Simple ways to improve engi

Simple ways to improve engi

in Engineer

Posted by: Swagger.1459

Swagger.1459

Weapon kits are not a viable replacement for the lack of a secondary weapon.

The improvement…

Option 1- Same as now. Equip 1 weapon and have access to weapon kits.

Option 2- Equip 2 weapons, but lose access to weapon kits.

Also, add a lot more weapons to engi. I’m sure you could toss in a bunch without making players wait years for elite spec weapons…

You are very welcome for this amazing idea!

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.

Simple ways to improve engi

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Posted by: Setis.2863

Setis.2863

Question:
How many warriors did you see who don’t stick most at the time with one weapon?
How many Professions in general switch the weapon frequently (and not staying 90% at the time with one weapon)?

What is an additional weapon worth, if there is no proper use to it.
If you are a burning guard for example you will always be on scepter.

Just putting additional weapons (in other words additional skill sets) to a character does not make it better.
You will just have additional skills that you cannot use.
Like we don’t have this problem already (in all professions).

Simple ways to improve engi

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Posted by: Swagger.1459

Swagger.1459

I have a question in response to your questions…

What will it hurt to have the option of using a secondary main weapon, like every other profession besides ele?

Also, maybe you don’t, but ppl swap weapons all the time and have various builds designed around different weapons.

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.

(edited by Swagger.1459)

Simple ways to improve engi

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Posted by: Setis.2863

Setis.2863

you can not open a new building site without fixing the ground zero.
First fix ALL the mistakes in character design before you can add something new.

Or else you will just spread the infection.

Simple ways to improve engi

in Engineer

Posted by: Swagger.1459

Swagger.1459

Or we could remove all secondary weapons from all professions because you don’t think they are used or useful?

You ever fight other players in melee with a ranged weapon or that scenario vice versa? Because that’s the hard choice an engi and ele have to make while all other professions have optional access to both… and weapon kits aren’t suitable replacements for engi, and they come at a cost of losing a slot skill in the process.

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.

Simple ways to improve engi

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Posted by: HnRkLnXqZ.1870

HnRkLnXqZ.1870

What will it hurt to have the option of using a secondary main weapon, like every other profession besides ele?

The revenant would have this feature today as well. But ANet allowed the player-base to give feedback mid-development. Horrible idea if you ask me. Brought us one of the most broken class-mechanics ever. In underwater-combat they can swap weapons as well, but only have access to one weapon type. It was a quick decision, because they feared the revenant would not sell well.

Also, maybe you don’t, but ppl swap weapons all the time and have various builds designed around different weapons.

Weaponkits 101. Including the healing kit, we can swap between 6 different skill sets. Other classes have access to 2.

You want to remove a core-mechanic of our class, because weapon-kits are weaker than normal weapons? That is the deal, versatility for power.

Because that’s the hard choice an engi and ele have to make while all other professions have optional access to both… and weapon kits aren’t suitable replacements for engi, and they come at a cost of losing a slot skill in the process.

Again, access to 6 skill sets compared to access to 2 skill sets. This is a class mechanic. Again it is a trade, versatility for power. If you do not want that, don’t use kits. We have that system in all classes. You either go for power or versatility in your utilities. Signet builds vs anything else, for example. Or take the revenant’s genius facet of nature mechanic. We just have access to a greater pool of skills for a greater cost of power, compared to other classses.

The only thing I really agree, we need more weapons to choose from. A wrench/mace for melee would be nice.

dulfy-effect: Knowledge is power. But without fame, you are just a freak.

Simple ways to improve engi

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Posted by: zinkz.7045

zinkz.7045

Again, access to 6 skill sets compared to access to 2 skill sets. This is a class mechanic. Again it is a trade, versatility for power.

