New idea to fix all the kits easily

New idea to fix all the kits easily

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Posted by: ButterOfDeath.2873

ButterOfDeath.2873

Hello,today i had this idea,i’ve never seen such idea in the forum before so i’ve decided to post it here.
The idea,is that when you use a kit,it will no more grant you an autoattack ability,and will replace your toolbelt abilities.
This means you’ll always have your weapon equipped,making yourself much more versatile and it will require much more skill to use kits in a useful way…and the engineer would probably become the profession with the highest skillcap!

A note about the static discharge: the bolt should activate only once each kit,with a 5 seconds cooldown each kit,else it’d be really overpowered,so,it’d be possible to: apply vulnerability+surprise shot+wrench trow+heal with the toolbelt ability+swap to the heal kit and use any ability+swap to the wrench kit and use one more ability…to a total of 6 bolts…all while being able to use your equipped weapon!

What do you think about this idea? Any constructive commet is really appreciated

New idea to fix all the kits easily

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Posted by: Gurt.9368

Gurt.9368

Don’t like it myself. I’d much rather see the toolbelt and utilities separated from each other and kits become skills that we could put in the toolbelt if we wanted to. But most seem to think that’d make us too much like elementalists. (Bollocks if you ask me.)

New idea to fix all the kits easily

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Posted by: ButterOfDeath.2873

ButterOfDeath.2873

Don’t like it myself. I’d much rather see the toolbelt and utilities separated from each other and kits become skills that we could put in the toolbelt if we wanted to. But most seem to think that’d make us too much like elementalists. (Bollocks if you ask me.)

I’ve heard that…however in that discussion the suggestion was to put the kits in the toolbelt,while i’m suggesting to remove the #1 ability of all kits,and put all the other abilities to the toolbelt when the kit is equipped,so 1 kit would give us 8 toolbelt abilities.
What changes is that while using a kit we could still use the equipped weapon! wouldn’t that be awesome? <.<

Engineers are supposed to be versatile,however engineers aren’t at all,this would change many things!

Or…maybe we could choose 1 kit and use it as weapon swap,but then we should be limited to 1 (maybe 2 with the heal kit) kits…and i like having tons of kits :<

edit

your suggestion,to pick toolbelt skills at your free choose,would be very hard to realise.
A selection area made only for that profession,reworking all other utilities to fit this change,i’m sure ANET wouldn’t do it.
Instead,the already have made a “change toolbelt skill” mechanic,for example while placing a turret or changing utility skill,so it should be much,much easier to implement,in a much faster way.

However,your idea might be better if made real.

(edited by ButterOfDeath.2873)

New idea to fix all the kits easily

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Posted by: Gurt.9368

Gurt.9368

I’ve heard that…however in that discussion the suggestion was to put the kits in the toolbelt,while i’m suggesting to remove the #1 ability of all kits,and put all the other abilities to the toolbelt when the kit is equipped,so 1 kit would give us 8 toolbelt abilities.
What changes is that while using a kit we could still use the equipped weapon! wouldn’t that be awesome?

Well, the thing is that that can already be done if you have a sharp wit, quick fingers, and good keybindings. Because the kits don’t have lengthy cooldowns on swap, it’s entirely possible to open with a few Hip Shots, wait a moment, Net Shot, swap to flamethrower, unload a flame jet, air blast, swap to rifle, knockback shot, swap to flamethrower, use 2, lay down a napalm, etc. etc.

Using more kits is doable too, and all this without losing any abilities. While true that we could save a small amount of time in these rotations by placing the kit skills over the toolbelt skills, we lose immediate access to our extra utilities, which could be much more important than a rotation skill.

New idea to fix all the kits easily

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Posted by: NickDollahZ.5348

NickDollahZ.5348

I don’t see what your idea adds in terms of versatility. Unless I’m understanding it wrong. You could already use your weapon skills by switching out of the kit.

Edit: I really like the pick your own toolbelt skill idea. Now that would add some versatility. The tech already exist more of less. Just gotta make them work like utility slots and list all the toolbelt skills. Although it gets a little complicated when you have utility skills “stealing” the toolbelt slot in order to detonate.

(edited by NickDollahZ.5348)

New idea to fix all the kits easily

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Posted by: ButterOfDeath.2873

ButterOfDeath.2873

I’ve heard that…however in that discussion the suggestion was to put the kits in the toolbelt,while i’m suggesting to remove the #1 ability of all kits,and put all the other abilities to the toolbelt when the kit is equipped,so 1 kit would give us 8 toolbelt abilities.
What changes is that while using a kit we could still use the equipped weapon! wouldn’t that be awesome?

