Anybody see Med kit changes?

Anybody see Med kit changes?

in Engineer

Posted by: Knighthonor.4061

Knighthonor.4061

Med Kit #1 skill now blast people in the face with a healing breeze. #2 now drops a buff pylon that buff allies nearby. #3 drops a glowing syringe on the ground.
http://dulfy.net/2015/04/24/gw2-specializations-ama-livestream-notes/

anybody see this in beta?

if so, what are the skills like?
what they do?

Anybody see Med kit changes?

in Engineer

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

AFAIK the beta didn’t feature any of the upcoming trait Changes.

Anybody see Med kit changes?

in Engineer

Posted by: Arioso.8519

Arioso.8519

AFAIK the beta didn’t feature any of the upcoming trait Changes.

Curious, does that mean the revenant’s traits are using the old trait system as a stop-gap then?

Anybody see Med kit changes?

in Engineer

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

AFAIK the beta didn’t feature any of the upcoming trait Changes.

Curious, does that mean the revenant’s traits are using the old trait system as a stop-gap then?

From what I Heard and saw the revenant used the, back then, existing trait lines in the current trait system.

Anybody see Med kit changes?

in Engineer

Posted by: Knighthonor.4061

Knighthonor.4061

man I cant wait for this!!! Support role finally made more interesting to play and more rewarding to play!!!

Anybody see Med kit changes?

in Engineer

Posted by: Knighthonor.4061

Knighthonor.4061

Hey why more of you all not excited about this change?

Anybody see Med kit changes?

in Engineer

Posted by: Penguin.5197

Penguin.5197

Because med kit has been as niched as mortar since launch. So ill get hyped for it when I personally try it :P

Anybody see Med kit changes?

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

Because med kit has been as niched as mortar since launch. So ill get hyped for it when I personally try it :P

Whoa whoa whoa. Nothing is as niche as mortar. That comment was way out of line, man.

In any case, hopefully this will actually make it a relevant healing skill again. I’m not optimistic it will since healing “turret” does not appear to be receiving fundamental changes on the same scale, but it’ll be hard to tell until we get our hands on the finalized version of it.

Anybody see Med kit changes?

in Engineer

Posted by: NiBlack.3149

NiBlack.3149

There are some problems when you think about this.
Changes are looking like healing turret combo will be even more powerful (all depends on internal CD of invention traits), and this all is burst healing (delivered in very short time span).

The problem with first aid kit is that we don’t know if #1 will do any dmg. If not, then it will be glorious healing gun (“I curse you TF2 for this terrible design”) with likely terrible scaling (as most healing skills so they won’t provide invulnerability), and we will end with equipment that deal no dmg, and requires constant using it to make meaningful healing (something like water bolt/elixir infused bomb but without dmg factor)
We also don’t know if it will affect self. Cone skills that affect allies (fumigate, guardian cleansing torch breath thingy) don’t affect caster. It can be part of skill balancing factor – it will provide better healing to teammates, but on yourself you will need use that very slow self bandaging.

Still. Engi trait tree remake was in very early stages, and it is hard to tell how changes will finally affect “healing skills”.

Anybody see Med kit changes?

in Engineer

Posted by: Knighthonor.4061

Knighthonor.4061

There are some problems when you think about this.
Changes are looking like healing turret combo will be even more powerful (all depends on internal CD of invention traits), and this all is burst healing (delivered in very short time span).

The problem with first aid kit is that we don’t know if #1 will do any dmg. If not, then it will be glorious healing gun (“I curse you TF2 for this terrible design”) with likely terrible scaling (as most healing skills so they won’t provide invulnerability), and we will end with equipment that deal no dmg, and requires constant using it to make meaningful healing (something like water bolt/elixir infused bomb but without dmg factor)
We also don’t know if it will affect self. Cone skills that affect allies (fumigate, guardian cleansing torch breath thingy) don’t affect caster. It can be part of skill balancing factor – it will provide better healing to teammates, but on yourself you will need use that very slow self bandaging.

Still. Engi trait tree remake was in very early stages, and it is hard to tell how changes will finally affect “healing skills”.

The thing is, med kit is meant to excel at healing others. The toolbelt skill heals self. Thats how its always been. And with healing becoming a major role in HoT, this will provide engineers with a reasonable tool support.

I am excited for this change. For once healing kit will feel useful.

Anybody see Med kit changes?

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

There are some problems when you think about this.
Changes are looking like healing turret combo will be even more powerful (all depends on internal CD of invention traits), and this all is burst healing (delivered in very short time span).

