Possible long ranged kit.
I picked the Engineer because it was declared the Jack of all Trades profession which I thought would be really kewl and fun to learn.
The profession does fill this role to a point but I think it is also lacking in a lot of areas.
As it is right now the Engineer seems to only be OP in the area of if I want to run away from you and I have the proper “run away” utiltiy skills slotted then well I am getting away. OP isnt really the right word to use but if there is any area that we seem to excel in its CCing and running. But really a thief can even run away better than us because he can just go invisible.
I think some form of long range kit would fit perfectly with the engineer and having something in the form of a sniper kit would fit perfectly in the game. There are already sniper rifles in the game and having them be a kit fits right into that whole sniper rifle in a suitcase type idea which is awesome.
I’ve stated before tht I think the way it should go is scrap our useless mortar elite, we dont need anymore ranged AOE, nades more than cover this and better. In place of the mortar should be an elite kit. (seriously if kits are our bread and butter how do we not have an elite one?)
I think 2 ways would be viable but I am no expert on this stuff or you would all be playing my awesome MMO.
- Sniper Rifle – A deployable sniper on bi-pods, basically the same idea as the mortar, its stationary and works more like a ballista without the range, meaning that your cant fire unless you have a target. Its not a kit but would be much easier to implement.
- Sniper Kit – Not stationary, but a true kit. The skills would all be skills that you have to stop moving to use. (cant remember the term) This way we have a long range option but it has its limitations like all the other skills engineers have.
We’re not a one man army. We’re not some sort of Super-Solider that has martial training on every high-tech weapon. We’re a fairly new profession in Guild Wars lore. We are clumsy, experimenting, improvising, and often dangerous. We’re the alchemist, mad genius, and tinkerer all rolled into one.
Asking for a Gatling Gun or Sniper Rifle, just doesn’t fit who we are. In fact, a Sniper Rifle fits more with the Warrior or Thief more than it does an Engineer. We have a HARPOON GUN THAT FIRES ROCKETS AND MINES?! WHAT?!
Would I like a better long range weapon? It wouldn’t hurt. But we are a medium-range profession. That being said, when someone comes up with a more clever idea than a rehashed Warrior Rifle, I will fully support them. If you want to call the “Rifle Kit,” a “Techno Gun” and give it the technology that our profession comes with, I’ll even support that.
I have to strongly agree with Aristio on this one, not trying to offend any folks here but expecting engineers to have almost every feat in the game is kind of silly and defeats the purpose of playing other classes. Not to mention in polls we’re already rated as the most fun class to play.
Though I’m ok with a bit of modern weapony just for fun and jokes, but adding any more would seriously out balance the lore in the game. Remember the GW2 timeline the engineers are supposed to be the birth of the early gunman, not a advance technological class that existed in the last couple of centuries.
And like Aristio has mention it’s pretty obvious in GW2, in 3 of the adventuring classes rangers are mainly long range dps, engineers mid range and thiefs focusing on melee.
I think this should be moved to suggestions BUT! here’s my idea… what about a new set of skills called “ammunition” (or “bullets”), they’d work like kits but instead of holding a whole different weapon you would simply see different 1-5 skills, and this would work for both pistols and rifles, each would still get different skills else weapons wouldn’t make sense…
What about names like “depleted kaboomium” or “dhuum-dhuum bullets”? To make up for past requests we could add some kind of passive bonus to the weapons while under the effects of these “bullet kits” like a +300 range (for sniper’s crybabies) or a +400 condition damage (’coz dhuum-dhuum just feels condition oriented <3).
These are just examples but really… give them the time to fix bugs THEN we’ll talk about about new skills (which I think will be released in a possibly future gw2 game like it used to in gw1-factions, nightfall, eotn)
I don’t rly care about the skills ’coz I bet the developers already got ideas about those, balanced, on top of it.
I will cry in astonishment and weep with joy if Arenanet ever implements an engineer weapon/kit like the Wunderwaffe DG-2.
It would seriously be the best day ever. Ever. EVAR.
Yeah I’m not really expecting any new skills for a long while, bug fixes have priority and rightly so.
