How Anet limited Engie class mechanic (fix)

How Anet limited Engie class mechanic (fix)

in Engineer

Posted by: Miltek.2104

Miltek.2104

Hey.

Remember how everyone was upset about Scrapper, like only one elite specialization class is missing unique class mechanic ? Yeah I was upset too (as Engie is my main)

Function Gyro is way to situational and usefull only in small percentage of GW2 content (mostly PvP). You use it while “loosing” – reviving allies or winning – stomping enemies, which means they added mechanic which doesn’t direcly effect combat.

The problem with engineer is that Anet trapped themselves in engineer’s specialization case becouse:

  • They can’t simply add weapon swap as people sugest. Engineer has way to small weapon pool to have weapon swap. Let’s say you add weapon swap to Scrapper, your options will be super limited becouse you choose only from 3 weapons, plus one is pure condi while others are pure power based. Means you will be locked with Rifle/Hammer to be most efficient. This sadly means that they won’t be able to add weapon swap and make it somewhat flexible.
  • They can’t rid of toolbelt skills. Engineer utility skills compared to rest of clasess are ballanced based on their toolbelt skills. This also means that utility skills are heavly linked to their toolbelt counterpart. Let’s say Mortar kit, it’s primary role is to be combo field spammer but it’s F5 is great tool for power builds and has great synergy with other skills, even it has trait which alone modifies that toolbelt skill (Siege Rounds).
    They used all of F1-F5 skill slots allready. Of course adding F6 is always an option, but it would be far from comfortable play

So my idea is to add new class mechanics under “~” – weapon swap key. Since it won’t be used becouse engineer doesn’t have weapon swap.
This brings problem with Kit skills stowing. While wielding kit/bundle skill “~” is always used to drop it, while on Kits it’snt much of problem (you can press Kit skill again to stow it) but with environmental weapons you wouldn’t be able to drop them.
Only solution to this is to make unique class mechanic usable only when you are wielding your primary weapon. Since Engineer kits doesn’t have cooldown it wouldn’t be a problem to simply: stow kit -> use special class mechanics -> get back to kit.

So based on this idea I’ve designed some ideas for Scrapper and future elite specs:

1. Scrapper – Function Gyro. Scrapper will keep his current clas mechanic, but it would have serious changes. While wielding your primary weapon next to your 1 skill (where weapon swap/stowing icon is) there would be icon displaying cooldown of your Fuction Gyro.

  • Pressing “~” would change “mode” which Function Gyro is working in. There would be 3 distinct F.Gyro Modes sygnalized by different collor of Gyro in background of this skill:
    – Function Mode (yellow): Your Function Gyro is able to stomp and revive allies by pressing F. (passive: Add small health regeneration)
    – Scanner Mode (green): Your Function Gyro is able to Scan targeted enemy by pressing F, inflicting Exposed to enemy for x seconds. Exposed: enemy takes 10% more damage from all sources. (passive: Slowly apply vulnerability to all nearby enemies while in combat)
    – Disruptor Mode (red): Your Function Gyro is able to daze targeted enemy by pressing F. (passive: Deal additional electicity damage every time you hit – like Vampiric Aura)

2. Scientist (or any other name for future specialization):

  • Next to your 1 skill there would be Presure Gauge with new resource Chemicals, which you fill by supporting allies (inflicting boons, healing, removing conditions) and inflicting conditions.
  • Pressing “~” will swap your toobelt bar with set of new skills which costs Chemicals. It has no cooldown. Presure Gauge would have 2 states:
    – Drug State (Green) 0-75%: Pressing ~, while arrow is between 0% and 75%, will swap your toolbet bar with set of supporting skills. Using those toolbelt skills will consume your Chemicals.
    – Toxic State (Red) 76-100%. Pressing ~, while arrow is between 76% and 100%, will swap your toolbet bar with set of condition based skills. Using those toolbelt skills will consume your Chemicals and inflict random conditions arround player.

It’s only an idea, how do you like it ?

Trust me. I’m engineer

How Anet limited Engie class mechanic (fix)

in Engineer

Posted by: KynnVyr.1378

KynnVyr.1378

great idea i love it, in particular the second, i love the idea of a ingeneer that has really open support posibility (but it’s a little bit like the druid no?)

How Anet limited Engie class mechanic (fix)

in Engineer

Posted by: Dadnir.5038

Dadnir.5038

I’ve not read everything but if you said that for each e-spec you were giving a specialized toolkit that one can obtain by using “~”, then it’s not a bad idea. I agree that the scrapper’s gyro is a joke without any real use.

Devs are probably feeling ill just at the though of modifying all toolbelt skills to fit a different thematic.

No core profession should be balanced around an optional elite specialization.

How Anet limited Engie class mechanic (fix)

in Engineer

Posted by: Setis.2863

Setis.2863

The problem that i have with engineer is less the class mechanic but more the whole bunch of unusable trash skills.

I am completely OK with the unique class mechanic (necro has its second form, Guard has its boons, engineer has its tool belt skills and kits, etc.)
But I am completely not OK with the bugs and underpowered damage / utility skills that lower your dps when used. You start with a expectation in a class and end up with a whole different play-stile.

I want to use at least one turret… but now I am placing bombs between my legs like a maniac.
Other classes have the same design mistake!
The warrior for example does not has it better. A player expects to fight with a sword or hammer. But he will end up spamming conditions with PS.