Add hammer, MH mace, and torch to our weapons. Won’t happen until an expansion, or maybe not ever.
Weapons:
Pistol OH: A range increase to the highest potential burn on blowtorch (50-75units)
Shield: Slight cool down reductions (about 5 seconds)
Rifle: 10% damage increase to the auto attack.
Turrets: Activated abilities of turrents resolve instantly, not on next attack of turret. Turrets take 30% less damage from AoE and multi-target abilities. Time between shots reduced by 5-7.5%.
-Thumper: 10% dmg increase, 100-125 range increase, lower activated cooldown.
(Thumper Toolbelt): Grants stability for 4 seconds in a small aoe on use. cool down reduced to 60 from 90.
Flame Turret: Range increased by 125, Health increased by 25%.
Rifle Turret: Damage increased by 12.5%, Health increased by 25%.
Rocket Turret: Damage increased by 10%, Health increased by 25%, Burn changed to 5 stacks of bleed (10 seconds) from shrapnel (makes more useful to combine with flame turret now.).
(Rocket Turret Toolbelt): Daze 2 seconds, reduce cool down by 10 seconds. (would make it 50 i think).
Healing Turret: Healing pulse heals 7.5% more, Health increased by 25%
Net Turret: Health increased by 15%, otherwise good as is.
Kits: All the tool belts for these are pretty good.
Flamethrower
1: Damage increased by 15%, burn 2 seconds. Fix the bugs that makes it not hit anything 50% of the time.
2: We can detonate the glob of fire when we want to. PLEASE GOD fix this targetting from shooting straight into the ground and being obstructed 60% of the time.
3: When air blast is used a second ability is unlocked for 7 seconds. That ability is BACKDRAFT, which applies a 3 sec burn and pulls them back toward you. (old #5)
4: Deals 125% more damage each time it is walked through. All fire walls should do this.
5: Increase range by 75.
Elixir gun: Good as is, targeting for fumigate could use help.
Grenade Kit: Increase #1 damage by 12.5% (30% nerf was too much). Otherwise good.
Bomb Kit: Good. Maybe reduce explosion delay by 20%
Tool Kit: Increase all damage by 12.5%, reduce casting time of magnet by 1/2, reduce cool down of magnet by 10 seconds. Increase healing done to turrets by about 125-150%. It is a cool idea but useless atm. Maybe let the healing pulse on each attack to nearby turrets (say within 500 units) and heal them over time. having to be ON TOP of them is not helpful. I miss the launch on pry bar… a lot. it was just so satisfying.
Medkit: Remove cast times from the skills in this kit. Let them be instant without being able to be used while disabled. Otherwise this is good as is. For that trait that lets us throw the stuff make it a small aoe and make the effect of the skill being used go off in that small aoe upon landing if there is even ONE person in the vicinity of its range. Otherwise the normal med stim or cleanse is dropped.
Gadgets
Goggles: Good as is
Rocket Boots: A stunbreaker that stuns you… I like them thematically and the distance they create but they need to not “launch” you back. Instead make fire shoot from your feet and do a LEAP backwards (leap finisher). I know why its coded as a launch, but this would make them viable and a good stunbreaker.
Throw Mine: Needs to explode on an enemy if it lands within range to hit them, remove 2 boons, and needs to have its range increased by about 50-75. It just is VERY lack luster right now.
(Tool belt for Mine): Just horrible… Make them cripple, give them a better fall pattern, increase area.
Battering ram: Good as is!
Elixirs: All elixirs are good EXCEPT
Tool Belt for Elixir U: Get rid of the ethereal field… We need this to reliably block projectiles and while i like the field for confusion it undermines the purpose of the ability.
Tool Belt for Elixir S: This needs to only grant stability. No one can even see ur throwing the elixir to stop attacking long enough to have the stealth help. And since its 2 uses are POLAR OPPOSITES u cannot rely on it to do its job. Have it give stability or aegis? then either way it does its job and doesnt have 2 situations to be thrown in, thus creating MUCH less confusion. I still would like it to only apply stability 100% of the time but w/e.
Elites: Okay…
Crate: Good as is, yay! Id love for it to do more upfront damage but the turrets more than make up for that.
Elixir X: I hate this ability. It is not an engi ability, it is a mix of the two worst elites from warrior and elementalist. I would rather it do this:
-Grants all boons for 10 seconds and reduces the time of conditions on you by 25% for 10 seconds. This goes along with elixirs and isnt crap.
Mortar: I like this in theory but everything about it needs to be buffed. on top of that can we make it so that you can carry the mortar at a slowed movement speed like some kinda juggernaut? Reduce the range while carrying it and it is not ground targeted anymore (aoe centered on struck foe) while carried.
(edited by Rump Buffalo.2594)