Hiho. Lesti here. Engi player since 11 years on RoR. I hate SCs and there are better solo roam engis. BUT I have checked every patch over the years and saw the impact on open RvR and city 24vs24.
And there is quite a bunch of dwarven experts on BItterstone that will show up here over time.
Short feedback:
The rdps patch gives half back what the engi had some years ago with the turret patch 5 years ago.
+40 % Damage bonus.
+25% range on gun turret
+mobile grenade casting on bombard turret
+36% disrupt, then +28% disrupt on Flame Turret and plus 50% range on Blunderbuss.
The Rdps patch gives 20% damage bonus. But instant.
+10ft gun turret
-5 AP on abilites on bombard
A little disrupt on Flame turret. Can Look the numbers later.
Like I said this is less than a half what the turrets gave. And Engi had for a while a high Phase with some engis rocking City Sieges. Although with one engi max per wb.
Over time one bonus over the next go away.
The current patchnotes is a good step in the direction. But it is no way OP as even the old turrets didn’t turned the engi into an aoe dps you take over 5 BWs.
More detailed Feedback soon.
[PTS] Engi Feedback
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[PTS] Engi Feedback
Last edited by Glorian on Mon Jul 27, 2026 8:46 pm, edited 1 time in total.
Captain Lesti Ardisson - 3rd Bitterstone Thunderers.
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Re: [PTS] Engi Feedback
Balance Changes
Summary
- The Path of the Riflemen has strong single target damage and many good tactic choices. However, the turret mechanic and the cooldowns on their DoT abilities prevented a smooth gameplay experience. Therefore, the team has added several quality of life improvements to the Riflemen spec to improve its gameplay, without increasing their maximum potential too much.
- The Path of the Grenadier AoE spec brings good value to warbands and will mostly stay intact except for a change to Sticky Bomb.
- The Path of the Tinkerer is built to get in the face of your enemies to deal AoE damage. Currently the risk versus reward doesn't feel balanced. Therefore Path of the Tinkerer will see some damage improvements.
- Turrets have been reworked to feel more rewarding to play around and use. The damage bonus provided by being near your Turret no longer builds up over time but instead is based only on proximity. Additionally, each Turret type now provides a unique secondary bonus.
Tactics
- Extra Powder: Additionally affects Sticky Bomb.
——Range is quite big now. Will lead to Sticky actually taken.
- Tracer Rounds: Changed to core tactic available at level 35. Now requires the player to be within 30 feet to gain 15% critical hit chance. Otherwise, if the player is within 45 feet they gain 8% critical hit chance.
Moved to Core as it fit the Tinkerer tree the least in terms of playstyle. To compensate it has its range reduced, meaning you have to remain closer to your turret to gain the full benefit.
——Was a good tactic for ST and grenadier too. But too high in the right tree. Engi has 10 great tactics for 3 spots.
- Auto-Repair Matrix: New tactic replacing Tracer Rounds as 11 pt tactic in Path of Tinkerer: While you are within 45 feet of your turret, whenever you are healed, your turret is also healed for 50% of the healing. Increases the damage of your turret abilities by 25%.
A new tactic in the Tinkerer tree, which together with an Armor buff to the Flame Turret, should allow the Engineer to play around the Flame Turret better in AoE situations. Of course, it can also be used together with other turrets to increase their damage output, but that would come at the sacrifice of other tactics for your own personal damage.
—-Pet damage is buffed. With this it can even be felt. Need test.
- Proximity Alarm: Removed.
——Thanks to the Runepriest Karast with his Ini of 900 and this tactic we were able to Sonar detect cloaked WEs at maximum range. Destro tears have washed this tactic away.
- Reinforced Casing: Now additionally increases the Ballistic Skill of the player's turrets.
- Stopping Power: Reworked into Drake Shot: Hip Shot and Blunderbuss Blast now deal Corporeal Damage.
Stopping Power has been replaced by the new Drake Shot, giving the Engineer the opportunity to make Blunderbuss Blast (and Hip Shot) deal Corporeal damage.
—- Interesting. old Tactic was useless and from a time where ranged abilites hat like 5-100ft cast range. Useless in nowadays rvr.
First test on marauder training dummy with drakeshot hipshot and Drakeshot blunderbuss gives the same damage than Blunderbuss with high WS and armor debuff and Runepriest armor debuff. Some years ago we were using shotgun Warbands. But back then with +40% damage and +20ft on Blunderbuss. And we needed all 3 debuffs active at the same time for these damage numbers. With this tactic easier
Corp Blunderbuss might give this a revival. But not near BW/Sorc numbers.
- Tangling Wire: Damage increased from 6 * (44 + 0.25*DB) to 6 * (50 + 0.38*DB).
——insignificant.
- Coordinated Fire: Now additionally causes Signal Flare to be undefendable.
—— might get now a new Must have in small roaming parties. To have the +15% damage on one target at all times. Engi has no healdebuff on the target. Ingoing or Outgoing. So this is kind of their main ranged debuff.
Abilities
- Turrets: The damage bonus you gain from being nearby your turrets is changed to be static based on your vicinity to your turret: While you are within 30 feet of your turret, your damage is increased by 20%. Otherwise while you are within 45 feet of your turret, your damage is increased by 10%.
- Gun Turret: Now gains 100% (up from 75%) of the player's Ballistic Skill, 75% of the player's Weapon Skill (no change) and 25% (down from 50%) of the player's Wounds from item bonuses. The player now gains 10 additional feet range as long as they remain within 30 feet of the Gun Turret.
- Bombardment Turret: Now gains 100% (no change) of the player's Ballistic Skill, 25% of the player's Weapon Skill (down from 30%) and 75% (up from 70%) of the player's Wounds from item bonuses. The player now has their AP cost of abilities reduced by 5 as long as they remain within 30 feet of the Bombardment Turret.
