Kit Refinement timer

Kit Refinement timer

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Posted by: ClassyBear.5078

ClassyBear.5078

Hey all,

I just made a post in the suggestion forum in the hopes that the kit refinement buff will be set up as “debuff,” in the likeness of reveal, as the current setup still causes hesitation in quick kit switching situations.

https://forum-en.gw2archive.eu/forum/game/suggestions/Flip-the-Kit-Refinement-timer

If y’all could comment in support or constructive criticisms for/against the current setup, that’d be great!

Kit Refinement timer

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Posted by: Dirame.8521

Dirame.8521

I actually like it the way it is.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

Kit Refinement timer

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I think it’s hilarious that they added this feature now that no one uses KR. This would have been so great a few months ago.

Kit Refinement timer

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Posted by: Kimbald.2697

Kimbald.2697

With or without the timer, the 20 second cooldown is simply too long for me.
Even when using just a single kit, I can’t convince myself that this trait would be better than the other option traits as Speedy Kits, or Static Discharge.

The timer is a nice idea, but if I have to wait 20 seconds for a 2 second effect, I’m not too bothered about the timing anyhow. I swap kits way way faster than that.
And if that timer shows up, I should be so lucky that I than need the effect my kit is giving me.
If I don’t need it yet… I will have swapped to a kit the next seconds anyhow, because that is how kit builds play. I need certain kit skills a lot more than I could need the weak KR effect at any given time. I’m not going to postpone a heal, or a FT knockback or blind, or a EG jump back, or a Tool Kit block… for whatever small effect KR might give me later on if I don’t waste the proc that very moment!
So nope: that timer doesn’t add much if I swap kits a lot: I can’t decide to wait when I see it, so I can get some desired proc from a certain kit. I need to swap to a kit for a normal kit skill way more than this thing.

As for the timer itself: the icon is a bit small but once you learn to notice it, it seems clear enough. Tested a bit in the Mists, but no way I’m taking that trait again.
Too little effect for the cooldown, and if using multiple kits the shared cooldown makes it totally not worth it over the alternatives.

Would have loved that little timer after the previous change though.
Or a seperate icon for each kit cooldown before that change…

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

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Posted by: CriSPeH.8512

CriSPeH.8512

KR is just a niche trait for single Kit users.
I recently tried a P/P HGH condition build with Medkit+ B,C,S thinking I would use KR for the Magnetic Shield.

It works okay if you only think of it as more of a RNG effect that will happen sometimes while you are fighting. Having more than one kit makes this even more so.

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Posted by: hackks.3687

hackks.3687

that ridiculous UI timer is the only thing that really irked me about this last patch. All it serves is to tell us how often we can’t make use of it, like we needed some kind of reminder that “hey, this trait is still useless with that 20sec GCD”

they already redesigned the skills. it’s time to remove the GCD and give it back it’s parity with Elemental Attunements.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

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Posted by: Kimbald.2697

Kimbald.2697

KR is just a niche trait for single Kit users.
I recently tried a P/P HGH condition build with Medkit+ B,C,S thinking I would use KR for the Magnetic Shield.

It works okay if you only think of it as more of a RNG effect that will happen sometimes while you are fighting. Having more than one kit makes this even more so.

not saying it’s bad that way, but would you seriously take it over speedy kits, deployable turrets or static discharge, or even speedy gadgets depending on the build?

I can imagine taking it over dropping a flamethrower when downed, not over any of the others. Given that at least one of those should benefit any particualr build more.

Wiggely, wobbely and other wombaty wabbity creatures…

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Posted by: Zenguy.6421

Zenguy.6421

I think it’s hilarious that they added this feature now that no one uses KR. This would have been so great a few months ago.

It’s a pride thing: Who wants to admit something they put a lot of work into was a waste of time? Especially when they persisted in the face of solid advice from the community saying it wasn’t going to work that way. That, and who wants to admit to their bosses and work colleagues that the project they’ve been working on for the last couple of months didn’t work out. Instead of just going “my bad” (which admittedly can be very humbling in situations like that) and moving on to something more productive, there’s a very human tendency to keep charging down the failed path in the hope that one day they’ll be able to say “see, my idea did work out after all”. Shame really, as people who admit something didn’t worked out as planned and learn from the experience typically end up becoming very valuable professionals.

As for KR itself, even with a visible timer there are so many more-useful traits, that I still can’t see a reason to pick this one in a build.

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Posted by: CriSPeH.8512

CriSPeH.8512

KR is just a niche trait for single Kit users.
I recently tried a P/P HGH condition build with Medkit+ B,C,S thinking I would use KR for the Magnetic Shield.

It works okay if you only think of it as more of a RNG effect that will happen sometimes while you are fighting. Having more than one kit makes this even more so.

not saying it’s bad that way, but would you seriously take it over speedy kits, deployable turrets or static discharge, or even speedy gadgets depending on the build?

I can imagine taking it over dropping a flamethrower when downed, not over any of the others. Given that at least one of those should benefit any particualr build more.

I agree
I can’t exactly say the new KR is bad but I wouldn’t take it over the other choices in the Trait line.
So KR, like the recent Self-Regulating Defenses went from some of the best 10pt Traits to just another 10pt Trait.
Still can be useful but not Traits to builds anything around.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I think it’s hilarious that they added this feature now that no one uses KR. This would have been so great a few months ago.

