(edited by Ulfberht.8519)
Seperate utility slots on weapon swap.
Although I’m not sure how this would affect the game I would much rather have interchangeable weapon skills similar to the current utilities. Even if it’s just one extra skill per slot with the exception of maybe the auto-attack.
This wouldn’t really unbalance anything
I’m hard pressed to think of any game component except maybe the login screen which this wouldn’t completely break, balance-wise.
This wouldn’t really unbalance anything
I’m hard pressed to think of any game component except maybe the login screen which this wouldn’t completely break, balance-wise.
It would make every class a bit stronger, but i think it would be roughly an even boost to all of them…
Don’t see the point. They could had just gave us 6 utility skills at the beginning of the game. And then someone else could ask the same thing and say imagine the combo we could do with 12 utility skills? But they could had just gave us 12 utility skills at the beginning of the game. And then someone else could ask the same thing and say imagine the combe we could do with 24 utility skills, etc, etc.
Ya its possible. Would it improve the game? Not that much. They decided to give us this setting, they could give us thousand of different settings and they will always be someone to ask for something different. The current system work just fine, no need to change it now and completely change the balance they currently have.
I agree with Lethal Injection. I would rather have interchangeable weapon skill so you can choose only useful skill and don’t get stock with 1-2 skill not that useful with a particular weapon.
I think this might make engi’s a little too strong. Right now they are pretty balanced around sacrificing kits for other useful utilities that offer better condi removal or stun breaks.
LGN
I think this might make engi’s a little too strong. Right now they are pretty balanced around sacrificing kits for other useful utilities that offer better condi removal or stun breaks.
On normal weapon I have all my kits.
When I go to Grenades I’ll have Elixer B and U
When I go to FT I’ll have Rocket Boots and Goggles
When I go Elixer Gun I’ll have my other Elixers.
I can dig this
I think this might make engi’s a little too strong. Right now they are pretty balanced around sacrificing kits for other useful utilities that offer better condi removal or stun breaks.
On normal weapon I have all my kits.
When I go to Grenades I’ll have Elixer B and U
When I go to FT I’ll have Rocket Boots and Goggles
When I go Elixer Gun I’ll have my other Elixers.I can dig this
Right!? It would be incredibly fun to play, and probably a little challenging, but a good player would be unstoppable as an engi. It would legitimately be over powered.
LGN
I think this might make engi’s a little too strong. Right now they are pretty balanced around sacrificing kits for other useful utilities that offer better condi removal or stun breaks.
On normal weapon I have all my kits.
When I go to Grenades I’ll have Elixer B and U
When I go to FT I’ll have Rocket Boots and Goggles
When I go Elixer Gun I’ll have my other Elixers.I can dig this
Right!? It would be incredibly fun to play, and probably a little challenging, but a good player would be unstoppable as an engi. It would legitimately be over powered.
Yeah I think this suggestion was doomed from the first syllable
Sep-
No.
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This wouldn’t really unbalance anything
I’m hard pressed to think of any game component except maybe the login screen which this wouldn’t completely break, balance-wise.
It would make every class a bit stronger, but i think it would be roughly an even boost to all of them…
I’m going to use Engineer as an example, because it’s the class I’ve played most. Other classes might have similar things going on, but it’s not like I’ve played them enough to be able to point it out.
Complaints regarding Engineers tend to be based on the ‘spamgineer’ perception, or the ‘turret nest’ thing, as far I’ve noticed, so I’ll look at those.
These can’t really be used together – turrets get more out of traits than most of the Engineer’s other skill sets, despite their final product being lackluster even with a massive investment, and the trait investment required makes having anything other than Turrets on the skill bar feel like a waste, and a ‘spamgineer’-style build is probably going to use a lot of Kits if it’s not a Static Discharge-based one; traits can be useful for this, but with Experimental Turrets giving boons to the user, lacking them wouldn’t be a massive deal. Rifle and Flame, in particular, would work to offset the damage loss by applying Fury and Might as long as they were on the field.
Now, take a full Turret build. Give it, I guess, X/X/6/6/X for trait points, traited for sturdy, regenerating, buff-engine Turrets with increased range and damage. Load it with whatever Turrets best fit your playstyle. This build isn’t going to be good at moving around, but it’s also going to be tanky. Much of the damage comes from Turrets, and the boons they give – but, without the Turrets, the Engineer is almost helpless…except if he has another set of utility skills he can swap to. Which, uh, well. That’s an interesting idea.
