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View Full Version : [Hero] 1.0.13.1 Engineer Feedback Thread



Dovakin
10-03-2010, 02:52 PM
This is a thread for everyone to post their impressions of the Engineer Nerf, please try to stay constructive. :engi:

Turret hits lowered to 5 again, do you think the turret is balanced or underpowered now?

My impressions:

With the Bloodchalice nerf he has hard manaproblems again, if he uses his skills too often. Maybe think about 1 + 3 skilling again?

In addition to this he cannot farm that well now. Even if he uses turret and Keg he cannot kill a creepwave. All in all his farming ability is lowered dramaticly with balancing chalice and the turret in this patch.
What do you think?

ZodiaXlll
10-04-2010, 12:01 AM
I think tinker need to be fix because now its quite useless. Tinker make engi like 3 skill hero, I know tower break with engi is faster with engi, but with late game with all 6 towers destroyed, that's where he only got 3 skill. I think s2 need to consider remake this tinker or add turret improvement for each tinker level (like they does with keg by lowering mana use) like +1/2/3 hit of turret for each tinker level. This is just my opinion about this nerfing engi.

Hotaruz
10-04-2010, 12:26 AM
he doesnt need farm he is a support hero/ganker. all he really needs is portal key. i think he is fine atm a great pusher and ganker still tho still very annoying

Decency
10-04-2010, 12:32 AM
His ult is still the issue, to me. A good team will target it but a better engineer will make it very hard to target it.

I would like to see turret changed so that he has no ability to farm. Make it hit towers and heroes, but not creeps. I hate that it's restricted in the number of times it can hit someone and also I found it much more interesting and with a higher skill cap when you could.

r1g0
10-04-2010, 01:08 AM
His ult is still the issue, to me. A good team will target it but a better engineer will make it very hard to target it.

I would like to see turret changed so that he has no ability to farm. Make it hit towers and heroes, but not creeps. I hate that it's restricted in the number of times it can hit someone and also I found it much more interesting and with a higher skill cap when you could. Also, it being magic damage is just awful.
http://www.heroesofnewerth.com/heroview.php?hid=122
is phys

to me somehow seems underpowered, but maybe i got too used to the old overpowered one, maybe is just fine this way, i also agree that tinker could get a nice buff, maybe not a buff just make it work with the turret somehow, correct me if im wrong,but all other pushing spells work in different situations, not only pushing, and this one isnt that good, is almost like a passive that helps only the keg, seems weak,if im wrong, let the trolling begin

Decency
10-04-2010, 01:19 AM
Ah. It was floating around on the private forums for a while that it was going to be made magic, I'm glad that change didn't make it in. Fixed.

WorstPlayer
10-04-2010, 01:32 AM
Balanced. He is still a hero with little to no drawbacks. He can fit into any lineup well without being overly dominant.

Phasmy
10-04-2010, 02:59 AM
He's still a good hero but no longer faceroll. He is one of the toughest heroes to gank and is very item independent. Tinker could be reworked to be honest since it is a rather boring skill.

Blaity
10-04-2010, 03:32 AM
lets leave him how is he for now and concentrate on some NEW HEROES

ZaNarX
10-04-2010, 03:44 AM
Definiyely agree with most of the comments posted here, Engi has been nerfed a lot, but I feel he's now a pretty well balanced hero, his turret might not be as devastating as it was but is still useful, and in-game i feel it is still useful for creeping (even though he's rather a ganking hero than a carry/semi-carry as he used to).
Keg is a very versatile spell, can save you numerous times as well as land nice skills (not much heroes with a 2s AoE stun, even though it might be one of the hardest to land/easiest to dodge in the game) and it synergize really well with all his spells.
Tinker is an underrated spell in my opinion, he's no more the insane pusher he was, but is still effective, makes his keg pretty spammable.
And the ultimate is just "awesome", the only problem being to catch as much heroes as possible (PK is your friend).
Lets just keep engi as he is, and lets look a bit more carefully at the new kraken :p

Tront
10-04-2010, 09:16 PM
I think the best idea for this hero, with his current skill set. Would be to give his 3rd ability a passive upgrade to turret every level. This could be balanced so that turret is slightly weaker lvls 1-10 but is then stronger for the late game.

strikermodel
10-04-2010, 10:18 PM
I'd like to see tinker make his turret more powerful.

