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Karast
Posts: 554

Re: Engineers

Post#21 » Thu Dec 03, 2015 6:27 am

For T3 engi / magus is pretty good, but you need to keep in mind that you are more melee than you are ranged.

More so for engi. Front line with support works well right now. It will suck more and more when T4 comes, but for now it's pretty good.

When it does come time to do something, we don't really need to add that much.

There are a lot of easy tweaks here and there, junk abilities that have non existent or horrible stat scaling. Phosphorous shells, static discharge, sticky bombs, Napalm, Hollow Points (tactic dot) all need some love.

A few tweaks to these abilities would help a lot.

Something I would personally like to see if possible is to have turret abilities scale off player stats not junk turret stats if such a thing is possible.

It would be a noticeable dps improvement. In T1 player / pet stats are pretty much the same, but stat sharing is junk, and pets don't get the benefit of weapon damage. If pet abilities scaled like player abilities, and were comparable like in early T1 it would make for a very interesting dynamic.

Rather than shock grenade critting for 200, it would crit around 400. In a group setting heals couldn't just ignore turret dps anymore.

If your going to have a pet based mechanic, an immobile pet at that, they should at least do somewhat good dps. Right now only solo'ers fear turrets, and solo'ers fear everything.

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Kragg
Posts: 1788

Re: Engineers

Post#22 » Thu Dec 03, 2015 8:50 am

Karast wrote:For T3 engi / magus is pretty good, but you need to keep in mind that you are more melee than you are ranged.

More so for engi. Front line with support works well right now. It will suck more and more when T4 comes, but for now it's pretty good.

When it does come time to do something, we don't really need to add that much.

There are a lot of easy tweaks here and there, junk abilities that have non existent or horrible stat scaling. Phosphorous shells, static discharge, sticky bombs, Napalm, Hollow Points (tactic dot) all need some love.

A few tweaks to these abilities would help a lot.

Something I would personally like to see if possible is to have turret abilities scale off player stats not junk turret stats if such a thing is possible.

It would be a noticeable dps improvement. In T1 player / pet stats are pretty much the same, but stat sharing is junk, and pets don't get the benefit of weapon damage. If pet abilities scaled like player abilities, and were comparable like in early T1 it would make for a very interesting dynamic.

Rather than shock grenade critting for 200, it would crit around 400. In a group setting heals couldn't just ignore turret dps anymore.

If your going to have a pet based mechanic, an immobile pet at that, they should at least do somewhat good dps. Right now only solo'ers fear turrets, and solo'ers fear everything.
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Nishka
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Posts: 1057

Re: Engineers

Post#23 » Thu Dec 03, 2015 10:38 am

Hatered wrote:
grease wrote:Dear devs Engineers needs help, we are not viable!

Our only proper use is to feed destro RP!
I'm not exaggerating at all, the engineer class is gimp with a capital G!

I'm not crying really,the engineer does do some damage and healing depending on your build
but anyone who plays an engineer will agree that vs other ranged dps class in the game
we are at the button of the list since T3. Please make us viable again!

That's all thank you.
Engineers are actually pretty strong class. Much more stronger, than their mirror - Maguses.

Anyway, the both classes are hard_party_oriented_defensive classes
You can forget about happy roaming with 'em. An in the most of cases you will die in 1vs1 battle with equally lvled and geared enemy. Maybe only against Sorcs/BW you can win, because they need a time to heat up.