Except in practical terms the powercreep in this game means engi doesn’t really have better versatility anymore, every class has had weaknesses removed/toned down, movement buffs have been handed out like candy, new elite specs have made a lot of classes like toned down cele eles that can do everything, etc, engy’s versatility has largely disappeared, why roam on my engy when there are other classes that can have builds that have better mobility, better damage application, actual chase ability, sustain and can deal with condies, when the alleged “versatile” class cannot.

(edited by zinkz.7045)

Simple ways to improve engi

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Posted by: Terrorangel.1526

Terrorangel.1526

In my opinion the game designer / mechanic-dude-whatsoever did not think about every single mechanic of the Engineer.

Separating traits relating Weaponkits and distribute them over all Traitlines feels awkward.

Let us take a look at ANY other type of skill to have a basis to argument:
Mostly only ONE Trait exists that grants a bonus (like CD reduction, bonus effects -e.g. shouts from Ranger, Warrior or Necromancer; Glyphs/Signets from Elementalist or Ranger; and much more!)
It would make a significant quality of life change, having one Specialization to provide a bonus for all Weaponkits. That has to work like the Rangers Beastmastery Specialization.
—> Specialization: Tools
Minor Adept: Backpack Regenerator – Regenerate health every second when using a kit.
Major Adept 1: Streamlined Kits – Equipping a kit creates an attack or spell and grants you swiftness.
Major Adept 2: Charged Kits – Equipping a kit grants you an aura depending (depending on kit)
Major Adept 3: Cleansing Discharge – holding a kit loads charges (1Charge/3s), when you drop a kit you cleanse a condition from you and up to 2 allies in a radius (CD 20s) minimum conditions cleansed 1 (2) maximum 5.

Minor Master: Mechanized Deployment – Recharge of your tool belt skills is reduced.
Major Master1 : Auto Boot – Kit skills recharge faster.
Major Master 2: Reinforced Defense – Take less Damage from weakened foes, weakness you apply lasts longer | or same with bleeding (like Putrid Defense and Cold Shoulder from Necromancer)
Major Master 3: Elixier Infusion – have a chance of applying a condition based on the kit you are holding (50% Chance/hit; 5s CD).

Minor Grandmaster: Energetic Transfusion – Using a Toolbeltskill recharges all Toolbeltskills by 1s | gives you 1s of Alacrity.
Major Grandmaster 1: Gadgeteer – The CD of Gadgets is reduced (permanently), build static charges when struck. At maximum charge level, your next gadget skill is overcharged and has superior effect (10s – 20s CD).
Major Grandmaster 2: Reinforced Tools – Gain bonus for holding a kit (includes all bonuses from other traits such as Grenadier,Siege Rounds,Power Wrench,Juggernaut,Inversion Enzyme,Short Fuse and Health Insurance) | constantly apply a condition around your location while wielding a kit (like Rending shroud?)
Major Grandmaster 3: Upgrade – Deal 7% more Damage and Condition Damage for 5s after swapping to a kit (CD 10s)

That are just some thoughts. I did not really calculate CD and bonuses, please do not be annoyed by that

Simple ways to improve engi

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Posted by: Ardid.7203

Ardid.7203

Absolutely subjective, anecdotically devised, “simple” solutions I would like to see:

- Rifle is strongly and smartly buffed. (For example, when Overcharged Shot is reflected it reflects the damage, but not the knockback effect.)
- Shield is strongly and smartly buffed. (CDs are reduced.)
- A new, decent and versatile mainhand weapon is added. (Ok, not simple, but not that horrible either)
- Gadgets are polished for “purity of purpose”, balanced and buffed. (For example, Rocket Boots become a pure movement skill: stop doing damage, but evade and move a farther).
- Kits aren’t utility skills anymore. Instead, you select a toolbelt slot and allocate the kit there, replacing the former toolbelt skill you had previously. (The kit “cost” you a toolbelt skill, and don’t give you a toolbelt skill either. You win a space in the utilities for a gadget, giro or elixir).

“Only problem with the Engineer is
that it makes every other class in the game boring to play.”
Hawks