In reply to Aristo;
Not trying to make the engineer into a one man army, we are already the firearm specialists like it or not, we come to battle with turrets, grenades, mortars, flame throwers, and Medical kits. In my opinion a rickety Gatling gun style weapon, which is basically 3 rifles strapped together and powered my a crank handle would fit perfectly with the profession.
To Magic Knight;
Everyone and their dog has a pistol or rifle in this game, there are sniper rifles, mortars, char tracked vehicles, and flying machines. Engineers are a long was off being the first gunmen now, and rockets are a tougher tech than automatic weapons. Anyway that’s my opinion.
I admit the skills are not crazy enough as is, change tracer rounds to “Whizz bang” or something, fires 3 small aoe fire works, and Ap rounds to “launch shrapnel” and have wrenches, hammers, clusters of screws fire out of the barrels.
Also the ranger argument irks me as they can go pure melee if they really want.
Everyone and their dog has a pistol or rifle in this game, there are sniper rifles, mortars, char tracked vehicles, and flying machines. Engineers are a long was off being the first gunmen now, and rockets are a tougher tech than automatic weapons. Anyway that’s my opinion.
Fun fact: The first explosive rockets were in use by the Chinese in the 13th century. The first automatic rifle was made in 1887. The first multi-barreled automatic gun (the famous Gatling Gun) was invented in 1862, 25 years before the first automatic rifle.
I support a deployable, controllable gatling Elite skill.
Everyone and their dog has a pistol or rifle in this game, there are sniper rifles, mortars, char tracked vehicles, and flying machines. Engineers are a long was off being the first gunmen now, and rockets are a tougher tech than automatic weapons. Anyway that’s my opinion.
Fun fact: The first explosive rockets were in use by the Chinese in the 13th century. The first automatic rifle was made in 1887. The first multi-barreled automatic gun (the famous Gatling Gun) was invented in 1862, 25 years before the first automatic rifle.
I support a deployable, controllable gatling Elite skill.
Drat fouled by the Chinese again, yeah they had most crazy warfare ideas long before the western world.
I was pretty surprised multi-stage rockets existed in China.
Totally agree, better solution then “sniper kit” .
I personally rerolled becouse i hate and cant understand the shotgun like concept of the rifle Enginers use.
And again, those with the : it wont fit, no way thats to advanced…
DUDES Death ray, and airship and trolls, and magic and elementals and floating cube shaped city’s are really realistic to right?????
Totally agree, better solution then “sniper kit” .
I personally rerolled becouse i hate and cant understand the shotgun like concept of the rifle Enginers use.And again, those with the : it wont fit, no way thats to advanced…
DUDES Death ray, and airship and trolls, and magic and elementals and floating cube shaped city’s are really realistic to right?????
It’s too different from our profession theme is what I’m saying. When I hear Sniper, I think of two things:
1) Merciless killer that hunts his targets with deadly precision
2) Deadeye shot that patiently waits for the right target
Number one fits more with Warrior, and number two fits more with Thief. Again, a pure Sniper Kit does not fit with Engineer.
And for god’s sake, WE’RE A MID-RANGE CLASS!!! How hard is that to except? In fact, they only gave us the range on the Grenades when they realized everyone needs at least 1 form of a 1200 range weapon. Grenades originally could only go up to 900 with the Throwing Arm trait (Later combined into Grenadier along with Big Satchel or something).
(Quotes not working on my phone)
“And for god’s sake, WE’RE A MID-RANGE CLASS!!! How hard is that to except? In fact, they only gave us the range on the Grenades when they realized everyone needs at least 1 form of a 1200 range weapon. Grenades originally could only go up to 900 with the Throwing Arm trait (Later combined into Grenadier along with Big Satchel or something).”
Bit aggressive, everyone is entitled to their opinion, they don’t have to just accept yours.
The mid ranger class thing is daft, if they were designing the game like that they’d have just changed the trinity from healer, tank, dps to short, middle, long. Rangers are an all range class, effective in melee as well as long range. So why given that should a engineer to pigeon holed as middle ranged?
How does it affect you if engineers gain a balanced long ranged option? How does it affect the game? There’s no downside, so why are you so opposed to it?
I know what you’re trying to say Thamyris about rangers having melee and good range, but engineers already have a lot of amazing feats, we got superb aoe dmg which rangers are really poor at, and we do awesome in mid range dmg, we can melee pretty well with tool kit. Giving engineers a long range advantage would start to defeat the purpose of playing other classes.
