Please can we have hammers? Please!?
I agree! Bash that steel with my HAMMER! mUHuahahauha
The tool kit’s ‘Wrench’ does not approve of this suggestion.
Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~
Tons of threads on this already. Simply typing "hammer"in the search window while in the engineer subforums showed me 3 threads with absolutely no effort in the search.
As of now, I am against this idea.
Before I want Anet to spend resources adding weapons to engineer, I think they really need to work on the kits we already have. Tool kit for example, could theoretically be the center of a melee engineer spec but it is just so awful.
They need to fix kits and balance them out before adding weapons. Tool kit has allot of potential for melee engineers but is so terrible.
A heavy spanner will serve quite well for bashing methinks.
I think the toolkit could be improved to give the feel of a hammer. Changing the wrench model to a big 4’ pipewrench is the easiest first step. I’d like to see more traits work with the toolkit and possibly changing its abilities. Magnet is almost completely worthless.
I definitely want a dedicated melee option for the engineer
Many of the Kits lack flavor. They are boring. (direct and blunt)
After playing a Guardian or a Ranger (or Thief or Warrior or etc, etc) and seeing how their weapons’ skills are so unique and fling the character around the screen, our Kits are pathetic. Engineer was a profession that almost didn’t make it, and it shows. The ideas are half-thought out, and then stop with no follow-up.
ArenaNet’s data must show how often (or not at all) we use various kits. After seeing how much playstyle changes with weapon choice on other professions, and how all Engineers feel the same (few exceptions) no matter what we pick... it’s just sad.
Take our Rifle, Pistol, and Elixir Gun. The rate of fire is all the same. Try stacking conditions. Looks nice right? Now play another profession and stack conditions. Now cry for the Engineer.
Take our Flamethrower. Watch how hitting something right in front of you says "MISS MISS MISS MISS". Readjust and try again. Ok, now we’re hitting them. We’re also being bashed in the face for more than we’re giving. Cry again.
Etc.
We’re not weak by any means, as we can work around the weaknesses of the kits, but it is just poorly put together. The synergy is messy.
The Rifle allows us to keep range, but requires us to be extra close.... it loses much of its point. The toolkit is just so bland.
Adding another weapon to the mix would be too soon. I think what we have needs to be tweaked to do more, and look better while doing it. Plus, as Engineers, it would suit us a lot more to have gadgets and gizmos attached to our skills, since we lack "Engineer"-like abilities overall.
Well i guess as engineer you need hammer more as wrench =P. Gogo Hammer power!!! Tho they could turn wrench to one handed kit?
I absolutely disagree that the kits lack flavor and are boring. I very much like the kits, give or take a little fine tuning needed. All adding a hammer will do is have those who are finding things boring already, back here complaining in a week when they are bored with the hammer too.
Must be a slow week. This is only the 9th thread to pop up on this exact subject this week. Thats like half what we usually have.
I still agree with the fix what we got first, method.
The Rifle allows us to keep range, but requires us to be extra close…. it loses much of its point. The toolkit is just so bland.
You are assuming that we should have an option to stay at one range. Engineer’s kits ALL have abilities that award you for being at diffrent ranges.
Flamethrower,
1- Mid range skill
2- Long range explosive aoe
3- Melee knock back
4- Mid range fire field
5- Melee range blind
Elixer gun
-1 range skill
-2 range skill
-3 mid range aoe
-4 Melee range aoe
-5 long range aoe
Med kit is melee range without the toss feature, Bomb kit is melee range, Toolkit has melee moves, but a ranged toolbelt option, and magnet is midrange.
Engineer I think was DESIGNED to move fluidly from ALL ranges of combat.
You think rangers have flashy skills? or less boring kits? Ever played with longbow? You may think LB has more control then rifle, but you couldnt be more wrong, LB sucks so bad because all it has to keep things away is ONE knock back, and does LESS damage at melee, Rifle is leagues better, it has the ability to do good damage at ALL ranges.
As for needing more weapons, bullocks. Engineers have kits, that is the replacement.
“But they take up utility slots!” Yeah, they do. But they are even more varied then elementalist attunements. I tried to play a staff Ele, and I was bored because Attune swapping didnt actually give me that much more variaty, all it gave me was diffrent flavors of the same thing.
