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[ENGI] How would you change napalm

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wraithghost
Posts: 55

[ENGI] How would you change napalm

Post#1 » Fri May 15, 2020 8:25 am

What would your improvement to napalm be? Lots of people are complaining that even though it’s still a shadow of what it used to be with no crits and no explosive shots procs that the skill needs changing completely.

My perfect napalm would be (within balance hopefully) a 20ft ground AOE with opposite effect of sticky bomb. 2 sec cast, high initial dmg then a 9 sec dot. 20sec cd.

What would your option be?

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Starx
Posts: 336

Re: [ENGI] How would you change napalm

Post#2 » Fri May 15, 2020 8:55 am

Give it a tactic that changes the AoE to only 9 players but now applies a debuff like 10-15% increased dmg taken while standing in it.

Player cap is there to stop it from being cancer in forts and keeps. This alone would at least free up a spot for magus/engineer in every wb.

emiliorv
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Posts: 1295

Re: [ENGI] How would you change napalm

Post#3 » Fri May 15, 2020 9:56 am

Napalm/Mist was ruined when they changed the mechanic of the spell (which is core for the spec) => the spell MUST work like a AoE DD never was a dot...

Dot dmg was gimped when they fixed the thoughnes mitigation for dots, now nerf a aoe core spell...really if you want keep playing engi better move to snipe or magnet spec. If you want aoe dmg roll BW

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Crumbs
Posts: 199

Re: [ENGI] How would you change napalm

Post#4 » Fri May 15, 2020 10:13 am

don't mention anything tactic related. We are already juggling too many core tactics. I think it would be fine with either of these two options:

1. Allow it to gain damage from our mechanic, currently its still not working as intended I think

2. Allow it to crit

This would return it back to baseline without giving it stupid procs.
Mekanik/Cqb [engi] 40/86
Zuu [AM] 40/83
[magus] 40/70

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Arbich
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Posts: 788

Re: [ENGI] How would you change napalm

Post#5 » Fri May 15, 2020 11:57 am

With adding custom soundfiles now a thing apparently, it should play Wagner's ride of the valkyries everytime you throw napalm.
Arbich-BW/Xanthippe-WP/Schnipsel-AM

geezereur
Posts: 625

Re: [ENGI] How would you change napalm

Post#6 » Fri May 15, 2020 12:03 pm

The old version was way better than this weak new one.

Foofmonger
Posts: 524

Re: [ENGI] How would you change napalm

Post#7 » Fri May 15, 2020 12:05 pm

emiliorv wrote: Fri May 15, 2020 9:56 am Napalm/Mist was ruined when they changed the mechanic of the spell (which is core for the spec) => the spell MUST work like a AoE DD never was a dot...

Dot dmg was gimped when they fixed the thoughnes mitigation for dots, now nerf a aoe core spell...really if you want keep playing engi better move to snipe or magnet spec. If you want aoe dmg roll BW
I love these threads, it's just so funny.

Engieneers complain about Napalm killing them on dire shielding. Dire Shielding gets nerfed, Napalm gets nerfed so it can't trigger procs (including Dire Shielding), now Engieneers complain that Napalm isn't a DD anymore that can proc, even though you guys whined about how you shouldn't be getting killed by procs....

You want your cake, and you want to eat it it too. Ridiculous. Either accept that if you want procs on your AoE, you need to be also taking defensive procs, or that you don't get procs. This game is not "Engineers get everything they want and no downsides".

wraithghost
Posts: 55

Re: [ENGI] How would you change napalm

Post#8 » Fri May 15, 2020 1:51 pm

Foofmonger wrote: Fri May 15, 2020 12:05 pm
emiliorv wrote: Fri May 15, 2020 9:56 am Napalm/Mist was ruined when they changed the mechanic of the spell (which is core for the spec) => the spell MUST work like a AoE DD never was a dot...

Dot dmg was gimped when they fixed the thoughnes mitigation for dots, now nerf a aoe core spell...really if you want keep playing engi better move to snipe or magnet spec. If you want aoe dmg roll BW
I love these threads, it's just so funny.