(Quotes not working on my phone)
“And for god’s sake, WE’RE A MID-RANGE CLASS!!! How hard is that to except? In fact, they only gave us the range on the Grenades when they realized everyone needs at least 1 form of a 1200 range weapon. Grenades originally could only go up to 900 with the Throwing Arm trait (Later combined into Grenadier along with Big Satchel or something).”
Bit aggressive, everyone is entitled to their opinion, they don’t have to just accept yours.
The mid ranger class thing is daft, if they were designing the game like that they’d have just changed the trinity from healer, tank, dps to short, middle, long. Rangers are an all range class, effective in melee as well as long range. So why given that should a engineer to pigeon holed as middle ranged?
How does it affect you if engineers gain a balanced long ranged option? How does it affect the game? There’s no downside, so why are you so opposed to it?
Who said pigeon holded? We have our 1200 range option. It is also AoE, does direct damage as well as condition damage. We have 2 close range options, 6 midrange options (Which was originally 8 given Mine Kit and Grenade Kit), and 1 long range option. We are clearly made for mid-range but by no means are we pigeon holed into mid.
If you didn’t notice, every profession has an option at every range. Except for maybe Thieves as they are lacking a long range weapon.
They do have loads of cool skills, I love mine as is, but you don’t play classes for ranges, it might be a part of the class flavour but its not the reason. You play classes for their mechanics, mesmers for clones, rangers for you animal companion, etc.
It wouldn’t be an advantage if its balanced. And we do ok in damage but its not awesome unless your using grenades.
So if you agree Aristio that we are not an only mid ranges class then what’s the harm of balancing it out so we have 2 melee, and 2 long ranged kits?
They do have loads of cool skills, I love mine as is, but you don’t play classes for ranges, it might be a part of the class flavour but its not the reason. You play classes for their mechanics, mesmers for clones, rangers for you animal companion, etc.
It wouldn’t be an advantage if its balanced. And we do ok in damage but its not awesome unless your using grenades.
There’s many reasons why ppl play they their classes, but many do consider range, to melee, or tank to be a factor and preference if you’ve played other MMOs like EQ2, WoW, Aion, DDO, etc. In fact I chosed a ranger b/c I like to focus on using range tactics to kill my enemy. And of course like you’ve said pets, clones, etc are also another factor.
Another reason is due to history, lore and RPing engineers just aren’t a long range class. In history flintlock guns were inferior in range to bows and crossbows.
So if you agree Aristio that we are not an only mid ranges class then what’s the harm of balancing it out so we have 2 melee, and 2 long ranged kits?
Pretty much what i’ve been saying. I think also people keep assuming kits are weapon options when discussing balance. Its best to leave utilitys out of the equation when comparing weapons because kits are a utility skill that takes up a utility slot.
Rangers for example can shoot you from afar then weapon swap to a sword and mellee you in range. Engineers as it stands have one weapon that they are stuck with, they simply have the option to use a utility skill to give them more diversity, but balance should not be created around the kits because if it WAS then not having a kit would deem you under powered…and using multiple kits would deem you over powered. So kits in no part should effect the balance of weapons because if they do, they are not balanced with other utility skills.
They do have loads of cool skills, I love mine as is, but you don’t play classes for ranges, it might be a part of the class flavour but its not the reason. You play classes for their mechanics, mesmers for clones, rangers for you animal companion, etc.
It wouldn’t be an advantage if its balanced. And we do ok in damage but its not awesome unless your using grenades.
There’s many reasons why ppl play they their classes, but many do consider range, to melee, or tank to be a factor and preference if you’ve played other MMOs like EQ2, WoW, Aion, DDO, etc. In fact I chosed a ranger b/c I like to focus on using range tactics to kill my enemy. And of course like you’ve said pets, clones, etc are also another factor.
Another reason is due to history, lore and RPing engineers just aren’t a long range class. In history flintlock guns were inferior in range to bows and crossbows.