I can be healing my team one seconds with my elixer gun, then I can be DPSing with my flamethrower at mid range, then I can be doing obscene damage in melee with toolkit.
if I am a staff ele, I can do AoE damage + burn in fire, AoE damage+bleed in earth, AoE damage with condition/CC in air, or AoE heal in water.
There was very little variance, and it was just not fun. Kits require a utility slot because they are massively strong considering, And its not like you are actually losing out,
if you run medkit/nadekit/bombkit/toolkit
You still have,
a self heal, a AoE nade barrage, a AoE cc/nuke, and a Boomerang damage projectile.
So even though your utility slots are filled, thanks to the glorious toolbelt you basicly have your utility esc skills intact.
(edited by Dice Dragon.4326)
By giving engi hammer do they mean/would be ok with adding mace to our weapon choice. I ask because it would be silly (IMO) to make a weapon to be used by only one class, and many of the mace skins ARE hammers.
By giving engi hammer do they mean/would be ok with adding mace to our weapon choice. I ask because it would be silly (IMO) to make a weapon to be used by only one class, and many of the mace skins ARE hammers.
Not sure what you are asking here? 2Hand Hammer is one of the weaponsets in game already (used by Guardians mostly), that’d be quite a good fit for Engi to use; especially if they add one or two new hammer models in the form of a giant wrench :P
Though 1Hand Mace would also be an option (and would give us 2 new sets as you could offhand the shield or a pistol).. mmm, actually that’d be great, melee mace and the pistol flamethrower to the face.
Mace would be the best I think. It would give us a power option that could go quite well with a pistol or shield. The pistol would add dps in the form of an up close burn and the glue to hold them in place and the shield would add some interesting abilities since you’ll be in close already.
I’m thinking something like these abilities to go with the slight comedy aspect that the engie brings:
1. 3 chain with a short weakness, confusion or vuln on the 3rd hit
2. massive swing that spins you around, hit everyone within melee range
3. wind up your hammer until it pulls you in an arc at your target – 1s cast time – lunges you at your target, 400 range knockdown and shorter self knockdown.
As for the tool box, I think that is meant more to supplement turrets. It seems to favor pulling your target into your turrets kill zone and keeping them there. With that in mind, I would change 3 to apply a “targeting beacon” which causes all your turrets to focus on the enemy you hit with it and applies a 10% damage buff for turrets(or just some stacks of weakness which might be too powerful). That would give the kit a definite split from the hammer.
Not bad… when I think of an Engineer with a hammer, the first thing that comes to mind is throwing a rocket-powered hammer like a flaming iron whirlwind of destruction :P
Could also have something similar where you spin toward the target like that Warrior greatsword attack, and one where you detonate an explosive charge inside the hammer when you hit someone, launching them back.
Instead of hammer maybe we can consider the idea that an engineer can select any toolkit, even a flamethrower, as a switch weapon slot and not use up a utility slot on it. I would think that a power – wrench can work just like a hammer and also repair turrets around.
Hammer, could be part of our kits, never could be our weapon.
And we have “hammering” skill already in tool kit.
It’s just a name and skin issue.
It would be more favourable to simply give our kits more skins.
But, if someone is creative enough, I’d love to see something more engineery that “replaces” (not adds to) pistols and rifles. I hope that’d be kind of kits or tools, rather than “regular weapons”.
(edited by joykafka.4308)
I am all for this idea. I think the hammer and torch are two weapons that could go rather well with the Engineer. They both fit the profession and it would be awesome to have more variety and options.
The only way for Engineers to get more skills would have to be through new weapons.
They can’t give us a new kit without eliminating an existing kit or utility skill. And as far as non-elites go I wouldnt really want to lose any of those skills to have another kit.
They cant just give engineers more skills than everyone else so our only option is new weapons. All of our weapons now are very mid-range focused and the toolkit is the only viable melee option.
So having a nice big hammer to pound down the lag bolts in my turrets and smash a few heads would be awesome.
(edited by CriSPeH.8512)
I would like to see my wrench graphic enlarged to give the kit some more visual appeal. As for Magnet, I would like to see it act as a short range AoE disarm—maybe a 2 second duration. I would also like to see the attack speed of the wrench increased. It’s a weapon kit and should be as viable as the other weapon kits—that is, we can stay in it and do decent damage.