Making kits utilities makes us anti versatile
QQ more.
Slick shoes = best skill? L2P.
QQ more.
Slick shoes = best skill? L2P.
Neckbeard status confirmed.
Letting us choose our toolbelt skills would also be good, just saying : 3
I don’t agree with everything the OP posted (Slick Shoes?) but I agree in principle. Making our kits (our “primary weapons” so the devs say) take up the same slots as our stun breakers and other utility skills is a huge problem with this class.
It’s worse for Turrets. Let’s say everything is balanced correctly with turrets. Each turret is usable and effective, and the Toolkit is worth taking to repair them.
In PvP, every build should have at least 1 stun breaker. That’s 1 utility being used on something other than a turret. Second, you’re going to want the Toolkit to repair the turrets you have out. There’s a second slot down. You’re left with a whopping 1 slot for a turret of your choice, plus the healing turret.
Even with turrets “working as intended,” they won’t really be working as intended. A single turret plus the healing turret in PvP? They’d have to make each turret as good as a Ranger pet for a turret spec to be viable, and I doubt that happens. That could unbalance the rest of the class (as any Engi spec could simply throw in a single turret to their build and see a huge damage boost.)
If turrets are ever to be made viable, we need to at least be able to equip the Toolkit in our “secondary weapon” slot, so we have more utility slots available for actual turrets.
Basically, what I’m saying is that, far from this being a “wanted” change, allowing kits to be equipped in our secondary weapon slot may turn out to be very much a necessary change in order to properly fix turrets.
Alternately, a change allowing kits to be equipped in the “Toolbelt” area instead of taking up utility slots (making our loadout look a lot like the Elementalist) may be warranted.
Either way, I see no way to properly balance turrets with things the way they are, unless they scrap the idea of the wrench healing turrets altogether (balancing the life of turrets so they don’t need to be healed) or place some game-changing traits high up in one trait line to make a single turret as effective as a Ranger pet (more effective, arguably, since ours are stationary.)
-Travail.
I don’t agree with everything the OP posted (Slick Shoes?) but I agree in principle. Making our kits (our “primary weapons” so the devs say) take up the same slots as our stun breakers and other utility skills is a huge problem with this class.
It’s worse for Turrets. Let’s say everything is balanced correctly with turrets. Each turret is usable and effective, and the Toolkit is worth taking to repair them.
In PvP, every build should have at least 1 stun breaker. That’s 1 utility being used on something other than a turret. Second, you’re going to want the Toolkit to repair the turrets you have out. There’s a second slot down. You’re left with a whopping 1 slot for a turret of your choice, plus the healing turret.
Even with turrets “working as intended,” they won’t really be working as intended. A single turret plus the healing turret in PvP? They’d have to make each turret as good as a Ranger pet for a turret spec to be viable, and I doubt that happens. That could unbalance the rest of the class (as any Engi spec could simply throw in a single turret to their build and see a huge damage boost.)
If turrets are ever to be made viable, we need to at least be able to equip the Toolkit in our “secondary weapon” slot, so we have more utility slots available for actual turrets.
Basically, what I’m saying is that, far from this being a “wanted” change, allowing kits to be equipped in our secondary weapon slot may turn out to be very much a necessary change in order to properly fix turrets.
Alternately, a change allowing kits to be equipped in the “Toolbelt” area instead of taking up utility slots (making our loadout look a lot like the Elementalist) may be warranted.
Either way, I see no way to properly balance turrets with things the way they are, unless they scrap the idea of the wrench healing turrets altogether (balancing the life of turrets so they don’t need to be healed) or place some game-changing traits high up in one trait line to make a single turret as effective as a Ranger pet (more effective, arguably, since ours are stationary.)
-Travail.
Slick shoes healed my diabeetus.
Kits should be F7-9 or they should be below 1-5 on switchable bars so we can choose 1 kit per 1-5 attack on bar A and one set on bar B
Another, more simple route would be to give several improved features to both kits and turrets.
For starters: elixirs are too random, but other than that elixirs and elixir traits seem fine enough.
Turret traits are ok (if they work…) but turrets themselves are too weak.
The overcharge functions of turrets are way too slow. Increase the speed on those, and lower the cooldowns. Like the condition removal from healing turret is not something you can depend upon, while it should be!
Very important: add a stunbreaker to at least one turret.
Kits:
also add a stunbreaker to at least one kit. For example to EG #4, FT #5, TK # 4, even Bomb #5 is a good option. At least 1 or 2 of these should be added.
Gadgets: give them more synergy with our other skills and kits, or at least with each other.
Kit refinement trait for example, should give an effect on using a turret or a gadget too. If we are to be versatile, we can’t have all our traits just effecting one set of skills!
In short: give the gadgets, kits and turrets more utility so we don’t need to spend slots on elixirs to get certain effects.
