.

>

May be the time of Core or Scrapper Juggernauts now... Not only at range or supporting...

Both will be able to do well at range, at melee and supporting.

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> @"Chaith.8256" said:

> > @"JETWING.2759" said:

> > Preliminary conclusions:

> > * Holosmith dead.

> > * Scrapper strengthened... candidate to meta.

> > * Core will have good place now. As Scrapper, candidate to meta.

> >

> > Waiting the update to better thoughts.

>

> My conclusions are as follows:

>

> Engineers will have choice of:

>

> 1.) Tanky side node Holosmith that has to avoid cluster f**ks for lack of stability, but holds side nodes fine.

> 2.) Scrapper that can support & cleave teamfights, side-node decently, most importantly not get locked down and die horribly, with the exception of boon rip.

> 3.) Core Engineer that plays at range and uses positioning to not get locked down and die horribly.

>

 

I suspect holo will also be able to play mid-range and use positioning to do ok with the new explosives line and CC:Storm. Might actually be a midrange king if combined with explosive entrance.

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> @"Vagrant.7206" said:

> > @"Chaith.8256" said:

> > > @"JETWING.2759" said:

> > > Preliminary conclusions:

> > > * Holosmith dead.

> > > * Scrapper strengthened... candidate to meta.

> > > * Core will have good place now. As Scrapper, candidate to meta.

> > >

> > > Waiting the update to better thoughts.

> >

> > My conclusions are as follows:

> >

> > Engineers will have choice of:

> >

> > 1.) Tanky side node Holosmith that has to avoid cluster f**ks for lack of stability, but holds side nodes fine.

> > 2.) Scrapper that can support & cleave teamfights, side-node decently, most importantly not get locked down and die horribly, with the exception of boon rip.

> > 3.) Core Engineer that plays at range and uses positioning to not get locked down and die horribly.

> >

>

> I suspect holo will also be able to play mid-range and use positioning to do ok with the new explosives line and CC:Storm. Might actually be a midrange king if combined with explosive entrance.

 

I think CC: Storm needs to affect more than just the auto attack. Hard to say if it can really make Holo a ranged attacker.

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> @"JETWING.2759" said:

> Holo can't fight at 600 range only with CC Storm and Photon Blitz, it's a melee fighter, needs stay at max 300 range to all his skills hit the target. He could get close to this before Holographic Shockwave nerf (from 600 radius to 300 radius).

 

The key skill being Corona Burst. You really have to land this to do any meaningful pressure.

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I think it makes sense to keep holo as a melee combatant. Allowing it to be ranged would deeply infringe on the tradeoff with core - ranged attacks.

 

CC: Storm should be more explosive and come with a bigger area of effect, here's my suggestion:

 

**Crystal Configuration: Storm: - Photon Forge abilities explode on contact and have increased radius.**

 

- Photon Forge#1 Chain: 10% damage reduction removed, still 600 range strikes. No longer considered a projectile. Damage upon contact damages targets in a 180 radius. Explosion.

- Holo Leap: Damage upon contact damages targets in a 180 radius. Explosion

- Corona Burst: Radius increase: 60.

- Photon Blitz: Damage upon contact damages and burns targets in an 180 radius. Explosion.

- Holographic Shockwave: Radius increase: 60. Explosion.

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