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Zarhym
Blizzard Poster
  • 420. Re: Upcoming Engineering Changes   06/30/2009 03:08:13 PM PDT
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Q u o t e:
Now the Nitro Boosts ... is that 24 Crit + 12 Hit, or just 24 Crit?

We increased the critical strike rating in place of the hit rating. We share the opinion that many have expressed that having the hit rating on the boots is going to be undesirable to a portion of players, so we removed it and buffed the crit rating.

Some players have asked that we allow the Nitro Boosts to come with a minor run speed increase since that enchant cannot be placed on boots with Nitro Boosts. We feel that adding a passive speed increase on top of the current functionality is a little too good, and want players to make a choice there between the enchant or the tinker, and whether or not to get the passive speed increase through the meta gem.

Singin' I don't know if I've been reborn,
Lived a past life, suffered in another time...
I don't know. Give it up.
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  • 421. Re: Upcoming Engineering Changes   06/30/2009 03:11:58 PM PDT
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Shoot, I was hoping for 12 hit/crit. That would have been really useful, and would have helped in PvE.

Metal is Life.
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  • Rexxar
  • 422. Re: Upcoming Engineering Changes   06/30/2009 03:14:09 PM PDT
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Q u o t e:
And now that underwater breathing and gas cloud tracking are both not going to be on belts, to be honest, I'm more than likely just going to belt buckle my belts. Underwater breathing would've been awesome.


Tinkers are enchants. Eternal Belt Buckles just add a socket. They are not mutually exclusive.
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  • 423. Re: Upcoming Engineering Changes   06/30/2009 03:14:56 PM PDT
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Not to beat a dead horse, but thank you very much for the much needed changes to engineering!

I was going to ask for, off my own wish list, a raid-drop schematic for a goggles upgrade, much like we saw in Sunwell. Ulduar is dropping recipes for smiths and tailors and leather workers, and I feel a bit left out.

I suppose the difference, though, is that only engineers can use goggles, while anyone can wear the gear crafted by the current Ulduar recipes.

All the same, I like wearing goggles, and it's a shame to have to give up my engineering earmark look for a hood or whatnot as I progress.

I know we're moving away from crafter-only items, but it seems that crafter-only items are a niche engineering will never get out of anyway. I know lots of other people are saying it, so this is me adding my voice to the chorus:

Please let us have high ilvl gogs :-)

There are 10 kinds of people in the world. Those who count in binary, and those who don't.
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  • 424. Re: Upcoming Engineering Changes   06/30/2009 03:15:02 PM PDT
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Suggestion:

Gnomish Global Miniaturization Compensator
Use: Decreases the size of the whole world
Those Gnomes must be compensating for something.


Basically an anti world enlarger. The grow effect should be pretty substantial, enough to make a gnome as tall as a human at least, or slightly taller ; )
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  • 425. Re: Upcoming Engineering Changes   06/30/2009 03:17:05 PM PDT
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As excited as i am to see some cool changes. I gotta say.. "WTB new schematics from Ulduar."
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  • Echo Isles
  • 426. Re: Upcoming Engineering Changes   06/30/2009 03:17:18 PM PDT
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I... I'm so happy.
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  • 427. Re: Upcoming Engineering Changes   06/30/2009 03:25:39 PM PDT
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Indeed=)

Still waiting on something that makes my headpiece look like goggles, then everything will be perfect.
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  • Rexxar
  • 428. Re: Upcoming Engineering Changes   06/30/2009 03:29:54 PM PDT
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Q u o t e:

We increased the critical strike rating in place of the hit rating. We share the opinion that many have expressed that having the hit rating on the boots is going to be undesirable to a portion of players, so we removed it and buffed the crit rating.

Some players have asked that we allow the Nitro Boosts to come with a minor run speed increase since that enchant cannot be placed on boots with Nitro Boosts. We feel that adding a passive speed increase on top of the current functionality is a little too good, and want players to make a choice there between the enchant or the tinker, and whether or not to get the passive speed increase through the meta gem.


