Detaching toolbelt skills from utility

Detaching toolbelt skills from utility

in Engineer

Posted by: Nilix.2170

Nilix.2170

This isn’t a change that I necessarily support, nor is it one I see happening at any point. But it had me wondering. What if you could choose any combination of utility skills rather than having them dependent on your utility? Effectively, it would be having another four skills to play around with and customize.
You could go with something like…
Healing Turret, Grenade Kit, Bomb Kit, Tool Kit|Bandage Self, Analyze, Mine Field, Toss Elixir R

I already see this causing issues with turrets since you can’t detonate them if you changed them. But that’s just something you’d have to deal with given the option to do so.

Mortar Shot is STILL nerfed by 28%
Purity of Purpose

Detaching toolbelt skills from utility

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

It would make us incredibly OP. Imagine being able to use static discharge’s burst and keep two or three elixirs at the same time? Way over the top. We could effectively HGH static discharge, and that would be close to nuclear bomb status.

I’m sure there’s several other ways to exploit that as well, that was just the first that came to mind.

Jumzi (Ranger), Tarnished Coast

Detaching toolbelt skills from utility

in Engineer

Posted by: Nilix.2170

Nilix.2170

In all honesty, I don’t even think that would be all that OP. It just opens SD’s usefulness a bit more. Sacrificing utility for damage seems to be par for the course in this game though.
Elixir H/Elixir R/Elixir B/Elixir S|Bandage Self/Net Attack/Analyze/Surprise Shot

The first thing that came to my mind was the raw strength of Healing Turret/Bandage Self. Two 5k heals each on a 20s CD at most.

Mortar Shot is STILL nerfed by 28%
Purity of Purpose

Detaching toolbelt skills from utility

in Engineer

Posted by: aydenunited.5729

aydenunited.5729

In all honesty, I don’t even think that would be all that OP. It just opens SD’s usefulness a bit more. Sacrificing utility for damage seems to be par for the course in this game though.
Elixir H/Elixir R/Elixir B/Elixir S|Bandage Self/Net Attack/Analyze/Surprise Shot

The first thing that came to my mind was the raw strength of Healing Turret/Bandage Self. Two 5k heals each on a 20s CD at most.

I don’t think a lot of people who post in the Engie forums understand the math of what they suggest. I don’t mean to slight your suggestion, but SD builds only weakness is lack of condition removal and avoidance… and you just gave it those things with your suggestion. Combining the toolbelt burst of SD and the utility/traits of elixirs would make us overwhelmingly the apex in sPvP by a massive margin, and that’s just one possible outcome of many. I only know this because I’ve run the SD builds since BETA, I’m sure other Engies out there could think of other ways to exploit this from a bunker perspective or anything else for that matter. Imagine being able to get Incendiary Ammo without having to take a flamethrower? The possibilities are endless and end on a road making us overwhelmingly OP.

Jumzi (Ranger), Tarnished Coast

(edited by aydenunited.5729)

Detaching toolbelt skills from utility

in Engineer

Posted by: Sepahbod.4653

Sepahbod.4653

Incendiary ammo+the one from the shoes, grenade barrage and then you get to pick whatever utility skills? Yea might be a little over the top.

Detaching toolbelt skills from utility

in Engineer

Posted by: Monadproxy.3489

Monadproxy.3489

we would have double healz… Bandage self with healing turret/ elixir h.
not balanced in anyway,(w/o some nerf that is)

Detaching toolbelt skills from utility

in Engineer

Posted by: Sepahbod.4653

Sepahbod.4653

As soon as Anet fixes the gadgets, we wont need to have discussion about this. Because really the fact that gadgets are so poor in the utility slots is the reason why we even think about this topic.