Let’s just load those extra ones with Kits. All of them, just Kits. Medkit, the Engineer loads up his points with massive amounts of healing packs – and can use Stimulant to get Swiftness to travel between points quickly, letting his Turret nest delay people trying to take the other point, or making a grand old entrance with several Turrets if he hasn’t placed them. Also gets Fury from Stimulant. Fun times. Especially because this kit also has Antidote, cleansing a condition each – add those to Healing Turret’s two cleanses every fifteenish seconds, and that’s three per fifteen seconds after the ones littering the ground have all been used.
Still occasionally dies, despite a carpet of med kits, antidotes, and a pulsing regen field? Can be kited? Can be cornered? Elixir Gun would really like a word, with skills #2, #4, and #5, nonrespectively.
Doesn’t have the damage or options required to bring a target down without Turrets? Let’s bring in the Bomb Kit – it’s even got a fire field that can be self-triggered six times with just what’s been listed so far (four Detonates, Big Ol’ Bomb, EG #4). Seven, if he’s using Pistol/Shield – so that’s 21 stacks of Might so far.
Enemy still gets away? Toolkit magnet. Bring them right into the Turret nest, beat them to a pulp. If the nest has been detonated for Might, beat them to a pulp without Turrets. Grenade Kit might even be viable for this, with Chill to slow the retreat, Grenade Barrage to drop as much damage as possible on their heads, and the Poison Grenades to make sure they can’t properly heal, but really, just yank them in and hit them with the Prybar. Drop a Glue Bomb while you’re at it.
All that, and Supply Crate, too (for a potential eighth Blast finisher, if properly timed, as well as boons from the several turrets within it, making for a potential 27 stacks of might, among other boons).
Would this be fun to play as? I’d find it hilarious.
Would this be fun to play against? Hah. Hahahah. HAHAHAH. No. No, this would be terrible. This would be taking the most frustrating aspects of dealing with an Engineer (tons of available skills, various combos between them, and turret nesting), and jamming them together sloppily. This probably isn’t even the most broken thing in the game, but it’s the first thing I could come up with off the top of my head as an example of ‘why this might favor some classes more than others.’
Edit: Oh, man, I hadn’t even thought of the implications if Kits count as swaps. hahahah. Also, I ignored traits other than Turret traits, which really just kind of makes this even worse.
(edited by Anymras.5729)
Warriors… Pop 100 blades, dodge, pop 100 blades…
Gaurdian.. Save yourselves.. Slash slash.. Shield… Slash slash.
Necro.. Attack my minions! Toss lots of conditions… Runs away and hope the person is to nube to cleanse…
Mesmer… Which one is the real me? That’s right, the stealthed one…
Engineer… Begin complex rotation… Nah, lets just throw bombs and hide behind turrets.. Weee!!!
Elementalist… Fire fire! ….and your a pancake…
Theif… Stealth, backstab, stealth, backstab..
Ranger.. Shoot arrows from 1500… Then run away… Alternativly, be pinned while you sword slash, and hope you win…
Just trying to figure out some way to make the above go away… And instead have more of a combo based play style across the board… You are right though, engineers might be an issue. Any ideas on how to add some additional fun, without things becoming stupid op?
This is a ridiculously broken concept. In no way would professions scale congruently by given them all access equally. It is a fun thought to have, but a terrible idea.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
I think this might make engi’s a little too strong. Right now they are pretty balanced around sacrificing kits for other useful utilities that offer better condi removal or stun breaks.
Thats great cause they cant weapon swap anyway huehuehue
Let’s not forget about how superly over OP elementalist would be they could use almost all of their skills .
Knights Of The Knightmare
S3 Legend
Weapon swapping on elementalist would be OP as heck.
As for separate utility slots for weapon swaps, it would be broken as kitten, considering that Thieves would lose out on it (as they don’t benefit from swapping due to lack of weapon cooldowns), whereas Warriors would benefit the most due to having the shortest weapon swap cooldown with Fast Hands.
You might as well straight up suggest 6 utility slots. Which would be only slightly more ridiculous, to be honest.
At the very least, it would be nice if the elite slot could be used by anything. I’m sure Ele’s would much rather use another utility skill than waste a slot on one of their elites.