[Engineer] Smoke Vent Changes

[Engineer] Smoke Vent Changes

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Posted by: Dojo.1867

Dojo.1867

Smoke Vent

  • breaks stun
  • creates a smoke field for 1 second (similiar to the water field of regenerating mist toolbelt)

Why?

  • brings flamethrower slightly up in viability compared to other kits
  • stunbreaker on a kit helps engi which usually lacks enough utility slots for stunbreakers because of having to run kits
  • goes well with engi theme of combo field supply for their own blast finishers

It should still not require an animation btw to keep the blind stomp utility.

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Posted by: LelouchViBritannia.3607

LelouchViBritannia.3607

Stunbreaker on a 20 seconds cooldown, traitable to 16 seconds? Doesn’t take up a utility slot, gives you 4 other skills? Yeah, no.

I command you to be AWESOME.

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Posted by: Kamui.3150

Kamui.3150

With these additions it’d likely boost the CD of the skill, probably to somewhere in the 30-35 sec range.

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Posted by: Dojo.1867

Dojo.1867

Yeah. The cd would have to be changed. Didn’t want to commit to a number but 35sec seems fine given that you can still trait it. Remember that the stunbreaking will take slightly longer though due to having to kit swap first and you also don’t know for sure if it is off cooldown.

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

My sugestion:

1)
Smoke Vent: Changed cooldown from 20 to 45 seconds
Creates a blindfield for 3 seconds. When the blindfield ends, nearby foes are pulled towards the location of the previous blindfield.
Pull: 350 range

2)
Smoke Vent: Changed cooldown from 20 to 30 seconds
Creates a blindfield for 3 seconds. When the blindfield ends, nearby foes are burned for 2 seconds.

3)
Smoke Vent: Changed cooldown from 20 to 35 seconds
Creates a blindfield for 3 seconds. Attacks from this field deal more damage.

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Posted by: Penguin.5197

Penguin.5197

I would kind of just like to see it go and replaced with something a movement or movement impairing skills since just about all weapons have that kind of skill at #5 (minus offhand one).Or at either one to smoke vent.

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Posted by: chungiee.8764

chungiee.8764

I actually like FT #5 as it is… i’d much prefer it to be left alone and have skills 1/2 changed.

The Blind on demand is great fun to use and have much utility in PvP.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

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Posted by: LelouchViBritannia.3607

LelouchViBritannia.3607

With these additions it’d likely boost the CD of the skill, probably to somewhere in the 30-35 sec range.

It’d have to be more in the range of 60-70 seconds to be anything close to balanced.

I command you to be AWESOME.

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Posted by: Dojo.1867

Dojo.1867

With these additions it’d likely boost the CD of the skill, probably to somewhere in the 30-35 sec range.

It’d have to be more in the range of 60-70 seconds to be anything close to balanced.

Ok now you are talking out of your kitten . Healing mists of Elixir gun toolbelt is a kit stunbreaker as well and sits at a 40 second cooldown which goes down to 28 when fully traited into tools.

I actually like FT #5 as it is… i’d much prefer it to be left alone and have skills 1/2 changed.

The Blind on demand is great fun to use and have much utility in PvP.

I also like the no animation on demand blind but having just that on a skill button is too little, especially since flamethrower can use some help.

(edited by Dojo.1867)

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Posted by: AngelicLoki.1625

AngelicLoki.1625

Keep in mind an instant-cast on demand blind means a guaranteed finish on 5/8 professions (Necro, Guard, Ranger, Warrior, Engie). I actually pack flamethrower for that, the pushback (interrupting rezzing or stomping), and the toolkit skill.

Changing this to a blind field would facilitate that functionality a lot more (ala Black Powder on Thief pistol), but I disagree it needs a stun break to be viable, it’s already a very situationally powerful skill.

What I’d like to see on the flamethrower is the auto attack reworked just a touch to do scaling damage based on how many conditions are on your target. The #1 as it stands is a power based attack on a heavily condition dependent weapon (used mainly for burning). While 1 and 2 can do some heavy damage on power builds, grenades do superior damage on every throw, so there is no place for the thrower. Changing it around to a more condition oriented weapon would place it in an interesting place.

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

The reason I wanted to transform it to a blindfield aswell is to allow flamethrower to have that blind aoe group support tool. Also it would be nice to have another smokefield to stealth with, instead of being forced into bringing bomb kit.