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Enraged and CRAZY Gnomish Eng, Demands Answer
![]() Aurainsoph |
Yes please! |
# 41 - March 26, 2009, 3:03 pm The perks for engineering are different compared to other professions but engineering has always been a bit unique with their toys and whatnot. We feel the perks work out compared to what other classes have for the time being and have no changes planned at this time. The mote extractor was put in to help get money through the profession which works pretty well. /equip tin foil hat |
# 41 - March 26, 2009, 3:03 pm The perks for engineering are different compared to other professions but engineering has always been a bit unique with their toys and whatnot. We feel the perks work out compared to what other classes have for the time being and have no changes planned at this time. The mote extractor was put in to help get money through the profession which works pretty well. /equip tin foil hat |
# 2419 - April 1, 2009, 8:11 am
It isn't that we are ignoring this thread, but simply we don't have anything further to add to the topic. We are looking at the feedback here but cannot guarantee any direct changes from it in the future.
And so Bornakk continued on his fateful journey, sliding perilously down the dripping, gaping maw of fate as if it were a waterslide. |
# 2419 - April 1, 2009, 8:11 am And so Bornakk continued on his fateful journey, sliding perilously down the dripping, gaping maw of fate as if it were a waterslide. |
# 2434 - April 1, 2009, 8:36 am
It's likely too late in the process to add new things like this. And so Bornakk continued on his fateful journey, sliding perilously down the dripping, gaping maw of fate as if it were a waterslide. |
# 2434 - April 1, 2009, 8:36 am
It's likely too late in the process to add new things like this. And so Bornakk continued on his fateful journey, sliding perilously down the dripping, gaping maw of fate as if it were a waterslide. |
# 2475 - April 1, 2009, 9:31 am
To my knowledge everything planned for engineering in patch 3.1 is listed in the PTR patch notes. And so Bornakk continued on his fateful journey, sliding perilously down the dripping, gaping maw of fate as if it were a waterslide. |
# 2475 - April 1, 2009, 9:31 am
To my knowledge everything planned for engineering in patch 3.1 is listed in the PTR patch notes. And so Bornakk continued on his fateful journey, sliding perilously down the dripping, gaping maw of fate as if it were a waterslide. |
# 2747 - April 2, 2009, 1:16 pm
1. The perks are the glove enchants. The armor increase on the gloves should about match up to what stamina would be there instead, the haste boost can be really useful on some classes (whether it's just faster healing or faster damage), and the damage from the rocket launchers should be about equivalent to the dps boost that perks from other professions provide. If we wanted the perks for every profession to be the same, we would just add 50 stamina for having one profession and then 50 attack power/spell power for having another one - but we would rather keep the perks a little more unique and fitting for each profession. 2. We don't want to provide really good and/or best-in-slot items that you upgrade throughout an expansion. We kind of set a precedent for this in The Burning Crusade, but we weren't happy with it so we are trying to get away from it now. 3. This can probably vary a bit depending on the demand from one realm to another. We think it is okay as it is for the time being. 4. There are no plans for an overhaul if that is what you mean, but we will continue to watch all professions and make changes as we feel they are needed. 5. Items like the mind control cap would not be usable in Battlegrounds or Arenas. Balancing an unbalanced item is extremely problematic if not impossible. There is a much greater possibility of toy items that don't provide an extreme advantage or have crazy scaling being updated than something like a mind control cap. There is always the possibility for more changes and tweaks to how things work, like removing an activation effect from the global cooldown and such, but this profession is especially challenging to balance between PvP and PvE. There are quite a few high level PvP players that use this profession because of the extra burst it can supply, so if you feel the damage is not enough, it is difficult to just increase the numbers when it is already powerful in PvP. And so Bornakk continued on his fateful journey, sliding perilously down the dripping, gaping maw of fate as if it were a waterslide. |
