Change Kits into Real Weapons?
Some of the kits like flamethrower and medkit actually are available as kits that you can purchase and equip, and that can be swapped in combat. They can be used by all classes too, not just engineer! Of course the only benefit you gain is that you free up a utility skill slot, but that’s still a pretty sizable benefit.
I like this, except for the part where it crowbars the toolbelt. I like the idea of being able to equip a kit as a secondary weapon, I like the idea of having the kit be an actual weapon type, I really do – but don’t mess with the toolbelt, unless it’s to improve it.
I don’t use kits much, largely because they take up my utility slots, but I do happen to like having toolbelt skills. In fact, I don’t think they get enough emphasis – looking at the forums, you’d think kits were our unique thing, they get talked about so much. Having only weapon toolbelts (that don’t exist yet and wouldn’t offer a lot of choice), kit toolbelts (least thought-out part of any of them), healing toolbelt and elite toolbelt (also doesn’t exist yet) would be…awful.
i don’t mind them being a kit I just wish they (ANet) would see them as weapons from other classes, and build our traits so that each can be a viable playstyle and not just something you switch to for s***s and giggles.
I think a good solution is to make the kits scale better. Do they scale at all currently? I’m not sure.
I think a good solution is to make the kits scale better. Do they scale at all currently? I’m not sure.
Kits currently scale with stats on armor but not on weapons. This includes weapon damage. All kits do weapon damage equivalent to having a green (iirc) weapon equipped.
While this sounds nice (particularly having stats on my kits and being able to have different appearances on them), I have to wonder whether they decided not to do this for the inordinate amount of effort the art team would be putting in to skin all of these weapons for a single class. Might be why it isn’t/won’t be implemented.
Don’t get me wrong, I don’t think there would be anything as funny as all the other classes having to deal with the thousandth flamethrower drop they can’t even use for the skin and having exotics drops that are ruined for people because they’re flamethrowers or a friggin wrench. However beyond the hilariousness, I don’t see the point in it.
If they just made the weapon stats apply, that would be half the problem solved already. We already have weapon-switch sigils work for kits. Also if we had better toolbelt abilities and kits were actually the equivalent of main weapons that we don’t just cycle through for the cooldowns, we wouldn’t need to free up additional utility slots.
Dragon-themed legendary flamethrower would be epic though, no mistake.
I think a good solution is to make the kits scale better. Do they scale at all currently? I’m not sure.
Kits currently scale with stats on armor but not on weapons. This includes weapon damage. All kits do weapon damage equivalent to having a green (iirc) weapon equipped.
Not everything does, ever wonder why you’re EG heals in full heal gear doesn’t get affected?
I think OP is onto something personally.
Is he saying that the f1-4 should be switched to kit swaps like attunements or that they need to drop like every other weapon? Sorry, Im a little tired n’ crazy at the moment soo….
the f1-4 should be switched to kit swaps like attunements
I just started level an engineer after my elementalist, and I’m using this exact same set up. It actually helps me a lot in combat. However, I believe the OP is talking how the tool kits can be actual weapon sets instead of utility skills.
I’m against this suggestion for one reason only:
cooldown!
Currently kits have no cooldown on swapping, or 1 sec at most.
This means I can swap from one ability to the other like crazy.
The moment kits become ‘weapons’ they will almost certain also inherit the standard weapon swap cooldown.
I don’t want this. More: it would utterly ruin my engineer for me.
Kits need better scaling, and a LOT of fixes… but that doesn’t mean I would solve this by making them ‘weapons’.
Kits currently scale with stats on armor but not on weapons. This includes weapon damage. All kits do weapon damage equivalent to having a green (iirc) weapon equipped.
It would be great if this would also be considered with the promised fix for weapon-stats working with kits (but I doubt it).
Otherwise thereĀ“s a good chance the gap will get worse with ascended weapons.
While this sounds nice (particularly having stats on my kits and being able to have different appearances on them), I have to wonder whether they decided not to do this for the inordinate amount of effort the art team would be putting in to skin all of these weapons for a single class. Might be why it isn’t/won’t be implemented.
The art team could make exactly 0 new skins and we’d be no worse off. If they just made 1 skin, we’d have twice as many options! My point is, they could add skins over time at a reasonable pace.
Don’t get me wrong, I don’t think there would be anything as funny as all the other classes having to deal with the thousandth flamethrower drop they can’t even use for the skin and having exotics drops that are ruined for people because they’re flamethrowers or a friggin wrench. However beyond the hilariousness, I don’t see the point in it.
Excellent point. I hadn’t thought about this.
Dragon-themed legendary flamethrower would be epic though, no mistake.
This was actually the driving force behind my suggestion. I feel like the ultimate accomplishment in this game, a lengendary weapon, just doesn’t apply to the Engineer class. How was that overlooked?!?!
I’m against this suggestion for one reason only:
cooldown!
What if we just eliminate the cooldown? Elementalist gets 4 attunements, but has to deal with cooldowns. Engineers only get 2 weapons, but they have NO cooldown. Might be an interesting way to make these two “versitile” classes more unique.
Dragon-themed legendary flamethrower would be epic though, no mistake.
This was actually the driving force behind my suggestion. I feel like the ultimate accomplishment in this game, a lengendary weapon, just doesn’t apply to the Engineer class. How was that overlooked?!?!
I was taking a break from the game when legendaries were added, so I don’t know what the situation was at the time, but I personally feel this is something we should be outraged about. An entire class passed over for what amounts to the reward for the entire current endgame? This should be unacceptable. Maybe my time in other games has left me jaded.