I’ve played all those mmo’s (EQ2/DDO being a RP mmo’s where WoW and GW2 is not so much as both are full of pop culture refrences…theres even a golem that speaks french and german as a joke, so the RP element is not as strong here)
History and lore in storys you’ve read or heard in other storys does not apply to every other story you read from them on out. No vampire book ever written said vampires sparkle in the sun, but it didnt stop twighlight from being a hit. The writers of gw2 have free roam of what they say a class can or can not do. As it stands now the warrior rifle is more devestating than the bows for example.
The arguement could be made your pre-existing expectations of what a class should be good at should be an option here as hunters…CAN use bows, rogues CAN use daggers and poison, necromancers CAN have an undead army (though not really zombies/skeletons as much as monsters created from random organs and ribbs). however they are not held to that, necros can pull out a can of whoop azz on you with a dagger, theifs can stand out in the open laying waste to you with exploding shots and pistol fire (not really stealthy), hunters can charge at you with a greatsword and hack you up with an axe. So no history of any game “even its own” can limit what they will put in…..hell WoW decided one day that the things they called demons since WC3 were actually alien’s from another planet who crash landed on earth and some of them just turned evil…and made up some bs story why undead humans would want to side with the people who probably killed them and their loved ones.
The defined expected roles and RP aspect is left with games like everquest. Games like WoW and GW are high fantasy with low RP.
Oh btw, if RP is really important to you…your probably gonna crap your pants when EQ3 comes out.
Magic Knight if you just wanted range you could have rolled Elementalist, Necro, or Rifle Warrior. We have rifled barrels, so longer horizontal range than bows.
Zinwrath, glad there are other people out there that feel the same. When I said balance I meant 2 of each kit not game balance, in an ideal world I’d agree about kits being balanced independent of weapons. However all kits are not created equal unfortunately.
Anyway this has gone loads off topic, arguing the balance of a non-existent kit is the definition of futility.
Well spoken Thamyris well spoken
@Zinwrath
I know what you mean, it might not be very traditional RPing, but you can still tell RPing exist in the game. In DnD mages were always well known for using daggers, while thiefs are considered as bandits so it’s not suprising to see them use pistols, while ranger’s lore they’ve been well known to duel wield with swords since DnD. You can say they mod the RPing a bit in GW2 but it’s still based upon something that is concrete.
BTW what’s up with EQNext? I kinda got bored of EQ2, there’s just no artwork in the game, if EQ3 is made by the same devs I don’t really want to play it, lol.
Magic Knight if you just wanted range you could have rolled Elementalist, Necro, or Rifle Warrior. We have rifled barrels, so longer horizontal range than bows.
I did wanted to play my azura ele but got stuck in some quest at lvl 2, I never tried the other 2 classes but I always assumed rangers would be the best in range, never really bothered to test all classes.
We need an auto-locking long-ranged kit. I’m really tired of pressing 1 and having my grenades crash into ceilings when I’m using it at the range I’m supposed to. It’s also incredibly frustrating when a boss decides to move or chase someone else after I’ve gotten into a rhythm and end up missing several grenades as I have to take wonky movement into account.
@Zinwrath
I know what you mean, it might not be very traditional RPing, but you can still tell RPing exist in the game. In DnD mages were always well known for using daggers, while thiefs are considered as bandits so it’s not suprising to see them use pistols, while ranger’s lore they’ve been well known to duel wield with swords since DnD. You can say they mod the RPing a bit in GW2 but it’s still based upon something that is concrete.
BTW what’s up with EQNext? I kinda got bored of EQ2, there’s just no artwork in the game, if EQ3 is made by the same devs I don’t really want to play it, lol.
I dont want to derail the conversation on this game talking about it. Its gonna have some of the old team with some new people. Its hard to find information on, but what little i do know is its gonna have all new tools to bring RPing to a completely new level. If you want more info you’ll have to Pm me in game, not big on openly praising a game thats not out yet on another games forum :P.
There are some various different “styles” of combat.
Direct-damage melee
Direct-damage ranged
Condition-damage melee
Condition-damage ranged
Supportive
Defensive/Control
And then there is even a matter of AoE, GTAoE and Single-target.
We simply do not have direct-damage ranged. I dont consider the Grenadekit a viable ranged direct damage due to it being GTAoE. Goodluck hitting anything over a distance.
Rifle is more melee then anything. And Elixirgun is hardly damage to begin with.