The problem with first aid kit is that we don’t know if #1 will do any dmg. If not, then it will be glorious healing gun (“I curse you TF2 for this terrible design”) with likely terrible scaling (as most healing skills so they won’t provide invulnerability), and we will end with equipment that deal no dmg, and requires constant using it to make meaningful healing (something like water bolt/elixir infused bomb but without dmg factor)
We also don’t know if it will affect self. Cone skills that affect allies (fumigate, guardian cleansing torch breath thingy) don’t affect caster. It can be part of skill balancing factor – it will provide better healing to teammates, but on yourself you will need use that very slow self bandaging.

Still. Engi trait tree remake was in very early stages, and it is hard to tell how changes will finally affect “healing skills”.

The thing is, med kit is meant to excel at healing others. The toolbelt skill heals self. Thats how its always been. And with healing becoming a major role in HoT, this will provide engineers with a reasonable tool support.

I am excited for this change. For once healing kit will feel useful.

Never once have I known anyone who uses med kit to heal others. Hell, 90% of players can’t even be bothered to notice med kits actually sitting on the ground (though to be fair they can easily be obscured by everyday particle effects). Since the early days, you just run in a line and pick up your bandages, effectively giving you a 3s cast time on some healing.

Healing “turret” has always been more effective at healing other people since it clears their condis, gives them regen, and provides a blastable water field that can easily get one or two blasts from the engineer themselves.

Anybody see Med kit changes?

in Engineer

Posted by: gartz.7013

gartz.7013

Didn’t they just ruin every meta build for engi out today with all that?

solo cheese engi/ex teef

Anybody see Med kit changes?

in Engineer

Posted by: Knighthonor.4061

Knighthonor.4061

There are some problems when you think about this.
Changes are looking like healing turret combo will be even more powerful (all depends on internal CD of invention traits), and this all is burst healing (delivered in very short time span).

The problem with first aid kit is that we don’t know if #1 will do any dmg. If not, then it will be glorious healing gun (“I curse you TF2 for this terrible design”) with likely terrible scaling (as most healing skills so they won’t provide invulnerability), and we will end with equipment that deal no dmg, and requires constant using it to make meaningful healing (something like water bolt/elixir infused bomb but without dmg factor)
We also don’t know if it will affect self. Cone skills that affect allies (fumigate, guardian cleansing torch breath thingy) don’t affect caster. It can be part of skill balancing factor – it will provide better healing to teammates, but on yourself you will need use that very slow self bandaging.

Still. Engi trait tree remake was in very early stages, and it is hard to tell how changes will finally affect “healing skills”.

The thing is, med kit is meant to excel at healing others. The toolbelt skill heals self. Thats how its always been. And with healing becoming a major role in HoT, this will provide engineers with a reasonable tool support.

I am excited for this change. For once healing kit will feel useful.

That’s why we have traits for ground target for med kit.
Never once have I known anyone who uses med kit to heal others. Hell, 90% of players can’t even be bothered to notice med kits actually sitting on the ground (though to be fair they can easily be obscured by everyday particle effects). Since the early days, you just run in a line and pick up your bandages, effectively giving you a 3s cast time on some healing.

Healing “turret” has always been more effective at healing other people since it clears their condis, gives them regen, and provides a blastable water field that can easily get one or two blasts from the engineer themselves.

That’s why med kits have a trait to make ground target. Did you know that?

(edited by Knighthonor.4061)

Anybody see Med kit changes?

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

There are some problems when you think about this.
Changes are looking like healing turret combo will be even more powerful (all depends on internal CD of invention traits), and this all is burst healing (delivered in very short time span).

The problem with first aid kit is that we don’t know if #1 will do any dmg. If not, then it will be glorious healing gun (“I curse you TF2 for this terrible design”) with likely terrible scaling (as most healing skills so they won’t provide invulnerability), and we will end with equipment that deal no dmg, and requires constant using it to make meaningful healing (something like water bolt/elixir infused bomb but without dmg factor)
We also don’t know if it will affect self. Cone skills that affect allies (fumigate, guardian cleansing torch breath thingy) don’t affect caster. It can be part of skill balancing factor – it will provide better healing to teammates, but on yourself you will need use that very slow self bandaging.

Still. Engi trait tree remake was in very early stages, and it is hard to tell how changes will finally affect “healing skills”.

The thing is, med kit is meant to excel at healing others. The toolbelt skill heals self. Thats how its always been. And with healing becoming a major role in HoT, this will provide engineers with a reasonable tool support.

I am excited for this change. For once healing kit will feel useful.

That’s why we have traits for ground target for med kit.
Never once have I known anyone who uses med kit to heal others. Hell, 90% of players can’t even be bothered to notice med kits actually sitting on the ground (though to be fair they can easily be obscured by everyday particle effects). Since the early days, you just run in a line and pick up your bandages, effectively giving you a 3s cast time on some healing.

Healing “turret” has always been more effective at healing other people since it clears their condis, gives them regen, and provides a blastable water field that can easily get one or two blasts from the engineer themselves.