The tinker is already quite a novelty -- unusable in arenas, an occasional trick for battlegrounds, and a minor trick in pve. The fact that the minor speed buff is already of limited sources hurts the most i think. If you aren't a class with a speed talent or ability, you're already limited to a metagem with spell/attack power coupled with it or a boot enchant that comes with some stamina, most widely useful for pvp. If it's really the intent to force an engineer out of a tinker that doesn't even work in the arenas, and to use the more pvp suitable Tuskarr's Vitality enchant, I'll relent. It just seemed like a convenience to offer a second nitro boost tinker with the pvp stats on it.
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  • 429. Re: Upcoming Engineering Changes   06/30/2009 03:32:24 PM PDT
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About these 'tinker' enchants. Really the only one I use actively is the parachute cloak, mostly because it is something my class can't duplicate, but something anyone can really benefit from(Oops, I misstepped off of Naxx, whatever should I do?.) I loved the inclusion of agility in it, though I would have kept my cloak without. Really, it isn't all that great of a system to replace enchants with these tech-savvy 'upgrades,' seeing as how enchants are made to be so plentiful there is something useful for every class, and the tinker thing is so new and so limited in scale that trying to make it better by just changing hit to crit or adding stam just isn't going to work, if you can't provide an equivalent and useful stat for every class.

How about you make more items that go in our nifty Titanium Toolbox you gave us a patch ago and are usable from that cozy little cache in our inventory?

I was really excited by that change to our transporters/rippers, by the way. (Unfortunately, the four hour cooldown seems a little out-of-date after the nerf to the Hearthstone's cooldown. How about a two hour cooldown on our transporters/rippers/wormholes? Sound reasonable?)

[ Post edited by Winterlynn ]

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  • Argent Dawn
  • 430. Re: Upcoming Engineering Changes   06/30/2009 03:34:15 PM PDT
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I've been a loyal engineer since day 1 of my main in vanilla. I'm very happy to see Blizzard addressing the much needed help that engineering needs. I understand that because of the unique mechanics of our profession that it could accidentally become OP with the wrong tweak here and there. Make these new changes, in particular the Flex-Weave, slightly better than a garden variety enchant, but not so much more that everyone and their uncle drop the flavor of the month profession and run to engineering. That's one thing I like about it... not too many of us stuck with it thru the dark ages. Prior to the passives on the tinkers I believed that enchants should stack with them, but I think that may actually take it too far.

I read at first that the Flex-Weave Underlay was going to have a 23 agi passive... I think that would be a great idea and not make it OP. 1 more point of agi wouldn't make ppl run screaming for engineering, but it would give us a justifiable reason to use them in raids.

I think that getting the gold from repair bots would be OP. With at least 1 person in the raid having a mammoth that made them obselete very quickly anyway. However, making repair costs from repair bots or Jeeves reduced for the engineer would to my mind be an acceptable perk.

Late in BC there were upgraded goggle patterns. I think it'd be a great time to reintroduce that concept just before we hit the lich king himself. I think it was a shame that our first version in northrend was so easily replaced in Naxx 10, an undertuned instance.

I think that perhaps some minor tweak to the glove to make them more customized to the class may be good. Stacking an enchant may be too much (even with BS being able to) but an idea I have is add a prismatic socket to the tinkered gloves. BS get 2 and get to stack enchants, why not leave the traditional enchant off the gloves and add a socket with the tinker for it? I'm sure a clever engineer could think of that and it allows us some way to add to the stats we really want.

Oh and ty again blizz for hearing our tales of woe and doing something about it.

[ Post edited by Rorschak ]

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  • Steamwheedle Cartel
  • 431. Re: Upcoming Engineering Changes   06/30/2009 03:37:19 PM PDT
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Q u o t e:
As excited as i am to see some cool changes. I gotta say.. "WTB new schematics from Ulduar."
Jeeves :P (it counts)

Honestly, Zarhym, if you move the Pyro-Rockets to the belt slot (so it doesn't overwrite our glove enchant), everything else will be perfect. Do it for us, please? :D

