Fix it -or- Feature it? Medkit 'bug'

Fix it -or- Feature it? Medkit 'bug'

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Posted by: Haltus Kain.4578

Haltus Kain.4578

Q:

As most of you are probably already aware, pressing the keybind for the medkit when it’s already equipped; and while in Tyria/WvW (not sPvP); the kit does not drop, but instead reactivates the kit.

The purpose of this thread is to gauge the engineer community’s feelings about the bug; I recently saw another thread requesting the bug be fixed… but idk if that’d really be the best thing for the class.

Please post your thoughts on the bug; do you want it fixed, or do you want it to stay? Why? What are the pros and cons you see for the bug? (I’ll list those below, and keep it updated as the thread progresses) If you want it to stay, would you want all kits to function that way, or just the med kit?

I personally would NOT like to see the bug fixed. IMO, it does more good than harm; infact, I’d be thrilled if that mechanic was applied to all kits. Going directly from equip to equip – instead of equip to unequip to equip – makes perma-swiftness much easier to maintain while using the trait “Speedy Kits” (minor convenience). I tend not to actually look at my abilities on screen – I know which button triggers which ability, in or out of a kit… sometimes I’ll forget I have a kit equipped, so I’ll hit the keybind for the kit I need; then immediately the keybind for the ability within the kit I intend to use… so, if the kit is already equipped, the first keystroke in that chain will unequip the kit, causing the rest to fail…

For example; switch to medkit, and use Drop Stimulant (ability #5)… in Tyria/WvW, pressing 6 then 5 will ALWAYS produce the desired results. In sPvP, however, pressing 6 can unequip the kit; so if I press 6 then 5 out of sheer muscle memory, sometimes it equips the kit and works; sometimes it unequips the kit and sends my toon flying toward where ever my cursor was at the time, because instead of using the medkit #5, I used the rifle #5, Jump Shot… so (for me personally) the bugged medkit actually functions more intuitively than the ‘working’ medkit.

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Bug Pros/Cons List:

Pros:

  • Allows for more convenient use of of the “speedy kit” trait.
  • Prevents unintentional use of weapon abilities. (for those used to the kit keybind being equip-only)

Cons:

  • Limits the ability to unequip the kit to the “Swap Weapons” keybind, and clicking on-screen.
  • May cause unintentional use of kit abilities. (for those expecting the kit keybind to unequip the kit)

Please share your thoughts/perspective on the matter!

Haltus Kain [BGV] – 80 Engineer Mesmer – Tarnished Coast

Fix it -or- Feature it? Medkit 'bug'

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Posted by: ionfone.5803

ionfone.5803

I absolutely love that my medkit doesn’t unequip when pressing its hotkey while it’s already equipped. I wish other kits worked similarily, especially since the <` key> is always used to return to your primary weapon. I don’t need my other skills to duplicate that functionality.

I’ve grown accustomed to quickly tapping my med kit hotkey before using the skills since it guarantees I’ll use what I need, in particular the antidotes. This is especially useful since I often times randomly unequip my kits while in the middle of a fight (which is another strange bug itself).

I wouldn’t mind having this implemented across all kits or at least be an option that’s added in the game’s UI. I know ANet has yet to do it, but having an advanced option like that could be a very nice feature.

One suggestion: Currently, enabling Auto-attack [Ctrl+Mouse 2] on kits themselves has no functionality whatsoever. Why not make [Ctrl+Mouse 2] a toggle that enables/disables the “Stow ____” secondary ability associated with all kits? This would allow all players the decision on how kits function on their own skill bar.

(edited by ionfone.5803)

Fix it -or- Feature it? Medkit 'bug'

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Posted by: Dojo.1867

Dojo.1867

I also find it way more comfortable to always have the same function on my keys.

Press utility skill → equip kit
Swap weapon button → unequip

If they changed it there would always be the additional thought process required of asking “am I currently using the kit or not?” to do the right thing. I also usually spam buttons so it happened alot to me that I actually switched away from my kits when I didn’t want to.

So in my opinion make it behave like it does for all the kits.

Fix it -or- Feature it? Medkit 'bug'

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Posted by: Kithzyan.5034

Kithzyan.5034

Adding my voice to “I love it as a feature, please don’t treat it like a bug”. I even have my ‘heal’ key bound to one of my mouse buttons purely to trigger the med kit switch for running around which gets me into all kind of trouble on alts, but I wouldn’t give it up.

Also, yes, it’d be nice if all kits worked like that, clicking/hotkeying the kit equips it (or re-equips it) rather than toggling it.

Fix it -or- Feature it? Medkit 'bug'

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Posted by: Haltus Kain.4578

Haltus Kain.4578

One suggestion: Currently, enabling Auto-attack [Ctrl+Mouse 2] on kits themselves has no functionality whatsoever. Why not make [Ctrl+Mouse 2] a toggle that enables/disables the “Stow ____” secondary ability associated with all kits? This would allow all players the decision on how kits function on their own skill bar.

That’s a great idea! No one would have any room to complain (not that that would stop some folks -_- ) if the feature was optional.

Haltus Kain [BGV] – 80 Engineer Mesmer – Tarnished Coast

Fix it -or- Feature it? Medkit 'bug'

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Posted by: ionfone.5803

ionfone.5803

Thanks, I’m hoping a dev sees the suggestion and rolls with it. Honestly, there’s absolutely no cons with a feature like this – someone could even customize certain kits to behave uniquely from others if they prefer.

Fix it -or- Feature it? Medkit 'bug'

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Posted by: Dice Dragon.4326

Dice Dragon.4326

Make it optional, cause I currently actually hit the key again to go to my weapon, its more in place for me then hitting the “drop bundle” button, if that makes sense.

Fix it -or- Feature it? Medkit 'bug'

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Posted by: coglin.1496

coglin.1496

Although I like it. They need to fix it. We need accurate consistency between all of the kits.

I am no more in favore of the bugs that hurt us then I am for the ones that help us.

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

Fix it -or- Feature it? Medkit 'bug'

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Posted by: Kudzu.7569

Kudzu.7569

I guess I’m neutral on all of this. Personally I always use the “swap weapon” keybind when I want to drop my kits so I have no problem with this ‘bug’ and wouldn’t mind if it stayed, or if there were an option for all kits to behave this way. Still, I can see how it might get on someone’s nerves if they’re expecting the kit to behave a certain way and it suddenly behaves differently. I do agree that all kits should behave the same way, though; the med kit may be a healing skill, but it’s still a kit, so inconsistency between it and other kits could cause some confusion.

“Otherwise, your MMO becomes all about grinding to get the best gear. We don’t make grindy games.”
– Mike Obrien, President of Anet

Fix it -or- Feature it? Medkit 'bug'

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Posted by: derneue.3624

derneue.3624

I also like it a lot that my medkit does not un-equip, but it still feels a bit wrong, especially in conjunction with “Kit Refinement” trait, as this can give you two times the “explosion” skill when quickly tapping medkit twice while it is not active yet.