- Flame Turret: Now gains 100% (no change) of the player's Ballistic Skill, 0% of the player's Weapon Skill (down from 10%) and 100% (up from 90%) of the player's Wounds from item bonuses. The player now gains 10% Dodge and Disrupt as long as they remain within 30 feet of the Flame Turret.
—— wrote at first post. Good Buffs. Less than a half that it was 5 years ago. Wasn’t OP then. And these are less. The instant buff is great as you might get more mobile
- Snipe: Damage increased from (647 + 2.0*DB + 3.0*WDPS) to (647 + 3.0*DB + 3.0*WDPS)
—-Bugfix after 4 years. Snipe is a 3second cast ability. Needs the 3 second damage buff.
- Napalm Grenade: Damage changed from (99 + 0.3*DB) / (199 + 0.3*DB) / (299 + 0.3*DB) to (99 + 0.3*DB) / (199 + 0.6*DB) / (299 + 0.9*DB)
——Endphase more damage. Napalm was nerfed some years ago after some cities. This is not like old napalm and if destro is after 20 seconds still on the same spot they are bad or in a fort.
- Sticky Bomb: Now deals 5 * (60+ 0.35*DB) Corporeal damage over 5 seconds. Explosion damage changed from (248 + 0.38*DB) to (225 + 0.67*DB).
---Interesting buff and gives the grenadier a reason to take the ability.
- Bugman's Best: Cast time reduced from 2.0 to 1.5 seconds. Radius increased from 25 to 45 feet.
---In a land before our time the keg was healing 30ft out of party 9 order players around. These were the times of bathing on purple renown rain at a keep defense. After we defended Dragonwake Lordroom for 2 days straight with 20 engineers inside the destro tears washed that away. Changed to 60ft and inside party only. Then changed to 25ft AND Party it is now to 45ft again. Hooray!
It is a good ability if you have no healers around and have some time to cast it.
- Incendiary Rounds: AP cost reduced from 45 to 35. Cooldown removed.
----This is a real buff now. Incendiary is a good dot. With Signal Flare you can put on unseen preassure and then start doing the direct damage. It isn't near any Sorc Rotation but needed if you want to shoot someone. Or better said the second person after the first one got healed to fast.
- Signal Flare: Cooldown removed, but can only be applied to a single enemy at a time. Damage and duration changed from 7 * (206 + 0.86*DB) over 21 seconds to 5 * (206 + 0.86*DB) over 15 seconds.
This DoT ability is crucial to the single target damage build of the Engineer. Its long cooldown combined with the cooldown of Incendiary Shot made target swapping particularly difficult for the Engineer. Signal Flare no longer has a cooldown, but can only be applied to one enemy at a time. We feel like this is both a great way to balance the ability, while still fitting within the context of the ability.
----The dev explanation is quite correct. Buff and Nerf at the same time. No cooldown is great, only one target and less duration is a nerf. I remeber roughly 300 destro that moved away from us, only to dye from Signal Flare killing them 300ft away. This will be gone. But a better Rotation is that worth.
- Flashbang Grenade: Projectile speed increased.
---Nice. And Interrupt with 1sec casttime that actually has the time to interrupt an animation that you see.
- Friction Burn: Damage changed from 3 * (198 + 0.8*DB) to 4 * (176 + 0.6*DB).
---Interesting: Damage should be roughly the same. But the first damage tick is near the casttime. More upfront damage.
- Static Discharge: Damage increased from dealing (187 + 0.75*DB) once to dealing (187 + 0.67*DB) twice. Cooldown increased from 5 to 10 seconds.
-----Buff for more Damage, Nerf on CD. With 10seconds also out of Swordmaster Whispering Winds Warband tricks. Need to retrain musscles on rotation.
The most notable damage buff to Tinkerer is a buff to Static Discharge. This previously lackluster ability will now reward the Engineer of going in melee range for their maximum AoE output.
- Shock Grenade: Cooldown increased from 20 to 60 seconds. No longer induces a global cooldown and additionally grants Unstoppable for 3 seconds to the affected allies.
---An almost forgotten Abilitie on Engi. Will be usefull maybe to fight the green goblin shiat. If the engi remebers all his 29 buttons.
- Electromagnet: Randomness in pull distance reduced, making the ability more consistent overall.
----Need to be tested in Rvr. We lost the hope in magnet some years ago.
Morales
- Autoloader: Reworked to: Self. Instant. - For the next 10 seconds, the cooldown of your Gun abilities are reduced by 10 seconds and their chance to critically hit is increased by 25%.
----Now it is getting really interesting.
Autolader CD reduction works on: Snipe, Hipshot, Focused Fire, Crack Shot (Dismarming shot). So ideally in the 10 seconds you can do:
Cast 3-4 Snipes on good range. Not 182ft like 5 years ago, but 160ft with gunturret in patch today. Not really burst though. Best to catch unaware targets. Of course we will use this with more than one Engi at the same time at the same target. But as it was told me several times in the past: The Bitterstone snipersquad has no impact on dev decission.
Joke aside, I need to see if this has any impact on Focus targets in skrimish play.
Cast 3 times Focused Fire. I am not a fan of Focused fire. Yes, it is lot of dakka, and a lot of stuff is flying through the air, but if you look at the damage numbers that is lacklustre. Gunblast with the 1,5 second casttime does the same damage as Focused fire in the same timeslot. The only cool thing on Focused fire is, that it is instant and you roll more often on your weapon procs.
Cast 7-8 times Hipshot. This is interesting if you are using the Drakegun tactic. Corp Damage on 100ft every GCD for 10 seconds on an instant ability. These arent Magus/BW/Sorc burst numbers but still a lot. Tests showed 8000 Damage in 11 seconds. So if you have Autoloader M1 you can feel like a weak magus for 10 seconds every 60 seconds.
Crackshot: Has 30s CD, then would have 20s. Insignificant.
- Mortar Round: Removed so all classes have 3 Morale 2 options.
---Sad sad Nerf. 100ft Mortar Round was the engis way of helping Order to make a breaktrough. The 65ft SW thing will be also cool though with the ranged Snare.
