A solution to Weapon Kits

A solution to Weapon Kits

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Posted by: MrSilver.5269

MrSilver.5269

My solution to kits: Allow them to be equipped like a weapon in the weapon slot, and allow us to upgrade them with sigils and runes to add stats according to our build choice.

Allow us to switch between our weapon of choice (P/P, R, P/S) and a kit of our choice with the “~” key, or to equip two separate weapon kits as weapons and have no actual “weapon” equipped at all.

This will give us access to the switch weapon sigils, as well as freeing up a utility spots allowing us to maximize utility through turrets, elixirs, or gadgets. After all, turrets, elixirs, or gadgets ARE our true “utility” abilities, not our engineer only weapons.

How great would it be to be able to build around bombs/grenades or flame thrower/elixir gun for example without having to forgo a slot for one of our true utility skills. I think it would be enough to put the engineer on more solid footing by giving us immediate access to the utility tools we need.

TLDR: Engineers should not have to sacrifice utility and stats for different weapon choices. Our weapon kits are not utility skills, they are WEAPONS and should be slotted as such.

But I’m trying, Ringo. I’m trying real hard to be the shepherd.

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Posted by: Zinwrath.2049

Zinwrath.2049

I think i suggested this during beta 1 or 2. It had tons of positive feedback then…however the game has been out for a month now and people tend to become comfortable with things and suddenly start hating change (especially if it robs them of something they learned to do or enjoy doing). You’d have a hard time convincing people of that now though i agree with you entirely… or atleast i did back in beta :P

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Posted by: achmed.6542

achmed.6542

That sounds like a basic description of me ^^
i got used to it and never had a problem with the current mechanics either. neither in beta nor now.

the problem i have with kits becoming weapons, is that i fear the are going to massivly increase the cooldown of switching kits. cause thats what they have to do in order to keep it balanced to other classes. See the elementalist, thats why they have these long cooldowns.

then there are still the Stats problems since kits dont have any.
what happens to the Toolbelt?
do they have to invent 5 totaly new utility skills since out kits are obviously not there anymore ?
possible balance issues which leads to nerfs on other ends of the engie ?
and so on.
I doubt its that easy.

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Posted by: Zinwrath.2049

Zinwrath.2049

Achmed is right. You would have to have cd’s when swapping and there would be adjustments.

Engineers current one weapon situation is to balance the tool belt. Not the kits as kits are an option for a utility skill…not something manditory. So i imagine they might hit the toolbelt if you did this (though i doubt it’d be severe) and they would have to come up with 5 new abilitys to take the weapon kits place.

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Posted by: MrSilver.5269

MrSilver.5269

they would have to come up with 5 new abilitys to take the weapon kits place.

Why is that such a big deal?

I would love to see 5 sigils/signets created with passives for the utility spot, and actives for the tool belt slot. Every other class has them so it isn’t like the mechanic isn’t already in the game.

Make the passives group buffs so that the engineer can spec like a bard from other MMOs. Make them applicable only when in range.

For example,

Bombs: passive group run speed.
Elixir gun: passive group regen and/or condition removal.
Tool Kit: passive group damage reduction and/or toughness.
Flame thrower: Passive group crit/crit damage.
Grenades: Passive group power/condition damage.

Have 1 sigil/signet dedicated to each weapon kit: Keep the corresponding tool belt skill from the weapon kit that already exists, so all you are doing is adding 5 new passive enhancements. Moreover, if you want the toolbelt skill from a certain weapon kit, but not the kit itself you would still have that option. IMO, In many cases the tool-belt skill is actually better than the kit itself.

In sum, treat the “weapon kits” like they are weapons, but keep the tool belt skill from the weapon kit by adding passive group enhancements.

BTW… I’m cool with a timer for weapon swaps.

But I’m trying, Ringo. I’m trying real hard to be the shepherd.

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Posted by: MrSilver.5269

MrSilver.5269

To add to this…

If you added the group buffing component engineers would be a very sought after class for any group setting be it pvp or pve.

Also, I would limit the group buffs to people that are actually in group.

But I’m trying, Ringo. I’m trying real hard to be the shepherd.

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Posted by: Lyuben.2613

Lyuben.2613

This is sadly a suggestion, best for the betas.

Its too much of a change, when what we can accomplish now, would be satisfactory, without needing such a huge change.

