[Engineer] How ES changes effect the class
Posted: Sun Dec 24, 2017 3:38 pm
After the recent changes in the patch on 16/12/2017 the tactic Expert Skirmisher (ES) in my opinion is broken in a sense. This is a list of examples that again in my opinion create some issues in the game play of the engineer, especially tinker, grenade spec with close range combat.
To understand the issues in the game play, let see how it used to work. If you were to cast Turret or keg; your casting speed was reduced by 50% regardless of distance to enemy. Note only Turret and keg no offensive skills or abilities. The Turret is a damage buff and the keg a heal. As in live, the actual target was the engineer due to the above categories of the skills (buff-heal).
New changes dictate that in order to receive the speed buff of 50% you need to be 19.99 feet from and actively targeted enemy. Not just around an enemy. So, if you are attacked by a melee class while shooting a ranged class, you need to change to the melee target, cast turret and keg then switch back to the ranged one. This for starters is fairly difficult to do in the heat of combat but OK. Also, the dps from the target of interest is reduced because the auto attack will hit the melee not the ranged you were aiming for.
Notethat no other class is required to switch targets to cast heal-buff and damage skill/abilities due to the dual targeting system. This is not applied here.
In the case of concussion grenade… you knock back your target at 25 feet (more or less) and cast keg… no speed buff… while the target needs 0.5 sec to get to you and attack, with a 2 sec cast when attacked by a fast melee or focused fire from ranged ... total deployment time around 4 sec due to push back …use of keg? None. If consider that some classes can kill in 3-5 sec.
In the case of a pure AOE build... with a rotation like napalm, lighting rod, friction burn, electric discharge and blunderbuss blast… that don’t require a target … no speed buff on turret and keg deployment. Try to deploy a destroyed turret or keg… you will end up doing nothing for 8- sec due to push back for both skills (turret and keg) while under attack, unless to click a target between 0-20 feet.
Also if by mistake you have a dead target whether is 0 feet or 100 feet … no speed buff.
Also, the fact the cast bar is hard coded and the 1 sec cannot be changed doesn’t help much… because am sure that a lot of people see the cast bar and react to it… so when the cast bar hits the end and you move, as a reaction, then you miss the deployment because you need 1 more sec to finish it… kind of makes you just stand there counting rather than paying attention to the fight... just to make sure you have deployed.
This change reduces the effectiveness of an engineer in the field of battle and deprives his main function to support effectively his team mates. Don’t forget that the main use of an engineer is to support all the other classes by doing some dps, some heal and some tanking. He is not a pure dps nor tank or healer.
I don’t know if other engineers or other classes will agree with my opinion but if you do please post here and maybe the developers will consider this issue again and change It back.
No hard feelings to anyone, on any side. I know that we all doing the best we can for the betterment of this game but, I also love this game so much and I had the need to express my concerns for this issue, and hope to resolve it in a positive way.
Thank you all, I am awaiting your responses.
To understand the issues in the game play, let see how it used to work. If you were to cast Turret or keg; your casting speed was reduced by 50% regardless of distance to enemy. Note only Turret and keg no offensive skills or abilities. The Turret is a damage buff and the keg a heal. As in live, the actual target was the engineer due to the above categories of the skills (buff-heal).
New changes dictate that in order to receive the speed buff of 50% you need to be 19.99 feet from and actively targeted enemy. Not just around an enemy. So, if you are attacked by a melee class while shooting a ranged class, you need to change to the melee target, cast turret and keg then switch back to the ranged one. This for starters is fairly difficult to do in the heat of combat but OK. Also, the dps from the target of interest is reduced because the auto attack will hit the melee not the ranged you were aiming for.
Notethat no other class is required to switch targets to cast heal-buff and damage skill/abilities due to the dual targeting system. This is not applied here.
In the case of concussion grenade… you knock back your target at 25 feet (more or less) and cast keg… no speed buff… while the target needs 0.5 sec to get to you and attack, with a 2 sec cast when attacked by a fast melee or focused fire from ranged ... total deployment time around 4 sec due to push back …use of keg? None. If consider that some classes can kill in 3-5 sec.
In the case of a pure AOE build... with a rotation like napalm, lighting rod, friction burn, electric discharge and blunderbuss blast… that don’t require a target … no speed buff on turret and keg deployment. Try to deploy a destroyed turret or keg… you will end up doing nothing for 8- sec due to push back for both skills (turret and keg) while under attack, unless to click a target between 0-20 feet.
Also if by mistake you have a dead target whether is 0 feet or 100 feet … no speed buff.
Also, the fact the cast bar is hard coded and the 1 sec cannot be changed doesn’t help much… because am sure that a lot of people see the cast bar and react to it… so when the cast bar hits the end and you move, as a reaction, then you miss the deployment because you need 1 more sec to finish it… kind of makes you just stand there counting rather than paying attention to the fight... just to make sure you have deployed.
This change reduces the effectiveness of an engineer in the field of battle and deprives his main function to support effectively his team mates. Don’t forget that the main use of an engineer is to support all the other classes by doing some dps, some heal and some tanking. He is not a pure dps nor tank or healer.
I don’t know if other engineers or other classes will agree with my opinion but if you do please post here and maybe the developers will consider this issue again and change It back.
No hard feelings to anyone, on any side. I know that we all doing the best we can for the betterment of this game but, I also love this game so much and I had the need to express my concerns for this issue, and hope to resolve it in a positive way.
Thank you all, I am awaiting your responses.