But well entrenched Eng/Mag can bring a lot of pain to enemies, what is unable to reach them - basically at keep sieges.
Also, here is Magnet/rift - what can be better for a bomb groups?
You're so wrong about 1 vs 1 magus... Though it doesn't matter cause the game isn't about 1 vs 1.
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Nishka
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Posts: 1057

Re: Engineers

Post#24 » Thu Dec 03, 2015 10:45 am

Hatered wrote:
Nishka wrote:You're so wrong about 1 vs 1 magus... Though it doesn't matter cause the game isn't about 1 vs 1.
To you and others: please do not try to proove this by posting somekind of YT vids about "100RR Eng/Mag killing 50RR noobs" - I've seen it a lot already.
In fact, it was quite opposite. I've been dueling with my 55rr magus vs 80-100rr enemies. Quite successfull, I must say.
The only real threats were WL's for obious reason. But still possible to win: instead of trying to kite knock him down and try to apply as much damage as possible while he's down.
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"Well, once there was only chaos. You ask me, order's winning". - Grandmaster Siegfried Trappenfeld

TheGit
Posts: 21

Re: Engineers

Post#25 » Fri Dec 04, 2015 1:18 am

Engineers Corp damage gets worst for t4. You have not felt the hurt yet. Just wait. For those folks who think engineers are fine , roll one. Then post.

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Karast
Posts: 554

Re: Engineers

Post#26 » Fri Dec 04, 2015 5:21 am

TheGit wrote:Engineers Corp damage gets worst for t4. You have not felt the hurt yet. Just wait. For those folks who think engineers are fine , roll one. Then post.
it's a double whammy of both corp not scaling well, quite literally the base damage on a lot of corp skills in under 500 in T4, and of armor going nuts with the high RR sets.

Right now most people are around 30-50% physical reduction. Just wait until most people are rocking 60-75%.

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Nameless
Posts: 1421

Re: Engineers

Post#27 » Fri Dec 04, 2015 5:49 am

hardcaps for each archetypes.
For example cloth bearer can stack armor till 45% reduction
meduim armor users till 60%
heavy till 75%
so u prevent certain archetypes to be with next armor tier that contradict to their role and base armor type
Mostly harmless

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Nishka
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Posts: 1057

Re: Engineers

Post#28 » Fri Dec 04, 2015 6:06 am

Karast wrote:Right now most people are around 30-50% physical reduction. Just wait until most people are rocking 60-75%.
Shouldn't that make SH's even less viable than engineers on t4?
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"Well, once there was only chaos. You ask me, order's winning". - Grandmaster Siegfried Trappenfeld

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Sulorie
Posts: 7461

Re: Engineers

Post#29 » Fri Dec 04, 2015 7:14 am

Karast wrote: Right now most people are around 30-50% physical reduction. Just wait until most people are rocking 60-75%.
You forgot to mention armor debuffs.
Dying is no option.

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Karast
Posts: 554

Re: Engineers

Post#30 » Fri Dec 04, 2015 7:24 am

Nishka wrote:
Karast wrote:Right now most people are around 30-50% physical reduction. Just wait until most people are rocking 60-75%.
Shouldn't that make SH's even less viable than engineers on t4?
yeah it's an issue on all prdps.

squigs have their own issues, they do have a corp ability and an elemental dot, but they can pretty much go all out WS.

On engi it's a 50/50 split almost. Every tree has corp and physical abilities. If you only focus on damage bonus then you lose out on WS so your physical abilities do crap damage.

If you go for WS then you lose a good chunk of damage bonus, and survivability since you lose toughness on the trait.

People like to go on and on about defensive rdps. But engi / magus is more of a close range fighter, up front with the melee than we are back liners in T4. Especially if your pulling. So losing survivability sucks. Why bring a dps that doesn't do dps?

Squigs have some nice tactics for being more kitey but the stack stacking is still an issue.

They have the same stupid pet problem as well. Since the start sharing only shares stats from gear. No set bonuses / buffs / potions / renown specs / crit / procs.

So pet dps drops to crap. There is no way to get a pet enough WS to punch through armor. It's impossible end T4. But they do have the no pet tactic. I'd trade my turrets for that any day.

As far as armor debuffs though for engi / squig your fairly reliant on having a tank or mdps debuff for you, but in a group setting that's fine.

But when you look at medium armor so most MDPS / DoK / WP and of course tanks at RR80 with either tali's or defensive sets they can get their armor up above 60% after armor debuffs. It's just stupid.

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