Well, the thing is that that can already be done if you have a sharp wit, quick fingers, and good keybindings. Because the kits don’t have lengthy cooldowns on swap, it’s entirely possible to open with a few Hip Shots, wait a moment, Net Shot, swap to flamethrower, unload a flame jet, air blast, swap to rifle, knockback shot, swap to flamethrower, use 2, lay down a napalm, etc. etc.

Using more kits is doable too, and all this without losing any abilities. While true that we could save a small amount of time in these rotations by placing the kit skills over the toolbelt skills, we lose immediate access to our extra utilities, which could be much more important than a rotation skill.

Yeah,but then you’ll be able to use a kit while using your weapon at the same time!

bomb kit on your f1-f4,and weapon on 1-5,for example,while now you have to swap every time,and still couldn’t use both as easily.

I don’t see what your idea adds in terms of versatility. Unless I’m understanding it wrong. You could already use your weapon skills by switching out of the kit.

Edit: I really like the pick your own toolbelt skill idea. Now that would add some versatility. The tech already exist more of less. Just gotta make them work like utility slots and list all the toolbelt skills. Although it gets a little complicated when you have utility skills “stealing” the toolbelt slot in order to detonate.

using a flamethrower VS using a flamethrower and a rifle…wich is better,and by conseguence,more versatile?

The versatility is added by having kit’s abilities and weapon abilities all ready at once.

some toolbelt skills,like the turrets’ that make the turret esplode after you’ve placed it wouldn’t replace your kit’s abilities,meaning that if you have the rifle turret in the 2nd slot,and the flamethrower equipped,you’ll have the flamethrower’s #3 ability (because the #1 gets removed) and not the turret detonation.
To access that skill,you’d have to unequip the kit.

If you meant Gurt’s suggestion,i do agree it’d be really nice,but then how would we select the toolbelt abilities?

New idea to fix all the kits easily

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Posted by: Coltz.5617

Coltz.5617

you mean.. once you click toolkits it replaces your toolbelt skills instead?

- I infract cause I’m passionate about the game-
“ALL IS VAIN”
https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboar/page/6#post3486969

New idea to fix all the kits easily

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Posted by: Kimbald.2697

Kimbald.2697

One of the saving graces of tool belt skills is that they are always accessible, no matter what kit you equip.
Your suggestion would take that away, I’m afraid.

Your ‘solution’ for static discharge isn’t very workable. It would force people out of kit swapping, just like the loss of toolbelt skills would do.

Kits are mostly decent despite their flaws, because you can constantly swap.
Both your tool belt loss, as the static discharge change would work against swapping. You would have to micrimanage your tool belt skills even more.
I agree we need to make improvements, but I wouldn’t take this route to do it.

As for the general base of yuor suggestion:
do you really think we will be allowed to have the #1 -5 abilities of TWO sets at the same time?
Rifle PLUS flamethrower #1-5 at once?
Or any other weapon + kit combo?
Not going to happen I’m afraid.

Wiggely, wobbely and other wombaty wabbity creatures…

New idea to fix all the kits easily

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Posted by: Travail.7390

Travail.7390

The only advantage I see here is that we could use the rifle or pistol auto-attack while using grenades and bombs, allowing us to automatically hit with an auto-attack in between throwing explosives 2-5.

While that does offer some advantages (I’d still want to keep bomb 1 and grenade 1 accessible to me) we have to factor in that you have now removed the Toolbelt skills. No more Big Bomb, and no more Grenade Barrage. That’s a change for the worse, IMO.

As for other kits, there is no advantage at all. We can swap kits instantly and without cooldown. This system may be easier to manage for someone who has trouble keeping track of all of their skills, and finds it hard to swap in and out of kits under pressure. That’s not a reason to change the mechanic, though. People who don’t get flustered can already use kits exactly how the OP describes, and we get to keep our Toolbelt skills.

This system does not address the primary problem with kits (that they take up utility slots) and it takes away all of our Toolbelt skills. I’m not a fan of that. I’d rather them move the kits from the utility slots up to the Toolbelt, and move all the Toolbelt skills down to the utilities section, so we can take a wider variety of kits+utilities overall.

-Travail.

New idea to fix all the kits easily

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Posted by: ButterOfDeath.2873

ButterOfDeath.2873

People,the kit won’t replace the toolbelt skills,it will only swap with them!

if i have the wrench kit equipped to,let’s say,the 7 key,i can swap abilities nonstop between the wrench throw and the 3rd kit ability!

Also,this means that the #1 ability of each kit would be lost,as the toolbelt only has 4 abilities,so in exchange there could be:
a) a slight buff for kits
b) a (much more interesting) passive effect!
example: equipping the bomb kit we’d lose the ability to place the 1st bomb,however there could be a passive ability that every 3 seconds,for example,we drop a bomb,how’d that be?