Been playing for about 4 years now. 50%+ of my time has been on engineer alone. I play PvE, PvP, and WvW quite equally.
Just some thoughts and ideas that might intrigue some of you here.
Med Kit
“The bandages aren’t viable to use”.
The bandages, from the beginning of 2012, were never really used for other players. They were used for the one holding the kit: yourself, basically. The ability to throw them wasn’t meant for you to throw the bandages to others but to rather throw them on yourself for immediate consumption (especially when you were immobilized, crippled, or chilled). They still work like that today, and may explain why the bandages heal for so little and are just generally bad to use except when using on yourself.
Are they still clunky to use? Yea.
Are they worth using? Kinda. If you keep in mind that the bandages are basically used for yourself, they aren’t as bad as you think considering one the bandages now grants resistance.
They can be used to give benefits to other players but only in niche situations. It’s possible, but it’s a rather uncommon situation, and definitely not during combat.
I personally used Med Kit, and have done so for the longest time. I think the kit is actually in a good spot in terms of purpose but suffers from lack of hindsight to make better design decisions for the skills involved.
The following changes and ideas that follow are, in my opinion, much needed.
LIST OF CHANGES
Med Kit
The largest issue and QoL feature I think Med Kit needs is the amount of time you spend in it over a fight needs to be reduced when trying to help yourself. Med Blaster is in a great spot, but I think it could be a tiny bit better.
Just in case, healing values are done wiki style:
[Base Number] (Healing Power Coefficient)
Ex: 505 (0.25)
Which, with 1500 healing power, would heal for 880 with no other buffs.
-Med Blaster now scales off of the boons you have.
This makes way more sense since the engineer is great at creating boons for self, and the med kit provides many.
-All bandage duration increased to 24s from 12s.
-Throw Bandage healing is increased to 1111 (0.55), a 20% increase overall.
-CD increased to 10s from 5s
-Regeneration increase to 10s from 6s (17% decrease overall)
-Throw Stimulant cast time reduced to 0.5s from 0.75s
-Also grants Quickness for 2 seconds.
This addition allows you to boost your med blaster healing for a very short time when you need to by buffing yourself, or to quickly put out some DPS instead.
-Throw Accelerant cast time reduced to 0.5s from 0.75s
-CD increased to 20s from 15s
-Now removes all movement impairing effects (immobilize, Chill, Cripple)
-Swiftness duration increased to 15s from 10s (12% increase overall)
Elixir H
-Now always grants Protection(3.5s), Regeneration(8s), and Swiftness(15s).
-CD reduced to 20s from 25s.
Toss Elixir H (toolbelt)
-Now always grants Resistance (2.5s) to all affected allies
-CD increased to 30s from 25s
Flamethrower
Flame Blast
-Now ground targeted. Removed Detonate Flame Blast. Blast Finisher occurs where you target.
Smoke Vent
-Creates a smoke field around you that lasts for 1 second, blinding nearby foes once for 5s.
-CD increased to 25s from 20s
Bomb Kit
Concussion Bomb
-Now a blast finisher
-CD increased to 20s from 18s
A.E.D.
Static Shock (toolbelt)
-Now hits up to 5 enemies in a 180 radius.
Throw Mine
Minefield
-Now unblockable
Traits
Explosions
-Evasive Powder Keg CD reduced to 5s
-Aim Assisted Rocket is now a blast finisher
-Thermobaric Detonation CD reduced to 5s
Inventions
-Soothing Detonation reworked.
-Now creates water field blast finishers when blasting non-water fields.
-Blasting a water field increases your outgoing healing by 10% for 10s.
-Medical Dispersion Field
-Now also creates a water field that follows you for 2s when starting a heal skill. Has a CD of 10s.
-Radius of 360
Alchemy
-Stimulant Supplier reworked.
-Re-introduce Acidic Elixirs
-Elixirs become unblockable, removes boons when they land, and have larger radius.
-Boons removed: 2
-Radius increase from 180 to 360.
Tools
-Reactive Lenses
-Now only activates when disabled
-Adrenal Implant reworked
-Using a toolbelt skill grants 20 endurance.
-Gadgeteer bonuses
-Rocketboots now also breaks stuns in addition to it’s range increase
-Slick Shoes oil duration increased to 5s in addition to radius increase
-Personal Battering Ram now hits up to 3 targets and removes stability (after hit).
-A.E.D. also removes conditions regardless of taking fatal damage at the end.
Scrapper
-Expert Examination
-No longer applies vulnerability. Converts Protection boons into vulnerability from enemies instead.
-Adaptive Armor reworked
-No ICD
-Grants 20 toughness per stack, up to 20 stacks. Lasts 5s each.