Infact, all our “ranged” weapons/kits are designed in such a way they are much stronger if they are infact used in close range. There is no ranged weapon/kit that is not penalized for actually being used at range.
Pistol/Pistol: PDVolley will miss 3 or even 4 darts quite often if used even at 900. Bumped to 1000+ with a trait and its woefully inefficient. Blowtorch requieres mid-range to even hit, and Blowtorch is 300% more effective when used in <200range (effectively melee)
Rifle: Blunderbuss is your secondhardest hitting ability. It has an untraited range of just 400 (500 with traits). So its hardly even ranged to begin with. Its damage is ~220% higher when used in <100range (lower then MELEE range!) then at max range.
Jump Shot’s jump alone is good for 1/3ths of the total damage it does, something you only get if you are in melee range.
Elixirgun: Hardly any damage on this thing, but Fumigate is fairly shortranged. Using this over a long-distance means lower damage then in close range simply by the lack of Fumigate.
Grenadekit: This is a no-brainer. It takes 4sec from cast to impact at max range. Goodluck hitting ANYTHING with this that doesnt want to be hit.
We dont have a single weapon or kit that is designed purely for actual ranged combat, without some contrived mechanic that motivates (or downright forces) you into close-range or even melee.
@ Thamyris
“So if you agree Aristio that we are not an only mid ranges class then what’s the harm of balancing it out so we have 2 melee, and 2 long ranged kits?”
It’s easier setting each profession in their most used position than it is to give everyone profession two options at every range. You don’t think Guardians wouldn’t want a second 1200 range option? How about Thieves not even getting a 1200 range option? As it stands, Professions can move around the battlefield, but for the most part they do best in X position. Warriors/Thieves dominate up front while Elemetalist/Rangers make it rain (Get it?) from afar.
I’m really trying not to say, “Because Warrior/Elementalist/Necromancer gets this, we should get this.” I’m trying to say it’s just plain easier to balance.
I think I said it here that if someone wants to come up with something better than a plain Sniper Kit that has 1200 range and the flavor of an Engineer, I would support it. However, as I see it, Sniper Rifles fit better on Warrior or Thieves. A “Techno Gun” that shoots ground targeted traps that explode when you step on them, creates electric walls to damage people (We need more Lightning Fields in the game), and a static pulse to 3s AoE Stun people around him (With a 1s Daze for yourself) would be something I can stand behind.
A “Sniper Kit” that does damage, cripples, does more damage, a knockback, and more damage isn’t something I agree with.
(edited by Aristio.2784)
I’d be fine with another long range kit, but a sniper rifle, or anything that too closely resembles one, doesn’t mesh well with what the class is supposed to be.
Er closer to the mad steampunk scientist; and away from the soldier role.
@ Thamyris
“So if you agree Aristio that we are not an only mid ranges class then what’s the harm of balancing it out so we have 2 melee, and 2 long ranged kits?”
It’s easier setting each profession in their most used position than it is to give everyone profession two options at every range. You don’t think Guardians wouldn’t want a second 1200 range option? How about Thieves not even getting a 1200 range option? As it stands, Professions can move around the battlefield, but for the most part they do best in X position. Warriors/Thieves dominate up front while Elemetalist/Rangers make it rain (Get it?) from afar.
I’m really trying not to say, “Because Warrior/Elementalist/Necromancer gets this, we should get this.” I’m trying to say it’s just plain easier to balance.
I think I said it here that if someone wants to come up with something better than a plain Sniper Kit that has 1200 range and the flavor of an Engineer, I would support it. However, as I see it, Sniper Rifles fit better on Warrior or Thieves. A “Techno Gun” that shoots ground targeted traps that explode when you step on them, creates electric walls to damage people (We need more Lightning Fields in the game), and a static pulse to 3s AoE Stun people around him (With a 1s Daze for yourself) would be something I can stand behind.
A “Sniper Kit” that does damage, cripples, does more damage, a knockback, and more damage isn’t something I agree with.
The devs in reddit interviews (and in forum posts during beta) openly said that ALL professions will be getting more weapon options and weapons not even mentioned will be added at a later time. Gaurdian more than likely will get another ranged option, theifs might get their 1200 and necromancers will hopefully get a weapon that better fits a power build (as they best power weopon is ironikittenhe condition weapon too).