Skybound
10-05-2010, 01:14 AM
I think tinker need to be fix because now its quite useless. Tinker make engi like 3 skill hero, I know tower break with engi is faster with engi, but with late game with all 6 towers destroyed, that's where he only got 3 skill. I think s2 need to consider remake this tinker or add turret improvement for each tinker level (like they does with keg by lowering mana use) like +1/2/3 hit of turret for each tinker level. This is just my opinion about this nerfing engi.

This actually seems like a good idea, considering no one will get Tinker before 10/12/13/14 anyway, and Steam Turret only dealt insanely much damage in the early game. Now that it's losing its dps effectiveness, the extra hits would be good even if it's only to utilize the pushback.

10-05-2010, 02:46 AM
Just like SS got a pre-attack delay on his ultimate engineer needs the same thing applied.

His ult has always been the issue imo, so many changes and none to his ult.

Dovakin
10-05-2010, 08:21 AM
well engineer has no "75mana 300 aoe dmg spells" like soulstealer

Anakha
10-05-2010, 08:50 AM
well engineer has no "75mana 300 aoe dmg spells" like soulstealer

Because that makes Soulstealer broken and all, right?

Dovakin
10-05-2010, 10:30 AM
Because that makes Soulstealer broken and all, right?

Compared to Engineers Farm ability and Position in the game now (support/gank) yes.

aFaSTnE
10-05-2010, 10:47 AM
I just want the old turret back (nerfed of course). It was so much more fun. Plus, it made tinker a spell that made sense.

Maybe if it couldnt attack towers and didn't work with attack modifiers it would be fine? Just a thought.

Deledhel
10-05-2010, 12:05 PM
With the combined balance changes on turret and chalice he is less of a roflstomper. Now you have to hit with those kegs to be useful and not just lol-farm with turret for your portal key/tablet.

Disappoint
10-05-2010, 12:14 PM
Hes in a more balanced place then he was before. I still don't think Keg should stun.

Tomate
10-05-2010, 12:18 PM
I'd just like to see tinker reworked a little into the following:
-Adds 0/1/1/2 bullets max hit to turret (max of 7 at level 4 tinker)
-Reduce cooldown of Keg by 0/0/1/1 second
-Still does its trick on towers.

His ultimate is still the real issue with this hero. I really think it needs to be nerfed in the following:
-Reduce the slow to be only 10/15/20% slow
-Doesn't have a 'purge effect' anymore

That should balance him.

Okuu
10-05-2010, 12:24 PM
His ult is still sick, so he's definately fine right now.

Balinottero
10-06-2010, 08:40 AM
Garbage... its just too easy to escape from turret, considering its long cast time too.

Pancakes`
10-06-2010, 01:12 PM
Engi's ulti is part of what makes the character. Like many ultimates in the game, casting this during the beginning/middle of a teammate helps sway the advantage in his favor but not ridiculously so. There are many devastating ultimates with a lot more killing power that are fine as is. Engi is weaker than I would like him to be, but balance wise he feels perfect.

Anakha
10-07-2010, 08:51 AM
Engineer's ult CD is a point I think needs to be addressed. It's 85 seconds for an ultimate that is just as gamebreaking as many of the same kind of ultimates with a similar impact and all are on CD's of more than 100 seconds.

WorstPlayer
10-07-2010, 01:28 PM
^ Drop ult, drop turret, throw keg, aint no one killing the ult in time.

Might as well make it unkillable but make it have a longer CD.

Anakha
10-07-2010, 09:48 PM
Eh, I don't think it needs to go that far as being immune. Just like Tempest's channeling ultimate can be interrupted but not easily (and not at all with the right preparation) yet it has a huge effect, it should be the same with Engineer's ultimate.

Comediante
10-08-2010, 05:31 AM
I think he got nerfed on the wrong direction. His turret was already fine before, and his ulti is so damn game breaking and near impossible to counter it's not even fun.

