Ferguson’s Crossing
Elite Spec Idea: Saboteur
Ferguson’s Crossing
I thought traps would fit for a future engineer ES as well, I had another ES idea in my mind which works with traps too. And I really like the idea to make mines count as traps, because they really feel like some.
I would like to know what you think skills for dagger could be.
Thoughts for the things you already stated:
Minor trait: I really like the idea behind this, but I think it is unlikely to happen, because no ES improved existing skills that way. And maybe it would be too powerful, because the new traits wouldn’t just work for the new skills, but some old skills and traits too….
Major trait: We already got really strong weakness with scrapper and it doesn’t fit to the offensive role. Weakness is in most game modes a defensive condition, to mitigate damage. Just in PvP it can be offensive, because the enemy isn’t able to dodge as much as before.
Utility skill: Interesting new idea for a trap. We don’t have any bouncing traps as far as I know and I would like to see this. Toolbelt seems fine but again it is more defensive than offensive.
Elite skill: I see some problems in this idea. It just doesn’t behave like a trap (and it should be one) and more important: It isn’t doing anything on its own. It requires specific utility skills to give you any benefit from it and skills shouldn’t require other skills to work. The toolbelt skill: the damage buff part would be great if it gives bonus damage for all sources. So it doesn’t require other traps to have an effect and we would finally get a unique party buff. But I would delete the revealed part of it. We already are the profession with the strongest reveal in this game: utility goggles toolbelt, trait for auto utility goggles toolbelt on hit and AoE reveal on sneak gyro toolbelt. I don’t think we need any more of this.
Never going to happen. The Engineer along with the Revenant where rushed to meet a release deadline. So both of the classes are incomplete or just crap mechanics and skills mixed with some good ideas. How long did it take to get rid of hobo sacks? A-net moves at a snails pace and provides very little feedback. They will fix the class after a few years of complaining.
Never going to happen. The Engineer along with the Revenant where rushed to meet a release deadline. So both of the classes are incomplete or just crap mechanics and skills mixed with some good ideas. How long did it take to get rid of hobo sacks? A-net moves at a snails pace and provides very little feedback. They will fix the class after a few years of complaining.
Did you see this as a suggestion to change the scrapper? It isn’t, it is meant as a suggestion for a future new ES. So I don’t get why you are saying they will “fix the class after a few years of complaining”.
I like it!
Wild idea – how about this spec turning throw mine into a mine ‘Kit’? Give it the potential to throw a bunch of different mines around the place, and either wait for them to trip or selectively detonate them.
Getting a kit in an elite spec might be a nicer option than the lackluster gryos we got with Scrapper. These wouldn’t necessarily have to be ‘trap’ types – they wouldn’t benefit from runes, and would be visible to enemies – but would have some added advantages associated with kits (more skills, lower inductions and cooldowns).
Also, I’ve always wanted the experimental grenades available to engineer – maybe we can see some of them turn up in some kind of Saboteur weapon:
It’s painfully obvious hobo sacks were not removed to please the engineer community. But rather to stop graphical or mechanical errors occurring with mid flight kit swapping and the gliders. The rest of your beliefs stated in your post is conjecture. Your emotional outburst is unbecoming of engineers and their forums, Sabo.
I think this elite spec idea is garbage. *see Dragon Hunter