[CDI] Reworking Explosives

[CDI] Reworking Explosives

in Engineer

Posted by: The V.8759

The V.8759

Hey guys!

Theres have been lots of posts about improving certain traits in the explosive line. So here’s my idea:
This thread is for cohesive ideas for improvements for the explosives line. These could be suggestions you posted before, but also reactions on your previous poster: as long as you keep it to the subject and cohesive!

We made hobosacks disappear, we can also rework this!
In this thread i wrote the reasoning under each trait in italic.

The following suggestions are to make the explosives line more synergetic and offering players to make more decisions between utility, defensive or full offensive.

Here we go:

  • Evasive Power Keg : Cooldown removed.
    The bomb is hard to hit and there are many other dodge traits which have much greater effects without cooldow (stability for example).
  • Grenadier : Merged with ‘Explosive Descent’
    Falling damage traits rarely see use
  • Glass Cannon : Remains the same.
    A simple trait is okay and it does see use
  • Aim-Assisted Rocket : Moved down to Major Adepts.
    Can compete with other traits in terms of choosing for burst, sustain or utility
  • Steel-Packed Powder : Fixed duration on bombs, pistol and mortar: 10s.
    Already a very potent trait, however only useful for grenades. Could see some use for bombs too
  • Forceful Bombs : Replaces ‘Short Fuse’. Reduced fuse time is now mandatory. New trait: Bomb skills recharge 20% faster and are unblockable.
    Makes bombs more available for PvP, still useful in PvE for the recharge reduction
  • Shaped Charge : Changed functionality: Striking a foe with 15 stacks of vulnerability with an explosive will extend the vulnerability stacks by 3s. Deal 5% more damage to vulnerable foes. 8/10s CD.
    This trait originally missed a special functionality and was plain boring
  • Thermobaric Detonation : Damage increase removed. EPK is now a blast finisher (upon exploding). Removed CD.
    The cooldown was killed the trait. It could see some interaction now with the mortar kit and some more synergy with other traits.
  • Explosive Powder Remains intact.
    Already a potent trait
  • Shrapnel: Fixed chances on hit: 15% for grenades, 25% for other explosives.
    Right now mostly viable only for grenades. Should see some more effect with this on bombs, pistols and mortar too
  • Siege Rounds : Orbital strike hits twice made baseline. Added functionality: Blasting in a field created by the mortar will recharge mortar skills by 3s (?).
    Orbital strike hits were the real power of this weapon. Now made baseline to not force people in this trait. Added functionality to increase synergy with other traits.
  • Precise Explosives : Explosive attacks cannot be negated by blind. Blind will not be removed when attacking with explosives under the effect of blind. Deal 10% more damage when blinded.
    This should increase skillful gameplay (only attacking with explosives when blinded for damage increase) and create some more defensive/offensive options.

A few other changes to help this traitline :

  • Fragmentation shot now counts as explosive.
  • Soothing Detonation trait has a new formula: 500 (0.75).
  • Detonate Mines should benefit correctly from explosive traits.

Thank you for reading. Give your ideas and/or feedback!

Greetings, Fvux.

One of the Firstborn Channel of Fvux

(edited by The V.8759)

[CDI] Reworking Explosives

in Engineer

Posted by: warherox.7943

warherox.7943

The main thing that needs to be fixed with explosives is the ICD of Evasive Powder Keg and Thermobaric Detonation need to be removed. The damage increase should stay though.

Doctor Beetus – Burst Engi Maguuma
twitch.tv/doctorbeetus

[CDI] Reworking Explosives

in Engineer

Posted by: mov.1246

mov.1246

The problems with explosive trait line is for me:

First traits have no good choice for condi bomb or mortar builds.
Second traits have no good choice for condi grenade builds.
Third traits have no good choice for power grenade or power bomb builds.

[CDI] Reworking Explosives

in Engineer

Posted by: DGraves.3720

DGraves.3720

The running problem with all of the trait lines for the engineer are the same in which one line caters to too many weapons and set-ups but also caters to them all poorly.

Top lane should be grenade enhancements.
Mid lane should be bombs.
Bottom lane should be mortar.

It’s just that simple.

No need for gimmicks involving blind, etc. since people won’t run plenty of clear anyway and bombs are way too slow to take advantage of, after reacting to, a blind due to the lag of swapping to the kit to begin with and then laying and awaiting the explosion.