Last minute Tool Line changes

Last minute Tool Line changes

in Engineer

Posted by: Dojo.1867

Dojo.1867

Kinetic Battery: ICD 20s -> 40s

Gadgeteer: CDR 50% -> 25%

Anyone else feeling that this kind of butchered the line? Both actually had the potential to make other healing skills viable like med kit (kinetic battery) or even A.E.D. (gadgeteer). I agree that the previous numbers might have been too much but I disagree with the changes.

Kinetic Battery is already hard to control. You need to find a situation where you just dodged and then want to use a specific toolbet skill. 40 s ICD make it even harder to control. At this point I would just make this some kind of “opening strike” like mechanic that you get it once in every battle and then again when you left combat.

Gadgeteer is also hard to find a good build just because even the overcharged gadgets are kind of meh compared to kits. Only 25% CDR is REALLY bad. Baseline for most skilltypes is 20% and here you get 25% under specific cricumstances for ONE skill???? Should atleast be 33% and honestly I don’t even see what is wrong with 50%. If we see more A.E.D. usage then good.

Last minute Tool Line changes

in Engineer

Posted by: Kodama.6453

Kodama.6453

I totally understand the nerf of Kinetic Battery: It was just way too strong, this way we were able to lower the cd of long cd skills (like elite ones or elixir r) to 20s, that’s just too much.

But I would love a rework of Gadgeteer, as you said a bigger cd reduction would be really nice, especially for the heal skill A.E.D. and the new effects on gadgets are just meh. Bigger Slick Shoes are nice and more time for A.E.D.-trigger is ok, but I wished some more noticable effects. Like pulsing damage around you while A.E.D. is running, because its overcharge is striking your foes with its electricy, make PBR an AoE skill, rocket boots travel a larger line and sets it on fire (fire field? burning damage?). I would like Gadgeteer to get a whole new feeling by using our gadgets with it, not just “oh, did I push him a little bit farther as normal?”.

Last minute Tool Line changes

in Engineer

Posted by: Kaizoku.1298

Kaizoku.1298

Seriously, Gadgeteer should not be a grandmaster, just like Adrenal Implants.

Last minute Tool Line changes

in Engineer

Posted by: Kodama.6453

Kodama.6453

Nooooo =( I was really glad they were giving us a GM trait for gadgets in the past, just was disappointed about its mechanic. It should change our gadgets by giving significant buffs. Don’t you agree to that Kaizoku? Who wouldn’t love to bring chaos onto the battlefield using his prototype gadgets.

And it could benefit the new melee playstyle of the elite spec! I’m thinking A.E.D. was meant for our healing alternative for fighting in melee range (F1 is melee and stunning, heal skill is outhealing a burst significantly), the pulsing damage in melee range would fit to this and would be close to the old retaliation boon gadgeteer gave it, but more powerful, don’t punishing foes hitting you but all in melee range and with a higher damage.

Last minute Tool Line changes

in Engineer

Posted by: Rainmaker.7594

Rainmaker.7594

I think gadgeteer should always be active, not require charges (and not require tanking the hits). The trait is just not viable (at least not for PvE) right now, especially compared to the other 2 options – adrenal implant is nice for when you need to dodge often (unfortunately it doesn’t stack with vigor), and a skilled player can make good use of kinetic battery (orbital strike might only hit as hard as a bomb, but remember it counts as a blast finisher and can be traited to strike twice with each activation). I do think it would be better to have the kinetic batter buff last indefinitely, as gadgeteer currently does.