Explosives Traits and Related
Personally i would make the grenadiers radius increase baseline and let the trait keep the velocity increase. It would make the nade kit more usable when not using the explosives traitline (bigger area for 3 nades to still hit).
(edited by santenal.1054)
I would also include the old proposed change that makes pistol AA an explosion.
Maybe include it on shaped charge.
Personally i would make the grenadiers radius increase baseline and let the trait keep the velocity increase. It would make the nade kit more usable when not using the explosives traitline (bigger area for 3 nades to still hit).
The reason why I am proposing the velocity be made baseline is because there is a significant change in timing that players need to adjust to with and without. This makes the weapon very difficult to adjust to for players. It is easier, in my opinion, to throw more accurately over time with some practice than to have to constantly adjust to aiming with different speeds of grenades.
In order to boost the performance of pistols here is my proposed rework for Shaped Charge:
Deal 7% (power / condi) more damage to targets with vulnerability.
If a target has three or more conditions when struck by a pistol skill, apply 5 stacks of Vulnerability for 4 seconds (12 seconds cool-down).
Edit:
Why this change?
Gives condition engineers another low duration condition to mask other more desirable conditions with.
Thermobaric Detonation
Same statistics. Reduce cool-down of Evasive Powder Keg by 50%.
Blast Finishers apply swiftness (self) for 5 seconds.
Why this change?
Some of the difficulties involved in taking the explosives line is the lack of access to mobility skills. This change aims to give mobility options to P/S builds, Rocket Boots, and builds that otherwise focus on the Explosives Line with the hopes that this will allow players to be able to get from point to point in a competitive manner.
(edited by LilBiM.3581)