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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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asoidhasiud hasuoidasf mother****ing **** **** sausage with tabasco.
First off, if you're using the mines at level 1 to block camps you're gonna be useless at level 1 when you eventually reach the lane. This isn't just something to shrug at and say "well I'll ding soon". It really isn't.
Also, the mines at level one deals 150 damage, sure this is something, but if you're legionnaire you're gonna see that "oh, this guy planted some mines, better buy some regen and just play minesweeper before creeps spawn". At best, if you're doing this, you're gonna block one camp or possibly two, and that does not include the main farming camps a Legionnaire would use.
Later in the game it still won't be overly bad to plant mines in the neutcaps after clearing them (as some people do when they have pushed in order to deny the enemy team some neutfarm), but if someonew as really dedicated on the other team they'd see this and do some minesweeping too, and at this stage of the game I don't think anyone would die from one single mine.
Deo-ball **** ****.
Stats are like women in bikinis, they are interesting to look at however they don't show you everything.
4 camps. l2p mine build engi, learn to hide the mines, 600 dmg in beginnig is 2 much to play mineswapper with legi and this is only if you are sure that there are mines, not wards.
P.S. Desided that you may say it is impossible, if you want I can give you 20 replays how I do that. Or 30?
LOL, 4 camps will be blocked but only two will be important for Legionnaire and he'll minesweep those easily, costs 100g for him to recover from that while Engineer will stay useless for the first 5mins.
Have fun against baddies. Because real people uses the courier to scout, Engineer wouldn't be able to hide the mines if he wanted to block the two important camps for Legionnaire with it. Against any competent player you won't be able to do that as "intelligent" as you think.
The only way anyone would succeed in this is if the enemy won't see it coming, and that's because only morons do it. I've played lots of Engineer and also went mines first for funs, doesn't mean it's good even if I succeed. To be honest a competitive player would probably not expect it, because of above stated reasons. I am not against the mines as a skill, but it's not that awesome as certain players make it out to be.
TL;DR To counter it isn't hard and isn't gonna hurt anyone if they make an effort to counter it and it happens to not be there.
Stats are like women in bikinis, they are interesting to look at however they don't show you everything.
Nothing to see here. A SirVH mention will make me go on a rampage... bad choice of words?
On topic: This thread seems to have run its course and now looks like its degenerating
Mines are here to stay, so learn to use them to their maximum effectiveness. They are a great nuke and output good damage when in conjunction with his other skills.
The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.
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......
U?
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.
U?
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.
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