# 2747 - April 2, 2009, 1:16 pm
1. The perks are the glove enchants. The armor increase on the gloves should about match up to what stamina would be there instead, the haste boost can be really useful on some classes (whether it's just faster healing or faster damage), and the damage from the rocket launchers should be about equivalent to the dps boost that perks from other professions provide. If we wanted the perks for every profession to be the same, we would just add 50 stamina for having one profession and then 50 attack power/spell power for having another one - but we would rather keep the perks a little more unique and fitting for each profession. 2. We don't want to provide really good and/or best-in-slot items that you upgrade throughout an expansion. We kind of set a precedent for this in The Burning Crusade, but we weren't happy with it so we are trying to get away from it now. 3. This can probably vary a bit depending on the demand from one realm to another. We think it is okay as it is for the time being. 4. There are no plans for an overhaul if that is what you mean, but we will continue to watch all professions and make changes as we feel they are needed. 5. Items like the mind control cap would not be usable in Battlegrounds or Arenas. Balancing an unbalanced item is extremely problematic if not impossible. There is a much greater possibility of toy items that don't provide an extreme advantage or have crazy scaling being updated than something like a mind control cap. There is always the possibility for more changes and tweaks to how things work, like removing an activation effect from the global cooldown and such, but this profession is especially challenging to balance between PvP and PvE. There are quite a few high level PvP players that use this profession because of the extra burst it can supply, so if you feel the damage is not enough, it is difficult to just increase the numbers when it is already powerful in PvP. And so Bornakk continued on his fateful journey, sliding perilously down the dripping, gaping maw of fate as if it were a waterslide. |
# 2827 - April 2, 2009, 3:34 pm
Sure, how about increase in damage too? These shouldn't match a general enchant, they should provide more dps than that through a method that is perfect for engineers (rockets).
In 3.1 it will be approximately 75% of the regular enchant along with the effect. I know you are asking for more, but we will have to wait and see.
The goal of the items from professions is to be a good first tier start for a character but not be something that continues to be upgraded and used from one patch to the next. I get that you mainly want just the look, but there are no plans to do that at this time.
Yes, you can make more money from some other professions - there will always be one that is super awesome with money and such, but we feel this is doing okay at this time.
I don't really have anything to say regarding the TCG as that is kind of a special case - but while we do want to add more toys we also have to be careful as the balancing on the things in the past got completely out of whack and then I am pretty sure there would be a few complaints when they get nerfed. Someone also mentioned having the extra armor on other armor types, I would say keep an eye out for that it's a possibility for sure. ;-) [ Post edited by Bornakk ] And so Bornakk continued on his fateful journey, sliding perilously down the dripping, gaping maw of fate as if it were a waterslide. |
# 2827 - April 2, 2009, 3:34 pm
Sure, how about increase in damage too? These shouldn't match a general enchant, they should provide more dps than that through a method that is perfect for engineers (rockets).
In 3.1 it will be approximately 75% of the regular enchant along with the effect. I know you are asking for more, but we will have to wait and see.
The goal of the items from professions is to be a good first tier start for a character but not be something that continues to be upgraded and used from one patch to the next. I get that you mainly want just the look, but there are no plans to do that at this time.
Yes, you can make more money from some other professions - there will always be one that is super awesome with money and such, but we feel this is doing okay at this time.
I don't really have anything to say regarding the TCG as that is kind of a special case - but while we do want to add more toys we also have to be careful as the balancing on the things in the past got completely out of whack and then I am pretty sure there would be a few complaints when they get nerfed. Someone also mentioned having the extra armor on other armor types, I would say keep an eye out for that it's a possibility for sure. ;-) [ Post edited by Bornakk ] And so Bornakk continued on his fateful journey, sliding perilously down the dripping, gaping maw of fate as if it were a waterslide. |
# 2836 - April 2, 2009, 3:39 pm
The burst was higher than we wanted, we lowered the burst but put passive crit on the item. And so Bornakk continued on his fateful journey, sliding perilously down the dripping, gaping maw of fate as if it were a waterslide. |
# 2836 - April 2, 2009, 3:39 pm
The burst was higher than we wanted, we lowered the burst but put passive crit on the item. And so Bornakk continued on his fateful journey, sliding perilously down the dripping, gaping maw of fate as if it were a waterslide. |
# 4500 - April 7, 2009, 12:26 pm (>^.^)> ( Mod Squad ) <(^.^<) " My hair was the bird, because that is the word. " And with that, Rygarius directs their attention elsewhere. |