- Scattershot: Replaced by Unshakable Focus: Self. Instant. - A cold unyielding focus causes your abilities to have 50% less chance to be defended against and their chance to critically hit is increased by 100% for 15 seconds. Additionally, you cannot be set back while casting.
----Cool Moral with 100% Crit and -50% defendable. But this is an M4. This should do a real dent into destro. MAybe need a test if it works on Grenade dots that are already ticking and on Napalm. Then maybe. But I think napalm doesn't can crit.
Unsure if an option.
- Artillery Barrage: Now deals 800 damage every 2 seconds to enemies within 25 feet, but additionally reduces the chance of enemies within the Artillery Barrage to defend attacks by 50%.
---Less Damage in a smaller radius. 25ft is in Rvr Terms like nothing. Need rvr testing I guess.
- Fling Explosives: Reworked to: Damaging. Self. Instant. - You fling packets of explosives all around you, which explode after a short delay, dealing 2400 damage to all enemies within 25 feet.
---Interesting. Big Damage in 25ft. And instant. Maybe something for a postern push.
Pets
- Flame Turret: Armored increased from 1200 to 2400.
- Machine Gun: Damage changed from (37 + 1.5*DB) to (150 + 0.5*DB)
- Shock Grenade: Cast time reduced from 2.0 to 1.0 seconds and damage increased from (199 + 1.5*DB) to (225 + 1.5*DB).
- High-Explosive Grenade: Cooldown reduced from 8 to 6 seconds.
- Flamethrower: Cast time reduced from 2.0 seconds to instant and damage type changed from Physical to Corporeal.
- Steam Vent: Damage changed from (75 + 0.5*DB) to (150 + 1.0*DB).
----All cool stuff. Turret Daamge was in the past quite unspectecular. It will still not kill anything on its own, but it is a small buff.
Bug Fixes
- Signal Flare no longer undefendable. (Damage part was not undefendable, but the debuff part was).
----Cool.
Summary
- The Path of the Riflemen has strong single target damage and many good tactic choices. However, the turret mechanic and the cooldowns on their DoT abilities prevented a smooth gameplay experience. Therefore, the team has added several quality of life improvements to the Riflemen spec to improve its gameplay, without increasing their maximum potential too much.
- The Path of the Grenadier AoE spec brings good value to warbands and will mostly stay intact except for a change to Sticky Bomb.
- The Path of the Tinkerer is built to get in the face of your enemies to deal AoE damage. Currently the risk versus reward doesn't feel balanced. Therefore Path of the Tinkerer will see some damage improvements.
- Turrets have been reworked to feel more rewarding to play around and use. The damage bonus provided by being near your Turret no longer builds up over time but instead is based only on proximity. Additionally, each Turret type now provides a unique secondary bonus.
Tactics
- Extra Powder: Additionally affects Sticky Bomb.
——Range is quite big now. Will lead to Sticky actually taken.
- Tracer Rounds: Changed to core tactic available at level 35. Now requires the player to be within 30 feet to gain 15% critical hit chance. Otherwise, if the player is within 45 feet they gain 8% critical hit chance.
Moved to Core as it fit the Tinkerer tree the least in terms of playstyle. To compensate it has its range reduced, meaning you have to remain closer to your turret to gain the full benefit.
——Was a good tactic for ST and grenadier too. But too high in the right tree. Engi has 10 great tactics for 3 spots.
- Auto-Repair Matrix: New tactic replacing Tracer Rounds as 11 pt tactic in Path of Tinkerer: While you are within 45 feet of your turret, whenever you are healed, your turret is also healed for 50% of the healing. Increases the damage of your turret abilities by 25%.
A new tactic in the Tinkerer tree, which together with an Armor buff to the Flame Turret, should allow the Engineer to play around the Flame Turret better in AoE situations. Of course, it can also be used together with other turrets to increase their damage output, but that would come at the sacrifice of other tactics for your own personal damage.
—-Pet damage is buffed. With this it can even be felt. Need test.
- Proximity Alarm: Removed.
——Thanks to the Runepriest Karast with his Ini of 900 and this tactic we were able to Sonar detect cloaked WEs at maximum range. Destro tears have washed this tactic away.
- Reinforced Casing: Now additionally increases the Ballistic Skill of the player's turrets.
- Stopping Power: Reworked into Drake Shot: Hip Shot and Blunderbuss Blast now deal Corporeal Damage.
Stopping Power has been replaced by the new Drake Shot, giving the Engineer the opportunity to make Blunderbuss Blast (and Hip Shot) deal Corporeal damage.
—- Interesting. old Tactic was useless and from a time where ranged abilites hat like 5-100ft cast range. Useless in nowadays rvr.
First test on marauder training dummy with drakeshot hipshot and Drakeshot blunderbuss gives the same damage than Blunderbuss with high WS and armor debuff and Runepriest armor debuff. Some years ago we were using shotgun Warbands. But back then with +40% damage and +20ft on Blunderbuss. And we needed all 3 debuffs active at the same time for these damage numbers. With this tactic easier
Corp Blunderbuss might give this a revival. But not near BW/Sorc numbers.
- Tangling Wire: Damage increased from 6 * (44 + 0.25*DB) to 6 * (50 + 0.38*DB).
——insignificant.
- Coordinated Fire: Now additionally causes Signal Flare to be undefendable.
—— might get now a new Must have in small roaming parties. To have the +15% damage on one target at all times. Engi has no healdebuff on the target. Ingoing or Outgoing. So this is kind of their main ranged debuff.
Abilities
- Turrets: The damage bonus you gain from being nearby your turrets is changed to be static based on your vicinity to your turret: While you are within 30 feet of your turret, your damage is increased by 20%. Otherwise while you are within 45 feet of your turret, your damage is increased by 10%.