I dont agree that it has anything to do with balance to why we dont have a 1200 option. It would not break us as a class anymore than hunters having greatswords or swords hurts them. I will however stand behind if it was a long range rifle it would need to stay in theme with the engineer. I could never see a warrior with a sniper rifle, as it stands now it woulda made more sense for the warrior to have our rifle kit as they are supposed to be fueled by adrenaline and rage…more about just walking up and knocking your head off than taking a well aimed shot. But theif would totally make sense…though i doubt they’ll get it. Either way there are already rifles in the game that look like sniper rifles and are even called sniper rifles. You can view them in the mists at your locker. So i dont know if they would make sniper rifles a weapon only because they have rifle skins already called that.. ..so if your an eng and want to thematicly have a sniper rifle you already can…you just will jump shot onto people with it like a weirdo.
Hey guys, how about this. How about either…
A) A rocket launcher kit. (thematic long range and can have high damage fun attacks)
B) Lightning Gun or Pulse rifle (going with the fact we need more lightning fields)
C) A gravity gun. Just bring over the pull ability from the tool kit AND while we’re at it bring the crowbar attack for garanteed lawsuit by Valve.
Fair enough you don’t like the idea, if you had of just said that at the start we coulda cut down on all the crap about mid-ranged class.
The kit is a offered solution to a genuine problem many engineers have encountered (that the came in expecting to have a viable ranged weapon), the main complaint against sniper kits is they don’t fit the game (in people’s opinions).
My kit fits engineers as they are fire arms specialists, inventors, so an experimental fire arms kit makes sense (flame thrower feels more alchemy).
With grenades, jump shot, glue shot etc. we have loads of ground targeted skills already (ground targeting is a main complaint on grenades kits), and electricity doesn’t really fit engineers, apart from static discharge, #3 pistol, #5 shield we are not meant to be masters of electricity. 2s aoe stun far too powerful, spec full bunker run in, elixir s, team mates, ???, profit.
@Zinwrath
Love the launcher kit idea works with the current engineer feel. Honestly think its the best idea so far, only problem which trait line??? Explosives or fire arms? The mind boggles!
Gravity gun sounds cool but would fit the asura like a glove, not so much with races, just my opinion. Would make an amazing asura racial elite though! Maybe later well see racial+profession elites?
Hey guys, how about this. How about either…
A) A rocket launcher kit. (thematic long range and can have high damage fun attacks)
B) Lightning Gun or Pulse rifle (going with the fact we need more lightning fields)
C) A gravity gun. Just bring over the pull ability from the tool kit AND while we’re at it bring the crowbar attack for garanteed lawsuit by Valve.
My Techno Gun idea.
Replaces: Throw Mine
1200 Range on all abilities.
1- Impulse Shot. Shoots a quick shot from your Gun, inflicting Vulnerability on your target and enemies around your target.
Damage: 231
Vulnerability: 1 stack, 6 seconds
Combo Finisher: Projectile (20% chance)
Radius: 150
2-Plasma Container. Shoot a plasma container at the selected area. When triggered it explodes, stripping a boon to all enemies in the area.
Damage: 287
Explosion Radius: 180
15 second recast
->Becomes Detonate after you use the first skill
3-Charged Shot. Steady your gun, readying a shot that does more damage the longer you charge it.
1 Second Charge: Damage: 208
2 Second Charge: Damage: 650
3 Second Charge: Damage: 1080
Combo Finisher: Projectile
Recast: 20 seconds
4-Flux Shield. Create a lightning barrier in front of you that damages anyone who crosses it.
Damage: 340
Duration: 4 seconds
Combo Field: Lightning
Recast: 35 Seconds
5-Overload. Release a burst of energy, overloading your Gun. Stunning enemies around you and Dazing yourself.
Damage: 180
Stun Radius: 200
Stun Duration: 3s
Daze Duration: 1s
Recast: 40 seconds
Tool Belt Skill:
Influx Retreat. Damage enemies and instantly teleport backwards.
Range: 600
Damage: 305
Combo Finisher: Leap
Recast: 45 seconds.
(edited by Aristio.2784)
" Giving engineers a long range advantage would start to defeat the purpose of playing other classes."
