Please change Kit Refinement

Please change Kit Refinement

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Posted by: ArkAngel.7940

ArkAngel.7940

It would be nice if kit refinement has its internal cool down be either reduced or persistent for each kit. The global CD really hurts using multiple kits. Seeing as the kits kind of act like elemental attunements where they do not have a global internal CD but only a CD for each attunement in their aura or evasive arcana.

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Yeah, they’ve been pretty adamant about not doing that yet, even though it makes a great deal of sense. Although it’s possible they have that planned but it’s just so far down in the priority list that it won’t be done for a long time, if ever.

It’s a bit funny though, because that trait used to compete heavily with speedy kits, but now it’s mostly a no-brainer to take speedy kits.

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Posted by: Zenguy.6421

Zenguy.6421

@ArkAngel you are right.

Unfortunately, Anet have been adamant that as a 10 pt trait Kit Refinement should have restrictions that ensure it is only ever of minor value.

We keep hoping that one day Anet will listen to our requests and give us a Master or Grandmaster level KR trait that does as you say. (FYI, KR used to do that and as a result was one of the most popular Eng traits, but rather than move it to a more appropriate level, Anet instead spent two months reworking it to give us the KR trait we have now. I believe a few people still use it occasionally in PvP.)

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Posted by: Obscure One.4357

Obscure One.4357

IMO Kit Refinement should not only segregate the on equip effect between kits with separate cool downs for each, but should also provide a signet type passive while the kit is unused. For example: Tool Kit would grant a +25% speed boost as a passive, but on equip grants Super Speed for the short 50% speed boost putting the passive on CD as well as the on equip effect.

IMO doing this would require a trait realignment that would swap Kit Refinement with the Grandmaster Trait, Armor Mod (aegis when hit by a crit), to balance.

Circumventing profanity filters one kitten at a time.

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Posted by: Kai.3680

Kai.3680

I like the idea of having the kits create a signet type effect. It would need a good amount of work to make sure it wasn’t overpowered as those who run 4 kits would get signet effects, a kit refinement power, and the kits powers to boot.

I was one to run 4 kits back when kit refinement wasn’t the lackluster trait it is today. Of course I also used to double barrage people so maybe I contributed to the change. People used to complain about medkits refinement but looking back…I would take that stupid explosion any day to get back the super elixir, grenade barrage, and even the freakin caltrops back to back.

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Posted by: Obscure One.4357

Obscure One.4357

I like the idea of having the kits create a signet type effect. It would need a good amount of work to make sure it wasn’t overpowered as those who run 4 kits would get signet effects, a kit refinement power, and the kits powers to boot.

I was one to run 4 kits back when kit refinement wasn’t the lackluster trait it is today. Of course I also used to double barrage people so maybe I contributed to the change. People used to complain about medkits refinement but looking back…I would take that stupid explosion any day to get back the super elixir, grenade barrage, and even the freakin caltrops back to back.

Balance it’s inherent to this concept. With kits sitting unused they’d grant a passive like +180 toughness like Dolyak signet, but upon equip they lose the passive and activate their specific effect that they already produce with the kit refinement trait. With each kit having an independent cool down each kit effect and passive can be independently balanced for a varied cool down, where Super Speed from Tool Kit may be a 10 second CD, Magnetic Shield on Med Kit may be a 15 second CD. Note once activated the passive goes away only to return after the cool down, just like a signet operates. The design is already balanced against existing game elements.

Circumventing profanity filters one kitten at a time.

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Posted by: Adamantium.3682

Adamantium.3682

Ooo I love that signet type idea. I don’t think the effects could be as strong as signets as we know them from other professions, because they come with a full kit’s worth of skills + toolbelt, but I really like the idea. Heck maybe it could just as good as signets considering you lose the passive just for using any skill from the kit. Who knows, I’ll leave that up to the balance team.

That has the makings of a (desperately needed) fantastic Tools GM trait. I hope Colin is reading this!

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

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Posted by: JinDaVikk.7291

JinDaVikk.7291

PvP perspective:

Kit refinement is useless.

Ok maybe not useless but not reliable in any way.

Every pvp engi uses speedy kits unless he is full hgh build in which case isnt helpful for other reasons.

Speedy kits and kit refinment to not belong together.
Even when not in combat kit refinment activates. In pvp 20s cd between using the trait is painful. For that matter if you want to control when it activates you will have no swiftness, another very important part.
The global cd makes it impossible to be used effectively in pvp as very very few engis use only 1 kit, and for that matter a kit with a viable effect….grenade kit cough useless cough

Suggested changes:

No global cd. maybe increase/decrease the various cds for each effect to protect balance.
Change the nade kit effect as its horrid.
(not tested) make sure the tool kit effect (slick shoes’ toolbelt) is actually still a stun break.
Make it only activate on button push or in combat only.

Maybe place it as master or GM line and not first 10 points. Master wouldn’t affect much as engis already all use 10 points in tools to begin with.

Atm I doubt any pvp engi can actually use the kit refinement with any valuable results.

Team Radioactive
Crysis, Lil Damage, Ovi, Jindavikk, Guard
Causing cancer all day.

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Posted by: tigirius.9014

tigirius.9014

They seriously just need to buff gadgets and elixirs and then they could give each kit spell effect their own cooldown and revert some of them back to what they were before. (because a tiny snot ball is not what EG should be honestly!)

I personally think they’ve been a bit stingy on the boons with us it would be nice if there were traits to allow for the creation of boons from more than just two elixirs direct uses (not toolbelts). Also the minitrait that supposedly converts incoming conditions into boons I’ve never seen work once not once in this whole year + of playing maybe they need to fix that 8% so it finally is useful.

Gadgets could use some serious work in the boons department too! We shouldn’t have to rely on might building to do the damage other classes do without blinking. There is no symetry in this class like there is in my thief traits for example.

But you know I’ve given them multiple ideas on how to fix these things as well as examples on how these things are handled on other classes (like the serious lack of burst damage on this class we’re still a hybrid at best) and a long long list of enhancements to the entire game including the ui, they didn’t listen to those things can’t imagine them listening now.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

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Posted by: The Game Slayer.7632

The Game Slayer.7632

It would be nice if kit refinement has its internal cool down be either reduced or persistent for each kit. The global CD really hurts using multiple kits. Seeing as the kits kind of act like elemental attunements where they do not have a global internal CD but only a CD for each attunement in their aura or evasive arcana.

thats because evasive arcana is a GM trait and Kr is, minor or adept trait.

I am a teef
:)

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Posted by: Zenguy.6421

Zenguy.6421

It would be nice if kit refinement has its internal cool down be either reduced or persistent for each kit. The global CD really hurts using multiple kits. Seeing as the kits kind of act like elemental attunements where they do not have a global internal CD but only a CD for each attunement in their aura or evasive arcana.

thats because evasive arcana is a GM trait and Kr is, minor or adept trait.

That’s the logic ANet used to kill off the useful KR trait. If they’d just waited a bit longer and included in the patch where they moved traits around we could still have a useful KR trait.

If Anet would just swallow its pride enough to give us a decent Master or Grandmaster KR trait along the lines of the original. (The original KR trait really was the best uniquely Eng class trait whose biggest flaw was it was sitting in the wrong tier.)

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I don’t think the devs would reverse a decision they made previously, even if it wasn’t a great decision.

Actually, kits don’t really need refinement, they’re all working at least acceptably. Maybe we need gadget refinement or turret refinement?