- Gun Turret: Now gains 100% (up from 75%) of the player's Ballistic Skill, 75% of the player's Weapon Skill (no change) and 25% (down from 50%) of the player's Wounds from item bonuses. The player now gains 10 additional feet range as long as they remain within 30 feet of the Gun Turret.
- Bombardment Turret: Now gains 100% (no change) of the player's Ballistic Skill, 25% of the player's Weapon Skill (down from 30%) and 75% (up from 70%) of the player's Wounds from item bonuses. The player now has their AP cost of abilities reduced by 5 as long as they remain within 30 feet of the Bombardment Turret.
- Flame Turret: Now gains 100% (no change) of the player's Ballistic Skill, 0% of the player's Weapon Skill (down from 10%) and 100% (up from 90%) of the player's Wounds from item bonuses. The player now gains 10% Dodge and Disrupt as long as they remain within 30 feet of the Flame Turret.
—— wrote at first post. Good Buffs. Less than a half that it was 5 years ago. Wasn’t OP then. And these are less. The instant buff is great as you might get more mobile
- Snipe: Damage increased from (647 + 2.0*DB + 3.0*WDPS) to (647 + 3.0*DB + 3.0*WDPS)
—-Bugfix after 4 years. Snipe is a 3second cast ability. Needs the 3 second damage buff.
- Napalm Grenade: Damage changed from (99 + 0.3*DB) / (199 + 0.3*DB) / (299 + 0.3*DB) to (99 + 0.3*DB) / (199 + 0.6*DB) / (299 + 0.9*DB)
——Endphase more damage. Napalm was nerfed some years ago after some cities. This is not like old napalm and if destro is after 20 seconds still on the same spot they are bad or in a fort.
- Sticky Bomb: Now deals 5 * (60+ 0.35*DB) Corporeal damage over 5 seconds. Explosion damage changed from (248 + 0.38*DB) to (225 + 0.67*DB).
---Interesting buff and gives the grenadier a reason to take the ability.
- Bugman's Best: Cast time reduced from 2.0 to 1.5 seconds. Radius increased from 25 to 45 feet.
---In a land before our time the keg was healing 30ft out of party 9 order players around. These were the times of bathing on purple renown rain at a keep defense. After we defended Dragonwake Lordroom for 2 days straight with 20 engineers inside the destro tears washed that away. Changed to 60ft and inside party only. Then changed to 25ft AND Party it is now to 45ft again. Hooray!
It is a good ability if you have no healers around and have some time to cast it.
- Incendiary Rounds: AP cost reduced from 45 to 35. Cooldown removed.
----This is a real buff now. Incendiary is a good dot. With Signal Flare you can put on unseen preassure and then start doing the direct damage. It isn't near any Sorc Rotation but needed if you want to shoot someone. Or better said the second person after the first one got healed to fast.
- Signal Flare: Cooldown removed, but can only be applied to a single enemy at a time. Damage and duration changed from 7 * (206 + 0.86*DB) over 21 seconds to 5 * (206 + 0.86*DB) over 15 seconds.
This DoT ability is crucial to the single target damage build of the Engineer. Its long cooldown combined with the cooldown of Incendiary Shot made target swapping particularly difficult for the Engineer. Signal Flare no longer has a cooldown, but can only be applied to one enemy at a time. We feel like this is both a great way to balance the ability, while still fitting within the context of the ability.
----The dev explanation is quite correct. Buff and Nerf at the same time. No cooldown is great, only one target and less duration is a nerf. I remeber roughly 300 destro that moved away from us, only to dye from Signal Flare killing them 300ft away. This will be gone. But a better Rotation is that worth.
- Flashbang Grenade: Projectile speed increased.
---Nice. And Interrupt with 1sec casttime that actually has the time to interrupt an animation that you see.
- Friction Burn: Damage changed from 3 * (198 + 0.8*DB) to 4 * (176 + 0.6*DB).
---Interesting: Damage should be roughly the same. But the first damage tick is near the casttime. More upfront damage.
- Static Discharge: Damage increased from dealing (187 + 0.75*DB) once to dealing (187 + 0.67*DB) twice. Cooldown increased from 5 to 10 seconds.
-----Buff for more Damage, Nerf on CD. With 10seconds also out of Swordmaster Whispering Winds Warband tricks. Need to retrain musscles on rotation.
The most notable damage buff to Tinkerer is a buff to Static Discharge. This previously lackluster ability will now reward the Engineer of going in melee range for their maximum AoE output.
- Shock Grenade: Cooldown increased from 20 to 60 seconds. No longer induces a global cooldown and additionally grants Unstoppable for 3 seconds to the affected allies.
---An almost forgotten Abilitie on Engi. Will be usefull maybe to fight the green goblin shiat. If the engi remebers all his 29 buttons.
- Electromagnet: Randomness in pull distance reduced, making the ability more consistent overall.
----Need to be tested in Rvr. We lost the hope in magnet some years ago.
Morales
- Autoloader: Reworked to: Self. Instant. - For the next 10 seconds, the cooldown of your Gun abilities are reduced by 10 seconds and their chance to critically hit is increased by 25%.
----Now it is getting really interesting.
Autolader CD reduction works on: Snipe, Hipshot, Focused Fire, Crack Shot (Dismarming shot). So ideally in the 10 seconds you can do:
Cast 3-4 Snipes on good range. Not 182ft like 5 years ago, but 160ft with gunturret in patch today. Not really burst though. Best to catch unaware targets. Of course we will use this with more than one Engi at the same time at the same target. But as it was told me several times in the past: The Bitterstone snipersquad has no impact on dev decission.
Joke aside, I need to see if this has any impact on Focus targets in skrimish play.
Cast 3 times Focused Fire. I am not a fan of Focused fire. Yes, it is lot of dakka, and a lot of stuff is flying through the air, but if you look at the damage numbers that is lacklustre. Gunblast with the 1,5 second casttime does the same damage as Focused fire in the same timeslot. The only cool thing on Focused fire is, that it is instant and you roll more often on your weapon procs.
