Make Gadgets the Engi Signet?

Make Gadgets the Engi Signet?

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Posted by: hackks.3687

hackks.3687

Just thinking about these upcoming buffs to signets some other classes are getting, and then hearing there’s nothing yet for Gadgets, had me wondering “why not just make Gadgets more like Signets?”

Gadgets could use a buff and the CD reduction that signets might be getting could be a good start. And with the nerf to elixir S coming, we could use some more options for disengaging a fight. Rocket Boots and Slick Shoes would be ideal with the right tweaks, and maybe adding a passive effect like signets would make them worthwhile enough to include in a build?

Thoughts?

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

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Posted by: karavik.4803

karavik.4803

Its a start. They have to do something with gadgets they are just so kitten useless right now. And make rocket boots go forward w/o the self stun for kitten sake

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Posted by: Manuhell.2759

Manuhell.2759

Giving them signet-like passive effects is the only way they can make them useful. As of now, there is no reason to take them instead of a kit or an elixir. The cooldowns are far too large for their current effects, by the way.

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Posted by: Dirame.8521

Dirame.8521

My suggestions would be;

Utility Goggles; Immune to blind passive
Fury and stun break active

Rocket Boots; Speed boost passive
Stun break and leap active. No crash landing please or just make it so that the KD doesn’t last so bloody long.

Slick Shoes; Improve endurance regen passive
Oil spill active.

Personal Battering Ram; Improves tougness passive? (I was actually thinking of something slightly different from the normal passives where the Ram would activate if you take damage more than 10% of your maximum health) and it knocks back 3 people not 1.

I make guides to builds you may not have heard of;
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Posted by: Dr Hashbrown.7104

Dr Hashbrown.7104

I love the utility goggles idea since I actually use it in my build, I find it as the only useful gadget

-Drums

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I guess my issue with this is that, if they’re making gadgets just like signets, then why don’t they just give the engineer signets and be done with it?

I’d rather have something unique to the class instead of a retextured signet.

I don’t have opinions. I only have facts I can’t adequately prove.

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Posted by: Dirame.8521

Dirame.8521

I guess my issue with this is that, if they’re making gadgets just like signets, then why don’t they just give the engineer signets and be done with it?

I’d rather have something unique to the class instead of a retextured signet.

Because Engies aren’t magic based I guess and I believe they would rather not introduce new skills to one class and leave other classes out. Gadgets could be more than just retextured signets if they make their passives make sense. If you think about it like the engineer is actually wearing the gadgets on him, the passives definitely make sense as well.

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

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Posted by: Muhai.5634

Muhai.5634

My suggestions would be;

Utility Goggles; Immune to blind passive
Fury and stun break active

Rocket Boots; Speed boost passive
Stun break and leap active. No crash landing please or just make it so that the KD doesn’t last so bloody long.

Slick Shoes; Improve endurance regen passive
Oil spill active.

Personal Battering Ram; Improves tougness passive? (I was actually thinking of something slightly different from the normal passives where the Ram would activate if you take damage more than 10% of your maximum health) and it knocks back 3 people not 1.

I like where Dirame is going with this.

Passives that make sense. It would be nice however to also get a small stat boost with the Gadgets.
Goggles→ Prescision
Mines→ Power
etc.
I’ve always wanted a Weapon + Gadget only build. No reason to pick them up so far.

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Posted by: jpnova.4572

jpnova.4572

I would love it all the gadgets worked like signets.
Utility Goggles: Precision buff
Rocket Boots: 25% greater running speed
Slick Shoes: Endurance Regen
Throw Mine: Power buff
Battering Ram: Toughness buff/Reduce incoming damage

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Posted by: lunyboy.8672

lunyboy.8672

I love everything about this thread.

Only thing I would change so far? Boonhate mechanic on the Mine, if it stays a gadget( I always thought it would be better as a kit).

Something like:
Passive = +1% dmg to target for each boon, 5% chance to remove a boon on crit
Active = drop mine (and fix the kittening mine bugs already)

Miss Fisthammer – Engineer | Urgard Fistorsen – Guardian
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Posted by: Ferum Flamebender.5910

Ferum Flamebender.5910

This has been suggested about a 256718902 times, but sadly. The dev’s do not read our forums or do no tell what’s their plan with the engineer.

It’s something like a secret mission: ‘operation engineer’.

Aetra Ironbender, Rated E for Engineer- [WoT] Warlocks of Tyria- Far Shiverpeaks

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Posted by: Ferum Flamebender.5910

Ferum Flamebender.5910

This has been suggested about a 256718902 times, but sadly. The dev’s do not read our forums or do no tell what’s their plan with the engineer.

