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Thread: [2.2.0] Engineer

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  1. #61
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    Buffed keg would GG him, make him a stunner with a skillshot slow. Not a skill shot stun/skillshot slow/bullshit 3rd skill other than 1 point for warding

  2. #62
    Imo Engi is awesome and balanced.He does not need any change.Strong lane

    control,Stun slow,An ulti that can completely change the game(Pretty much like

    tempest's) and on top of that some mines for a little extra dmg + map control.I dont

    understand why people thinks he is weak.As someone mention above(Ekamo i think was

    his name) Engi is probably the most underrated hero.

    Generally i believe the real problem stands to the players(not the hero) 8/10 players i

    have seen>>>Max lvl mines and sitting minutes to a spot placing mines which leads to

    lose some important fights and LOTS OF EXP for a potential kill,which could have easily

    achieved in a gank(and taking exp,unlike the kills from mines).They also dont get

    :Portalkey: which is core(since his ulti is powerful and gamebreaking).Many people need

    to understand that engineer is not techies

  3. #63
    Quote Originally Posted by NighTFaLLeR View Post
    <some neat doublespaced stuff>
    Agreed. Engi doesn't really feel that weak to me, and at most could use some minor number changes. Have to agree Engi just seems to be underrated.
    fun things and whatnot.

  4. #64
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    I actually think Engi could make great use of getting a passive as his 3rd skill, instead of mines. As is, he is extremely mana hungry anyways, mines just aren't really that good, and he could use something supplementary, that either gives him regen, or maybe makes him more "reliable" (since turret and keg are skill-shots).

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  5. #65
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    Quote Originally Posted by Skyve View Post
    I actually think Engi could make great use of getting a passive as his 3rd skill, instead of mines. As is, he is extremely mana hungry anyways, mines just aren't really that good, and he could use something supplementary, that either gives him regen, or maybe makes him more "reliable" (since turret and keg are skill-shots).
    Like giving him back the perfectly fine Tinker spell?

  6. #66
    Skill being used 6 times per game = perfectly fine.

  7. #67
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    While that might have been the case it had potential to be used more often.

    9 enemy towers.
    Next to endless supply of enemy/ally catapults.
    9 ally towers.

    It also had some passive benefits IIRC.

    No I don't hate the mines like everyone else does, however tinker was more useful than some people give it credit for.
    Stats are like women in bikinis, they are interesting to look at however they don't show you everything.

  8. #68
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    Tinker was an awesome spell that people just never realized that it was supposed to go on the towers, just like Keepers with Nature's Protection.

    Don't blame the spells for the incompetence of the players.

  9. #69
    I blow catapults up in lane and harass the enemy, what of it?
    Let me spell it out plain for you
    Angry people complain about the things I do
    I'm not changing direction, I'm stepping my game up
    Maintaining my name, the same way I came up.

    Truth is, I thought it mattered
    I thought that music mattered.
    But does it? Bollocks!
    Not compared to how people matter.

  10. #70
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    Quote Originally Posted by Hsssh View Post
    Skill being used 6 times per game = perfectly fine.
    Just because you use Tinker on a tower doesn't mean it's dead.
    Also, originally you could use Tinker on your Turret, and at some point on your ultimate.

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  11. #71


    ANY of these would be welcome changes

    -Make land mines hit invis targets (It fits the lore)
    -Just clone the DotA mine skill FFS...they are fine
    -Reduce mana costs a bit of his first 2 spells
    -Rework turret or at least buff the pushing ability, the damage is fine

    IMO the hero is decent as is, except I hate the turret. But I'm surprised the admins think HoN players really can't handle the DotA mines? Way more damage, blows up instantly, hits invis, 15 max, higher mana cost, way shorter cooldown. In a way they are weaker than HoN mines since there isn't the delay time where the target can drag the mines to the rest of his team and kill them as well.

    Pubs expect engineer to be a reliable early stunner/initiator like Andro or CM, with skillshots it's just not going to happen every time, but in teamfights ENGG can really make or break the outcome. I'm no pro but ENGG is by far my fav hero in this game, I think this game needs more gimmicky heroes like ENGG instead of a million facerolling jungle heroes and passive ults

    Last edited by vvti_BEAMS; 10-14-2011 at 06:14 AM.

  12. #72
    Remove mines.

    Remove mines.

    I've been posting this for months now.

    Remove mines.

    Just add another stat slot. That will have a more positive impact on the game than adding an area denial ability.

    Remove. Mines.

  13. #73
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    Or...

    OLD TURRENT(SIC) IN ITS PLACE PLSSSSSSSSSSSSSSSSS

    Quote Originally Posted by dsg View Post
    this is a guide to the yungle. what is the yungle? the yungle is a place full of gold that you haven`t got yet.

  14. #74
    You know, this would be a good thread if we discussed the balance of engineer, rather than pushing our pet agendas on tinker/mines.

    I think the biggest problem with engineer is that he has a theme, without having a specific role, due to the numerous reworks to individual skills. While he was a brutal carry, he had a specific role in his ridiculous pushing power. That rightly got toned down, but now that two of his skills have been changed (and probably for the better), the hero's role has lost coherence. As it happens, he controls space as a major playstyle, but this seems to be more of a happy accident than planned in, primarily because he is so limited in how much control he can sustain.

  15. #75
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    I think the biggest problem with engineer is that he has a theme, without having a specific role, due to the numerous reworks to individual skills. While he was a brutal carry, he had a specific role in his ridiculous pushing power. That rightly got toned down, but now that two of his skills have been changed (and probably for the better), the hero's role has lost coherence. As it happens, he controls space as a major playstyle, but this seems to be more of a happy accident than planned in, primarily because he is so limited in how much control he can sustain.
    The problem is that he's the way he is at the moment, an unreliable support hero.
    While heroes like Myrmidon make up for it with range, Engineer doesn't have that.

    And while mines seem to be his "thing" that's supposed to set him apart from other heroes, it doesn't really put him in a positive light, while other heroes have things that make them "special" (like Glacius' Aura, Monarchs Debuff Removal, Demented's overall versatility, Andromeda's Swap, Myrmidon's survivability and range).

    Engineer does have the ability to initiate, but at the same time, his initiation seems lack-luster compared to that of other heroes, especially because he doesn't have anything to help him set it up/survive it, unlike Magmus, although I'd rather compare him to Bubbles, since their initiation works similarly, by confining enemies to a certain space and punishing them for leaving it.

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  16. #76
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    Thread closed noops.

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