Cast 7-8 times Hipshot. This is interesting if you are using the Drakegun tactic. Corp Damage on 100ft every GCD for 10 seconds on an instant ability. These arent Magus/BW/Sorc burst numbers but still a lot. Tests showed 8000 Damage in 11 seconds. So if you have Autoloader M1 you can feel like a weak magus for 10 seconds every 60 seconds.
Crackshot: Has 30s CD, then would have 20s. Insignificant.
- Mortar Round: Removed so all classes have 3 Morale 2 options.
---Sad sad Nerf. 100ft Mortar Round was the engis way of helping Order to make a breaktrough. The 65ft SW thing will be also cool though with the ranged Snare.
- Scattershot: Replaced by Unshakable Focus: Self. Instant. - A cold unyielding focus causes your abilities to have 50% less chance to be defended against and their chance to critically hit is increased by 100% for 15 seconds. Additionally, you cannot be set back while casting.
----Cool Moral with 100% Crit and -50% defendable. But this is an M4. This should do a real dent into destro. MAybe need a test if it works on Grenade dots that are already ticking and on Napalm. Then maybe. But I think napalm doesn't can crit.
Unsure if an option.
- Artillery Barrage: Now deals 800 damage every 2 seconds to enemies within 25 feet, but additionally reduces the chance of enemies within the Artillery Barrage to defend attacks by 50%.
---Less Damage in a smaller radius. 25ft is in Rvr Terms like nothing. Need rvr testing I guess.
- Fling Explosives: Reworked to: Damaging. Self. Instant. - You fling packets of explosives all around you, which explode after a short delay, dealing 2400 damage to all enemies within 25 feet.
---Interesting. Big Damage in 25ft. And instant. Maybe something for a postern push.
Pets
- Flame Turret: Armored increased from 1200 to 2400.
- Machine Gun: Damage changed from (37 + 1.5*DB) to (150 + 0.5*DB)
- Shock Grenade: Cast time reduced from 2.0 to 1.0 seconds and damage increased from (199 + 1.5*DB) to (225 + 1.5*DB).
- High-Explosive Grenade: Cooldown reduced from 8 to 6 seconds.
- Flamethrower: Cast time reduced from 2.0 seconds to instant and damage type changed from Physical to Corporeal.
- Steam Vent: Damage changed from (75 + 0.5*DB) to (150 + 1.0*DB).
----All cool stuff. Turret Daamge was in the past quite unspectecular. It will still not kill anything on its own, but it is a small buff.
Bug Fixes
- Signal Flare no longer undefendable. (Damage part was not undefendable, but the debuff part was).
----Cool.
Last edited by Glorian on Mon Jul 27, 2026 9:34 pm, edited 3 times in total.
Captain Lesti Ardisson - 3rd Bitterstone Thunderers.
Full Gallery of Dwarf Weapons and where to find them.
Howto - Reduce Lag, Crashes, Disconects.
Re: [PTS] Engi Feedback
I am keeping my feedback fairly brief on a few keys areas.
I overall like the weight of the changes, the corp tactic for blunderbuss (Drake Shot) is great and along with the other changes to tinker aoe it feels a lot better. Tinker feels extremely smooth and with the turret changes and the new turret tactics the turret dps is great.
I am a namely tinker engi, so I am having a great time and with the changes to sticky bomb I can see more of a grenade side spec competing with my usual rifle side build.
Grenade as a whole is still bad. Having a ranged aoe tree where your core dots do lack luster damage, and your channel does not stack really kills the spec. The naplam buff is nice but does not do a lot. Acid bomb, frag grenade, and phosphorous shells need more attention. More damage could be put into the dot side of things to make up for the fact the rest do not stack. The 5 AP on the grenade turret feels a bit weak. I do like the big spike of the turret abilities though. They hit hard and can help provide spike windows.
Overall the biggest issue for me is still weaponskill. Right now 2/3 trees can build around corp damage and it feels great but it is a much clunkier experience than magus since even if you try to avoid WS you have it on sets, gear, and bonuses, you also need to give up a tactic slot on a tactic starved career to build around it better now. Magus just feels like the more polished and smoother version. I feel like engi will always be clunky in our corp builds while we have dead stats dragging us down. If the tinker focused sets could at least be rebalanced to focus away from ws on pieces and bonuses that would do a lot.
Overall great job! I am really looking forward to the patch.
I overall like the weight of the changes, the corp tactic for blunderbuss (Drake Shot) is great and along with the other changes to tinker aoe it feels a lot better. Tinker feels extremely smooth and with the turret changes and the new turret tactics the turret dps is great.
I am a namely tinker engi, so I am having a great time and with the changes to sticky bomb I can see more of a grenade side spec competing with my usual rifle side build.
Grenade as a whole is still bad. Having a ranged aoe tree where your core dots do lack luster damage, and your channel does not stack really kills the spec. The naplam buff is nice but does not do a lot. Acid bomb, frag grenade, and phosphorous shells need more attention. More damage could be put into the dot side of things to make up for the fact the rest do not stack. The 5 AP on the grenade turret feels a bit weak. I do like the big spike of the turret abilities though. They hit hard and can help provide spike windows.
Overall the biggest issue for me is still weaponskill. Right now 2/3 trees can build around corp damage and it feels great but it is a much clunkier experience than magus since even if you try to avoid WS you have it on sets, gear, and bonuses, you also need to give up a tactic slot on a tactic starved career to build around it better now. Magus just feels like the more polished and smoother version. I feel like engi will always be clunky in our corp builds while we have dead stats dragging us down. If the tinker focused sets could at least be rebalanced to focus away from ws on pieces and bonuses that would do a lot.
Overall great job! I am really looking forward to the patch.
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Eisenbart2
- Posts: 11
Re: [PTS] Engi Feedback
Priority for Engi - removing the cast time from turret.
Its mainly a quality of life change but it opens up a lot of different more movement based playstyles. In addition it frees up well oiled machine for removal or rework. Engi really has to many needed tactics.