It’s something like a secret mission: ‘operation engineer’.

Aetra Ironbender, Rated E for Engineer- [WoT] Warlocks of Tyria- Far Shiverpeaks

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Posted by: GhostClock.6025

GhostClock.6025

This would be brilliant. I like utility goggles sometimes as is, if I need a good stun break but purple elixir is almost always strictly better.

The rest of them are highly situational at best. Sometimes rocket booties can be good in W3 for emergency evacuations. What I want to know is how come ALL of the engineers repositions cc him when you’ve got kitten like mesmer teleports and ele mobility.

Overcharged Shot – self-cc
Leap Shot – takes longer to move than walking/dodging, only good for engaging on a netted target.
Rocket Boots – self-cc

Still fun to use, but boy it’d be funner if I didn’t stun-lock myself every time I play frogger with my enemies.

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Posted by: lunyboy.8672

lunyboy.8672

This would be brilliant. I like utility goggles sometimes as is, if I need a good stun break but purple elixir is almost always strictly better.

You mean Elixir R? Yeah, on support runs, I almost ALWAYS have that slotted for the tool belt rez field skill. But immunity to blind with the goggles-as-signet would be great for WvW, and might even be worth reworking the tool belt skill to make it a bit more useful. I think I only used it for a pull from time to time.

I think the SD build uses it though, for super-fast recharge activation.

Miss Fisthammer – Engineer | Urgard Fistorsen – Guardian
Physti – Elementalist | Fistful of Blades – Thief
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Posted by: NickDollahZ.5348

NickDollahZ.5348

I think it is important that Gadget’s feel unique so turning them into a renamed Signet is not the best idea.

They just need to be solid choices for certain builds.

Utility Goggles – Direct Damage Build
Throw Mine – Explosive/Boon Removal Build
Personal Battering Ram – Keep away Build
Rocket Boots – Escape Build
Slick Shoes – CC Build

We need Gadgets to feel like good choices in those certain builds.

As it stand now:
Medkit fury > Googles
Steel packed Powder > Analyze
Reliable Boon Removal > Throw Mine & Mine Field
Overcharged Shot > PBR (dont need to give up a slot)
Freeze Grenade, Elixir F, Toolkit Trait and a bunch of other stuff > Launch PBR
Acid Bomb or any other escape skill > Rocket boots
Incendiary powder or Bomb 2 > Rocket Kick

Slick Shoes is the only one that is semi useful even then you feel bad for taking it.

TLDR: Each of the Gadgets needs to fulfill a role better then the kits in order to make them worth while.

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Posted by: Benjamin.7893

Benjamin.7893

I sure hope not. Passive effects result in a boring, low skill cap gameplay.

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Posted by: hackks.3687

hackks.3687

not changing them into signets per se. just a sort of a signet equivalent for engis. same skills with some minor improvements, reduced cool downs (like under :30), and a passive effect. that’s sort of what I was thinking

Mostly it was just an idea born of frustration when I heard the devs say “nothing going on with gadgets at the moment”, after hearing about signet improvements. doesn’t seem like such a big stretch, and could possibly go a long ways for engis.

just a thought.

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

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Posted by: waka.9826

waka.9826

I suggested this few months ago, still hasn’t been done.

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Posted by: Manuhell.2759

Manuhell.2759

The problem with balancing them is that we’ve got kits competing for those slots too. Either they give them effects on par with an entire kit and with relatively low cooldowns, or they aren’t worth it.
And as things stand now, many aren’t worth it.

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Posted by: XelNigma.6315

XelNigma.6315

Save for the mine, all the other gadgets could be “equiped”.
Instead of a sigit rename/passive effect, how about more of an active passive effect?

Take Utility goggles for example; On activation it breaks stuns and applies a 20 sec effect of “wearing utility goggles” with this effect you apply vulnerability each time you attack.
The toolbelt skill would instead gain the fury seeing as utility goggles now has the vulnerability.

hmm… looking at the gadget skills this “equip them” idea would require alot of rework for each one. maybe its not such a good idea…

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Posted by: Zaviel.1245

Zaviel.1245

I would love it all the gadgets worked like signets.
Utility Goggles: Precision buff
Rocket Boots: 25% greater running speed
Slick Shoes: Endurance Regen
Throw Mine: Power buff
Battering Ram: Toughness buff/Reduce incoming damage

^

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Posted by: hackks.3687

hackks.3687

The problem with balancing them is that we’ve got kits competing for those slots too. Either they give them effects on par with an entire kit and with relatively low cooldowns, or they aren’t worth it.
And as things stand now, many aren’t worth it.

mmm I don’t think anything can ever compete with kits when it comes to prioritizing utility slots. the absence of weapon swapping sort of demands at least one in most cases. I’d put it more along the lines of competing with elixirs – elixir S in particular.

