Packaged Stimulants.

Packaged Stimulants.

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Posted by: PCanineBrigade.4916

PCanineBrigade.4916

What it says:
-Med kit skills can be thrown.

What it actually does:
-All skills can be thrown within 900 range. (Ain’t it a little too short? Although throwing them at Mystic Toilet is amusing enough.)
-Increases cooldown of Bandage to 15 seconds. (lolwut)
-Reduces cooldown of Drop Stimulant to 15 seconds, fury and swiftness now has 15 seconds base duration.
-Drop Stimulant now can’t be picked up if the person already have Swiftness. (sadpanda)
-Has separated cooldown from untraited Med Kit (Good for throwing stuffs that people won’t pick everywhere)
-Doesn’t work underwater at all (sadpanda2)

Now, the idea of throwing it sounds awesome. But since it flies slower than cows on cattlepult and can’t be picked up if people run through them with swiftness(Drop Stimulant), I’d say the untraited Med Kit is a lot better. And that’s the problem. Why would anyone create a trait that makes something worse? I’d rather take a simple -20% CD, thank you.
But due to having separated cooldowns from the untraited one, we can switch and throw them to prepare for combat/etc. (Need to tell everyone about it though, so they don’t avoid it)
The Drop Stimulant buff is nice, at least.

(edited by PCanineBrigade.4916)

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Posted by: Maullus.1273

Maullus.1273

Excellent work. Very useful information.

900 range…. well, that’s a design decision. Not much to really comment there. The rest of the problems are significant. Throwing meds at someone should trigger on landing. Increasing the cooldown of Bandage sounds like another bug that needs to be addressed. The poor response of meds if you run through them too fast sounds like another issue that needs to be addressed.

Drop Stimulant cooldown reduction also sounds like an unintended consequence that may need to be fixed. It’s great, no doubt, but it’s definitely part of the description.

Mad Maullix
Tarnished Coast
Panic Time!

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Posted by: Phuriocity.9218

Phuriocity.9218

It’s pretty ridiculous how bugged this single trait is.

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Posted by: Linc.6834

Linc.6834

It’s pretty ridiculous how bugged this single trait is.

may I refer you to this thread: https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Bugs-Compilation-1

its pretty ridiculous how most of our traits are bugged. It’s a very long read but if your serious about playin Engi its a must read just to make an effective build.

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Posted by: Phuriocity.9218

Phuriocity.9218

It’s pretty ridiculous how bugged this single trait is.

may I refer you to this thread: https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Bugs-Compilation-1

its pretty ridiculous how most of our traits are bugged. It’s a very long read but if your serious about playin Engi its a must read just to make an effective build.

Wow…
I knew a lot of these, but some of these are ridiculous. I gotta be honest, but this combined with all the tab-targetting and people teleporting if I knock them off ledges and other small bugs make this possibly the buggiest game overall I’ve ever played.

Except Assassin’s 3. But that’s a whole different story.

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Posted by: JackWest.8974

JackWest.8974

It would be awesome if the trait made every drop kind of a small bomb with maybe a small 180 radius AoE to spread its effect to everyone inside it

Now that would make the medikit actually feels medical

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Posted by: Phuriocity.9218

Phuriocity.9218

It would be awesome if the trait made every drop kind of a small bomb with maybe a small 180 radius AoE to spread its effect to everyone inside it

Now that would make the medikit actually feels medical

“Medkit skills can be thrown and activate in a small area-of-effect upon landing.”

I would be so happy. I feel like it’s a little too close to direct healing for Anet’s design philosophy though…

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Posted by: JackWest.8974

JackWest.8974

It would be awesome if the trait made every drop kind of a small bomb with maybe a small 180 radius AoE to spread its effect to everyone inside it

Now that would make the medikit actually feels medical

“Medkit skills can be thrown and activate in a small area-of-effect upon landing.”

I would be so happy. I feel like it’s a little too close to direct healing for Anet’s design philosophy though…

I was thinking the same thing actually, but it would just be a weak version of the guardian “heal tome” elite: weaker heals, boons and debuffs, with longer cooldowns and less utility, so there is already something like that in the game, meaning that it doesn’t go agaist ANet philosophy
And on top of that would still retain much lower healing potential than ranger’s healing spring with that 15 (FIFTEEN!) water combo field, thus making it really far from being OP

Always hoping for more love for our poor engineer

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Posted by: Sabyne.6329

Sabyne.6329

Agreed, medkit could use some qol buff. It doesn’t help that most ppl seems to avoid the bandages as if it were plague of something.

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Posted by: tigirius.9014

tigirius.9014

What it says:
-Med kit skills can be thrown.

What it actually does:
-All skills can be thrown within 900 range. (Ain’t it a little too short? Although throwing them at Mystic Toilet is amusing enough.)
-Throwing meds directly at someone’s feet does nothing. The person will have to leave the spot and walk back to pick it up. (WHYYY)
-Increases cooldown of Bandage to 15 seconds. (lolwut)
-Reduces cooldown of Drop Stimulant to 15 seconds, fury and swiftness now has 15 seconds base duration.
-All meds now can’t be picked up if you run through them really fast. (WTF)

Asked that many a time, know what response i got from the community (because, well well if you can’t be leet don’t play).
Yeah that was the entire answer.

It’s the same people who argue that there’s nothing wrong with the class because their tiny niche of a pvp build works just fine.

Or that there’s no loot issues because they haven’t been hit my the permaDR bug across their entire account.

Or that you can easily make gold you just have to spend three times as much time with no guarantee for drops doing things this game was never supposed to be focused on (like Fotm for example.)

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Electro.4173

Electro.4173

900 range is plenty. Its more than most traits which give ground-targetting to otherwise “at player” skills (Ranger traps or Guardian consecrations for example).

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Posted by: PCanineBrigade.4916

PCanineBrigade.4916

Okay, I cleared up some of my misunderstandings in the main post. Apparently you just can’t pick Drop Stimulant up only if you already have swiftness. Throwing at people’s feet works fine. Silly me.

Agreed, medkit could use some qol buff. It doesn’t help that most ppl seems to avoid the bandages as if it were plague of something.

^ I lol’d because this is so true. I demand a huge letter indicating that they are safe.

900 range would be fine if Meds fly faster IMO. Not to mention the annoying double sound effects that plays every time you throw one.

(edited by PCanineBrigade.4916)