Its mainly a quality of life change but it opens up a lot of different more movement based playstyles. In addition it frees up well oiled machine for removal or rework. Engi really has to many needed tactics.
"Baragazul gromril an karaz. Gromril an karaz nar-uzkul dumdrazbaruk."
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Shogun4138
- Posts: 330
Re: [PTS] Engi Feedback
Remove the ability of turret shooting through trees and walls and rocks. Make turrets los
Gogo - WE
Propaine - Chosen
Fingablasta- Rsh
Propaine - Chosen
Fingablasta- Rsh
Re: [PTS] Engi Feedback
- Make the turret and gear buffs to affect Auto Attack Ability (Range) or
- Remove cast time for turret
That being said, thats a lot of work you guys put together, thanks
- Remove cast time for turret
That being said, thats a lot of work you guys put together, thanks
Brenand, Engineer - Bilkhir, IronBreaker - Brenandz, Slayer - Aderat, WH - Duinor, SW - Dageka, BW - Dageca, WP - Adolar, KoTBS
Re: [PTS] Engi Feedback
Hi.
A dem personal notes after looking at the buffs/nerfs for both classes. I play both magusrr82 and engirr71 .
Magus looks amazing on papper, prolly op since they already own engi hard both in dmg and sustain. The 50% casttime redu while using the insta dmg skill will make gameplay flow a lot more.
Both classes suffer from the cast time turret/pet tho. It needs to be close, it’s what the class is all about and still it’s 2,5sec cast. Tactic is mandatory for all pvp, for both classes. It needs to be removed.
Bugmans Brew needs a lift up, the magus one is amazing and yet again we need to be close and it’s a long cast vs insta self hel on magus that roxxs.
Make it self only, to compensate and somethinglike 4x800 healing for 4-6secs.
Also as pointed out before the ws stat is a big sink for the engi that the magus don’t have to worry about.
The 10% armorpene tactic need to compensate a lot more to get em even close to even. I’d suggest something around 25% that will include auto attacks and gun turret.
Lastly Armor piercing rounds skill also needs a bump in uptime. Make it last 20secs 40sec cd. Could also add a small group buff thing here like extra procdmg or 10% dmg or something.
A dem personal notes after looking at the buffs/nerfs for both classes. I play both magusrr82 and engirr71 .
Magus looks amazing on papper, prolly op since they already own engi hard both in dmg and sustain. The 50% casttime redu while using the insta dmg skill will make gameplay flow a lot more.
Both classes suffer from the cast time turret/pet tho. It needs to be close, it’s what the class is all about and still it’s 2,5sec cast. Tactic is mandatory for all pvp, for both classes. It needs to be removed.
Bugmans Brew needs a lift up, the magus one is amazing and yet again we need to be close and it’s a long cast vs insta self hel on magus that roxxs.
Make it self only, to compensate and somethinglike 4x800 healing for 4-6secs.
Also as pointed out before the ws stat is a big sink for the engi that the magus don’t have to worry about.
The 10% armorpene tactic need to compensate a lot more to get em even close to even. I’d suggest something around 25% that will include auto attacks and gun turret.
Lastly Armor piercing rounds skill also needs a bump in uptime. Make it last 20secs 40sec cd. Could also add a small group buff thing here like extra procdmg or 10% dmg or something.
Re: [PTS] Engi Feedback
I'd also like to give my opinion about the changes after testing them for roughly 3 hours now and since I been playing engi for over 6 years and having to deal with nerfs over and over again, I can give you my 2 cents about this. I didn't play Magus much but certainly know, that Magus does not struggle the way Engi does.
Imo one of Engi's biggest problem is to many tactics which either do to little or to much. You are constantly struggling to pick the right tactics and deal with the fact that you have some downside to your build if you choose to pick damage over utility or quality of life. I gonna try and explain what I mean by that.
Let's start with Grenadier Engi:
Masterful Aim (160 Ballistics), Extra Powder (More radius nothing else), Throwing Arm (more range nothing else), Well Oil'd Maschine (instant turret cast for mobility for me in any type of PvP situation a mustve), Expert Skirmisher for less cast times in melee blob (You can't play without if you use anything with casttime in your build or the setbacks will kill you), the new/old Tracer rounds which basically becomes a mustve passive for any damage build (free crit), (New) Drake Shot to have a little corp damage on your Blunderbust and Hipfire (How am I suppose to justify that one as a tactic slot??? Atleast give me the old range back on Blunderbust).
If I dont wanna miss out on damage/mobility, you can't use Throwing Arm or Extra Powder aka those are useless by default now, if I want to run Well Oil'd Maschine for a little bit of extra mobility, I have to remove a bunch of damage in my build or can't run Drake Shot anymore. I get it you can't have it all but Engi's Tactic choices feel almost like a punishment if you try choose between mobility and damage. No other class I've played in this game has the same problem as Engi in that regard.
Rifle Build:
You want Masterful Aim, Tracer Rounds, Fightin' Chance, Thunderer/Corrdinated Fire/Quick Reloader if you want to deal any damage, now same problem you either a stationary mediocre range dps with decent burst but extremely long cast times or you slot out all your damage and you can actually play the class without standing still ever 2 seconds to windup a 3 second skill that does 700 damage.. I do more damage with a single autoattack on my WL btw.
I not gonna go much into Tinkerer (Trigger warning) because I think that spec is the most boring and uninteresting build in the game. The pull is cool but that is literally it and most of the time people have immunities and its a completely dead skill in that time. The keg is the most laughable skill in the game considering a dps healer (even some damage classes) can cast a single hot that heal faster and more than the keg with a massive cast time over the full duration of the skill. It also last for 10 seconds and limits you to move?? Come on lol
Also someone explain me why Magus has better Int to Pet damage conversion as Engi? Why does Magus pet get 125% int conversion and Engi only 100% ballistics? Why are the old turret buffs that used to be good get halfed an readded? I think Engi has no identity anymore same for Shadow Warrior. It's simply the worse version of the counter part on Destro. When I read how many cool abilities Magus get's and how much more choice you have, I kinda wanna just quit the game and not even think about this patch anymore.