That’s why med kits have a trait to make ground target. Did you know that?

No, of course I didn’t know that. Why would I know anything about one of the most useless traits the engineer has? It’s not like I’ve tried it out or anything and experienced the sheer terribleness of it first hand, nor made any sort of dedicated support build.

Sarcasm aside, the packaged stimulants trait isn’t avoided because people have no interest in healing others, it’s avoided because it makes the med kit extremely inconvenient to use, especially if attempting to heal yourself with it. Each med kit has to be manually ground targeted, potentially slowing down your own healing.

It’s also not an effective method for healing others since you can’t really toss it onto people. The proper way to use it to heal other people is to dispense the bandages prior to combat, and have them run over it afterwards. Packaged stimulants is completely unnecessary to achieve this (although they do increase the potency of the bandages).

Not only that, but it actually removes the automatic immobilize cleanse on the antidote since you actually have to deploy the antidote somewhere with packaged stimulants. So in some situations it can actually screw you over pretty hard.

Compare that to healing “turret” which simply operates in an AoE, provides condition clearing, and can provide additional healing via blast finishers, and you’ve got yourself a med kit that is just not as good for healing other people.

I’m still partially hopeful the med kit changes will help bring it back into the fold somewhat, though I can’t be completely confident until something is done about healing “turret”.

Anybody see Med kit changes?

in Engineer

Posted by: Knighthonor.4061

Knighthonor.4061

There are some problems when you think about this.
Changes are looking like healing turret combo will be even more powerful (all depends on internal CD of invention traits), and this all is burst healing (delivered in very short time span).

The problem with first aid kit is that we don’t know if #1 will do any dmg. If not, then it will be glorious healing gun (“I curse you TF2 for this terrible design”) with likely terrible scaling (as most healing skills so they won’t provide invulnerability), and we will end with equipment that deal no dmg, and requires constant using it to make meaningful healing (something like water bolt/elixir infused bomb but without dmg factor)
We also don’t know if it will affect self. Cone skills that affect allies (fumigate, guardian cleansing torch breath thingy) don’t affect caster. It can be part of skill balancing factor – it will provide better healing to teammates, but on yourself you will need use that very slow self bandaging.

Still. Engi trait tree remake was in very early stages, and it is hard to tell how changes will finally affect “healing skills”.

The thing is, med kit is meant to excel at healing others. The toolbelt skill heals self. Thats how its always been. And with healing becoming a major role in HoT, this will provide engineers with a reasonable tool support.

I am excited for this change. For once healing kit will feel useful.

That’s why we have traits for ground target for med kit.
Never once have I known anyone who uses med kit to heal others. Hell, 90% of players can’t even be bothered to notice med kits actually sitting on the ground (though to be fair they can easily be obscured by everyday particle effects). Since the early days, you just run in a line and pick up your bandages, effectively giving you a 3s cast time on some healing.

Healing “turret” has always been more effective at healing other people since it clears their condis, gives them regen, and provides a blastable water field that can easily get one or two blasts from the engineer themselves.

That’s why med kits have a trait to make ground target. Did you know that?

No, of course I didn’t know that. Why would I know anything about one of the most useless traits the engineer has? It’s not like I’ve tried it out or anything and experienced the sheer terribleness of it first hand, nor made any sort of dedicated support build.

Sarcasm aside, the packaged stimulants trait isn’t avoided because people have no interest in healing others, it’s avoided because it makes the med kit extremely inconvenient to use, especially if attempting to heal yourself with it. Each med kit has to be manually ground targeted, potentially slowing down your own healing.

It’s also not an effective method for healing others since you can’t really toss it onto people. The proper way to use it to heal other people is to dispense the bandages prior to combat, and have them run over it afterwards. Packaged stimulants is completely unnecessary to achieve this (although they do increase the potency of the bandages).

Not only that, but it actually removes the automatic immobilize cleanse on the antidote since you actually have to deploy the antidote somewhere with packaged stimulants. So in some situations it can actually screw you over pretty hard.

Compare that to healing “turret” which simply operates in an AoE, provides condition clearing, and can provide additional healing via blast finishers, and you’ve got yourself a med kit that is just not as good for healing other people.

I’m still partially hopeful the med kit changes will help bring it back into the fold somewhat, though I can’t be completely confident until something is done about healing “turret”.

Which is the whole point of the revamp to med kit to be better at healing others.

Anybody see Med kit changes?

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

There are some problems when you think about this.
Changes are looking like healing turret combo will be even more powerful (all depends on internal CD of invention traits), and this all is burst healing (delivered in very short time span).

