Direct damage abilities, and instant abilities. Grenade tree is a bunch of weak aoe dots that scale horribly with both stats, and take a huge mitigation via toughness.Grunbag wrote:I can understand why BB is normal damage . In original dev logic , gun damage are normal and grenade damage are corp .Karast wrote:To be honest if blunderbuss was corp. Tinker would be extremely close to fine. Its the utter crap of our mixed damage types, and our inability to overcome high armor mitigation that is killing us as a dps, stationary issues aside.Grunbag wrote:Nothing more to say , you guys said it all.
Playing as a tinkerer is harder if you're not in a wb/grp
Since keg nerf , you got less impact on Healing a wb .
Imo both tinkerer and grenadier path need some review , but we have to wait for balance forum to be up again .
I have many idea to propose for tinkerer path and grenadier as well .
I want take inspiration with some skaven ability , and I rather see more support/mine tool for tinkerer .
To me , tinkerer could be the one that can put some trap on sièges weapons , keep door , debuff/buff siege weapon .
Having different mines with different effect could Be something interesting to work with .
Some tactic are not good : of you want to increase castime you also give a immune to your target (stun) , if you want to snare zone you also give an immune (root) .
Why not make barble wire a snare instead of a root and when slot tangling wire tactic this snare also gives damages on the move (something like gutter runner skaven) ?
Grenade needs a lot of work however, and it's going to be hard to see any real fix with the simple fact that there is not a solid ability in the tree at all. Firebomb is an AP hog that does nothing but fluff when fighting a decent enemy group. Spike is life, and grenade has none.
But yes in fact there is a lack of big ability in both tinkerer and grenadier path then .
What makes sorc/BW better on their aoe build that engineer aoe doesn't have ? Crit ? Direct aoe damage?
Then why don't give +15% crit in grenadier tree and give a toughness tactic to tinkerer tree (like magus right tree) instead ?
It is the difference from hitting for 200 and 1200. No amount of tactic swaps is really going to address how bad the dots are. And armor as a mitigation stat is just broken right now. There is also no AoE armor debuff on order side to even pretend to try to make it work.
Killing in this game is about spike, and you just can't spike with weak dots, and abilities that eat 75-90% mitigation, when you take into account armor + toughness.