Merge traits, and let traits cover more than ONLY elixirs, or ONLY kits, or ONLY turrets etc…
Mind you: I never ask for more damage, I can live with ‘versatility’.
But than I demand REAL versatility!
Another, more simple route would be to give several improved features to both kits and turrets.
For starters: elixirs are too random, but other than that elixirs and elixir traits seem fine enough.
Turret traits are ok (if they work…) but turrets themselves are too weak.
The overcharge functions of turrets are way too slow. Increase the speed on those, and lower the cooldowns. Like the condition removal from healing turret is not something you can depend upon, while it should be!
Very important: add a stunbreaker to at least one turret.Kits:
also add a stunbreaker to at least one kit. For example to EG #4, FT #5, TK # 4, even Bomb #5 is a good option. At least 1 or 2 of these should be added.Gadgets: give them more synergy with our other skills and kits, or at least with each other.
Kit refinement trait for example, should give an effect on using a turret or a gadget too. If we are to be versatile, we can’t have all our traits just effecting one set of skills!In short: give the gadgets, kits and turrets more utility so we don’t need to spend slots on elixirs to get certain effects.
Merge traits, and let traits cover more than ONLY elixirs, or ONLY kits, or ONLY turrets etc…Mind you: I never ask for more damage, I can live with ‘versatility’.
But than I demand REAL versatility!
I find every elixir other than elixir S kind okittenward to use. Especially the one that breaks stun and gives you endurance. Almost feels like you drink it and nothing happens.
Not to mention the quickness elixir doesnt synergize with anything we have. Quickness is awkward on engi and just doesn’t work imo.
I find every elixir other than elixir S kind okittenward to use. Especially the one that breaks stun and gives you endurance. Almost feels like you drink it and nothing happens.
Not to mention the quickness elixir doesnt synergize with anything we have. Quickness is awkward on engi and just doesn’t work imo.
Not going to argue that elixirs are perfect.
Two reasons made me say they are in a better state than kits, gadgets and turrets:
- the elixir traits are actually pretty good in effect, and many people find them mandatory in their build.
- elixirs appear in almost every build I’ve seen, while turrets almost never do, gadgets only sometimes.
Elixirs are bloody random, and I totally agree their effects don’t merge all that well.
They do need improvement.
I find every elixir other than elixir S kind okittenward to use. Especially the one that breaks stun and gives you endurance. Almost feels like you drink it and nothing happens.
Not to mention the quickness elixir doesnt synergize with anything we have. Quickness is awkward on engi and just doesn’t work imo.Not going to argue that elixirs are perfect.
Two reasons made me say they are in a better state than kits, gadgets and turrets:
- the elixir traits are actually pretty good in effect, and many people find them mandatory in their build.
- elixirs appear in almost every build I’ve seen, while turrets almost never do, gadgets only sometimes.Elixirs are bloody random, and I totally agree their effects don’t merge all that well.
They do need improvement.
Gadgets are good its just that you dont have enough room for anything as an engi atm because kits fill up a utility slot and a stun break already takes a spot leaving you with only a choice of 1 other utility you want basically.
I like many gadgets such as the mine, the rocket boots, the goggles even though they are a tad boring in ‘animation’, etc.
But I never find room for them in my builds, as you say.
Maybe they should just be merged into kits…
Make Rocket boots the tool belt of Flamethrower, add knockback to one of the grenade skills, add stunbreaker to several kits.
the gadgets don’t fit a ‘versatile’ profession, they seem designed to give a very single-purpose build at least one side utility.
I like them as such, but they don’t fit well taking up a spot that could be an entire kit.
We pay the price of not having high damage, we shouldn’t pay another price for not having room for utility…
I like many gadgets such as the mine, the rocket boots, the goggles even though they are a tad boring in ‘animation’, etc.
But I never find room for them in my builds, as you say.Maybe they should just be merged into kits…
Make Rocket boots the tool belt of Flamethrower, add knockback to one of the grenade skills, add stunbreaker to several kits.the gadgets don’t fit a ‘versatile’ profession, they seem designed to give a very single-purpose build at least one side utility.
I like them as such, but they don’t fit well taking up a spot that could be an entire kit.
We pay the price of not having high damage, we shouldn’t pay another price for not having room for utility…
I don’t have room for any of the gadgets except slick shoes.
So, Eng is not my main, but I levelled one to 80, played a decent amount in WvW and a bit on her in sPvP.
Kits are a great idea, but I have to agree, taking up utility slots really feels punishing. Eng gets 1 weapon slot and has to make up for it by losing another skill slot?
One simple idea I had (and probably other more dedicated engineers have had it already) is to let us “equip” a kit in our disabled 2nd weapon slot. This effectively gives the engineer one extra utility slot that’s dedicated to a Kit. Might take some programming, but I think it could be integrated into what exists now without too much effort and we’d still have the toolbelt skills (and maybe add an F5 for the free kit).