I'm sure nobody gives a fart about my opinion but I leave it here any ways so I can at least say to myself, I TOLD you the changes are not gonna make engi more fun to play. I still rather play SH and have a pet with more damage that moves by itself. Like imagine Squig can buff his pet twice and engi cant buff his own turret damage at all.. If any class it should be engi that does that no?
Imo one of Engi's biggest problem is to many tactics which either do to little or to much. You are constantly struggling to pick the right tactics and deal with the fact that you have some downside to your build if you choose to pick damage over utility or quality of life. I gonna try and explain what I mean by that.
Let's start with Grenadier Engi:
Masterful Aim (160 Ballistics), Extra Powder (More radius nothing else), Throwing Arm (more range nothing else), Well Oil'd Maschine (instant turret cast for mobility for me in any type of PvP situation a mustve), Expert Skirmisher for less cast times in melee blob (You can't play without if you use anything with casttime in your build or the setbacks will kill you), the new/old Tracer rounds which basically becomes a mustve passive for any damage build (free crit), (New) Drake Shot to have a little corp damage on your Blunderbust and Hipfire (How am I suppose to justify that one as a tactic slot??? Atleast give me the old range back on Blunderbust).
If I dont wanna miss out on damage/mobility, you can't use Throwing Arm or Extra Powder aka those are useless by default now, if I want to run Well Oil'd Maschine for a little bit of extra mobility, I have to remove a bunch of damage in my build or can't run Drake Shot anymore. I get it you can't have it all but Engi's Tactic choices feel almost like a punishment if you try choose between mobility and damage. No other class I've played in this game has the same problem as Engi in that regard.
Rifle Build:
You want Masterful Aim, Tracer Rounds, Fightin' Chance, Thunderer/Corrdinated Fire/Quick Reloader if you want to deal any damage, now same problem you either a stationary mediocre range dps with decent burst but extremely long cast times or you slot out all your damage and you can actually play the class without standing still ever 2 seconds to windup a 3 second skill that does 700 damage.. I do more damage with a single autoattack on my WL btw.
I not gonna go much into Tinkerer (Trigger warning) because I think that spec is the most boring and uninteresting build in the game. The pull is cool but that is literally it and most of the time people have immunities and its a completely dead skill in that time. The keg is the most laughable skill in the game considering a dps healer (even some damage classes) can cast a single hot that heal faster and more than the keg with a massive cast time over the full duration of the skill. It also last for 10 seconds and limits you to move?? Come on lol
Also someone explain me why Magus has better Int to Pet damage conversion as Engi? Why does Magus pet get 125% int conversion and Engi only 100% ballistics? Why are the old turret buffs that used to be good get halfed an readded? I think Engi has no identity anymore same for Shadow Warrior. It's simply the worse version of the counter part on Destro. When I read how many cool abilities Magus get's and how much more choice you have, I kinda wanna just quit the game and not even think about this patch anymore.
I'm sure nobody gives a fart about my opinion but I leave it here any ways so I can at least say to myself, I TOLD you the changes are not gonna make engi more fun to play. I still rather play SH and have a pet with more damage that moves by itself. Like imagine Squig can buff his pet twice and engi cant buff his own turret damage at all.. If any class it should be engi that does that no?
Last edited by Rewarc on Wed Jul 29, 2026 2:19 pm, edited 2 times in total.
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Re: [PTS] Engi Feedback
I really hope the devs take this into consideration.
I will keep it short here, not much to add.
A big problem is the cast time on turret unless you take the tactic. And even if u play around the turret, it doesn´t have that dmg or bonus then it had before. All explained by Lesti.
The question is why the Engie is left behind. I don´t see the reason to not giving him back the stuff he had.
I play Engie in small scale environment. As it is pretty much always on the move, Rifle is hard to pick cause of the long cast times with okay-ish dmg.
Grenadier is nice to play but lacks dmg.
If the devs wanna give Tinkerer a go, then they also shout increase the range of Blunderbuss. The changes to corp dmg is one step. But please think this trough and finish it. Give back the range bonus.
Devs, please take a look at the dmg modifier. It needs to be adjusted for all abilities, especially in Grenadier. I like playing Engie, would be nice to see him useful and not just okay.
I will keep it short here, not much to add.
A big problem is the cast time on turret unless you take the tactic. And even if u play around the turret, it doesn´t have that dmg or bonus then it had before. All explained by Lesti.
The question is why the Engie is left behind. I don´t see the reason to not giving him back the stuff he had.
I play Engie in small scale environment. As it is pretty much always on the move, Rifle is hard to pick cause of the long cast times with okay-ish dmg.
Grenadier is nice to play but lacks dmg.
If the devs wanna give Tinkerer a go, then they also shout increase the range of Blunderbuss. The changes to corp dmg is one step. But please think this trough and finish it. Give back the range bonus.
Devs, please take a look at the dmg modifier. It needs to be adjusted for all abilities, especially in Grenadier. I like playing Engie, would be nice to see him useful and not just okay.
Mortgrimm - IB - guild leader of Thurisaz
Sayalena - WL - Thurisaz
Thorhammer - WP - Thurisaz
Sayalena - WL - Thurisaz
Thorhammer - WP - Thurisaz
[PTS] Engi Feedback - additional comment
Disclaimer: average Order ranged enjoyer with ~8 years of Engi experience, while Engi > SH > SW > Magus > BW
Many stuff has already been mentioned so I will not again go through the years of adjustments the class experienced, just adding some more insights and comparison to especially Magus in terms of balance.
The Disrupt vs. Dodge argument
While I agree that casters get disrupted quite a lot, this is only really an issue against healers, which are simply no valid target for a dps class without heal debuffs speaking from a solo environment, where there is no balance anyway.
