The following is a wall of text. I apologise, but press on and you will be rewarded. Maybe. Also, the topic is too long for one post. Soz!
Abstract:
kits: utility slot = toggle; belt slot = stowed or equipped state
turrets: utility slot = turret; belt slot = skill supplement or detonate
elixirs: utility slot = elixir (tossable); belt slot = cond mist
gadgets: utility slot = gadget; belt slot = skill supplement
changes proposed are as follows:
kits = toolbelt stowed vs equipped state
turrets = cooldown fixes and target control
elixirs = tossable utility and cond mist belt
gadgets = grant stun break and add teleportation device
I am going to preface this by saying that I like the engineer as it is, which is to say that the mechanic of kit swapping, supplemented with toolbelt skills, gadgets, elixirs, and turrets appeals to me. The addition of the toolbelt as a kind of compensation for the lost utility slot is a very good idea, in my opinion, but many of the skills are more like “having an app for that” than they are part of the “operating system”. That is, for all my defense of this class (which will never stop), I still recognize the problems we have.
In all of our discussions about how to improve the engie, we have brought up each and every facet of the profession and offered changes, but we’ve never looked at the toolbelt separately from the utilities to which they are linked. We have only ever talked about them as these add ons rather than as skills. this is because the toolbelt skills do indeed under perform. I do not think that the class needs a redesign or any major changes. I believe that the class needs bug fixes and balances and minor changes in order to bring the engie into a more cohesive unit, one where it doesn’t feel as though each of the possible specs are competing with one another because they all under perform in one way or another.
It is my firm belief, then, that the toolbelt is where the problem lies with the class, and not with the kits or other utilities. What follows is my take on what could be done to the toolbelt skills to improve our versatility rather than hinder it as they do now.
Remember: These are just ideas.
I like our mechanic of kit swapping. I think that the toolbelt skills need to be worked on, and buffed so that they are more reliable as utilities. I get why they wanted RNG, it makes the toolbelt more “versatile” in a way by overloading it with potential as a compensation for the loss of a utility slot. Yet, our performance is bottlenecked by an algorithm rather than left in the hands of the player. The RNG has to go. There is no place for random effects in a game where player skill determines the performance of the player’s character. If I push ABC, the only thing that should stop me from achieving result XYZ is intervention from another player or from an npc opponent. If I push ABC and get MNO instead of XYZ because of some unreliable element on my side, that makes me a liability to my krewe, period. The RNG has to go.
I envision the toolbelt as the place where I hang my kits and elixirs etc, when they are stowed just like, while I’d rather not use external analogy, Batman’s belt. As such, I think that, for kits especially, the toolbelt skill ought to reflect the state of the kit, equipped or stowed. For example, the elixir gun’s current toolbelt skill is a healing mist similar to the healing turrets regeneration mist. What if, while stowed, the toolbelt skill recieved a cond removal as well (heal+cond removal every 45-60 seconds). Then, when equipped (since there is super elixir handy), the toolbelt skill achanges to add poison to the next three shots. Similarly, a stowed flamethrower could have a “vent heat” that does aoe dmg in a small radius, and while equipped we get the incidiary ammo.
You could still use the toolbelt skill, then swap and retain the buff for a different weapon, allowing mixtures of attack types happen. toolkit would have a stun breaker while equipped (“ha HA fools, you tried to stop me with my toolkit at hand!”), and throw wrench is a perfectly acceptable equipped utility, especially with the power wrench trait. More brainstorm; grenade kit would keep barrage during equipped state to maintain the rhythm for 100nades, but the stowed state could be something useful like a smoke grenade that grants a bit o stealth, so you can bamf, back off a bit and set up for your next barrage cycle now that it is on that pesky KR timer. The land mine utility could become bomb kit’s stowed state (because let’s face it, land mine has many uses, but an entire utility slot it should not take), and big ole bomb would retain it’s titanic poise. Medkit is already set to fit within this framework. (Remember: these are all just ideas, and I want them to be as simple to implement as possible for Anet)
1/con’t…
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
(edited by nakoda.4213)