A somewhat okayish hero, Engineer still has some minor problems that I feel need to be tinkered with.
- Keg is a skill-shot, but can often be somewhat unrewarding, even if you land it, because it pushes enemies away rather easily, which can leave you/your team in a worse position to initiate on someone than before you hit it.
I feel this could be rectified by either changing the ability into two separate skills, one that pushes people away, and one the pushes people towards you, or by increasing the cast range (thus reducing the chance that someone will be pushed away).
- Turret seems fine overall, although I think it can be too hard to land for what it does.
- Spidermines are a heavy mana investment for an agility hero with no especially noteable intelligence growth and three other active skills. They also don't really have any special meaning to the hero in terms of role and use, and feel rather misplaced on the hero.
Personally I'd like to see them reworked into something more akin to Scouts wards - something you can place and detonate at will.
- Energy Field is a decent skill overall, but the manacost early on can be quite restrictive, and should/could probably be changed to be cheaper early (100/175/250 instead of 200 on every level seems "fair").
Also, something I feel is really restricting him to be effective is the long wind-up on his attack animation, which makes harassing with him, especially in a dual lane somewhat difficult.
Now obviously not all of his skills should be changed at once, especially because he's by no means in a horrible spot right now.
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Retired after the deportation system announced by S2 games. If you are a latin and have any self esteem, uninstall tthis game and play something else.
Spidermines are still something that I would like to see changed/reworked/removed on this hero. The rest of the skills synergies beautifully with teams involving flux + other random aoe.
The numbers have been tweaked well however the ult is still mana intensive; due to this being in the OP I suppose I agree with most points. The Keg+ Turret are good as-is however. Underused hero, but not underpowered.
Spider mines should have a stacking slow, at least they'd be worth getting then. Along with giving EXP from far away.
Personally I also still think turret just 'feels' weak, but it's either that or spidermines......
I made a thread about Engi not so along ago, and the majority seemed to think Engi was in a good spot.
One change I think everyone would like to see, is him getting XP from mine kills which are out of XP range. Being good at placing mines should lead to the player being underleveled.
Last edited by STFU`BEAR; 11-16-2011 at 01:35 PM.
Engineer would be fine if his ulti wouldn't die in 5 hits.
Every time I play him this is pretty much the only major problem.
Not only does it take only 5 hits to get rid of it, it gives 100 gold reward and a few XP which is rather ridiculous considering it's mana costs and cooldown.
His mana problems can be easily adressed by not leveling his ult until level 10, not spamming mines early on and getting a mana ring.
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Engineer's abilities really make him an ult oriented hero.
Keg, turret and mines on their own are "decent" at best, but push abilities on him and stuff like tablet really enable you to keep people in your ult, or put people in your ult. Mines stacking is currently the noob alternative to using them properly, but it is an alternative. They're pretty easy to just drop on someone with your ult up.
Do I think he's underpowered? Not for a good player. He is definitely one of the harder heroes to play though.
Also his attack animations and damage are absolutely horrendous.
I feel that he has taken to many nerfs and is neither fun or viable anymore.
Too many changes to the turret (magic dmg, tapering etc) Ulti %dmg removal. And the mines, atleast with tinker he could push liek a boss.
His animation has a long wind-up, a fast projectile, and low damage. It's kind of like Flint, sans proc chance and bonus range, which makes it difficult to use in certain situations, but by no means objectively bad. Every hero's attack can be an asset or a liability, so unless you want to normalize every animation across the board, sometimes you're going to get the short end of the stick.
I want to wait to comment about anything else until the +int / level change has time to baste.
Last edited by Bojangles15; 11-16-2011 at 03:59 PM.
I think his keg should be vector targeted. That way you can choose the knockback and stuff.
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I think Engineer is fine, clever use of his abilities reaps big rewards.
Inb4 someone wants him to be Int.
Stats are like women in bikinis, they are interesting to look at however they don't show you everything.
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And THIS is how you shut down Pimp Slayer
Buff his first spell range and he will be fine, such an hard spell to land which deal low dmg and a weak stun....
Even close range, the spell still have the same delay...
if pebble can stun farther do more dmg and land it easier, there is something wrong...
Keg should have much more range then pebble stun but not as much dmg...
His spiders mines should give xp even if you are far.
His ult dont need to last longer or do more dmg simply to cant be destroyed.
I generally find I either
1) Max spider mines first to play around and have fun
2) Max Keg and Turret first and have the slightest bit of purpose.
Keg is rather hard to land at the best of times, but when you land it wrong it can be very bad. This isn't a bad design choice. It does feel a bit weak though, so vector targeting might buff it just enough.
Mines just don't feel right. Mines feel like some kind of gimmick, keg and turret are good picks because they're decent CC. His abilities work, sure, but they don't seem to sync. Plus the fact mines don't give EXP at range is pretty deal-breaking for me.
Last edited by Sanerem; 11-16-2011 at 05:41 PM.