On the contrary, stacking Initiative is quite common nowadays not only on 2h tanks but also on mdps, plus mdps have Confusing Movements applying Dodge but no Disrupt, apart from Elixirs on stealthers. All other sources of D/D apply to all classes like HtL or Deft Defender, but unlike healers, mdps are key targets for our archetype especially when it comes to non-physical damage, which leads us to my second topic...
The magical vs. physical dmg argument
Linking this interesting Magus post (viewtopic.php?t=61111#p599419) and answering here to it:
To replicate it a bit better for myself I also tested on Magus, which has less playtime than my Engi but to get a feeling what a Magus has to spec into to reach high burst levels.
I tried the PTS template, went 7Sov/2Tri/2Genesis, specced max. Havoc Mastery with crit tactic, extra crit dmg, capped INT and new undefendable Whithered Soul tactic, 45% crit including Renown.
With a basic rotation reaching >8k 3s burst is not only common but almost guaranteed.
What was left for the Magus to spec into in addition: 13 more Mastery points, 7 empty talisman slots (plus epic tali) or one more tactic slot (depending on where the capped Intelligence comes from, I just used Endless Knowledge)
Now to Engi:
Again PTS template with 7Sov/2Tri and 2 Annulus rings, max. Rifleman Mastery with capped BS, 900ish WS (Fightin Chance), 45% crit (Tracer Rounds), 70ish% Armor Pen (Thunderer), crit and WS from Renown
What was additionally needed to reach that: Trench Fighting as 4th tactic (close range, usually for frontline), Armor-Piercing Rounds on 60s CD, full WS talis, Sov proc, lucky crits
What was left to spec into: Nothing, it's literally a glasscannon spec.
I am aware it can be pushed further and Magus has more benefit from the crit dmg boni in general, where Engi simply does not have access to, and one of our lads is able to reach a TTK and burst similar to Magus, but what I wanted to point out is the effort you need on Engi to reach such levels, while giving up all of your sustain in return.
Last but not least: the support class argument
I like playing Grenadier and we got a push towards frontline with new Blunderbuss (again: tactic needed) and Static Discharge along with better Sticky Bomb and I will try some frontline specs since Tinkerer looks more promising now.
From a support class perspective I do not see any focus bringing stuff to the table that no other class can provide: Armor (besides being nerfed again it seems) comes with KotBS, AP comes with KotBS or from healers, Turrets do not provide party buffs (unlike years ago), Keg is niche, Dazzling Flash will need another tactic slot, Magnet is arguably clunky and unreliable, maybe this changes a bit now with another tactic (Expert Skirmisher) we do not have room for.
So bottom line, according to the direction the balance takes, we are not meant to be a true support class, but a dps class, while we are behind in dmg/burst (competing with Magus/SH/BW/Sorc) and mobility (at least competing with SH and arguably SW), while needing to be less sustainable and tactic-starved.
Besides, we did not need a teleport but it's funny for Magus, I like their daemon shenanigans.
Many stuff has already been mentioned so I will not again go through the years of adjustments the class experienced, just adding some more insights and comparison to especially Magus in terms of balance.
The Disrupt vs. Dodge argument
While I agree that casters get disrupted quite a lot, this is only really an issue against healers, which are simply no valid target for a dps class without heal debuffs speaking from a solo environment, where there is no balance anyway.
On the contrary, stacking Initiative is quite common nowadays not only on 2h tanks but also on mdps, plus mdps have Confusing Movements applying Dodge but no Disrupt, apart from Elixirs on stealthers. All other sources of D/D apply to all classes like HtL or Deft Defender, but unlike healers, mdps are key targets for our archetype especially when it comes to non-physical damage, which leads us to my second topic...
The magical vs. physical dmg argument
Linking this interesting Magus post (viewtopic.php?t=61111#p599419) and answering here to it:
Spoiler:
I tried the PTS template, went 7Sov/2Tri/2Genesis, specced max. Havoc Mastery with crit tactic, extra crit dmg, capped INT and new undefendable Whithered Soul tactic, 45% crit including Renown.
With a basic rotation reaching >8k 3s burst is not only common but almost guaranteed.
What was left for the Magus to spec into in addition: 13 more Mastery points, 7 empty talisman slots (plus epic tali) or one more tactic slot (depending on where the capped Intelligence comes from, I just used Endless Knowledge)
Now to Engi:
Spoiler:
What was additionally needed to reach that: Trench Fighting as 4th tactic (close range, usually for frontline), Armor-Piercing Rounds on 60s CD, full WS talis, Sov proc, lucky crits
What was left to spec into: Nothing, it's literally a glasscannon spec.
I am aware it can be pushed further and Magus has more benefit from the crit dmg boni in general, where Engi simply does not have access to, and one of our lads is able to reach a TTK and burst similar to Magus, but what I wanted to point out is the effort you need on Engi to reach such levels, while giving up all of your sustain in return.
Last but not least: the support class argument
I like playing Grenadier and we got a push towards frontline with new Blunderbuss (again: tactic needed) and Static Discharge along with better Sticky Bomb and I will try some frontline specs since Tinkerer looks more promising now.
From a support class perspective I do not see any focus bringing stuff to the table that no other class can provide: Armor (besides being nerfed again it seems) comes with KotBS, AP comes with KotBS or from healers, Turrets do not provide party buffs (unlike years ago), Keg is niche, Dazzling Flash will need another tactic slot, Magnet is arguably clunky and unreliable, maybe this changes a bit now with another tactic (Expert Skirmisher) we do not have room for.
So bottom line, according to the direction the balance takes, we are not meant to be a true support class, but a dps class, while we are behind in dmg/burst (competing with Magus/SH/BW/Sorc) and mobility (at least competing with SH and arguably SW), while needing to be less sustainable and tactic-starved.
Besides, we did not need a teleport but it's funny for Magus, I like their daemon shenanigans.
Never argue with stupid people, they will drag you down to their level and then beat you with experience. (Mark Twain)
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