Erm i might say as well : Whats the point of playing a rifle class that cant specialize in long range use of it?
I dont and cant understand why some players cant undertand the concept or the word itself OPTION.
Its notl ike you are forced to use a kit, that wont unbalance the game or anything.
In my honest opinion, i rolled all the classes up to atleast 30-40 and pvp ed a LOT. And it wont really matter moch if you use a Granade kit or a rifle ot “nuke” the enemy. You will still nuke them, with or without conditions.
If up till now you did not realize, the game is more abaut, looking at the gameplay, then looknig at mechanic, and what you can do or not.
And if you cant costumize what you want to see your character does, then the point of the whole gGW combat system lost its own purpuse. In my opinion.
And besides, you say we are not Cold hearted hunter killers? DUDE! Its a weapon, a weapon wont describe a class that uses it. You should have realize by that now when you see any class or any skill they use with all the same weapons……….I dont say Enginer should be a pro core sniper assasin, i say i would like a more ranged setup for rifle on my enginer.
(edited by Nekroseth.5186)
Way hey progress, thanks for you idea Aristio, still don’t think your kit fits the engineer flavour quite right but that’s more personal preference. Love the skill ideas though, especially the tool belt skill.
Numbers need work but like I said on my first post it’s up to Arena Net to balance the numbers.
Laser gun
Optical gun
Portal gun…wait thats another game
Golden Gun….o thats another again
latex nun….wait thats not a game at all
Latex nun is a grown up game played by Mummies and daddies that love each other very much :-<
Man…now i feel necessary to think up rocket launcher abilitys. Well thought Aristo, i too question the thematic of it a bit, on the other hand i’m asura and if you saw what they look like in full racial gear….practicly mega man or some other sci fi space war outfit. So i’d take a laser cannon or whatever….maybe theme it “lightning gun” or “thunder gun” if cant make it work, but i’d take it either way tbh sounds like fun abilitys.
Actually Aristo after reading your kit ideas, one suggestion.
“charged shot” can it also be some kind of combo finisher? or perhaps give some other reason why i would not charge it to full everytime. As it stands now “unless i’m interrupted” i see no reason to not always fully charge it. So maybe give it some reason to settle for a “cough” premature fire.
“edit: i could see it without it too, but i would like multiple combo finishers. If you play gaurdian for example, his greatsword weapon alone has 2 combo finishers whirl, 1 combo light, and ANOTHER combo finisher leap. thats one combo field and 3 combo finishers on one weapon….just sayin.
(edited by Zinwrath.2049)
It’s not a for sure idea, it’s just something I threw together as something I can get behind if someone else wanted to change it up a bit. The main reason that I suggested it was to show those people who want a 1200 range weapon that it doesn’t have to be a bland Sniper Rifle.
It may be a bit too “future-tech” for my taste after reading it, but just a few tweaks in names would make me feel right at home. It also has the perfect control:damage ratio as Engineer is so well equipped for.
I meant to add a Leap combo finisher onto my Tool Belt suggestion, but forgot to tack it on. I went ahead and changed it to fit my original idea. Also, the charge will root you in place. You move it fires. If you notice how powerful the 3 second charge is, it is comparable to the combined damage of both phases of Jump Shot. So you’ll either have to sit there charging it, or move and loose some damage to avoid damage.
P.S. If you notice, I didn’t completely get rid of Throw Mine, but made it into Techno Gun’s number 2 skill. You do loose out on the Knockback but I felt the shorter cooldown was compensation enough for it along with all the extra skills to keep you alive.
(edited by Aristio.2784)
@ Zinwrath
Can’t wait to hear your ideas for your rocket kit.
@Aristio
Hah, bit of a swipe at me on the bland sniper rifle, it’s ok I forgive you. My idea was more about the appearance/flavour than the skills anyway. Like the combo on the leap, always feel we should have more combo-ing options.
Believe it or not I think the damage on charged shot would be a little low for the 3 seconds of vulnerability. Like the way you kept Throw Mine, seems under used as is.
@ Zinwrath
Can’t wait to hear your ideas for your rocket kit.
