Designed build limitations

Designed build limitations

in Engineer

Posted by: Eviator.9746

Eviator.9746

This is not a rant. This is a genuine question of whether these build limitations are by design, or just the mechanics are not fully implementated.

We know kits aren’t affected by sigils and weapon stats (same with conjures and banners). Though that’s likely a design issue with bundles, I imagine if they ever tried to bring stats and sigils in there could be balance issues. Imagine Superior Silig of Earth in conjunction with the Flame Jet. So while some aspects of this issue seem clunky (e.g. loss of health when swapping from a vitality weapon to a kit, toolbelt skills more powerful when holding a weapon), I’m not sure they can really solve the problem.

I think the worse limitation is turrets not inheriting player stats. Am I right this is the same for the other utility pets of other classes (ranger spirits, guardian spirit weapons, mesmer utility illusions, necro minions, elementalist elementals)? It makes the use of those utility pets more of a novelty instead of a specialization. Consider a condition heavy build using the Flame Turret. While your normal burns will tick for, say 600, your flame turret burns will tick for 328. Or how about the healing turret which will give regen ticks of 130, since it doesn’t scale with healing power. But could they fix this? Constant full-strength regen without needing a recast would probably be out of balance with other professions’ regens. I’m not sure they can really solve this problem either.

What do you think? Are these by design and something we need to live with, thus limiting build potential? Or will they eventuntually get around to making these things work?

Sheldor the Eidetic (Group Engi) | Shorty McShinkicker (Solo Engi) |Turanga (Solo Mes)
Doing what I can for DB during EU primetime

Designed build limitations

in Engineer

Posted by: Anymras.5729

Anymras.5729

I don’t know whether they’re by design or a mistake, but I hope they make them work.

Kits, I ’unno. I never use ’em. I use turrets. Lots of turrets.

My turrets go down when something looks at them too hard, deal embarrassing damage, have long cooldowns and, on top of all that, have buggy traits and inaccurate tooltips. I don’t even want full scaling like a player does, but anything, any kind of improvement would be nice, even if it’s 10% of the player’s bonuses or something.

Designed build limitations

in Engineer

Posted by: LameFox.6349

LameFox.6349

Haven’t leveled engineer to 80 yet, so I’m not sure about endgame. At the moment, I find the flamethrower usable but not really worthwhile for any sake but having a flamethrower. Thumper turrets can be handy. Other turrets suck. Especially the rifle one – that thing would be pathetic even with twice the ROF it has now.

Honestly, I feel like they’re going to end up like my charzooka ‘elite’ racial on my warrior – that is, outclassed in every way by the rifle; a novelty that wastes the place signet of rage could be.

Designed build limitations

in Engineer

Posted by: Eviator.9746

Eviator.9746

About the tooltips, I noticed that condition duration on those turret tooltips are changed when adding condition damage. Gives me hope.

Sheldor the Eidetic (Group Engi) | Shorty McShinkicker (Solo Engi) |Turanga (Solo Mes)
Doing what I can for DB during EU primetime