Fireforged Trigger and Deadly Mixture

Fireforged Trigger and Deadly Mixture

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Posted by: Hand.1692

Hand.1692

I just made a suggestion post over in suggestions, but I would like to hear some other engineers input on this matter.

https://forum-en.gw2archive.eu/forum/game/suggestions/Fireforged-Trigger-and-Deadly-Mixture/first#post614419

Basically I would like to see Fireforged Trigger and deadly mixture split and reformed so that each only works with a single kit.

Fireforged becomes 15%dmg and 20% skill CD for the Flamethrower.
Deadly becomes 15%dmg and 20% skill CD for the Elixir Gun.

Many builds currently use only 1 of the kits at a time and as such half of each of those traits is useless, in this manner each trait could be 100% useful 100% of the time.

(edited by Hand.1692)

Fireforged Trigger and Deadly Mixture

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Posted by: jukkou.5102

jukkou.5102

Even though I’m not an avid user of either kit, I completely endorse this suggestion. It would allow for more diversity of our builds that try and maximize particular kits. Tool kit already has a trait that adds a cripple AND reduces cool downs by 20% so I don’t see why it couldn’t be acceptable.

Fireforged Trigger and Deadly Mixture

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Posted by: coglin.1496

coglin.1496

I believe a lot of players use both, so they can swap from damage to support in an instance.

What were your thought on how this would effect everyone who doesn’t use a build like yours before you made the suggestion?

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

Fireforged Trigger and Deadly Mixture

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Posted by: Hand.1692

Hand.1692

It affects them not at all tbh, if they are already using both they would take both traits regardless.

20% off the CD of flamethrower is meh, but it’s really nice for the elixir gun.

15% damage on the elixir gun is meh, but it’s really good on the flamethrower.

When I use a build with both, both are taken, and would still be taken if this change was made.

It would simply be nice if when using a build without one of the kits an option was there to not have 50% useless traits.

(edited by Hand.1692)

Fireforged Trigger and Deadly Mixture

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Posted by: jukkou.5102

jukkou.5102

Personally if I know the fight calls for condition removal, I run elixir gun in my ‘encounter-based’ utility slot (#3), as I like to call it. I also trait into Alchemy so I could switch my traits around to move from heavy offense to a mix of both support and damage before the encounter. I’m sure I’m not the only player around that uses it as well. And there is also the possibility of players running both elixir gun and flamethrower due to the fact they don’t want to waste the trait by not having both in their arsenal.

In reference to my previous remark it could help diversify builds by allowing players the freedom to choose different utilities without feeling like they aren’t taking full advantage of their trait choices.

Fireforged Trigger and Deadly Mixture

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Posted by: ShadowPuppet.3746

ShadowPuppet.3746

Not sure I understand how this would help really, if you separate the two onto different traits. The example being if you select fireforged trigger you have the option to switch easily between support or dmg, and in the case that someone does run both then they are now required to pick up both traits and end up losing out on another trait to be effective with both weapons. Even if you are not using both at the same time, whichever one you pick at the time gets full impact from having the one trait so I don’t suppose I see it as a “waste” to not use both. Just my two cents on it and it’s very early and no coffee yet so I may be a bit groggy in my thinking heh.

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Posted by: Hand.1692

Hand.1692

If they are running a build with both an elixir gun and a flamethrower… they already have 2 trait slots devoted to these. If they are not using these traits and the build incorperates the 2 kits they can continue to use neither and no effect takes place.

The only situation that any effect will take place on is this:

If they are running both kits, yet for whatever reason are only using one of the two traits. They would now have a ‘focused’ trait making half of their kits much better while the other kit is still at basic.

If you cannot see how this would make any difference I challenge you to create a flamethrower only build, then make an elixir gun only build… and note the differences such a change would make.

Elixir gun would no longer be forced to have an additional 20pts in firearms.

Flamethrower would no longer be forced to have an additional 20pts in alchemy.

Dual kit people would obviously have both sets of traits and can continue to do so with no effect.

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Posted by: Casia.4281

Casia.4281

I think deadly mixtures should be moved.
Alch line is already way to heavy. longer duration, 409, hgh, shorter cd, deadly mixtures, automated response, vigor on swiftness, even protection injection. ALL good traits.

Maybe the thought is, if you are going egun and alch, you don’t need 409 with super elixir? dunno.
Deadly as a 10 point would be nice. those traits are less powerful compared to hgh, or 409, which are really hard to justify loosing for deadly. Esp a flame thrower build.
Maybe swapped to 10 point explosive location. Move acidic elixirs to 10point alch, and deadly mix to 10point explosive.

Egun gains too much from firearms Hand. range, 5% damage on bleeding, cdr, extra bleed on hit. crit and cond damage. Don’t know why you would want to encourage not going down that line for it. Its a good fit.

Btw, elixir gun hilariously enough scales with 15% damage potentially more then flamethrower.

How are people suggesting they don’t only use 1? I mean, yes the option to swap both out of combat is quick and easy. And using the op’s suggestion, take both traits, and grats, no change for you.
But most people will be using pistols/elixir, without the flamethrower.

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Posted by: Hand.1692

Hand.1692

I understand that the firearms line is good for elixir gun, my point was that if the traits were altered there is no longer that feeling of being forced to take it.

Personally I’d rather they scrap deadly mixures altogether (or change it completely) and simply roll the 15% damage into Fireforged trigger. However I could just see the Devs looking at it and thinking it’s too OP and ignoring it. Even though it really wouldn’t be considering the lack of weapon scaling going on with the kits atm.

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Posted by: ShadowPuppet.3746

ShadowPuppet.3746

If they are running a build with both an elixir gun and a flamethrower… they already have 2 trait slots devoted to these. If they are not using these traits and the build incorperates the 2 kits they can continue to use neither and no effect takes place.

The only situation that any effect will take place on is this:

If they are running both kits, yet for whatever reason are only using one of the two traits. They would now have a ‘focused’ trait making half of their kits much better while the other kit is still at basic.

If you cannot see how this would make any difference I challenge you to create a flamethrower only build, then make an elixir gun only build… and note the differences such a change would make.

Elixir gun would no longer be forced to have an additional 20pts in firearms.

Flamethrower would no longer be forced to have an additional 20pts in alchemy.

Dual kit people would obviously have both sets of traits and can continue to do so with no effect.

As I said in the post it was early and I was groggy after re-reading the post and actually thinking about the traits yeah I can see where the potential could be for improvement with your suggestion. I learned a lesson, never post before the brain is awake you will most assuredly mis-understand something lol

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Posted by: coglin.1496

coglin.1496

It affects them not at all tbh, if they are already using both they would take both traits regardless.

20% off the CD of flamethrower is meh, but it’s really nice for the elixir gun.

15% damage on the elixir gun is meh, but it’s really good on the flamethrower.

When I use a build with both, both are taken, and would still be taken if this change was made.

It would simply be nice if when using a build without one of the kits an option was there to not have 50% useless traits.

Yeah, I think you are right. Generally someone using both would be spending 20 points either way.

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

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Posted by: Kryptorchid.7620

Kryptorchid.7620

I believe a lot of players use both, so they can swap from damage to support in an instance.

What were your thought on how this would effect everyone who doesn’t use a build like yours before you made the suggestion?

Edit: Hand got it first

I really don’t see it as a problem, since everyone that is making a Elixir and/or Flamethrower build already gets both. This change doesn’t change ANYTHING for those people. This just opens up builds that only want to use one or the other kits.

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Posted by: coglin.1496

coglin.1496

Agree. That is why I asked him about his thought process on it. The answer made alot of sense to me.

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