Weapons
- Explosive Shot – Increased dmg by 20%. This skill is now considered an explosion (adds synergy with Steel-Packed Powder, Shrapnel and Explosive Powder)
- Glue Shot – Increased projectile speed by 50%. Now grants stability to allies for 1 second every tick in addtion to cripplin enemies.
- Homing Torpedo – Increased attack rate by 30%, reduced damage by 30%. Now causes 1 second of burning on every hit.
We wanted to boost the pistol autoattack because compared to most other weapon sets it was really lacking. While we want to promote kit usage, engis were often forced to run multiple kits on utility slots which took away the option to run stunbreakers or condi removal just to have as little “pistol downtime” as possible. This also indirectly buffs Coated Bullets. Pistol offhand also felt a bit too weak for giving up the defense shield offers and the stability fits the glue flavor. Finally we wanted to make the Harpoongun autoattack more hybrid given that it is the only UW weapon for engi while there are both: condition and direct dmg specs on land.
Utility Skills
- Personal Battering Ram – When sucessfully launching a target this now removes all condtions from the engineer and adds a 5 second stack of confusion for each condition removed that way on the target. Increased cooldown from 25s to 35s.
- Launch Personal Battering Ram – This skill is now instant without animation time (like Surprise Shot).
- Utility Goggles – Now also become immune to cripple, weakness, chill and immobilize.
- Flame Jet (Flamethrower) – Increased direct dmg portion of this skill by 20%.
- Flame Blast (Flamethrower) – Now is also a blast finisher. The detonate part will now also trigger when the projectile collides with a surface (it just disappeared before).
- Smoke Vent (Flamethrower) – This skill now breaks stun.
- Supply Crate – Now counts as a gadget.
Between all the utility skills we thought Gadgets have the most problems. We hope to see those more used now especially since they include more condition removal with these changes. Also we added some utility to Flamethrower to make up for the lack of utility slots when running kits and made the autoattack stronger which hopefully affects its viability in PvE dungeons.
Traits
- Autodefense Bomb Dispenser – Decreased internal cooldown from 30 to 15 seconds.
- Removed ‘Packaged Stimulants’ (Med Kit skills can be thrown and are more effective.)
- Added new master trait in tools: ‘Armed and Dangerous’ – Drop 2 mines whenever you use a Gadget and 1 mine for Gadget toolbelt skills. (These mines are identical to the ones created via Reserve Mines minor explosives trait.)
- Static Discharge – Now correctly launches a bolt of lightning towards the selected target even on no target toolbelt skills. No longer interacts with ’Detonate Turret" toolbelt skills.
Here we mainly tried to support the tool traitline with more gadget interactions. Also fixed static discharge which was bugged on most toolbelt skills since release.
(edited by Dojo.1867)