It’s a pride thing: Who wants to admit something they put a lot of work into was a waste of time? Especially when they persisted in the face of solid advice from the community saying it wasn’t going to work that way. That, and who wants to admit to their bosses and work colleagues that the project they’ve been working on for the last couple of months didn’t work out. Instead of just going “my bad” (which admittedly can be very humbling in situations like that) and moving on to something more productive, there’s a very human tendency to keep charging down the failed path in the hope that one day they’ll be able to say “see, my idea did work out after all”. Shame really, as people who admit something didn’t worked out as planned and learn from the experience typically end up becoming very valuable professionals.

As for KR itself, even with a visible timer there are so many more-useful traits, that I still can’t see a reason to pick this one in a build.

Hmm, that’s probably pretty accurate. I suppose it could give us hope, in a way: if they’re that devoted to redeeming their mistakes, maybe eventually kit refinement will make a comeback. It’s going to take more than a timer, though.

Actually, I suppose this timer could also be made to show other hidden cooldowns. It would be fantastic to be able to see if my 25% HP elixir S was up, or any of the other dozens of traits that function in that way.

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Posted by: CriSPeH.8512

CriSPeH.8512

If they simply made KR work only in combat it would make it a much more desirable feature.
Since all of the effects are designed to be used while fighting I don’t see how this isn’t the case.

They could keep everything else the same and the new timer would just be icing on the cake.

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Posted by: google.3709

google.3709

Things i found KR to be useful with new timer (med kit on PvP)

  • Stomping Engineer/Warriors.
  • Gap closer
  • Running away, mainly rangers/engineers

I also run FT or TK but their effect are barely noticeable and make little to no difference at all.

In PvE I always run 4 kits (Med/Granade/Bomb/EG), timer or no time. it’s impossible to choose the effect you want, and KR doesn’t bring enough to the table to even consider ditching the utility/dmg from other kits.

(edited by google.3709)

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Posted by: Zenguy.6421

Zenguy.6421

Great that you’ve found a useful, google, if only with med kit.

Overall, would you keep running it in PvP? Or is it still below the value of other traits?

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Posted by: JohnDied.3476

JohnDied.3476

I wonder, if kit refinement were on a 5 sec timer, would this trait be on par with the others? Would it’s timer be useful?

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Posted by: ClassyBear.5078

ClassyBear.5078

Just as an amendment to my initial idea, perhaps the timer could be a combination of the setup now and the idea above as an icon that goes from gray/faded out to color-saturated when a KR proc is available. Just for clarification, it shouldn’t become slowly saturated but the gray/faded out icon should flash the same as other buffs THEN become fully-colored as it is now.

As for all the complaints about KR’s effectiveness… To be honest, I really like the kit refinement abilities. And although, this isn’t a topic about it’s effectiveness but an adjustment of it’s QoL update… I’m going to rant about it because there’s too much complaining.

Med kit’s reflect is just bloody amazing.

Bomb’s kit magnetic bomb because it has the same radius as the others… But it works as an interrupt! So instead of thinking of it as a tool that lets you hit your bombs better, use it as an interrupt against heartseeker spam, hundred blades, churning earths, etc.

Elixir Gun’s proc works really well with it’s #4 ability, as it is ridiculously strong if you can keep them in it. Not to mention, just as an escape it is great.

Grenade kit is a nice get-off-me skill and boon removal…. A lot of people criticize this because “grenades are super long range!!!” But, let’s be honest, there are points when SOMEONE will reach you. And if you’re running P/P instead of P/S or rifle, more peels are great.

The only one I was moderately disappointed in was tool kit’s KR proc but it’s still a nice boost. The speed disparity that occurs when you proc that and cripple them is just silly. Not to mention, it works when you’re holding the orb in spirit watch (not sure if this is still the case.)

To be honest, I haven’t used the flamethrower’s proc that much so I can’t say much to that effect.

Although I do agree that the cool down could be bumped down to 10 or 15 seconds just for parity with other traits such as elementalist attunement switch. However, I do believe that it shouldn’t be 5 seconds because it’d be unbelievably strong. Already, it is a really nice touch when you’re doing a kit-focused build but having those abilities spammed would be absolutely stupid. Namely, if you’re using only bomb kit, you are able to proc an interrupt every five seconds with no cast time. Heck, even a 10 second CD is a bit ridiculous.

It is definitely not at the build-defining point it used to be, but it shouldn’t be as an adept trait.

(edited by ClassyBear.5078)

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Posted by: google.3709

google.3709

Great that you’ve found a useful, google, if only with med kit.

Overall, would you keep running it in PvP? Or is it still below the value of other traits?

Yea, I’m going to continue running it, but i would never choose it over speedy kits/static discharge. even tho Magnetic Aura is nice, even with timer it doesn’t take away from the feeling that you just got really lucky if it actually does something useful. I just wish anet would tone down the volume on that stupid sound animation -_-

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Posted by: Zenguy.6421

Zenguy.6421

Great that you’ve found a useful, google, if only with med kit.

Overall, would you keep running it in PvP? Or is it still below the value of other traits?

Yea, I’m going to continue running it, but i would never choose it over speedy kits/static discharge. even tho Magnetic Aura is nice, even with timer it doesn’t take away from the feeling that you just got really lucky if it actually does something useful. I just wish anet would tone down the volume on that stupid sound animation -_-

That’s cool. Not sure why you wouldn’t just put the 10pts somewhere else though.

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Posted by: google.3709

google.3709

I like Enduring Damage (10% dmg when endurance is full). before i had the extra 5 points on Hidden Flask but since it became a suicide skill.. i had to make changes.