Quick and Dirty Fixes

Quick and Dirty Fixes

in Engineer

Posted by: Bombsaway.7198

Bombsaway.7198

This thread is for “quick and dirty” fixes to the engineer that would require little programming and testing effort (or less). It is not designed to completely rehaul anything.

  1. Allow engineers to have 2 weapon sets.
    Problem Solved: sigils that require swapping and not having a weapon kit
    Potential Issue: Is that too much cc? Probably not given our lack of stability.
  1. Make Throw Mine Radius automatically 240 but not increased by explosive powder.
    Problem Solved: Allows mine to be used in more builds without the trait.
    Potential Issue: The toolbelt skill could have too large of an area but realistically those bombs are already pretty clustered.
  1. Add Interval to Gadgeteer Trait. Remove “on use” activation.
    Problem Solved: Gadgets just don’t bring the same utility. You often take one but a real gadgeteer build is quite difficult to make. Some gadgets never see the light of day.
    Plus, the timers are just too long on some of the skills for an “on use” effect to matter.
    Potential Issue: Intervals mean the effect is not there when you necessarily want it. Is the right interval 15 seconds?
  1. Add to the proximity radius of bunker down. Move to 120.
  1. Reduce Cast of AED to 1/2 second.

#6. Elixir H should provide randomly 2 boons. Add vigor.

  1. Give Elixir U more potential effects.
  1. Kit Refinement. Reduce Cooldown to 15 or 10 seconds.

Quick and Dirty Fixes

in Engineer

Posted by: Lupanic.6502

Lupanic.6502

what does you fix with that? The problem of gadgeteer is that he has 0 condi removal. You do not fix this. I do not see the problems you want to solve with your ideas

Quick and Dirty Fixes

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

What lupanic said.
What needs to actually be fixed is summarized in our buglist.

Engineer is love, Engineer is life.

Quick and Dirty Fixes

in Engineer

Posted by: Bombsaway.7198

Bombsaway.7198

Ahh, when I wrote fix I was not thinking that people would take that as “bug fix”. These are meant to be the type of improvements to the class that are extremely easy for ANET to make to open up build diversity.

Everyone is entitled to a different view.
One of the issues with the engineer class is that the versatility of the class often splits the class on what it wants to see worked on (because there are so many playstyles).

Overall, it is in rank order:

1. Having 2 weapon sets fixes a few problems tied to how many sigils we have and our ability to use on swap sigils without a kit. That opens up builds.

2. We would have far more boon stripping potential in larger fights if we could improve the radius of throw mine. By splitting mines from bombs and giving mines the extra 60 radius without traiting explosive powder, I think you get much closer to seeing throw mine more commonly as a boon stripping utility.

3. Condition Removal is a class wide problem. It needs to be fixed as such versus each spec having part of its utility tied to condition removal.

3. Gadgeteer There just isn’t enough incentive to go gadgets. A whole class of utilities is underutilized. Gadgeteer could do for gadgets what grenadier did for grenades. The defensive benefits are quite good but they simply don’t “fire” enough. Perhaps if you allowed them to activate on BOTH the toolbelt and the utility skill use it would definitely help.

4. Several of the Elixirs are underwhelming because they don’t have enough options or could use a second boon generated versus just one etc. Adding additional functionality to a couple of the elixirs could make those builds a bit more viable.

That is the idea. Always willing to hear better ideas quick things that would allow for better build diversity.

Quick and Dirty Fixes

in Engineer

Posted by: Miltek.2104

Miltek.2104

Have’ing engineer with 2 weapon sets is pure madnes.
Imagine Riffle CC + CC from shield.
Engineer would be OP and that class doesn’t have much weapons to pick, so all builds will be pistol/rifle. It’s not the fix, it’s stupidity.

Trust me. I’m engineer

Quick and Dirty Fixes

in Engineer

Posted by: Chaith.8256

Chaith.8256

Have’ing engineer with 2 weapon sets is pure madnes.
Imagine Riffle CC + CC from shield.
Engineer would be OP and that class doesn’t have much weapons to pick, so all builds will be pistol/rifle. It’s not the fix, it’s stupidity.

Something that’s usually suggested is that equipping a kit would prevent a second weapon from being equipped.

Or.. this functionality could be tossed up into a Firearms Grandmaster trait. Sure beats the hell out of the boring Firearms Grandmaster traits, thus far.

Forum Lord Chaith
Twitch.tv/chaithh
New Twitter: @chaithhh

Quick and Dirty Fixes

in Engineer

Posted by: Bombsaway.7198

Bombsaway.7198

Not sure it really would be OP. After all, they acknowledge that one way the engineer survives having lack of condition removal is CC and active play (blowbacks etc). Now the engineer would have more to deal with what they seem to acknowledge is a bit too little condition removal.

Quick and Dirty Fixes

in Engineer

Posted by: Frightlight.3796

Frightlight.3796

OK so here is my idea on gadgeteer fixes might seem op or stupid but ill give it a shot
Mix gadgeteer and the 20% reduced cd trait as a grandmaster change gadgeteer to give passive bonuses
Utility goggles removes 2 conditions every 10 sec
Battering ram grants fury for 3 sec every 8 sec
Throw mine grants (not sure)
Rocket boots grants 5 sec of vigor every 10 sec
Slick shoes grants 10 sec of swiftness every 10 sec ( could replace swift kits if you go 30 points into tools)
A.E.D grants 1 charge of daze for 1 sec when struck every 10 sec max of 2 charges
new trait for master tier
(Some name)
Critical hits will toolbelt abilities remove 1 condition this would held with burst build condi clears at the lowest its about 1 condi clear on a crit every 7 sec or so with rifle turret or 11 sec with battering ram

all i can think of atm