So.. Kit refinement dead ?

So.. Kit refinement dead ?

in Engineer

Posted by: google.3709

google.3709

All kits get in the way of speedy kits, and on the way of each other now, great…

If you want swiftness! no Kit Refinement for you, SIR!

if you want Magnetic aura!! no swiftness, fury, condition removal and small heals from Med kit for you, SIR!

Multikit builds and Kit refinement? haha you must be joking,SIR

Anet if you care about engineers! take Med kit off the global cool down and give it its own 20s cool down…!! and explain to us why do you hate multikit builds ? it’s now more than clear that you don’t want us using more than 1 kit at the time..

ps: kit refinement is for chickens!! most of it’s abilities seems to be aimed for running away :S!

So.. Kit refinement dead ?

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Posted by: google.3709

google.3709

oh.. and fire shield ? really ? should it just left it like before.. R.I.P Condition removers! minute of silence

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Posted by: Penguin.5197

Penguin.5197

I would like to see every kit have its own cd and move it up the tool tree line, and anything else can just about be moved down.

Leg mods: 10% faster while holding unarmed kits? Master to adept
Armor mod: 5 seconds of retaliation when critically hit on a 25 sec cd? grandmaster to master.

I’m pretty sure they said they didn’t want adept traits to be build defining, but it just so happens our higher traits in tools are not exactly build defining either. The tools tree is just pretty bad all around except for the few noticeable adept traits (Which is pretty ironic).

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I agree that condition removal was the biggest loss this patch. Everyone knew that 100nades would die, which we were all okay with because it was incredibly difficult and not as good as other glass cannons.

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Posted by: Wuffles.5319

Wuffles.5319

20 second static cooldown..not cool…not cool at all. Theres no way a -good- engineer who switches kits like crazy could ever keep track of and make use of kit refinement now.

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Posted by: google.3709

google.3709

Specially if you use med kit for fury or heals, condi remover! its useless now unless you hold back, and considering how overpowered we are.. i don’t think we can afford to hold back, js ..

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Posted by: hydeaut.1758

hydeaut.1758

Yes, you shouldn´t take med-kit if you run with other kits and kit-refinement – very funny thing.

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Posted by: Wiser with Age.3714

Wiser with Age.3714

Since the other thread on this subject was reporting in-game durations between 2 seconds and 4 seconds for these special abilities, we know that they aren’t going to be up for very long. When you combine that with the universal global cool down, this trait is basically dead if you’re using more than x1 kit.

RIP Kit Refinement. You have served me welcome, but your time has past. Soon you will be but a memory. (I’ve already reset my traits to permanently remove my x10 points in Tools since the patch.)

We are Test Group F. (Don’t ask about what happened to the previous Test Groups.)

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Posted by: Quae.5431

Quae.5431

20 second static cooldown..not cool…not cool at all. Theres no way a -good- engineer who switches kits like crazy could ever keep track of and make use of kit refinement now.

Totally agree. I play 3 and sometimes 4-kit (depending on the situation) and switch like mad to use all the skills I want/need. It would help if there was some indication of how much time was left on the cooldown, but really…it’s just too long. Also, as far as utility and usefulness to a group, triggered super elixir was awesome. I feel naked and useless without it. Alas.

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Posted by: Terrahero.9358

Terrahero.9358

Its very hard to keep track of the cooldown, and at times you want to use a kit but not use the KR effect. You dont have that control, but the very short duration and nature of the effects are designed in such a way that these can infact be wasted.

Getting the Glue on Elixirgun can be a complete waste if you just wanted to get te EG out to remove some conditions from an ally.
And this new KR conflicts greatly with the Medkit, which has a lot of abilities that you want to use at times you really dont need the reflect. Aswell as the Speedy Kits trait, as this trait wants you switching kits to keep up Swiftness which is ofcourse not what you want with KR.
And it runs completely contrary to any build that relies on frequent kit swapping.

Its become a secluded trait with much less synergy with the rest of the profession, that is hard to take proper advantage of. Despite having kinda underwhelming effects based on its cooldown.

My suggestion would simply be that KR should modifery 1 set ability in each kit to add an extra effect to it. For example, Firebomb has a Backdraft effect, pulling nearby enemies closer.
Gear Shield now reflects projetiles aswell when used. Drop Stimulant gives you Super Speed (just by dropping it). Flash Grenade removes 1 boon from enemies (1 total, not 1 per grenade. Can you imagine? :P).

Stuff like that. A universal trait that just makes all your kits slightly better by enhancing an ability with an extra effect.

So.. Kit refinement dead ?

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Posted by: Zenguy.6421

Zenguy.6421

Once upon a time there was a humble trait called Kit Refinement. It came from a poor family of Adept traits, but overcame its lowly origins and rose to become a favourite choice for multi-kit engineers. Often these hard working patrons would put aside an extra 10pts in the Tools trait line just so they could hire Kit Refinement and its other Adept cousin, Speedy Kits, for their builds.

Then one day, instead of treating Engineers as merely an afterthought in their lofty schemes, the lords of the land, the ANet, turned the full might of their attention to the much maligned Engineers. “We shall help Engineers achieve their true place in the land of Tyria.” they said.

So the mighty ANet started to listen to the tales in the marketplace about Engineers, they tried sparring with a few Engineers, and even donned Engineer’s armour and tried out some of the Engineers tools in their mighty arenas. “Yes.” they said. “We finally see that some things are indeed not right with the Engineer. We will fix this.” And they started to make changes to the powers granted to Engineers.