The problem with first aid kit is that we don’t know if #1 will do any dmg. If not, then it will be glorious healing gun (“I curse you TF2 for this terrible design”) with likely terrible scaling (as most healing skills so they won’t provide invulnerability), and we will end with equipment that deal no dmg, and requires constant using it to make meaningful healing (something like water bolt/elixir infused bomb but without dmg factor)
We also don’t know if it will affect self. Cone skills that affect allies (fumigate, guardian cleansing torch breath thingy) don’t affect caster. It can be part of skill balancing factor – it will provide better healing to teammates, but on yourself you will need use that very slow self bandaging.

Still. Engi trait tree remake was in very early stages, and it is hard to tell how changes will finally affect “healing skills”.

The thing is, med kit is meant to excel at healing others. The toolbelt skill heals self. Thats how its always been. And with healing becoming a major role in HoT, this will provide engineers with a reasonable tool support.

I am excited for this change. For once healing kit will feel useful.

That’s why we have traits for ground target for med kit.
Never once have I known anyone who uses med kit to heal others. Hell, 90% of players can’t even be bothered to notice med kits actually sitting on the ground (though to be fair they can easily be obscured by everyday particle effects). Since the early days, you just run in a line and pick up your bandages, effectively giving you a 3s cast time on some healing.

Healing “turret” has always been more effective at healing other people since it clears their condis, gives them regen, and provides a blastable water field that can easily get one or two blasts from the engineer themselves.

That’s why med kits have a trait to make ground target. Did you know that?

No, of course I didn’t know that. Why would I know anything about one of the most useless traits the engineer has? It’s not like I’ve tried it out or anything and experienced the sheer terribleness of it first hand, nor made any sort of dedicated support build.

Sarcasm aside, the packaged stimulants trait isn’t avoided because people have no interest in healing others, it’s avoided because it makes the med kit extremely inconvenient to use, especially if attempting to heal yourself with it. Each med kit has to be manually ground targeted, potentially slowing down your own healing.

It’s also not an effective method for healing others since you can’t really toss it onto people. The proper way to use it to heal other people is to dispense the bandages prior to combat, and have them run over it afterwards. Packaged stimulants is completely unnecessary to achieve this (although they do increase the potency of the bandages).

Not only that, but it actually removes the automatic immobilize cleanse on the antidote since you actually have to deploy the antidote somewhere with packaged stimulants. So in some situations it can actually screw you over pretty hard.

Compare that to healing “turret” which simply operates in an AoE, provides condition clearing, and can provide additional healing via blast finishers, and you’ve got yourself a med kit that is just not as good for healing other people.

I’m still partially hopeful the med kit changes will help bring it back into the fold somewhat, though I can’t be completely confident until something is done about healing “turret”.

Which is the whole point of the revamp to med kit to be better at healing others.

Of course, but I’ll believe it when I see it. IMO, nothing will really shift if healing “turret” isn’t altered as well. Hopefully I will be wrong.

Anybody see Med kit changes?

in Engineer

Posted by: Rainmaker.7594

Rainmaker.7594

Between this med kit change and the rocket boots change, I don’t think we’ll be able to solo the orb of light in Arah p3&4 any more, unless that #3 skill is on a 3 sec cd or shorter

Anybody see Med kit changes?

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

Between this med kit change and the rocket boots change, I don’t think we’ll be able to solo the orb of light in Arah p3&4 any more, unless that #3 skill is on a 3 sec cd or shorter

Although there will be that heal-splosion thing, so it depends if it can provide enough sustain to allow for soloing. I think the mobility decrease could be the nail in the coffin though. Not that that’s necessarily a bad thing though, makes it so the game requires teamwork as per the initial design, although path sellers wouldn’t like it that much.

Unfortunately we can’t kit swap while carrying that thing, otherwise we could possibly squeeze out some extra super speed from kit refinement.

Anybody see Med kit changes?

in Engineer

Posted by: NiBlack.3149

NiBlack.3149

In My “engineer fantasy”, Engineer never was hyper mobile. So while I will miss power shoes, I won’t rage over it.

And still pointing out that with these changes healing turret will get massive boost to burst healing (It wouldn’t be strange if it would be able to overheal some of builds).

Anybody see Med kit changes?

in Engineer

Posted by: Knighthonor.4061

Knighthonor.4061

Anybody see Med kit changes?

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

I do like how it has some additional condition clearing options as well, particularly certain classes of conditions so you can better target the condition that needs to be removed.

They have all gone to ground targeted abilities, which I’m a bit wary about. If I’m immobilized, will my thing still clear the immob? If you trait for packaged stimulants currently, it doesn’t let you do that (or at least it didn’t last time I checked).

There’s also still an issue with med packs being deployed beneath terrain and being uninteractable, so hopefully having to toss them around won’t exacerbate that issue.

It looks interesting though. I’m actually looking forward to trying it out for my healing build that I’ll need to retool for the changes.