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Balance Engineer Bugs

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#1 Thoran23


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Posted 14 May 2012 - 01:02 AM

As much as i appreciate all of your suggestions for balancing the engineer, we as a Community should concentrate on the most urgent topics. We just cant get all the buffs luyben (or so ;D) would like to have, sure it would be awesome but only until the nerfbat strikes.

What should be done first? IMHO following things should be adressed before any balance changes or buffs are used.

1. The Lost of power when switching on kits. I dropped from 24XX power to 19XX when i equipped the bombkit for example. Thats about 20%. Idk if the C-screen is just bugged but i think its correct. It would explain the low dmg on all kits.

2. we need sigil bonuses on our kits. We already cant use weaponswap sigils an thats ok for me. But having no sigils at all for kits is a huuuge disadvantage.

3. turrets, they they should scale somehow with attributes. Like the tooltips do.
I also agree that overcharge and detonate should swap places.

Before we are going to ask for improvements, we should try to get those Mechanic issues fixed.
We cant really judge on balance until we know, that this flaws are just Bugs or working as intendend.
What do you think?

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#2 Metamorphosis


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Posted 14 May 2012 - 01:53 AM

What about the complete fail that underwater combat is for Engy? One weapon with too much useless CC (a pull and retreat in one wtf.. and a wall that you can swim over or around neither of which do any dmg) and our low CD dmg ability is the most ackward thing ever. Kits that don't work underwater (no reason flamethrower shouldn't work if fire attunement for Ele works) just make it a different weapon entirely underwater like oil slick or tornado. Toolbelts that don't work underwater throw elixir is useless atm since there's no ground targeting underwater.

Edited by Metamorphosis, 14 May 2012 - 01:56 AM.

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