Always prepared rework
I like this idea. It would also give people more of an idea what Engineers are working with, and could lead to some interesting combinations of skills.
I’d like to show my friends how the Engineer works.
But this move would change the whole builds. Thief’s with toolkit or Warriors with Bombs. Some classes would find a way to become OP with a kit.
Of course it would need to be limited, like the elementalist conjure weapon spells. Counting charges of use or time. Recharge time of this ability so that you cant spam the ground with 1sec recharging kit swap and insta-drop the bundle. Ally dropping the kit would remove it from play.
Im not sure how other classes would become OP with kits, seeing that only engineer has traits to use them to their fullest potential.
Other classes may simply have abilities that can interact in unexpected ways with the abilities Kits possess. We might be the ones with traits regarding the Kits directly, but the effects of the Kits may well play into other classes’ abilities in ways that currently can’t be utilized – things regarding, say, Conditions applied, or breaking of Stealth.
For instance, is Flame Jet a Channeled skill? If so, a Minion Necromancer with the Flamethrower and Dark Armor trait would get a level-dependent Toughness bonus every time they auto-attacked. The Vampiric trait they get at Blood Magic 15 would trigger ten times in the time it takes Flame Jet to run, as well, and that’s not conditional. If the Flame Wall effect also triggers the Vampiric trait…then suddenly a Necromancer has ten hits of Siphon Health on auto-attack, possibly with yet more hits from the Flame Wall, Air Blast’s reflect, and Napalm’s punch-through-and-detonate, as well as Burning. This is something they already have access to, so I’m not sure how much of an issue all this here is, but only if A ) a Necromancer and Engineer are partied together, B ) the Engineer has the Always Prepared trait, and C ) the Engineer is Downed. Overall, it simply seems…easily abused. If I’m not seeing something where there’s nothing (for instance, maybe Kit skills simply do not receive Trait effects from other classes), this might be one of those things that only hasn’t been addressed because the conditions required are somewhat nitpicky.
Looking through the traitlines of other professions, it appears that they’re mostly more narrowly-worded, and thus more likely to be restricted in ways that prevent activity with passed-off Kits, with the main exceptions being on-critical traits.
(edited by Anymras.5729)
There would have to be a drawback to this. I’m thinking that when you drop the kit you are unable to use it while an ally is. Give it a time limit & charges like elemental weapons. So we drop our ToolKit, thief picks it up, we can’t use it while he has it, thief shadowsteps to enemy, prybar, caltrop, drop kit, we can use it again. Treat it like you’re actually dropping the kit. Just don’t make us pick it back up again.
[TTBH] [HATE], Yak’s Bend(NA)