But the prejudices of the mighty ran too deep for the fate of the lowly Kit Refinement. “What is Kit Refinement doing in so many builds?” the ANet asked. “Why is it that Engineers find it so useful? How are they getting such benefit from a mere Adept trait?” And so the fate of Kit Refinement was sealed.

The first warning Kit Refinement had of the change in its fate was when it received orders to slow down, to stop being so helpful all the time. But the orders were garbled and although Kit Refinement had to curtail its assistance to its more interesting but less powerful Engineer patrons, it was still able to do its work for the most powerful engineers.

The mighty Anet heard how their s instructions had been garbled, and how Kit Refinement was still helping the most powerful engineers, and they decided that was enough. “A lowly Adept trait should never be allowed such power! Return Kit Refinement to its lowly Adept status, and make sure it says there!

Now Kit Refinement wanders the back alleys of Tyria, hoping for a visit from a kindly Engineer; hoping against hope that some curious Engineer will try it out in a build, at least for a little while, so that it can get a brief taste, a brief reminder, of the glory it once knew.

.
As far as builds go, Kit Refinement is dead. There are now plenty of better traits to take than Kit Refinement – given the state of Engineer traits, that isn’t saying much.

(edited by Zenguy.6421)

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Posted by: google.3709

google.3709

hahahaha this is a great tale, you should make it into a post so a lot more people can see this!

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Posted by: Zenguy.6421

Zenguy.6421

Done. Glad you like it. :-)

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Posted by: google.3709

google.3709

yea, its really good

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Posted by: CriSPeH.8512

CriSPeH.8512

Agree with OP.

I understand that Anet was trying to make the KR effects more utility rather than offensive, which if fine for a 10 point trait.
I would even say that the new effects are all pretty nice, none seem worthless like the old medkit.
What I dont understand is the horribly long shared CD?
If anything the previously added ICD should have been removed from EG & FT.
Engineers gave up some high damage/condition removal KR effects for straight damage mitigation, the only exception is Bombkit which could be used as an opener but not really since it takes a few seconds to go off.

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Posted by: Eviator.9746

Eviator.9746

Man, it’s like the only reason to carry multiple kits is to trigger kit refinement! Look, it’s an adept-level trait. You shouldn’t be building your build around a low-level trait. Adept level-traits should be “nice to have” and “synergizes well with the way my character is built.” It should not define a build.

Would you take it over Speedy Kits? Depends upon what you’re going to do with your character. The new skills might be terrific for PvE, and pretty good in PvP in the right hands. But KR no longer defines the a build, and I consider that an appropriate balance change.

Sheldor the Eidetic (Group Engi) | Shorty McShinkicker (Solo Engi) |Turanga (Solo Mes)
Doing what I can for DB during EU primetime

(edited by Eviator.9746)

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Posted by: google.3709

google.3709

Well.. you’re right, a trait shouldn’t define an entire build, BUT… what would be a theif, without mug ? or a mesmer that can’t create clones on dodge, or an ele without evasive arcane ?

(edited by google.3709)

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Posted by: Sylosi.6503

Sylosi.6503

Man, it’s like the only reason to carry multiple kits is to trigger kit refinement! Look, it’s an adept-level trait. You shouldn’t be building your build around a low-level trait. Adept level-traits should be “nice to have” and “synergizes well with the way my character is built.” It should not define a build.

Would you take it over Speedy Kits? Depends upon what you’re going to do with your character. The new skills might be terrific for PvE, and pretty good in PvP in the right hands. But KR no longer defines the a build, and I consider that an appropriate balance change.

Yes you are right we should be building on grandmaster traits like Adrenal Implant, which Rangers get as Natural Vigor for 5 pts…

If they felt KR was too much for 10 pts, then they should of simply moved it up the tree to 20 or 30 pts, apparently though removing the skills that actually made it worth having and replacing them with pretty weak skills and then crippling it with a 20 sec GCD so the trait is simply not worth having was a better idea, whoever is in charge of class design / balance is clueless.

(edited by Sylosi.6503)

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Posted by: Soon.5240

Soon.5240

The very basic conflict between Speedy Kits and Kit Refinement shows that Anet doesn’t have a clue….

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Posted by: google.3709

google.3709

They could have simply replaced grenade barrage or toned down the damage and not many people would be as upset since most of the community knew it was coming and accepted it, but instead they decided to use 100nades as an excuse ( even with a fake 24k screenshot ) in order to destroy the entire trait, and i say destroyed because it not only took away

2 condition removals
small heal
snare
tiny damage from med kit ( 700-1k crit for me )
and our tiny bombs

but now the trait gets in the way of all our kit builds, cause now you can’t use speedy kits without having GCD up permanently, use multiple kits ( med kit included ) or time when you want an ability to happen because you might happen to need a medpack or a block.

(edited by google.3709)

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Posted by: Eviator.9746

Eviator.9746

If they felt KR was too much for 10 pts, then they should of simply moved it up the tree to 20 or 30 pts.

If Anet had asked me, that’s exactly what i would have suggested. Make KR a build-defining grandmaster trait, and make the spells awesome.

Sheldor the Eidetic (Group Engi) | Shorty McShinkicker (Solo Engi) |Turanga (Solo Mes)
Doing what I can for DB during EU primetime