Engineer kits and weapon slots (not about damage)

Engineer kits and weapon slots (not about damage)

in Engineer

Posted by: Terminal Gaijin.5426

Terminal Gaijin.5426

Now I know that everyone is talking about the damage and it acting as a wpn vs spell but frankly as a primarily pve player that stuff doesn:t bother me to much. What annoys me is that these kits take up a whole skill slot that I would rather use for a skill. Now I realize that there are the f# skill that some claim balance this loss of a slot but to me while it is nice it is only as good as the other classes abilities. This still leaves us lacking a slot. Now some people want an additional skill slot and to me this seems OP. My suggestion is rather than a new skill slot give us a second weapon slot just for a kit. That way kit focused builds could stay focused on kits but the rest of us could actually have a weapon to switch to. I realize that this idea still requires some tweaks but right now you have to choose between having a second weapon (which every other class gets) and a skill (which the other classes also get). So please give us a kit slot as a second weapon slot.

PS. This is my first forum post so if an idea seems unclear please let me know and I will be happy to clarify.

Engineer kits and weapon slots (not about damage)

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

I agree with the point that we lose a utility slot when we have a kit.
Toolbelt skills are the profession specific ability and every profession has their own version. So to say that the toolbelt skill makes up for it is just nonsense.

I don’t really think the weapon slot for kits idea would really work though since a big benefit to kits is being able to switch them on the fly with only a 1sec CD. This is a huge benefit that kits have.

I would say that they need to make kits act more like turrets when it comes to utility skills. So just like turrets when you switch to your kit the utility slot turns into a new skill rather than into the “drop kit” button. You can just as easily press the weapon swap key to switch out of your kit so there is no reason to have 2 “drop kit” commands.

This way you can equikittent and still have access to 3 utility skills. The new utility skills would of course be specific to each kit and should be more utility focused.

Engineer kits and weapon slots (not about damage)

in Engineer

Posted by: coglin.1496

coglin.1496

We do not lose a utility slot. The kit is the utility. Combined with proper traits and you often get several utility abilities in the form of heals, debuffs, misc. conditions, knock backs, blow backs, and a plethora of other benefits. All and all the kits are great. If you guys prefer a “utility” in those slots, stop worrying complaining about the great kit options we have and use the other utility skills.

It truly baffles me that anyone will play a class in which they have a unique skill set option such as the utility kits, then complain about them. If you do not like the kits, it is much more logical to simply not use them, then it is to post and complain about them.

Poor craftsman blame their tools. Poor players blame their Engineer.

Engineer kits and weapon slots (not about damage)

in Engineer

Posted by: Terminal Gaijin.5426

Terminal Gaijin.5426

@CriSPeh
I would accept that change since it would give it the balance that it needs. However as a turret build I like my solution better simply because then I can place all my turrets and still use a weapon kit. Selfish I know but regardless a balance needs to be made.

(edited by Terminal Gaijin.5426)

Engineer kits and weapon slots (not about damage)

in Engineer

Posted by: coglin.1496

coglin.1496

I know but regardless a balance needs to be made.

Other then very minor issues, there is good balance. Little needs to change.

Poor craftsman blame their tools. Poor players blame their Engineer.

Engineer kits and weapon slots (not about damage)

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

We do not lose a utility slot. The kit is the utility. Combined with proper traits and you often get several utility abilities in the form of heals, debuffs, misc. conditions, knock backs, blow backs, and a plethora of other benefits. All and all the kits are great. If you guys prefer a “utility” in those slots, stop worrying complaining about the great kit options we have and use the other utility skills.

It truly baffles me that anyone will play a class in which they have a unique skill set option such as the utility kits, then complain about them. If you do not like the kits, it is much more logical to simply not use them, then it is to post and complain about them.

Its either the kit is the utility or the kits our the replacement for secondary weapons. To say that kits somehow fills both those roles truly baffles ME.
I like kits and I use them all the time, but I still feel like they aren’t as refined or as beneficial as they could be. So when people try to come up with ideas I can understand why.

If a person does like the kits then its much more logical for them to just use them and be happy then to disagree and condescend every person that feels differently.

(edited by CriSPeH.8512)

Engineer kits and weapon slots (not about damage)

in Engineer

Posted by: Hand.1692

Hand.1692

Personally I love the flamethrower, I would love a gatling gun even more (c’mon the turret has one, I wanna be a heavy!)

If we’re making suggestions I would suggest stick all the kits as elites and beef em up.

They can now be stronger as they are locking out an elite skill, and you are now limited to one availiable at any one time.

Or as an alternate allow the elite skill slot to use any lower tier utility skill.

Engineer kits and weapon slots (not about damage)

in Engineer

Posted by: coglin.1496

coglin.1496

Its either the kit is the utility or the kits our the replacement for secondary weapons. To say that kits somehow fills both those roles truly baffles ME.

The utility and heal of a med kit……..the condition removal and debuff/buff of elixir gun ………….the weaponization of the bomb and grenade kits……..