@AristioHah, bit of a swipe at me on the bland sniper rifle, it’s ok I forgive you. My idea was more about the appearance/flavour than the skills anyway. Like the combo on the leap, always feel we should have more combo-ing options.
Believe it or not I think the damage on charged shot would be a little low for the 3 seconds of vulnerability. Like the way you kept Throw Mine, seems under used as is.
Not just you. I’ve seen this Sniper Kit idea be passed around forum to forum about 7 times now.
P.S. Damage isn’t low at all. I’ve seen Jump Shot critically hit for about 8k total, and I’ve made the Charged Shot similar damage so an 8k-9k Charged Shot with the proper build isn’t going to be surprising.
(edited by Aristio.2784)
There are some various different “styles” of combat.
Direct-damage melee
Direct-damage ranged
Condition-damage melee
Condition-damage ranged
Supportive
Defensive/ControlAnd then there is even a matter of AoE, GTAoE and Single-target.
We simply do not have direct-damage ranged. I dont consider the Grenadekit a viable ranged direct damage due to it being GTAoE. Goodluck hitting anything over a distance.
Rifle is more melee then anything. And Elixirgun is hardly damage to begin with.Infact, all our “ranged” weapons/kits are designed in such a way they are much stronger if they are infact used in close range. There is no ranged weapon/kit that is not penalized for actually being used at range.
Pistol/Pistol: PDVolley will miss 3 or even 4 darts quite often if used even at 900. Bumped to 1000+ with a trait and its woefully inefficient. Blowtorch requieres mid-range to even hit, and Blowtorch is 300% more effective when used in <200range (effectively melee)
Rifle: Blunderbuss is your secondhardest hitting ability. It has an untraited range of just 400 (500 with traits). So its hardly even ranged to begin with. Its damage is ~220% higher when used in <100range (lower then MELEE range!) then at max range.
Jump Shot’s jump alone is good for 1/3ths of the total damage it does, something you only get if you are in melee range.
Elixirgun: Hardly any damage on this thing, but Fumigate is fairly shortranged. Using this over a long-distance means lower damage then in close range simply by the lack of Fumigate.
Grenadekit: This is a no-brainer. It takes 4sec from cast to impact at max range. Goodluck hitting ANYTHING with this that doesnt want to be hit.We dont have a single weapon or kit that is designed purely for actual ranged combat, without some contrived mechanic that motivates (or downright forces) you into close-range or even melee.
You’ve managed to sum it up perfectly.
Hey guys, how about this. How about either…
A) A rocket launcher kit. (thematic long range and can have high damage fun attacks)
B) Lightning Gun or Pulse rifle (going with the fact we need more lightning fields)
C) A gravity gun. Just bring over the pull ability from the tool kit AND while we’re at it bring the crowbar attack for garanteed lawsuit by Valve.My Techno Gun idea.
Replaces: Throw Mine
1200 Range on all abilities.1- Impulse Shot. Shoots a quick shot from your Gun, inflicting Vulnerability on your target and enemies around your target.
Damage: 231
Vulnerability: 1 stack, 6 seconds
Combo Finisher: Projectile (20% chance)
Radius: 1502-Plasma Container. Shoot a plasma container at the selected area. When triggered it explodes, stripping a boon to all enemies in the area.
Damage: 287
Explosion Radius: 180
15 second recast
->Becomes Detonate after you use the first skill3-Charged Shot. Steady your gun, readying a shot that does more damage the longer you charge it.
1 Second Charge: Damage: 208
2 Second Charge: Damage: 650
3 Second Charge: Damage: 1080
Combo Finisher: Projectile
Recast: 20 seconds4-Flux Shield. Create a lightning barrier in front of you that damages anyone who crosses it.
Damage: 340
Duration: 4 seconds
Combo Field: Lightning
Recast: 35 Seconds5-Overload. Release a burst of energy, overloading your Gun. Stunning enemies around you and Dazing yourself.
Damage: 180
Stun Radius: 200
Stun Duration: 3s
Daze Duration: 1s
Recast: 40 secondsTool Belt Skill:
Influx Retreat. Damage enemies and instantly teleport backwards.
Range: 600
Damage: 305
Combo Finisher: Leap
Recast: 45 seconds.
Wow this sound like a great idea. Some of the abilities damage seems on the low side, but overall fairly nice.