Simply making kits work like attunements would be a fix, so that they keep the stats and sigils of the main weapon.

By all means, an elementalist has no ‘staff’ skills, but instead has 4 attunements. He has no ‘default’ weapon set like the engineer. So, simply make kits work like attunements.

Vibor Bauman- Level 80 Engineer- Gandara

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Posted by: Kimbald.2697

Kimbald.2697

One much simpler solution could be:

let the weapon sigils work when using the kit, without any other change…

Or let at least weapon swapping sigils work when swapping out of a kit to your weapons.

Either of these, or both since that wouldn’t too strong seeing weapon swapping sigils have internal cooldowns anyhow.

I don’t need other changes than that.
Keep the toolbelt skills, keep the instant swapping, keep everything.
Just let your main weapon sigils keep on working while using a kit.

Wiggely, wobbely and other wombaty wabbity creatures…

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Posted by: Kimbald.2697

Kimbald.2697

I use a lot of kits in my builds, if these suddenly get a cooldown added, I totally lose the playstyle of my engineer…
This is personal of course.

Hence the above suggestion: keep things as they are, just add the working sigil we already use.

Wiggely, wobbely and other wombaty wabbity creatures…

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Posted by: Father Scotty.2319

Father Scotty.2319

I would love it if your rifle was more of a rifle and not a shotgun.

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Posted by: Atmaweapon.7345

Atmaweapon.7345

I have this idea where they make a clearer distinction between armed kits (flamethrower, elixir gun, tool kit) and unarmed kits (bomb, grenades, med kit)

Armed kits are currently like other weapons. They have a balanced skillset that have a variety of ranges and usage. Unarmed kits, while they may have different effects, are one-dimensional in usage (set bomb, lob grenade, set med pack). Armed Kit toolbelts tend to be lackluster (except for traited throw wrench maybe), while unarmed kits have awesome toolbelt skills (heal, Big ol Bomb, Grenade Barrage or the best instant cast aoe burst ability in the game.)

In order to solve the Engineer utility dilemma (we have too few actual utility skills because our weapons are hogging them) as well as balance kit usage, we move Armed kits into our secondary weapon slots. This makes more room for more utility, skills and still allows multi-kit usage, just no elixir gun/flamethrower combos anymore. This also allows the kits themselves to become stronger.

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Posted by: ImariKurumi.5761

ImariKurumi.5761

I dont care if we cant utilize sigils as long as i get my low CDs and toolbelt. What i DO care and I believe the most important burning issue is weapon stats applying permanently to our characters regardless of weapon swaps. This is more important that sigils, as sigils can be replaced with Kit refinement trait.

I think you guys do know that in sPvP, engineers receive the weapon stats as its stats and also rings/accessories stats are all combined into PvP amulets. I dont understand why there is differentiation between sPVP vs PvE,WvW.

The methods you guys suggest will totally kill the engineer class, no more triple kit etc etc, the most simple fix they need to do is just make the weapon stats permanent. Thats all, no need to think complicated. Besides this is a justified reason as in sPvP engineers do recieve the weapon stats, i dont see the reason why it shouldnt apply to PvE+WvW.

(edited by ImariKurumi.5761)

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Posted by: Kithzyan.5034

Kithzyan.5034

Short Answer: No
Long Answer: Noooooooooooo

Not to be to blunt, but what you’re basically asking for is to remove what makes the Engineer unique and in addition add a lot of extra work for ANet to basically come up with a whole bunch of new weapons designs (lets face it, if kits become weapons there would now have to be variation). Also, just to note, we don’t lose utility slots we have the toolbelt to give us a useable ability for each slot ‘lost’ to a kit.

Also as pointed out, your solution removes the ability to triple+ kit, I run with 3 kits as standard and I do not want to lose that ability.

The solution is to simply make the stats (and sigil) of your weaponset apply to kits, for ‘on swap’ sigils they just need an internal cooldown which most already do due to being usable on Elementalist Attunements which; as has been noted before, is how our kits should behave stat/sigil wise (they can swap at will and their weapon stats apply to all the attunments, they don’t lose them when they switch).

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Posted by: ImariKurumi.5761

ImariKurumi.5761

Exactly, pls dont give Anet any ideas to totally change the Engineer class. Engineers work wonders in sPvP where they have full weapon stats applied even in kits due to PvP amulet.