Engineering: The Insulted Profession

Q u o t e:
"Players should choose their trade skills based on what they enjoy, not what they feel they must do."
- Verimonde, Blizzard Poster

lol, pvpers
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  • 432. Re: Upcoming Engineering Changes   06/30/2009 03:40:17 PM PDT
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Will you continue to ignore the repeatedly brought up issue over druids in feral forms not being able to use bombs, or can that finally be fixed this patch?

http://www.wowarmory.com/character-sheet.xml?r=Laughing+Skull&n=Lamissa
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  • 433. Re: Upcoming Engineering Changes   06/30/2009 03:43:44 PM PDT
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Has anyone asked yet if the new Frag Belt is usable in arena or not? There was nothing specifically stating it in the notes like with the mind control helm, so can we then it assume it is Mr. Skull?

Please?

Pretty please? =D
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  • Illidan
  • 434. Re: Upcoming Engineering Changes   06/30/2009 03:44:55 PM PDT
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Q u o t e:

I blasted into the air in Wintergrasp yesterday trying to escape several tenacity-buffed opponents with my Nitro Boosts. Even as I parachuted slowly down to my inevitable doom, I laughed quite hard at the situation, as I'm sure my enemies did as well. :p

One of my favorite things about Engineering are the backfiring gizmos. As for the upcoming Engineering changes, I'm very excited. Quirky gadgets are what I've come to love from my profession and I'm tickled pink to see there will be more coming.

The added bonus to potion injectors is a neat idea and I really like how the tinkers are getting buffed. However, for me, the real star of this Engineering update is the promise of fun devices. The wormhole generator alone makes me swoon. The buff to Dragonlings is nice and I may just need to blow the dust off of my Arcanite Dragonling, but could we not get an upgraded version soon? Perhaps a Saronite or Titanium Dragonling. Here's a thought, let us build them with gems for eyes and the color of the gems could dictate what abilities they have.

Also, I always thought it would be neat to have a grappling hook. A grappling hook that I can shoot at a player/npc and be drawn towards them. I was thinking the hook could be a tinker and belt, chest, or gloves would make the most sense. However, being ripped towards something by the seat of my pants does sound amusing. My thoughts on new equipment aside, I love the changes!

"Khajiit have no time for you."
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  • Doomhammer
  • 435. Re: Upcoming Engineering Changes   06/30/2009 03:48:23 PM PDT
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Q u o t e:
SInce 2 previous requests are apparently being addressed:

- jeeves' repairs should cost less for 450 engineers

- engineering summoning stone! chance of failure: target is transported to ragnaros' lair



I would love to see this! Also, I would love to see a more tank viable form of nitro boots - perhaps a stamina version to complement the crit version?
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  • 436. Re: Upcoming Engineering Changes   06/30/2009 03:52:25 PM PDT
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Q u o t e:

We increased the critical strike rating in place of the hit rating. We share the opinion that many have expressed that having the hit rating on the boots is going to be undesirable to a portion of players, so we removed it and buffed the crit rating.

Some players have asked that we allow the Nitro Boosts to come with a minor run speed increase since that enchant cannot be placed on boots with Nitro Boosts. We feel that adding a passive speed increase on top of the current functionality is a little too good, and want players to make a choice there between the enchant or the tinker, and whether or not to get the passive speed increase through the meta gem.



How about all the Engineers who are asking for ways to profit financially from our profession? I mean very little of the stuff we have can we sell. If we can sell it, it usually requires the end-user be some level of engineering. I really really think you should give the engineer's a 10% minimum cut of money a bot makes. I mean 10% from a 25 man raid that average say 35g repair bill, is $825 for a raid to repair, we get 10%. That is a measley 82.5g. How is that going to ruin the economy? We desperately need something to make a profit. I mean, yea the choppers are sweet, but how many of them will someone sell if any or make their own? Id love to see the Epic flyer have a pattern to make it a 2 seater or something like that. However, my biggest complaint is our lack of items that are resellable and equal to or greater than current gear.
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  • 437. Re: Upcoming Engineering Changes   06/30/2009 03:56:05 PM PDT
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I dropped engineering months ago after losing all hope, but here is what could have kept me from dropping it (note this is abstract, not specific items or changes):

1. Lose some of the profession-only restrictions on items, giving engineers a market for their goods. As it stands right now, tinkers are similar to the self-only enchants, gems, etc. but the rest of the profession may as well be self-only anyway: odds are other engineers don't need your stuff because they can make it themselves. This basically removes the multiplayer (*cough*MMO*cough*) aspect from the profession.

