Rework useless/bad traits

Rework useless/bad traits

in Engineer

Posted by: Super Riceman.8702

Super Riceman.8702

I have a bunch of crazy ideas for traits and all of them would be better than what we have now despite how crazy they might be. No TLDR, list shows changes made not what the trait already does.

Explosives Tree
Evasive Powder Keg- Drop a Concussion Bomb when you evade
Reserve Mines- Release a number of timed mines when you are immobilized or disabled
Acidic Elixirs(rename to something else)- Thrown Elixirs create a combo field based on the elixir type (Elixir B makes a light combo field, Elixir C creates water combo field etc.)
Empowering Adrenaline(Rename to Depleted Uranium Rounds)- Gain 5% of your targets vitality as a bonus to power

Firearms Tree
Target The Weak- 5-10% increased crit chance for each condition on your target, 1% per stack of bleed and/or vulnerability
Target The Maimed- 5% increased damage vs bleeding, crippled or chilled foes
Juggernaut- Affects Bomb Kit and Elixir Gun in addition to flamethrower

Inventions
Performance Enhancement- Gain 5% more healing power for every 10% of missing health
Stabilized Armor- take 5% less damage from ground target abilities
Elixir-Infused Bombs(Elixir infused explosions) Now also affects blast and leap finishers, mines, and turret explosions
Autotool Instillation- Turrets also grant regeneration to nearby allies (range 900)
Cloaking Devise- You become invisible when you use a gadget, deploy a turret or become immobilized
Power Shoes- No speed reduction in combat (or reduced speed reduction) or gain vigor when you are crippled or chilled

Alchemy
Acidic Coating- 10-15% chance to poison your attacker when you are hit, always poisons when you are critically hit
Deadly Mixture- Gain half of your boon duration as a bonus to condition duration (Bonus Cap 20%)
Automated Response- Also removes all conditions when you reach 25% health

Tools
Enduring Damage(Rename to powered toolbelt)- Increase dmg by 3-5% for 5 seconds when you use a toolbelt skill (dmg% does not increase if you use multiple toolbelt skills within 5 seconds)
Deployable Turrets- Combined with Packaged Stimulants, thrown turrets have the new turret cooldowns
Kit Refinement- Global Cooldown removed, each skill has an individual cooldown of 11 sec
Scope- 10% increased crit chance vs moving foes
Leg Mods- Cripple and Chill slow you for 10% less
Armor Mods- Gain 5 sec protection when you receive vulnerability or a critical hit, 25 sec cooldown
Adrenal Implant- Evading costs 15% less endurance

Thoughts?

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

Rework useless/bad traits

in Engineer

Posted by: gimmethegepgun.1284

gimmethegepgun.1284

Almost entirely completely overpowered.
Change to Acidic Elixirs would be fantastic though.

Rework useless/bad traits

in Engineer

Posted by: Super Riceman.8702

Super Riceman.8702

Almost entirely completely overpowered.
Change to Acidic Elixirs would be fantastic though.

please splain

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

Rework useless/bad traits

in Engineer

Posted by: gimmethegepgun.1284

gimmethegepgun.1284

Concussion Bomb is the best bomb and you’d put it on dodge on a minor trait.
Target the Weak would be pretty much autocrit half the time.
Juggernaut on Bomb kit would be ridiculously powerful, not sure about on EG though.
Autotool Installation turns every turret into Healing Turret.
Power Shoes would be one of the strongest traits in the game, and then you throw Speedy Kits on it as well and you’re crazy mobile.
Scope might as well be a flat 10% bonus with such an easy condition to meet.
Adrenal Implant would result in nearly constant dodging combined with Speedy Kits+Invigorating Speed.

Rework useless/bad traits

in Engineer

Posted by: Tyaen.5148

Tyaen.5148

Agree with gimme. Way OP.

Tyyaen – Engineer (80) [SS]
http://camelotunchained.com/v3/

Rework useless/bad traits

in Engineer

Posted by: gimmethegepgun.1284

gimmethegepgun.1284

However, if all of these were to happen… New troll build:
0/0/10/30/30. Invigorating Speed, Cloaking Device, Power Shoes, Elixir-Infused Explosions, Speedy Kits, Speedy Gadgets, Adrenaline Implant.
Rifle, Healing Turret, Bomb Kit, Rocket Boots, Utility Goggles, Supply Drop.
Perma vigor with cheap dodges, perma swiftness with non-combat movespeed, 2 stun breaks, water field from Healing Turret, 4 blast finishers (which also heal, in addition to being able to hit the water field with them), 2 gadgets for invisibility/stun breaks (1 of which can also blast a smoke field for even more), a leap which heals (possibly for more with water field) and can stealth with smoke field, and 4 CC’s.
/evil

(edited by gimmethegepgun.1284)

Rework useless/bad traits

in Engineer

Posted by: Super Riceman.8702

Super Riceman.8702

Juggernaut is on bomb kit because you have to be in melee range to use it so the extra toughness will help, I dont think it should get the might gain (or at least only 1 per every 15 sec) since it scales well already.
It can help EG because EG applies lots of conditions and it can improve the leap and autoattack

Target The Weak
I dont know what the # should be for the bonus but I think there should be some cohesion between conditions and precision since the tree combines the two.
If Per condition % is too op then it should just grant half of your boon or condition duration as a bonus to crit chance (Cap 15
)

Auto-tool Installation probly shouldn’t be regeneration every turret but since it is in inventions it should help defensively (Or it should heal the turret way more than it does now)

Power Shoes can be a grandmaster trait if it removes or reduces combat speed reduction but if its the vigor granting one then I would keep it where it is.
If both of those ideas are ColinJohanson OP then it should just increase the distance for gap closers/creators like Rifle 5 and rocket shoes

Scope doesn’t do much currently, the bonus does not have to be 10% (probly 3-5%) but i think there should be a way to trait against more mobile classes

Adrenal Implant needs to be changed because as of now, it is the same as a 5pt ranger trait. Same w/ scope, the # shouldn’t be final but I think it should reduce the cost of dodging since 30% in tools is probly for glass cannons or people who want to be really hard to kill but not do much dmg (if they use 30pts in alchemy).
If it is too op to reduce endurance costs then it should increase endurance regen by 75-100% or do something else entirely

Concussion Bomb(w/ reduced confusion stacks) or the Flame bomb should be dropped because the default bomb is weaker than my left arm
Flame bomb would probly be better since it fits w/ the bonus condition duration

Also u didnt mention enduring dmg but there would probly be a 10sec cooldown on that.

Is anything else too O riginal P ost?

Edit: Cloaking Devise would be gadgets or turrets, not all
I think invisible on gadgets on turrets or gadgets would open up more builds, working only on immobilize seems like very little

I know these Ideas are mostly crazy but I find it very hard to work in some of these traits as they are (especially acidic coating and elixirs and scope). If you have an idea for these traits plz share, I just want these traits to be good even if its not what ive thought of.

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

(edited by Super Riceman.8702)