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

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Posted by: ikiturso.4026

ikiturso.4026

Great ideas for gadgets. Also needs alot work in Cool downs. Coold downs are from beta 1 where they were left there for make sure they wont be too powerfull. their just way too long for now.

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Posted by: barabajaga.7652

barabajaga.7652

What about a “gadget kit”?,with reworked gadgets and a new tool belt skill,it could be an interesting option.

When i first pick the engineer to be my main ,i thought i will play like crazy gadgeteer with turrets and inventions,sadly it ends up as a granadier or a pistoleer,even the rifle dont seems crazy enough (:P) for an engie .

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Posted by: Zaviel.1245

Zaviel.1245

What about a “gadget kit”?,with reworked gadgets and a new tool belt skill,it could be an interesting option.

When i first pick the engineer to be my main ,i thought i will play like crazy gadgeteer with turrets and inventions,sadly it ends up as a granadier or a pistoleer,even the rifle dont seems crazy enough (:P) for an engie .

NO MORE KITS

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Posted by: waka.9826

waka.9826

What about a “gadget kit”?,with reworked gadgets and a new tool belt skill,it could be an interesting option.

When i first pick the engineer to be my main ,i thought i will play like crazy gadgeteer with turrets and inventions,sadly it ends up as a granadier or a pistoleer,even the rifle dont seems crazy enough (:P) for an engie .

a gadget kit with all the current gadgets would be INCREDIBLY op.

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Posted by: Advent Leader.1083

Advent Leader.1083

Other idea for gadget: add improved effects to it, aside from cooldown reduction. Engineers have not much improvement traits on the gadgets, so aside from improving gadget capability as the new signet, it can also provide allied boosts.

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Posted by: JubeiTM.5763

JubeiTM.5763

I gathered a few ideas for each passive gadget we have so far:

Utility Goggles:
- Precision buff
- Immune to blindness
- % apply vulnerability on critical hits

Rocket Boots:
- 25% running speed
- 33% chance to burn nearby enemies on critical hits (30 second cooldown)

Slick Shoes:
- Faster endurance Regen
- Spill oil when stun, crippled, dazed, immobilized

Throw Mine:
- Increase Power
- Drop a mine on knockdown

Battering Ram:
Increase Toughness
Knock nearby foes when hit with more than 10% of your total health


any other ideas are welcome

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Posted by: Kimbald.2697

Kimbald.2697

I’m going to copy my suggestion for the turret traits.
At the very end you will see how this relates to the gadgets discussion in this thread.

Alongside this change, I would simply lower a lot of the gadget cooldowns and remove some sillyness like the self stun of the boots…

copy incoming:

If they do want to change the traits, and I am wrong, than here are my minor suggestions. Mostly aimed at changing the traits with as little effort as possible:

1. either make Accelerant-packed turrets or Deployable turrets a baseline ability for all turrets.
This frees up the need to go into 3 different trait lines just for turrets.

2. Combine Metal Plating and Autotool Installation into one trait. They both serve the same purpose and aren’t strong enough seperate to warrant a trait.

3. Replace Autotool Installation with Riffled turret Barrels as Master trait. This trait isn’t strong enough to be a Grandmaster trait. Flamethrower-Elixir gun get 15% damage from a Master trait too, and turrets already are just a portion of the full engineer damage, so their 15% is even less.

4. Either create a pure awesome sauce Grandmaster trait for turrets… or take the easy way and not force engineers to spend more than 40 points on their turrets itself. Leaving 30 points free for personal preference and buffing either engineers own damage, or the engineers survivability.

My suggestions do not change a lot in terms of what the dev’s want turrets to do.
But they do however, change the distribution of turret traits. Either 20 points in Explosives ot Tools (pick one devs) and 20 points in Inventions would give you all current turret traits.
The remaining 30 points would make sure that turret engineers actually have some choices to spend on Tool kit trait for example, some defences in Alchemy, some crit and conditions and sitting duck in Firearms, or even a support specc with healing bombs…

small final suggestion: to replace the grandmaster trait they could create a new grandmaster trait for gadgets!
This could give each gadget some permanent bonus effect, a bit like what Kit refinement was for kits. But permanent effects, more or less like signets.
Seeing how this would be a Grandmaster trait they could easily make this strong enough to be worth it.


