Engineer Suggestion

Engineer Suggestion

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Posted by: Hochstetler.3756

Hochstetler.3756

I’ve been thinking about ways to improve the Engineer class. I’m not saying what I suggest is the only way to do it, I just think it could be 1 way to approach it.
I feel the Engineer should function more like an Elementalist and how he changes elements. Instead of changing elements you would change kits.

For example

F1 – Grenade Kit
F2 – Medkit
F3 – Toolkit
F4 – Landmine Kit

The entire thought stemmed from looking at the toolkit and how one of the benefits of using the toolkit is being able to heal your turrets. The issue with this is by taking the toolkit as one of your utility slots you all ready lose some synergy because you can’t use that slot for a turret. So, by making the toolkit available as only of 4 F keys you can build your utilities around turrets.

I’m not sure how this will effect class balance though but it shouldnt be too bad.

Your thoughts?

Sorry if there are typos or random auto corrects… I’m typing this on my phone.

Engineer Suggestion

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Posted by: Andazeus.1928

Andazeus.1928

Not going to happen, because that would be too similar to the elementalist.

People feel like they “waste” a utility slot when taking a kit, when in reality, we get multiple utility skills for the price of a single slot. We are the only class with no cooldown on switching, which is a big advantage.

That said, I think the kits mechanics as such are fine. The random elixirs and weak turrets are much more problematic subjects.

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Posted by: Lyuben.2613

Lyuben.2613

Not going to happen, because that would be too similar to the elementalist.

People feel like they “waste” a utility slot when taking a kit, when in reality, we get multiple utility skills for the price of a single slot. We are the only class with no cooldown on switching, which is a big advantage.

That said, I think the kits mechanics as such are fine. The random elixirs and weak turrets are much more problematic subjects.

“Switching”

Its not switching. On swap sigils don’t count when you swap kits.

Vibor Bauman- Level 80 Engineer- Gandara

Engineer Suggestion

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Posted by: Andazeus.1928

Andazeus.1928

We do not “swap” weapons, but we do “switch” skill sets.

Yes, “on swap” sigils are useless for us. As they are to elementalist, who, guess what, “switch” atunements.

If you are so nitpicky about my choice of words, at least present a better alternative, please.

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Posted by: Lyuben.2613

Lyuben.2613

We do not “swap” weapons, but we do “switch” skill sets.

Yes, “on swap” sigils are useless for us. As they are to elementalist, who, guess what, “switch” atunements.

If you are so nitpicky about my choice of words, at least present a better alternative, please.

Are you playing the same game as me? Last update changed attunement swapping to trigger on swap sigils…

Its just engineers who are shafted.

And an alternative could be “picking up” and “putting down”

Swapping appears to be something specific, and using kits, ain’t it.

Vibor Bauman- Level 80 Engineer- Gandara

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Posted by: Andazeus.1928

Andazeus.1928

Last update changed attunement swapping to trigger on swap sigils…

I was indeed not aware of this change. And our guild elementalist wasn’t either, lol.
I wish ANet would give us some proper update notes on stuff like that, because I could swear it hasn’t always been like that with the ele.

But before we get on swap effects, I would rather at least want to finally have at least the passive ones available with kits :/

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Posted by: Lyuben.2613

Lyuben.2613

Last update changed attunement swapping to trigger on swap sigils…

I was indeed not aware of this change. And our guild elementalist wasn’t either, lol.
I wish ANet would give us some proper update notes on stuff like that, because I could swear it hasn’t always been like that with the ele.

But before we get on swap effects, I would rather at least want to finally have at least the passive ones available with kits :/

I would too.

But the issues with kits are so underlying and so fundamental, that I believe the fix to one, would fix both.

You can check my other thread called “Kits- Inferior Weapons” for my thoughts about why it is the case.

Vibor Bauman- Level 80 Engineer- Gandara

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Posted by: Dragnog.7162

Dragnog.7162

I think that there are too many kits to make this work. Unless you can select which kits you can put in the Tool Belt you are forcing people to use kits that they may not want to use.

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Posted by: Hochstetler.3756

Hochstetler.3756

Not going to happen, because that would be too similar to the elementalist.

People feel like they “waste” a utility slot when taking a kit, when in reality, we get multiple utility skills for the price of a single slot. We are the only class with no cooldown on switching, which is a big advantage.

That said, I think the kits mechanics as such are fine. The random elixirs and weak turrets are much more problematic subjects.

I would just like to point out that not once did I say “waste” but you quoted me as saying it… I said you start to lose synergy. As far as having a similar mechanic with using the F keys to changing kits… I think it would be better the using let’s say F2 and 7 to send your turrets into overdrive.