One of the problems with Engineer and also one of its defining features is the ability to use Kits. Basically you can equip up to 6 weapons at a time. The problem is that with an MMO you have to strive to make every class be as rewarding as every other class, however with Engineer as it is, that means basically getting just as much reward as any other class but it requiring a much greater investment of skill.
So I had an idea that instead of being extra weapons, Kits should be utilities that can be changed on the fly, and base weapons should be buffed.
One example I thought of was with the Grenade Kit. Instead of simply switching to the grenade kit and spamming all the grenades on cooldown. Why not make the grenade kit have super powerful toolbelt abilities but the use of the grenade kit itself would be to switch among them. Also the toolbelt skill would have an internal cooldown, so even if you switched to a new grenade, you’d have to wait until the last one came off cooldown to use it.
For example :
1 : Arm Grenade: Grenade Barrage : (1/2) This would remain much the same, except that its cooldown would be reduced, it would be a power pressure skill.
2 : Arm Frag: Frag Barrage : (1/2) Throw 6 Frag grenades : 5 targets : Low damage : Each frag grenade applies 6 seconds of Bleed and 6 seconds of Torment. This would primarily be a condi damage grenade. 10 second cooldown.
3 : Arm Flashbang : Throw Flashbang : (1/2)Throw a flashbang at your feet. Stunbreak. 1/2 second daze, 3 seconds of blind, 3 seconds of weakness. 15 second cooldown. This would be a stunbreak used for PvP duel situations.
4 : Arm Gasbang : Chuck Gasbang : (1/2) Throw the gas grenade to a target area, makes opponents in the area choke on the gas. Radius 240. Poison Field. Duration 6 seconds. Pulses 3, Pulse Interval 2 seconds. 1 second of Blind, 1 second of Weakness, 1 second of Poison. Cooldown 20 seconds. This would be an area denial skill.
5 : Arm Frostbang : Chuck Frostbang : (1/2) Chuck a grenade into an area causing the ground to freeze over and targets standing in the area to trip. Knockdown 2 seconds, Chill 6 seconds. Cooldown 20 seconds. I mainly came up with this as a solution to break bar, + kiting mobs.
Grenadier : Reduces Cooldown on Grenades by 20%, Reduces activation time on grenades from 1/2 to 1/4.
Shrapnel : Increases condition duration caused by explosives by 33%. Explosions now apply 5 seconds of cripple.
Thermobaric Detonation : Increases Damage from explosions by 20%. All explosions are now 20% chance Blast Finishers.
The way it would work is, you switch into the grenade kit, use an arm skill to set your toolbelt skill. The toolbelt skill would be the grenade throw. The toolbelt skill would have an internal cooldown. So if you use Chuck Frostbang for example, it would put the toolbelt skill at a 20 second cooldown. You can still Arm a different grenade during this time, but you wouldn’t be able to use it until Frostbang’s 20 second cooldown is gone.
Basically what this would make Grenade kit is a kit of hotswap utilities instead of a weapon on it’s own. Along with this though, I would also suggest buffing core weapons.
Although I haven’t worked out the exact idea. One example I thought of was, why not make pistol 1 faster and have it be a 100% projectile finisher. Then have bombs be slightly weaker but leave larger and longer combo fields.
(edited by Ging.6485)