Tool Belt Freedom
Make Tool Belt skills freely selectable.
Nothing else needs to be changed. The individual balance and power of traits and tool belt skills can be saved for another day. Tool Belt slots can continue to unlock in time with utility slots. Tool Belt skills can continue to unlock as bonuses when purchasing their “parent” utility skills. The only difference, the only change, is that we may now selection what four Tool Belt skills we want to use with impunity, regardless of our utility selections.
I have two primary arguments for this, the first being outlined above. I will briefly cover it again now simply to be concise. In short; I think that having Tool Belt skills locked in with our utility skills denies us a great deal of build diversity and customization, and undermines the intended purpose of allowing us to still have our utility slots in spite of the unspoken need to slot kits regardless of our personal preferences. Making these Tool Belt skills freely selectable solves both of those issues.
The second reason is pretty basic as well; it just makes more sense. Think about real life for a moment. Think about mechanics and engineers, plumbers and carpenters. These men and women wear tool belts, but why? What benefit does that garment offer? Well clearly it allows ready access to commonly used tools, or tools selected specifically for the task at hand without having to bring their entire collection. A plumber can bring a large wrench with him on his belt without having to lug around that heavy tool box and his entire wrench collection. A carpenter can bring a hammer without having to strap his entire workshop on his back. So it only makes sense that here, on Guild Wars 2, an engineer should be able to carry around a few grenades to barrage their enemies without having to march around everywhere they go with their entire explosive kitten nal.
I like this idea. Not a whole lot else to say.
This one is more reasonable. The only drawback is that it would necessitate nerfs, since right now the strongest toolbelt skills are often paired with relatively weak utilities. The ability to pair the strongest toolbelt skills with the strongest utilities would obviously make our builds flat-out better with zero drawbacks. Since we’re currently pretty well-balanced, it stands to reason that after becoming much better we would be OP.
Elixir R toolbelt would be the first one to get nerfed, but there would be others. Still, it may be worth it for greater flexibility. On the other hand, engineers are easily the most flexible profession in the game already, so I’m not sure the devs will be interested in making them even more flexible, at the cost of balance and accessibility.