Imo, buff him back all those useless nerfs and nerf his ultimate.

WindRaven
10-08-2010, 08:45 AM
I think he got nerfed on the wrong direction. His turret was already fine before, and his ulti is so damn game breaking and near impossible to counter it's not even fun.

Imo, buff him back all those useless nerfs and nerf his ultimate.

Defiler, fa, polly, tempest, balph, slither, warbeast, puzzlebox?

And/or teamplay?

PrestonLee
10-08-2010, 10:24 AM
I thought Shrunken head was *THE* counter to his ult. and your team just focusing the ult when it comes up (prevents Engineer being the initiator via pkey). It doesn't really need a change, I like it having a low cooldown on its ult as well. Maybe just MINOR tweaks in cooldown to his ult is all if anything..

Pretty hilarious, S2 just puts the turret back at 5 hits maximum. It just makes the turret pretty awkward again (after getting hit 5 times you're just running around a turret shooting at you while you're invincible) and not really worth getting. Imo it needs to be able to hit a large number of times to be an effective skill for the pushback.

Some form of slightly reducing the damage output, but keeping the number of shots high is the best way to go in my opinion. I'd suggest either slowing the turret speed slightly but increasing the number of shots being able to hit again (meaning high damage but easier to escape), just lowering the damage taken and increasing number of hits, and/or adjusting it so that tinker does something to it to help it scale throughout the game.

I don't know if S2 is listening or whatever, but everyone's been suggesting tinker to add shots to help it scale, and I think it's a great suggestion. It would encourage variety in play for Engineer, as well as making his turret not so broken in the early stages of the game (you'd have to skip levels in keg for turret to be at its strong state) but keep it powerful enough to be worth anything later game (assuming same damage, max shots 10 with tinker at max).

Volume
10-08-2010, 11:50 AM
Tinker should have a 5 second activation time on catapults (similar to how he can one-shot catapults atm with tinker, except lower cooldown), then make it so for the next 10 seconds engineer can explode the catapult like a remote mine, dealing more damage to nearby heroes than it currently does now. This will add more meta lane carefulness with ranged heroes "hugging" their catapults.

burntchomsky
10-08-2010, 02:15 PM
This hero does not need any buffs right now! Engi was the most blatantly OP hero for a couple patches there IMO, the nerf to the turret has brought him a bit more in line now. Still, though, he is being consistently banned or picked in competitive play.

I'd love to see the ultimate nerfed a bit and see tinker buffed to compensate. IMO he's in a decent place right now overall. The ultimate is a bit of a cheese-fest, but I think he's mostly balanced.

Vantec
10-09-2010, 04:42 AM
the ultimate doesnt need nerfing.

Engi is only op now in noob games below 1700 as none of the poeple have the brains to attack his ult.

Khatsu
10-09-2010, 08:03 PM
i think it needs a little rework.

current turret deals more of an instant damage. 5 hits dealt in short time for max amount of 350 physical dmg at lvl 4. in my opinion a perfect placed turret does too little dmg for the skill it takes to land it.

suggestions:
- make each bullet hit but do less dmg
- make it slow harder but for less duration if not only in turrets range
- make it push more the less distance is between turret and target

effects:
- more damage the more skill and teamplay are involved (thats what this game is about right? =///////////// )
- less damage when turret is placed that it can do only 5 hits for example
- another use like blocking paths

what do you think? cheers

IroN_ivH
10-11-2010, 07:07 PM
I think he is pretty balanced now. I think tinker should be just a little bit more useful, but thats about it.

His ult does not need to be touched. It's SO easy to take down if you target it, but a lot of dumb asses don't. It's positioning is also somewhat important, and it can be used either really well or really badly.

I think the well needed nerf was the turret. It was great but it was just a little bit too good I guess. I think I'd be nice if a scaled a little bit better late game dmg wise, but its effective enough early game and for pushes that it doesn't really matter that much.

I think S2 did a good job balancing out Engineer. I would go as far as to say any other changes would be pretty unnecessary, good or bad.