Mortar, med kit, and a few other thoughts

Mortar, med kit, and a few other thoughts

in Engineer

Posted by: RunicAura.9860

RunicAura.9860

Hey all just a few thoughts, bugs and suggestions.

First the Mortar kits. I feel the nerf itself was justified however the amount of the nerf was not. The damage that I’ve been looking at now makes it so that it isn’t really worth in most situations. the fact that it has a long reach makes it worth it in a few. The fact of the matter is that all the ground targets make it hard to aim and dodge around So once somebody closes in the mortar kit is not so helpful. The damage was a little high but it should be it’s an explosion. It should be on par with a bomb or at least do damage like a elementalist’s fire ball. The fact that my friends fire ball does more damage now then my mortar makes me a little sad. I do think it was a little more powerful then it should have been to start. I also did not think that there was going to be large number changes. nearly 30% is a large number to me Just saying. But ANET may still be working on the numbers and we could see them raise up after a few more tests.
I also did not notice if the HGH effected skill #5 I think that is a bug but I could be mistaken.

Now the medkits I’m a little disappointed in this to be honest. They do not offer as much support as they was boasted about. I mean you shoot out a med package for somebody that is injured or need it somebody else walks over and uses it. it’s gone no real way to be strategic about it. The #1 skill is very hard to even use. If I’m going to go full on healing during combat I want it to count. So here is my thoughts to make them better and more usable in a group fight. Raise the healing slightly on them. Next instead of a pack that is produced with one use. When you use a skill it creates a alchemy bubble that when you run through it or your team does it pops leaving behind a Mist field that will give the buff for a short time to those that run through it and offers a little healing till it ends. The concept is like the bubbles that heal the creatures in the copper husk.
Also I would think that the HGH alchemy skill would effect the medkit as well seeing as it is in my opinion alchemy that makes the items inside of it. Just a thought as well.

For Skill #1 I’d like to see something similar to the elementalist’s dagger skill that it looks to be from. up the healing and range to make it easier to use. I also have trouble with this when around creatures it auto targets onto them and changes directions from where I want to use it.

I’d also like to express some thoughts on the ground target vs non ground target. For some skills I think it is great depending on how they react. However on others not so great. Some people do not like them at all. I suggest a way to switch them on and off on the skills in a method similar to how you can switch auto attack on with the ctrl mouse button 2 combo. On the skill you select it and then alt mouse two or some similar method and it switches between personal target ground drop to ground target drop. (If I could have a targeted drop where it drops on the target selected that would be nice)

That is all for now though if you like the ground target idea you should let anet know in someway or they might over look it. Thanks for reading