Hello frands! It’s me! Vee Wee, retired #1 Engi NA and world first rank 80!
My frands and fellow Engineers! Are you tired of being forced into using explosives to be useful! I know I sure am! Wahoo! It’s time for some balance changes! Here are some ideas frands! Let’s also hear some of your ideas! Yippee~!
Healing Abilities!
AED!
-In addition to the current effects, if you receive a would be death blow, you are cleansed of all conditions! For 5 seconds afterwards, condition duration is reduced by 50%!
Static Shock!
-Cast time reduced from 3/4 to 1/2!
Utilities!
Tool Kit!
-Thwack cast time reduced from 1 to 1/2! This attack can now cleave 2 extra targets!
-Box of Nails duration increased from 4 to 5!
Grenade Kit!
-Range reduced from 1200 to 1000!
Flamethrower Kit!
-Flame Jet channel time reduced from 2.25 to 2! Number of hits reduced from 10 to 5! Each hit deals double damage to make up for half amount of hits! Total damage is further increased by 30%!
-Air blast cooldown increased from 15 to 20!
-Napalm burn duration increased from 1 second to 3 seconds to anybody who crosses the line!
-Smoke Vent is now a blast finisher!
-Incendiary Ammo burn time reduced from 3 to 2!
Elixir U!
-Removed Frenzy and Haste effects!
Elixir C!
-Removed cast time so it will cleanse fear!
-Cooldown reduced from 40 to 30 seconds!
-Maximum of 5 conditions converted!
Flame Turret!
-Overcharged Flame Turret now pulses blind every second down from every 2 seconds!
Rocket Turret!
-Rocket (toolbelt ability!) is now a targeted ability that shoots in a straight line!
Utility Goggles!
-Cooldown reduced from 40 to 30!
-Analyze is now a self buff that allows you to see stealthed players within a 360 radius! It does not apply revealed like Sic Em because that’s just silly!
Mortar!
-Mortar is now a kit! 1-5 skills each have a charge! Each charge has a 30 second cooldown! Launch Mortar Shot has 3 charges! 2-5 have 1 charge! Charges come off cooldown 1 at a time! That means if you pull out a fresh Mortar Kit, you have 3 charges on your auto attack! If you use them all you’ll need to wait about 120 seconds before you have all 3 again!
-Mortar abilities that deal damage can now crit!
Traits
Incendiary Powder!
-When Incendiary Powder is up, the Engineer’s weapon (or hands if there’s no weapon!) gives off a fiery glow!
Grenadier!
-Additional range decreased from 300 to 200!
Fireforged Trigger!
-Also increases Flamethrower and Elixir Gun damage by 10%!
Coated Bullets!
-Grants Static Shot an additional bounce!
Bunker Down!
-On critical hit, you fire an explosive projectile from your toolbelt that latches onto the target! After 3 seconds it detonates and deals whatever damage the current Bunker Down mine deals! 180 radius!
-Cooldown increased from 2 to 3 seconds!
Protective Shield!
-Changed trait to remove 1 condition when critically hit! 10 second cooldown!
Deadly Mixture!
-Changed trait to have a 25% chance to leave a poison field on Elixir toss or consumption!
Formula 409!
-Increased conditions cleansed on Elixir consumption from 1 to 2. Tossed Elixirs still only remove 1 condition!
-Toss Elixir R will remove 1 condition per pulse instead of 2 when traited with Formula 409!
Automated Response!
-At 33% health, removes 3 conditions! 40 second cd!
Scope!
-Moved to adept tier!
Kit Refinement!
-Moved to Master Tier!
-Kits now have a unique charge! There is a maximum of 1 charge per kit and each charge has a 25 second cooldown! When you use a kit that has a charge, the next ability used from that kit has an added effect! This does not affect Toolbelt abilities!
Grenade Kit
-Throw an extra grenade! This extra grenade is identical to one Shrapnel Grenade!
Bomb Kit
-In addition to its normal effects, your next bomb also pulls foes towards you in a 240 radius!
Flamethrower
-Your next damaging attack causes a 240 radius aoe that burns for 2 seconds!
Elixir Gun
-Your next damaging attack is infused with sticky glue! Immobilize foes for 1 second and cripple them for 4 seconds after!
Tool Kit
-Your next attack places a Magnetic Shield on you for 3 seconds!
Med Kit
-Swapping to Med Kit removes Chilled, Crippled, and Immobilized! <-This one seems a bit OP but I couldn’t think of anything!
Mortar Kit
Your next Mortar ability doesn’t consume a charge!
Packaged Stimulants!
- Bandages are thrown much faster! Similar to grenade speed!
-Throw Antidote changed from -25% cooldown to removing 2 conditions!
Speedy Gadgets!
-Replaced with Elixir Infused Toolbelt!
-Removes 1 condition when you use a toolbelt ability!
Gadgeteer!
-Reduces recharge on Gadgets by 20%!
-AED does not grant retaliation! Instead when you heal you also discharge a 180 radius electric shock that dazes anyone caught inside! Does not need to be a death blow to activate!
Thanks for reading! Wahoo! Bye frands!
#1 Frandliest person NA!
http://www.twitch.tv/Livskis <-It’s back!
(edited by ArrDee.2573)