Asura Engineer
Kits VS. Weapons
Asura Engineer
Unless the kits were already scaled to be comparable to fully modded weapons.
True. I’m not sure how all these bugs got through game testing and didn’t get fixed. I sure hope that the no weapon/sigil stats on kits was not intended, because that’s some real poor class planning if it was.
You lose the supplementary stats on the weapon, but the “weapon damage” modifier appears to remain the same?
No, the weapon damage modifier from your weapon does not help your kits at all.
It appears kits at 80 are capped at a specified weapon damage and will not increase with better gear.
IE – there is zero scaling.
I really thought game devs were smarter than this by now.
Asura Engineer
Actually not quite accurate: there’s scaling to level, but not weapon stats. Which means that unless the kits are already scaled to the maximum weapon stats (hence unfair to everyone else), it would be unfair to the engineer. And still doesn’t give engineers the customizability of stats of other classes anyway.
Welll.. kits shouldnt be used for yust damage anyway.. else you culd yust trow away your weapon and run around with an kit all day (which ISNT whats supposed to be viable). You should use the for knocksbacks, conditions and other utilities and keep the real damage to the main weapon.
epic-timeraider.weebly.com
I disagree with that. Kits are meant for specialization, and yes, damage. BUT it isn’t supposed to be wholly better than weapons, so all of them have their purpose.
Rifle: Burst damage and positioning.
Pistol: Reliable status effects, damage.
Shield: Defense.
Flamethrower: Fast mid-range AoE and survivability
Grenade: Fast ranged AoE at the expense of mobility and accuracy.
Bomb: Fast close range AoE and support at the expense of delay.
Elixir Gun: Status effects and party support.
All this has been reported since BWE1.
Arenanet have acknowledged all these issues in the past.
I’m guessing that they: changed their mines but did not bother to tell us, are too incompetent to fix it or we might get a fix in a few years.
I’m betting that they will come out with a huge red post which tries to describe all you mention as “a feature”, much like the famous TOR fanboys of the past, where bugs and broken content was labelled ‘a feature’. But, we shall see.
Welll.. kits shouldnt be used for yust damage anyway.. else you culd yust trow away your weapon and run around with an kit all day (which ISNT whats supposed to be viable). You should use the for knocksbacks, conditions and other utilities and keep the real damage to the main weapon.
Yes, that is exactly why there are traits that benefit from keeping a general or specific kit equipped …
If kits aren’t supposed to be primary damage dealers why do we have traits like Juggernaut, Grenadier and Backpack Regenerator?
Kits are our weapon switch substitute. You don’t tell other classes that they shouldn’t expect their second weapon to be as powerful as their first one, do you?
Welll.. kits shouldnt be used for yust damage anyway.. else you culd yust trow away your weapon and run around with an kit all day (which ISNT whats supposed to be viable). You should use the for knocksbacks, conditions and other utilities and keep the real damage to the main weapon.
Yes, that is exactly why there are traits that benefit from keeping a general or specific kit equipped …
If kits aren’t supposed to be primary damage dealers why do we have traits like Juggernaut, Grenadier and Backpack Regenerator?
Kits are our weapon switch substitute. You don’t tell other classes that they shouldn’t expect their second weapon to be as powerful as their first one, do you?
“Kits are our weapon switch substitute”
They didn’t even get that right.
Its not weapon switching, its bundle dropping/bundle picking up.
Try a sigil that says ‘on swap’. Doesn’t work.
They even made elementalists change how they work to allow that very recently, so now, the engineer is the only class that is not allowed to use ‘on swap’ sigils. Everyone else can, just not engineer.