The fact that some of them are utility and the fact that other are weapons baffles you?

If the kits strike you as such a bafflingly complicated, perhaps you should simply use other utility skills.

Poor craftsman blame their tools. Poor players blame their Engineer.

Engineer kits and weapon slots (not about damage)

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Posted by: CriSPeH.8512

CriSPeH.8512

Not complicated, just not as beneficial as I think they should be, which is just my opinion.

Engineer kits and weapon slots (not about damage)

in Engineer

Posted by: Terminal Gaijin.5426

Terminal Gaijin.5426

Sadly you are right that the group that whines the loudest tends to get the change. I however have no wish to whine, I am simply trying to constructively discuss what I perceive to be a flaw in an otherwise great class. While I don’t think it is the best fix I would even be content with simply receiving a secondary weapon slot. That way we don’t have to choose between a secondary weapon and a utility. Engineer is a great class and it is my favorite. However just because something is great doesn’t mean it can’t be improved. If we thought like that we would all still be driving model Ts.

Engineer kits and weapon slots (not about damage)

in Engineer

Posted by: coglin.1496

coglin.1496

Yes. I simply disagree with what you feel the flaws are.

As well, I strongly disagree with your fixes. I also feel you lack a full grasp of the profession when you talk about the tool belt skills, because you claim all professions have them. That is simply not true. All professions have a class defining F function. Some have only one F key function. We are the only ones with a tool belt. We are the only profession that can change the F key abilities in any way shape, or form. Several of the tool belt skills for kits are as good or better then a vast amount of other classes utility skills, yet you demand we must disregard them or that they do not count.

Not to mention, this is about the 5,286th thread on this topic. Every other day a new thread pops up with players trying to tell the rest of us we need to discuss adding a weapon slot or how they need to give us some special ability to use a kit as a weapon swap. You could have simply participated in one of the previous discussions

It does just get really old that so many threads like this pop up. It often feels like they need constant counter arguments made on them so the fact that no one ever keeps the conversation on one thread doesn’t give off the misrepresentation that more folks want this. 27 threads can easily be misconstrued to be more people talking about this single point then there actually is. That is how the vocal minority often hoses the silent majority.

Not to mention, it gets really old having folks pushing for core class mechanic changes in general. Do you have any idea what the weapons swap cool downs are for other professions compared to ours? If we get a weapons swap, there is no way on earth we can justify quick kit swaps. At that point the kits as a whole will become good for nothing but weapons swaps. What sense would it make for one class to have weapons they can swap to, that all others cannot if it does not take up a utility spot? That is why we have the conjoining tool belt skill feature that flow and changes with the kits and all utilities.

In case you are new to forums, these are general forum rules, but copy/pasted specifically fro GW2 forum rules.

Guild Wars 2 Forum Code of Conduct

) Read the forum before asking a question. There’s a good chance your question has already been answered.

) Use the search function before posting. This will focus the discussion and facilitate a response.

) Avoid frivolous and duplicate postings.

Poor craftsman blame their tools. Poor players blame their Engineer.

(edited by coglin.1496)

Engineer kits and weapon slots (not about damage)

in Engineer

Posted by: Terminal Gaijin.5426

Terminal Gaijin.5426

It’s true that all classes get a different type of F# but that doesn’t change my opinion that I would like to have a second weapon slot just like my post doesn’t change your opinion. No one is making you discuss anything, you have voiced your opinion and no one apparently is going to change it so be it. As for the thousands of other posts about this topic, when I was searching everything kept coming up as damage not discussions on the usage of the slots. Besides quoting the rules just makes you pretentious. No one is telling you that we have to discuss anything, if you don’t want to talk about it post in a different topic. Congrats you have voiced your opinion now let the rest of us. If nothing else it is the way in which you are arguing against everything with such a close minded absolutist attitude that makes it so that only whiners continue to post rather than people trying to actually discuss something. So congrats this is why the loudest whiners are the ones who get what they want.

Engineer kits and weapon slots (not about damage)

in Engineer

Posted by: CriSPeH.8512

CriSPeH.8512

Just as you keep suggesting Cog, if we don’t like the class go play another.
If you don’t like a topic go read another.
You have the option to completely ignore these numerous repeat threads yet you choose to participate in them.
Everyone else has just as much right to post whatever they want as you do.
You act as though the opinion you give should finalize they conversation for everyone else.

To original discussing.
I don’t think a secondary spot will ever be on the horizon. I could see maybe another weapon option or two, maybe.
But I agree that while kits are a very cool and unique feature they seem to come with a lot of oversites. Weapons stats/sigils, on swap sigils and untill recently the auto-attack, not to mention how buggy alot of kits skills are.

If they are not going to make weapon stats carry over to kits I think it would be a good for kits to give something similar to Signets, I know they are magic so don’t fit, but something similar would be nice. Like FT has Cond. passive and EG has Heal.