My re-design of the downed state.
I would love to have some sort of movement ability when downed. Perhaps I’m spoiled from playing a mesmer previously, but the ability to get out of a melee cluster when downed is a huge advantage (the stealth helps a ton too). That said, while the idea of Grappling Line pulling you somewhere else sounds cool, I worry about implementation? I had an idea that maybe it pulls you to the nearest friendly player/ally/turret, but what if there are none? It becomes useless. Would it pull you to your target? How useful is that compared to pulling your target to you (aside from potentially getting you out of damage zones).
Some other ideas I had were an emergency “turret” that heals/protects you, but the healing idea is just guardian’s #3, and the protection idea seems… weak. How about an “Elixir D” that grants you a random boon? Then again, getting anything other than regeneration would be incredibly frustrating. Maybe you transform yourself into a mobile slime… but that’s basically the elementalist #2.
Yeah, right now I’m just spitballing and trying to encourage constructive thought on the downed state.
Honestly, I feel our #1 skill is fine. It does very good damage in my experience, compared to other classes #1 skills.
- needs to be a skill that interrupts opponents, period.
Everyone on this topic pver complicates this whole down skill thing. All the need to do in cut the #3 recast in half, and viola, we are in great shape.
How about for our #2:
Emergency Relocation
Teleports all enemy’s within (x) yards to a random location ad least (x) yards away and makes them face a random direction, or teleports the engineer to a random location within (x) yards.
If the numbers for this are okay it wouldn’t be all to OP. Guardian has mass knock-back so we could have mass mayhem/randomness! This should also allow us to use #3 more often since it will buy us more time to actually get to that massive timer.
Throw Junk is one of the best forms of applying chill, as weird as that sounds. I like it as it is.
That being said, The #3 skill is a Blowout, not a knockback. Making it the #2 would mean you have to give up something. I’d rather not, since I like the blowout.
Instead, why not change the #2? Instead of a grapple line, make it a skill that moves the engineer when on the ground(as that gives you the most lifespan to survive to your 3). Make it like rocket boots maybe, where it’ll damage enemies near you and blast you far away from the enemies, opposite the direction you are facing(or targeted if you target someone). This’d get you away from the others trying to stomp you and buy you time to get to your #3, while also maybe allowing you to use the self-knockback intelligently.
Maybe you’d even be able to self knockback yourself through the keep doors in WvW! That’d be pretty cool and rewarding if you could set that up.
Darxio – Thief Commander
Silly idea… Because of Charzooka…
1: Fire Rocket – Generic damage, AoE, with some extra condition maybe.
2: Blowout – Self-Centered AoE knockback.
3: Rocket Jump – Kinda like rocket boots or rifle’s retreating shot just fly back out of thing’s way, giving us some movement, and a finisher dodge.
4: Bandage – Fires a rocket that shoots band-aids everywhere. Because rocket launcher.
But its nice in team fights, heck its nice in pve. Honestly I like the engineer downstate were it is. Maybe if throw junk was confusion/bleed that would be better but honestly I wouldn’t want anything else to be changed.
I realize that all down states are imbalanced in terms of all 8 professions, but really, if the answer to the problem is to just give every character the same down state mechanics, i really see no point in trying to balance it. It really adds nothing to the game in my opinion. Numbers should be adjusted, healing should be more viable as a focused spec, and down state should be gutted. It’s really not even beneficial to gameplay and it just adds skill bloat and balance work that could otherwise be used elsewhere, especially since it would benefit the game to be removed or re-imagined. I really feel like it’s a cop out, just like the Mystic Forge and the Story cutscenes.
One thing people need to remember is that balance isn’t always ubiquity. Each profession has a different downstate that brings something different to the table. Alone that might seem terrible, but in teamplay its a different story.
One thing people need to remember is that balance isn’t always ubiquity. Each profession has a different downstate that brings something different to the table. Alone that might seem terrible, but in teamplay its a different story.
But all professions that don’t have a knockback like guard or a tele / movement skill like ele or thief…people just want that because without it, they are fundamentally disadvantaged in almost all situations. Im saying, if that’s what it comes too, i’d just rather have revive numbers adjusted, downstate gutted, and healing playing a bigger role in support rather than just regen, protection, homogenization.
Yeah now that I think about it an instantly available group launch would be OP. I prefer something like “Rocket Boots” that just blows you up backwards and damages those around you. Good feedback everyone, nice to see people taking matters into their own hands instead of complaining.
Engineers have Kits, Gadgets, Turrets, Elixirs and RNG
- #1 Throw Nuts & Bolts ( I am a Master Engineer I do not have Junk)
- #2 Magnetic Overload – Pulls all nearby enemies to you
- #3 Booby Trap – This is fine
- #4 Elixir D – Drink once to slowly restore health*, Drink again to randomly Rez yourself, Kill yourself or refresh all CD.
*slower than bandage does but does not need channel
But all professions that don’t have a knockback like guard or a tele / movement skill like ele or thief…people just want that because without it, they are fundamentally disadvantaged in almost all situations. Im saying, if that’s what it comes too, i’d just rather have revive numbers adjusted, downstate gutted, and healing playing a bigger role in support rather than just regen, protection, homogenization.
I agree. I’ve never felt like the downed state brings anything worthwhile to the table (it’s more of a mechanic for trolling the other team after they kill you than anything, IMO) and the extra class balance hassle just isn’t worth it.
It might be better if we could pick our downed state abilities. Sure, the Engineer’s big blast is great in group play, but our downed abilities are useless when we don’t have a full team backing us up. It would be nice if I could choose a different #3, instead of the big blast, when I knew I was going to be flying solo most of the time.
-Travail.