Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
A new Kit Refinement
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Sadly, I can’t see ANet reworking Kit Refinement. They’ve invested too much time for too little reward on this trait already. Not mention that a second rework would be tacit admission that the first rework was unsuccessful – somethign they’ve scrupulously avoided so far. (Shame that, as such an admission would actually improve the relationship they have with the Eng community here.)
Now a brand new trait that rewards multi-kit builds – that would be worth having. But it would have to be something genuinely new and, what ever it was, it would have to stand in line with all the other things that need work on the Eng class.
No one asked for them to rework it, though…
That’d be an interesting but ultimately bad idea, because it would make the trait ~mandatory for all kits. Part of the trait’s problem is how powerful it is due to sheer applicability.
It needs to be a side-use which you may or may not want depending on playstyle.
Interesting idea, but nearly impossible to balance. Too many possibilities and too much number tweaking will cause it to fluctuate wildly from useless to wildly overpowered.
Elixir Gun – Exceptionally strong. Small chance would be a nice bonus if you’re already using the kit, but probably not worth the trait.
Grenade Kit – 1s cripple that could be procced by any of 3 grenades? Again… you’ll either see no appreciable cripple duration, or 60s of it stacked quickly.
Med Kit – None of these deal damage. So… I have a % chance of a healing AoE when using utilities? Odd. And not particularly useful.
Tool Kit – These are short cooldowns already, and it’s rare to sit in Toolkit for most Engineers. 5% would be unnoticeable in most cases even if it was proccing on every skill use.
Flamethrower Kit – The auto-attack hits something like 8-12 times. We’d see either no blinds or perma-blind. Hard to hit a happy medium.
Bomb Kit – CRAZY powerful. Small chance would be nice on this one, and might even be worth taking the trait for. But that’s an incredibly powerful effect for RNG.
I’d love to see Kit Refinement turned into something useful or interesting, and certainly geared toward multiple-kit play. Its current incarnation is pretty depressing. the effects aren’t of particular use or merit, and the internal cooldown defeats the purpose of grabbing it for many players. You have some neat ideas, but it’d be a lot of work to implement them and would benefit relatively few people.
I’d prefer it to be changed back to the way it was before. Although keep med kit, bomb kit and possibly flamethrowers the same as they are now.
If it’s considered too powerful, then knock it up to be a master trait.
Not liking the idea, Wolf. At all.
You are especially way off on bombkit’s effect.
If you daze someone they are bound to either stunbreak out or just make them realize faster that they are being carpetbombed and run away. (As the daze effect does not stop you from moving.) It would actually hamper the kit’s effectiveness.
For the rest, eh. Let’s just say I’m not liking the idea.
I like kit refinement as it is now. I’ve seen other engineers use it ingame, so it’s being used to say the least. Sure, it’s a tricky trait to use because of the cooldown, but the effects are really powerful when applied at the right time.
Perhaps, if you take a step back and look at the use of the kit, coupled with KR’s effect, you might find that the effects actually make a lot of sense.
Medkit is mostly used for a disengage weapon, so a reflective bubble is great for enhancing that.
Bombkit is used to start some fires and magnetic bomb greatly enhances the effectiveness of bombkit.
Toolkit is primarily a melee weapon, so a short speedbuff that ignores snare effects once again enhances that. Hell, it’s even great if you want to break away from the fight with gear shield up. And it’s superb for making sure that prybar hits the slippery thief you are fighting.
As for other kits, aside from the occasional elixir gun use (which has a great effect for helping with kiting imo), I don’t really use them so it would be unfair to judge them from my position.
However, everyone seems to hate KR on the forums. But then again, that’s because people who actually like the change don’t bother all that much voicing their opinion.
I use Kit refinement in tPvP, PvE and WvW in a multikit build. It took me a while to get used to it and the recent change of that trait icon popping up helps with the timing.
It could do with a more unique icon, since other people’s trait abilities can lead you to believe KR is up again and ready to go.
(edited by Siofra Crumble.2098)
Mh, what about a bonus related to the kit used (like, 40 or 80 of that stat when the kit is equipped) and/or a small buff to kits’ toolbelt skills?
Actually, i had suggested this last one a month ago.
https://forum-en.gw2archive.eu/forum/game/suggestions/Revamp-Engineer-s-Kit-Refinement-Yes-again/1730150
I dislike the new Kit Refinement because it now has negative synergy with that other ubiquitous Engineer Trait, Speedy Kits. A Global ICD that triggers outside of combat basically means that you cannot rely on Speedy Kits to get permanent swiftness.
Given that the other easy to access Swiftness is through Medkit Drop Stimulant, you’re then stuck with 50% uptime. You could try for Elixir B, then stack Boon Duration, but once again, stuck with 66% uptime, and one less Kit.
I would have taken the new Kit Refinement considering that Magnetic Aura every 20 seconds can be an absolute lifesaver given the amount of ranged attacks in the game right now. But making it a GCD? That then trades 2 junk procs (MedKit’s old proc, Bomb Kit’s old proc) for another 2 junk procs (Grenade Kit new proc, Flamethrower new proc)? And losing 2 on demand condition cleanses on top of losing the anti-kiting synergy with the toolkit proc?
The developers themselves stated on GW2Guru’s SOTG that as an Adept Trait, it was too build-defining for so low in the tree, so they purposely added a Global ICD and nerfed Grenade Kit, Elixir Gun’s proc, and absolutely destroyed the primary purpose of Flamethrower Kit’s proc.
Instead of moving it up the tree to Master or Grandmaster and tuning individual procs to break individual builds like 100Nades, they destroyed Multikit builds along with it. I don’t take Kit Refinement out of principle because the trait represents everything that is wrong with the attitude that Anet took trait reworks – Not consolidating and reworking junk traits, not addressing pre-existing trait bugs and introducing new ones, and breaking multiple builds to target a single FOTM build.
It was the Evasive Arcana debacle all over again. Only, even despite repeated nerfs, EA is still one of the most commonly taken GM Elementalist traits today, due to its sheer versatility, build defining quality, and due to its Grandmaster Status.
A new Kit refinement will be a tacit admission that Anet did the Engineer class a dis-service by destroying a class-defining trait instead of moving it up the tree to Grandmaster and reworking individual troublesome procs.
It is highly unlikely that they will do it. But it is good to dream.
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend