Kits and weapon stats / sigils

Kits and weapon stats / sigils

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Posted by: Entropy.4732

Entropy.4732

Let me start by saying I LOVE this class. I’ve played an Engineer from day one and the aesthetic is my favorite by far. GW2 is the best MMO I’ve ever played. Great game. But there are flaws in the Eng class that become apparent the more you play and no weapon stats /sigils carrying over to kits is one of the major ones. Turret weakness & viability is another.

We all know Eng needs a buff/fix and this is the perfect way to do it. I don’t understand the logic of “weapon kits are new weapons so they are not connected to your other weapon’s bonuses.” Kits are utility skills. Not actual weapons. If they were actual weapons then we would be able to boost them with gems and sigils. The effect of the current system is that we’re at a huge disadvantage to classes that use their weapons constantly. Switching to a kit is actually a massive debuff. We’re being punished for using a core mechanic of our class.

Either make kits affected by weapon sigils and stats OR allow us to graft sigils and gems to our weapon kits / buy components that can be grafted onto, say, the Elixir gun that would add on stats and have a slot for a sigil. Like an “Elixir Gun Upgraded Carbine”.

Thoughts?

Styx Hemlock – Sylvari Mesmer – TFG – NSP

Kits and weapon stats / sigils

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Posted by: Maal.8674

Maal.8674

Kits have been affected by the weapon’s sigils for a while now.

Applying sigils/stats to the skills themselves as if they were equitable weapons would be too complicated i think.

Kits and weapon stats / sigils

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Posted by: Entropy.4732

Entropy.4732

I’m pretty sure kits are not affected by sigils. Are you certain about that? Where’s your source?

Styx Hemlock – Sylvari Mesmer – TFG – NSP

Kits and weapon stats / sigils

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Posted by: Entropy.4732

Entropy.4732

Also, why not have weapon stats affect the kits? That’s not complicated at all.

Styx Hemlock – Sylvari Mesmer – TFG – NSP

Kits and weapon stats / sigils

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Posted by: Gurt.9368

Gurt.9368

I’m pretty sure kits are not affected by sigils. Are you certain about that? Where’s your source?

http://wiki.guildwars2.com/wiki/Game_updates/December_2012

December 14 Update under General:
“Weapon sigils now continue to function while holding a bundle (such as engineer kits).”

Whether or not all the bugs have been worked out is another matter entirely, but I know that sigil of might gains stacks with my flamethrower out.

Kits and weapon stats / sigils

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Posted by: Ayestes.1273

Ayestes.1273

Sigil of Battle and Geomancy also at least certainly work on kit swaps. The reason stats don’t work on kits is because the game uses a kit directly in our weapon slot. We also often have reduced weapon strength while holding them as well.

Virydia – Hearld
Tirydia – Scrapper

Kits and weapon stats / sigils

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Posted by: Sylosi.6503

Sylosi.6503

Kits have been affected by the weapon’s sigils for a while now.

Applying sigils/stats to the skills themselves as if they were equitable weapons would be too complicated i think.

It hardly sounds like the programming challenge of the century, how hard can it
be to extract the data for the default equipped weapon and apply that to skills / your stats when using a kit.

It is frankly ridiculous that in PvE and WvW engineers are still playing with this disadvantage, note it is not meant to be like that as can be seen from sPvP where the engineer gets the full benefit of stats like every other class, because the stats are on the amulet, not the weapon.

Kits and weapon stats / sigils

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Posted by: athuria.2751

athuria.2751

We’ve been told kits will be receiving weapon stats (although with no ETA, here’s hoping it’s soon). Sigils have also been working for about a month now.

Syrlya | Sylvari Mesmer
Arabelle Jones | Human Engineer
Stormbluff Isle

Kits and weapon stats / sigils

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Posted by: Maal.8674

Maal.8674

I didn’t mean getting your rifle stats on your grenades, this should be simple enough. I mean getting a separate and selectable set of stats on your grenades, another one on your elixir gun, another one for flamethrower… It would require a new interface and alot of work.