2. Remove arena restrictions from some of the items, or keep it but provide tinkers/items with similar benefits that can be used in arenas. Enchanters don't lose the passive self-only benefits in arena, jewelcrafters don't lose their gems in arenas.

3. More useless gadgets! I'd consider picking it up again for an item that had the following proc: 25% chance to kill yourself when clicked. 75% of the time, does nothing.

4. Guns and ammo -- I know the changes to this were to help hunters, but find a way to let engineers continue to corner this market.

Besides the self-only benefits all professions receive, they do craft consumables/enhancements, epic gear, etc. that have a trade/AH market, but engineering has basically nothing. THIS is what is lacking from the profession. The few things engineers can do, you guys also put in the stupid card game or give to everyone (like the new squire). Give engineers something genuinely useful AND unique, but not something people cannot live without -- just really nice to have.
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  • Thorium Brotherhood
  • 438. Re: Upcoming Engineering Changes   06/30/2009 03:57:27 PM PDT
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Posted this earlier in suggestions forum (http://forums.worldofwarcraft.com/thread.html?topicId=18031190297&sid=1) but since this thread seems to be a gathering of Engineering feedback, gonna summarize it here:

One of the only real issues I have currently with engineering is that the one item I feel identifies me as an engineer above everything else are my goggles. The current high end goggles are pretty lackluster compared to tier 7 or even some crafted BoE epic items. Wearing them anywhere other than Dalaran or soloing would gimp my ability to do my job in most cases.

Adding new goggles for each tier or even every other tier does seem a bit much however, given that to cover all classes + specs requires 8 sets, and only a small number of players would ever use any 1 type.

with that in mind:

Based on the description of the new Mind Amplification Dish attachment for helmets, this head enchant will modify the appearance of the helmet it is applied to. If cosmetic changes to gear based on enchants (other than weapons) is now a possibility, this creates a really easy solution to satisfy engineers who would prefer to wear goggles, while requiring no new models or head armor be added to the game, Goggle Tinkers.

Simply put create 4 (or 6) new schematics in the game that would be sold by various northend faction vendors (and the Wintergrasp vendors). All of these tinkers would share 2 traits; Change the model of the helm or hat to that of a pair of goggles (could be diferent skins depending on the tinker), and give the same far sight that the current top end goggles give on use. In addition the goggles would have the same sat bonuses as the current head enchants availible from the faction vendors.

Logically the price for the schematics should be significantly lower than the normal enchant, but the materials needed for the tinker should have a value around 120G (this will of course vary by server).

Example:
Threat Analysis Scanners (Modifys helmet in to a parir of googgles that locate and warn of incoming danger, +37 Stam, +20 Def, Use: Allows you to look far into the distance) sold by Veteran Crusader Aliocha Segard (Req Revered) for 10G
Required mats: 2 SKy Saphires, 4 Titanium bars, 2 Heavy Borean Leather, 2 Eternal earth

Following this route, Engineers can continue to proudly wear their trademark goggles no matter what tier they are on, Do not gain any new advantage in terms of a BiS item at any game level (other than an enchant) and pay a price reasonably close to what others pay for the same stats bonus. In addition it opens up a solution for future expansions that can follow a similar model.

Pillage First, Then Burn
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  • Bonechewer
  • 439. Re: Upcoming Engineering Changes   06/30/2009 03:58:43 PM PDT
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I'd really like to see the frag belt give a socket as well.


As much as i'd LOVE To use it for the fun it'd provide in PvP battlegrounds, I can't bring myself to lose the stat bonus that can make the difference in arenas of an extra socket.

you will need a 2200 Arena rating in 3's or 5's to fight Arthas, which will take place entirely on Mechano-hogs as you chase him through the citadel (hint: the red shells track your target)
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