Engieneers complain about Napalm killing them on dire shielding. Dire Shielding gets nerfed, Napalm gets nerfed so it can't trigger procs (including Dire Shielding), now Engieneers complain that Napalm isn't a DD anymore that can proc, even though you guys whined about how you shouldn't be getting killed by procs....

You want your cake, and you want to eat it it too. Ridiculous. Either accept that if you want procs on your AoE, you need to be also taking defensive procs, or that you don't get procs. This game is not "Engineers get everything they want and no downsides".
So grenade spec has terrible defensive stats so you are a free kill to anyone, you are immobile next to a turret, if said turret dies you lose 40% of your damage, you can’t do **** against any melee an your single target damage is weak...Erm do everything lol, I would be happy with just the one thing being able to do decent AOE damage.

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Foofmonger
Posts: 524

Re: [ENGI] How would you change napalm

Post#9 » Fri May 15, 2020 2:04 pm

wraithghost wrote: Fri May 15, 2020 1:51 pm
So grenade spec has terrible defensive stats so you are a free kill to anyone, you are immobile next to a turret, if said turret dies you lose 40% of your damage, you can’t do **** against any melee an your single target damage is weak...Erm do everything lol, I would be happy with just the one thing being able to do decent AOE damage.
For reference: I played a RR100 Magus on live - when the Magus/Engie classes were much worse than they are now. I know quite well how these archetypes work.

1. Specs don't generally have "stats" on DPS classes. That's what your gear is for. If you aren't gearing defensively, or buying the right renown abilities, that's a player issue.

2. You are "immobile", no you are not. The amount of bad RDPS players who need to google "pre kiting" is astounding, sincerely, a Marauder who keeps killing idiots who don't know that they need to run away before melee gets to them.

3. The turret dying losing damage is pretty lame, for both Engie and Magus. I don't disagree. The whole turret mechanic has some basic issues that I agree with you with.

4. You can't do "**** against any melee", this is nonsense and a player issue.

5. Your single target damage is weak, this is nonsense and a player/gear issue.

6. Engineers already do "decent AoE damage". In fact, in comparison to other classes, besides the Brightwizard/Sorc, they do "good AoE damage". In what world do Engineers not do "good AoE damage"? The one where you don't look at the rest of the classes in the game and see what kind of AoE damage they do? You want to try and list the classes in this game that do more AoE damage then Engies? Because there are 2, Sorcs and BWs. You can make a case that Slayers/Choppas can do better damage in some situations (like cities), but Engineers/Magii can outdamage Choppas/Slayers in some situations.

Starx
Posts: 336

Re: [ENGI] How would you change napalm

Post#10 » Fri May 15, 2020 2:53 pm

Foofmonger wrote: Fri May 15, 2020 2:04 pm 6. Engineers already do "decent AoE damage". In fact, in comparison to other classes, besides the Brightwizard/Sorc, they do "good AoE damage". In what world do Engineers not do "good AoE damage"? The one where you don't look at the rest of the classes in the game and see what kind of AoE damage they do? You want to try and list the classes in this game that do more AoE damage then Engies? Because there are 2, Sorcs and BWs. You can make a case that Slayers/Choppas can do better damage in some situations (like cities), but Engineers/Magii can outdamage Choppas/Slayers in some situations.
Engineers do dogshit damage. Literally every DPS Class besides SW, its mirror on destro, and newly nerfed WH/WE (they did more w/ 9-24 player AoE) do more AoE damage then they do in organized 24v24. Immobility isn't a l2kite issue, it's about the mechanic being a ball and chain of multiple dead GCD's every fight dragging your pet around or resummoning it just to be at full power. Unless you just want to jerk off in forts and keep defenses... fights outside actually move from one 20ft opening.

I could pretty much just take any dps class and bind 1 ability and faceroll and outdps any engineer/magus. And therein lies the biggest problem with engineer/magus their filler AoE ability is a 40ft cone with severely undertuned damage that has no augmentation whatsoever. Throwing dots on ppl that tick for 100 dmg every 3 seconds, probably wont even run their full duration, putting down ground AoE's that no ones gonna be standing in after a few seconds, and tentacle whipping and gunblasting just sucks balls. I could literally just play a slayer with tactic'd flurry and ID bound to 2 footpedals while blindfolded and dab on any engineer in city.

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