Juggernaut changes - balance patch
With the improvement of Flamethrower, i dont think buffing Juggernaught will be a priority. Certainly not in the Might gain, since we get a pretty substantial increase in damage already. A bit of plus to the toughness could happen though, but only because Air Blast gets an activation time.
reduce the might duration down to 1/6 of its original duration
increase the tick to one stack every 0.5 sec.
I don’t want to camp for ages in it, and if I decide to camp, I don’t want to get punished for running multi-kit builds and switching out.
Things I would love…
Elixirs to become like signet of midnight giving long duration boons every x seconds or gadgets to do the same
It would be nice to have sort of effective passive to influence out damage or extra survivability/ sustain
Considering it is even more multi-hit than before, due to the Napalm change, some sort of defense against retaliation on it wouldn’t be bad.
Or just make a separate trait about it. Dunno, 50% reduced damage from retaliation as either an adept or master trait (or add it to some existing poor trait).
Juggernaut should also give 1s stability when going into FT on a 10s CD
Can’t stomp with it, can’t really spam it, but makes you funky
Where do you get a preview of the balance patch and its eta?
Vials Maize Balm Exploit(Halloween) 2014
Locked out of JP (Wintersday) 2015
Juggernaut should also give 1s stability when going into FT on a 10s CD
Can’t stomp with it, can’t really spam it, but makes you funky
I don’t understand. You could absolutely stomp with that. You would just have to swap to the FT while stomping, provided the swiftness wasn’t on cooldown. It would work effectively the same way as the smoke vent does for stomping.
In any case, I’ve always felt that juggernaut should just give you a flat bonus to power and condition damage, rather than giving you the same bonuses through might stacks. I think the point of designing it like that was to make it so that you become more powerful over time while using the flamethrower, but it’s generally inefficient to just camp in a kit (similar to eles camping in an attunement).
I mean, the toughness bonus is static, why not just have a static power and condition damage bonus too? The way the might stacks work, it actually gives you a damage boost when you put the flamethrower away, which doesn’t make a lot of sense given that trait is supposed to improve the flamethrower and not just your damage in general. It’s also potentially less overall damage with the flamethrower if you’re able to attain 25 might stacks without the bonus from juggernaut, plus it can be stripped and corrupted and whatnot.
In that case
There should be useful and decent traits for kits – especially for something like the FT which as a base asks for you to stay with it
The healing in kit should be boosted to a decent amount
Perhaps a GM trait would be to boost passives of kit to a major amount
If looking at upcoming changes – add 50% dmg
So, now with trait x you can push 15% extra dmg with tool kit
300 (hopefully more) toughness with 22.5% extra dmg with FT
Move either dmg or healing down to adept, one at master and last at GM to allow for trait flow
Then, maybe the kit could become even more viable while benefiting from duration modifiers and the like?
Half the toughness gained. Add +15% damage to the trait (delete the other 15% damage trait) Combine with the 33% burning duration trait as one elite trait.
Why halve the toughness?
A juggernaut is one who is tough, can put out damage as much as they can deal
I would like if juggernaut wasn’t such a boring trait. Its all passive. It would be cool if it actually added to the gameplay. Same could be said for hundreds of things in this game, though.
#allthethings!
Maybe give you a heavy armour appearance?
Amped stats moreso
Change to what weapons look like – the FT would be rad if it were like a fire bat from SC2
i like juggernaut for certain goals, and it would be awesome if traited FT backpack would look different.
though i think current trait is ok
Doesn’t switching kits break the stomp channel?
Doesn’t switching kits break the stomp channel?
hitting the drop bundle or weapon swap key will cancel animations, swapping to a kit however will not
Perhaps the idea of this trait isn’t so much the ‘classic Juggernaut’ idea (a ‘bruiser’ type of toughguy) but, instead, more like the ‘X-Men Juggernaut’ who’s power is in the building of momentum. Outside of Toolkit, Flamethrower is basically Engi’s ‘melee’ weapon. The added toughness from the Juggernaut trait (also gaining damage ‘momentum’) along with Air Blast and Smoke Vent perfectly illustrate the idea/usage of the Juggernaut trait and the Flamethrower itself, for that matter.
Running this setup, the Pistol/Shield weaponset gives gives you a ton of good utility to compliment the FT/Juggernaut setup. It gives you a second aoe/bouncing blind, a 3 sec reflect with optional knockback/blast finisher, a melee block/stun with optional aoe/inline daze and, the shield adds another 81 defense to go with the added toughness.
The bottomline is that Juggernaut is SPECIFICALLY designed for camping Flamethrower (believe it or not some people like that option.) There isn’t a lot that can be changed about this trait as it is pretty powerful for a master trait already. If a similar trait that expects you to camp a weapon, such as Forceful Great sword etc, had another 300 toughness added to it, there would be a lot of “OP!” QQing. Juggernaut can get away with this b/c that built-in pitfalls of having to CAMP a UTILITY SLOT to be most effective.
I like the trait as is tbh and, although nowhere near optimal, very few things in the game look quite as cool and menacing as my Magitech/Gasmask FT Engi. It’s good to finally see some changes that will put the potential damage closer to the sweetness of the look.
I just dont get the developers reason behind the flamethrower kit, its obviously a melee weapon and juggernaut implys that they aim for a tanky approach because you get your damage with might stacks of the trait and sigil of strength that works so well with the multihit autoattack. The might stacking also forces you to use flamethrower as your “main” weapon which means you are in melee most of the time.
So basicaly a flamethrower build should be able to fight a warrior close and personal but you cant the warrior will outdamage, outheal, outtank and if he runs hammer might even out-cc you.
You cant change it easily because giving the engi more passive defense would buff other specs too. Dunno some nice utility like giving juggernaut traited flame thrower autoattack a chance to strip boons would make it possible to go toe to toe with a guardian / warrior.
make flame burst scale redic well with power, so we can go full cleric bunker builds with a sigil of intelegence and do 10k flame bursts on light targets like warriors and evis
The first thing that comes to mind for buffing the Flamethrower w/o affecting other builds too much is a good FT GM trait in either of the Firearms or Alchemy lines. Flamethrower builds naturally go into one of or both of these lines. Alchemy would be a good option for people who don’t want to feel forced into an Ft/Elixir build. Firearms would be good for Ft/Rifle builds that don’t keep as many condis up. I think the upcoming changes are going to make it quite a bit better for utility purposes and for pure Ft builds.