Engineer Crossbows and Lightning Fields!
That looks fun! I’d definitely love to see crossbows in game (always been a big fan), and especially as a great fit for engis.
So, all the thumbs up for the crossbows!
As long as Whips (click for all those awesome details!) get some love, too. It would be tough if I had to make a choice. <3
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
(edited by Pixelpumpkin.4608)
Why not Zoidberg both?
I’d love that something fierce.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
This goes with the suggestion of adding new weapons, maybe learnable.
I’d love crossbows . I could see them on Engies and Thief for sure
I want to see Crossbows, Whips, Land Spears, and even a Cestus in the game. But, don’t make the weapon ridiculously overpowered. You say its a power weapon, but 3 different skills have control effects(Daze/Pull) on it. Wouldn’t a power weapon normally be a damage dealer?
I’d love crossbows . I could see them on Engies and Thief for sure
Would see them more on Ranger than Thief. A crossbow’s not really “stealthy”
I was going for some utility and not condis that would do damage. I was thinking some random non damaging condis wouldn’t be bad, and condi power wouldn’t affect them, but I could see some adjusts being in order. This was just a first go
Honestly I think crossbow would fit a guardian well as a 900 range weapon. Would fit that crusader archetype.
(edited by petespri.6548)
I’d love crossbows . I could see them on Engies and Thief for sure
Would see them more on Ranger than Thief. A crossbow’s not really “stealthy”
Here’s to hoping they make some non full stealth more rogue type builds viable for thief.
I’d love crossbows . I could see them on Engies and Thief for sure
Would see them more on Ranger than Thief. A crossbow’s not really “stealthy”
Here’s to hoping they make some non full stealth more rogue type builds viable for thief.
What I meant is it is not really for Thieves. It would be a slow weapon and Thieves rely on speed to take down their enemies (‘cause they’re squishy). They would have access to longbow if speed wasn’t a problem. And I even think crossbow would be a little bit slower than Longbow.
I was going for some utility and not condis that would do damage. I was thinking some random non damaging condis wouldn’t be bad, and condi power wouldn’t affect them, but I could see some adjusts being in order. This was just a first go
Even on a first go, don’t just throw everything at it to see what sticks afterwards.
Here are my problems with the weapon and some solutions…
1) Skill 1, Quick Shot is a Ranger Skill that also applies swiftness, so the name should be changed to make it different. Plus depending on how fast the crossbow fires, 1 second of quickness is too much, since its a piercing attack and the way the skill description is read, it can apply 1 second of swiftness for each foe hit? Thats gives more than Infinite swiftness, and is too powerful.
- You need to change the skill description to make it clear that it applies swiftness only on the first enemy hit, and not each hit after because of the piercing
2) Skill 2 just seems pointless, you need to Flesh it out more. for example….
Stage 1 (1 second) : 600 Range, Standard Projectile Speed. Standard Damage.
Stage 2 (2 seconds) : 900 Range, 2x Projectile Speed. 2x Damage.
Stage 3 (3 seconds) : 1200 Range, 3x Projectile Speed. 3x Damage.
Aso, having no recharge time would just make Skill #1 pointless, and it would also allow the engineer to get 1/2 second of Quickness every 3/4-1 second, assuming there is no aftercast to this skill.
- This skill needs a recharge time or needs to be scrapped and a different skill put in place
3) a Knockdown And a Pull is WAY to powerful every 15 seconds, especially when you have two finishers and Torment on it. No Skill has a Knockdown with a Recharge time less than 30 seconds, and those that do are further down the sequence for other skills that have much longer recharge times. Likewise Pull skills don’t generally have a recharge time less than 15-20 seconds if it also applies other conditions.
- The Skill Recharge time of 15 seconds can stay, but instead of a knockdown at the start, just deal damage, then on the sequence when you pull, just have it pull the target to you and deal damage. No Torment, because the pull by itself is more than enough Utility.
- Also make it 900 range to bring it in line with other skills. Knocking off 100 range is not enough justification for all the other added stuff you had on it.
- Also remove the leap finisher because you aren’t leaping, the enemy is.
4)The first part of the skill is fine by itself….but there are other problems, such as the length those conditions and control effects would last.
5) The way that you described the last skill, it sounds like you are giving the ability to apply 5 dazes for 5 seconds for a total of a 5 second daze. That will destroy any player in WvW, and will mess up alot of boss fights, because Champions roaming the world have 3 stacks of defiant, meaning that you can daze him, over 3 seconds, remove those 3 stacks of defiant, then daze him again for another second, every 35 seconds. Too Powerful.
6) there are almost no weapons that have more than one control effect. The reason for this is that having access to those control effects, along with what you have on your utility skills and whatever your class mechanic gives you, basically gives you the ability to apply control effects endlessly which never gives other players (or enemies) a chance to respond.
- You need to choose between skills 3,4, and 5, and choose which control effect you like best and get rid of the other two.
I think I voiced my complaints about the weapon pretty well…
1. Your solution seems fine as the point is not to have permanent swiftness from a weapon skill. An icd would be fine as well, or .5 sec per hit.
2. I don’t think this skill is pointless when compared with #1 since it requires stationary channeling. You could also reduce range on #1. And I did intend levels as you more clearly laid out; my wording is not the best.
3. Your mods to #3 are not bad. Torment doesn’t fit with the weapon anyway, now that I think about it more. Also, considering that we already have a pull, maybe it would be better to pull yourself to target.
4. Seems fine, maybe adjust durations.
5. Probably better to pulse 3 times over 6 seconds and keep a 1sec daze duration.
6. I can think of a number of weapons that have more than 1 and even 2 control effects on them, so I don’t think this is an issue, so long as there isn’t overpowered synergy, which I think could easily be managed for this.