Looks like I’ve got nothing better to do. So, might as well share with the engineer forum an idea I had with regards to medkit. Please tell me if someone had this idea already, because I think that’s entirely possible. But anyway, here goes:
I have mixed feelings on the medkit. I like the effects it provides, but what I absolutely hate is how the skills actually work. I have a feeling a lot of people share this sentiment. So I was thinking…medkit gets this shiny new med blaster thing strapped to your arm, and the only use Anet can come up with for it is to spritz your allies with a really weak healing spray? Come on, guys. So first of all:
Med Blaster
I like the way it works, I guess, but I think it obviously needs some tuning. Lots of tuning, actually. Considering that you have to give up your weapon skills, reducing your damage to effectively zero just to spray people with a mister, the benefits of doing this over staying in a kit that actually does damage and supporting your party through other means just aren’t there. Maybe they never will be, because for this to be strong enough to ever be worth it, it’d probably be too strong.
Oh well. Instead of going into specifics there, I instead have a proposal for a functionality change with the kit. Currently, medkit skills 2-5 drop ground-targeted packages that can be run over for various benefits. This is really awkward, and frankly doesn’t do much in the way of party support. Only one person can benefit from each package, and if you’re trying to use it for yourself, there’s always a chance that someone will nab it before you do, unless you stand perfectly still and drop it right on top of yourself. Like I said, it’s really awkward. Well, using skill 2 as an example, here is my proposed functionality change:
Painkillers
Load your med blaster with a painkilling solution, gaining health and regen, as well as clearing one damaging condition.
Healing: (#)
Regen(5s): (#)
Loaded solution duration: 12 seconds
That’s right, using skill 2-5 now instantly grants you its effects, as well as loading your med blaster with a solution. Once a solution is loaded, skill 1 changes to this:
Solution Spray
Spray your loaded solution from your med blaster, granting its effects to allies in a cone.
Range: 600
Solutions last for one spray, so make the most of it. Additionally, only one can be loaded at a time, and as the painkiller skill fact says, they stay loaded for 12 seconds, just like the current dropped packages.
So that’s it. With this proposed medkit, you can faceroll skills 2-5 to gain their effects, or carefully load them one at a time so you can spray allies with all those lovely effects. Most importantly, you, the engineer, will actually gain the benefits of these skills instantly, without any ground targeting awkwardness, and without having to choose between yourself and your allies. More usability, more support! Win-win!
Thoughts? Too strong maybe? Too sensible to ever be implemented? Too long, didn’t read? Please let me know. Your feedback is very important.