Kits and weapon stats / sigils

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Posted by: Entropy.4732

Entropy.4732

Thanks for the info all! Good to know the sigils are working. I did some tests and they do indeed seem to be functioning with kits. Yeah, I think getting your rifle stats on grenades or any kit is the goal. Hopefully Arthuria is right and it’ll happen in the near future. Seems simple enough and much needed.

Styx Hemlock – Sylvari Mesmer – TFG – NSP

Kits and weapon stats / sigils

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Posted by: Atamaz.4195

Atamaz.4195

At the lauch of GW2 we shared this problem with conjured weapon of elementalist.
They added stat on conjured weapon as a refund for lost weapon stat; we’ve got sigil fixed in the december patch and no weapon stat on kit, that could mean ANet is trying to fix it but may require some time, we have to see if in gen-march patches there are any news.

Kits and weapon stats / sigils

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Posted by: Cavernshark.8957

Cavernshark.8957

It hardly sounds like the programming challenge of the century, how hard can it
be to extract the data for the default equipped weapon and apply that to skills / your stats when using a kit.

Probably a lot harder than you think, both from a technical and a design standpoint. Other classes have the flexibility to apply different stats depending on which weapons they have equipped. Forcing the equipped weapon stats onto some kits wouldn’t make sense. For instance, if I have a rifle emphasizing power, I may not want that on my elixir gun.

To me it looks like they tested out one approach on the Elementalists by placing default buffed stats on their summons. There’s more room there to mess something up since those are just utilities and not core mechanics for the profession. My guess is they are evaluating how that worked out and trying to decide if a similar approach can/should be applied to Engineer kits. If so, then they just need to iron out which combination of stats goes with each kit without pigeonholing the kit into one role when it may support several.

Kits and weapon stats / sigils

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Posted by: Ayestes.1273

Ayestes.1273

It’s usually the case that when you design something one way, changing it to work another way is very time consuming and risky. Especially if you built it to be extremely robust the way that you first thought it would only need to be. MMO Engines have to deal with a lot of race conditions as well a bunch of other things that the usual person could not even conceive of.

In the end though, since none of us have access to the source code we simply won’t know. Even if it was a simple change then you still have to take into account the extreme amount of testing that needs to be done on that change alone.

It was a mistake to start it out that way, certainly. What is done is already done however, and I don’t blame them for taking their time in fixing it.

Virydia – Hearld
Tirydia – Scrapper

Kits and weapon stats / sigils

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Posted by: Sylosi.6503

Sylosi.6503

It hardly sounds like the programming challenge of the century, how hard can it
be to extract the data for the default equipped weapon and apply that to skills / your stats when using a kit.

Probably a lot harder than you think, both from a technical and a design standpoint. Other classes have the flexibility to apply different stats depending on which weapons they have equipped. Forcing the equipped weapon stats onto some kits wouldn’t make sense. For instance, if I have a rifle emphasizing power, I may not want that on my elixir gun.

I don’t see the issue, currently engineers get zero stats from their weapons when a kit is equipped, that other classes can apply different stats depending on their weapon is irrelevant, engineers can only equip one weapon.

As for forcing stats what are you on about? Gear appropriately, just like you do with armour, jewellery, etc, that already effects your kit skills.

Nor is it just the effect on the kit, if you have a p/t/v statted weapon for example, then your HP drops as does your toughness, when you equip a kit.

From a techincal standpoint, why would it be hard? The mechanics of applying stats to skills / kits already exist, are you saying they have made such a terrible, inflexible piece of software that the “gigantic” task of accessing data on the default weapon and then applying those stats when a kit is equipped requires months of work and a total rewrite?

(edited by Sylosi.6503)

Kits and weapon stats / sigils

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Posted by: JubeiTM.5763

JubeiTM.5763

“engineers can only equip one weapon”

False! Engineer can Equip 2 weapons!!!

Now I want to know which sigil would someone use for a flamethrower build.
Thanks.