Two flies with one hand… Turrets would get more realistic trait allocation, and gadgets would get a much needed trait of their own.

Wiggely, wobbely and other wombaty wabbity creatures…

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Posted by: MonMalthias.4763

MonMalthias.4763

To me, Gadgets have always been intended as the “cantrip-equivalent” of the Engineer, providing strong control and escape effects that have 0 or nominal (0.25 sec) cast time.
In essence, Gadgets are the “Peel” skills of the engineer.

Secondary to their utility slot effects are the toolbelt effects that provide additional means to deal damage to the enemy, or further control them (Rocket kick, or oil slick).
To me, the gadget Toolbelt abilities are the “Engagement” effects of gadgets. So you have a real dichotomy here, and increased flexibility.

I would rather that gadgets get their Grandmaster trait through Tools, as it seems like Inventions is the tanking/turret line already, and there are no gadget supporting traits through the Inventions line.

Putting the Gadget Grandmaster trait into Tools would also reduce the cooldown of these strong engagement skills and further emphasise the Tools line, which has been lacking in a compelling Grandmaster set of traits.

Indeed, Armour Mods and Adrenal implant are very defensively oriented traits, and it is strange to put them into a line that features Critical damage % as the secondary effect after the class mechanic.

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Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend

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Posted by: Kimbald.2697

Kimbald.2697

I agree it should be in Tools, the fitting place for Gadget grandmaster trait.

But a simple switch could be done to achieve that.
Armor Mods for example: it’s bad in Tools and would be bad in Inventions
It’s even defensive in nature and would even fit being in the toughness trait line along with healing bombs… Not it matters, I haven’t seen a single build using it, ever. Maybe some do, but I haven’t come across someone yet.

Wiggely, wobbely and other wombaty wabbity creatures…

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Posted by: Skitza.4069

Skitza.4069

I haven’t read the whole tread so I don’t know if it has been suggested but the one change they could make right now that would improve gadgets a lot would be allowing cleaning formula 409 to effect them or adding a similar trait to the inventions line. I know some of them cure random stuff like blind but I really think this would help get them on peoples hot bars.

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Posted by: MonMalthias.4763

MonMalthias.4763

I haven’t read the whole tread so I don’t know if it has been suggested but the one change they could make right now that would improve gadgets a lot would be allowing cleaning formula 409 to effect them or adding a similar trait to the inventions line. I know some of them cure random stuff like blind but I really think this would help get them on peoples hot bars.

I’ve thought about this as well, but there are inherent cleanses in certain gadgets already, such as Rocket Boots curing soft CC (Cripple, Immobilise, Chill), Utility Goggles curing Blind. I don’t think Traits is the way to go in this case, because Tools and Inventions are cramped as is. A better way would be to put cleanses into the utility activation itself, and balance it around that.

  • Throw Mine detonation could be used on foes to remove boons (just 1 at the moment unfortunately), or detonated under yourself to cure a condition
  • Utility Goggles could cleanse Vulnerability on activation along with blind. This would add real duality to the skill, being used as a stunbreaker to counteract burst professions, whilst the toolbelt itself is used for initiation of burst. This could add counterplay, which is something that is lacking in skills at the moment short of things like Corrupt Boon on Necromancers, or Null Field on Mesmers
  • Personal Battering Ram has little room for flavour in terms of cleansing certain conditions. I suppose you could make its activation transfer conditions from you to foes, but that is a very Necromancer or Mesmer thing to do.
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Marellune Malthias – 80 Elementalist
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Posted by: Killyox.3950

Killyox.3950

rather boring ;p

Just an example
Utility googles – Blind removal every 2-3 sec
Rocket shoes – 25% speed bonus
Slick Shoes – 30% shorter immobilize, cripple, chill
Mine – when critically hit it explodes with shrapnel to harm foes around you, 2 stacks of bleed 5 seconds long 10s internal CD

I think engineers should have passives for gadgets that fit the class. +power +prec etc is the most boring stuff possible

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Posted by: CriSPeH.8512

CriSPeH.8512

This would really be a really nice thing to do now since ALL Signets just got a 100% stat increase.

We get no increase to any passive stats.

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Posted by: hackks.3687

hackks.3687

This would really be a really nice thing to do now since ALL Signets just got a 100% stat increase.

We get no increase to any passive stats.

indeed. sort of the whole point behind the thread.

as others have mentioned it would be nice to have something more interesting in regards to the passive buffs than just mere stat boosts.

rocket boots would be the only skill I’d label as needing some actual redesign. making it a ground targeted movement skill and losing the self KD would be more appropriate IMO.

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