So what's the deal on Gadgets

So what's the deal on Gadgets

in Engineer

Posted by: waka.9826

waka.9826

It feels as if you guys (ANET DEVS) kind of just shoved them in there last second as there is basically no traits for them (other than the cool down one) and honestly is very hard to use 1 of our only 3 valuable utility slots for them as they only have VERY situational uses and go on a VERY HIGH cool down once used.

Can any developer shed some light on any future changes to the gadgets?

Few ideas :
Lower CD
Maybe change them into a more “armor mod” style (think signet) and give them a passive effect, a simple one would be giving slick shoes 25% movement speed etc.

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Posted by: Entaurrus Silver.3820

Entaurrus Silver.3820

I like the armor mod idea. It’s more akin to what an Engineer would do: wear strange mechanical devices for armor that have a special ability when you press a button. That would be a great fix.

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Posted by: CriSPeH.8512

CriSPeH.8512

+1
I really like the idea and theme of our Gadgets but they seem very tacked on.
Passive boons or buffs would be nice.

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Posted by: Drake.4182

Drake.4182

Agree!
I really think the cooldown is to long and it’s effect is to short.
For example Slick Shoes effect only 1s but have 60s cooldown.
Furthermore our slot skill always have a cast time, not like other class have lot of instant slot skill.
It’s let us living in disadvantage in some combat.

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Posted by: runeblade.7514

runeblade.7514

In my opinion, Gadgets should be purely passive, you cannot activate them at all. The active effects are the toolbelt skill versions.

For example, you wear Utility goggles, you have perma-fury and immunity to blind forever as long as you have Utility goggles in your utility slot. The downside is, there is no active effect on the Utility goggles. You can use the toolbelt skill, Analyze instead. This makes it balanced because of the Engineer’s toolbelt mechanic. While yes, this means you can have the passive still activated while the active is in cooldown, but you don’t get an extra skill to use.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: blutstein.2468

blutstein.2468

For example, you wear Utility goggles, you have perma-fury and immunity to blind forever as long as you have Utility goggles in your utility slot.

How could anyone call permafury and blindimmunity balanced on top of free 10% dmg??? thats ridiculously OP.

think —> write

kitten kitten kitten kitten kitten

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Posted by: damny.9342

damny.9342

+1 for the signet idea. I also like the idea of them having no actual active effect, purely because it really fits the way I’d imagine gadgets like goggles to work. Although I’m not sure permanent fury and immunity to blind is such a great idea.

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Posted by: Kamahl.3621

Kamahl.3621

Bumping with my own ‘OH YEAH’ agreement on this. Gadgets suck. Portable ram, utility goggles, throw mine (this one’s only slightly useful for boon removal), and rocket boots are awful (actually I like the boot’s utility skill). Slick Shoes is only useful for WvW situations, in sPvP it feels like a silly, weird effort to try and knock someone down with the skill.

While it’d need a revamp of a few traits, giving gadgets passive effects would thoroughly improve the diversity potential. Right now, why the hell would I ever take a gadget over a kit? Gadget toolbelts are universally bad, whereas kit toolbelts are outstanding – and come with at least 2 very solid skills attached. Gadgets are on long cooldowns with subpar effects.

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Posted by: CriSPeH.8512

CriSPeH.8512

For example, you wear Utility goggles, you have perma-fury and immunity to blind forever as long as you have Utility goggles in your utility slot.

How could anyone call permafury and blindimmunity balanced on top of free 10% dmg??? thats ridiculously OP.

think —> write

He did state it was an example.
think —> write

And since when is an skill free? Our TB skill applies vulnerability which can be removed and/or negated.
Permafury and Blind immunity would be pretty powerful but I wouldn’t call it ridiculously OP, other professions have ways of increasing there Crit chance, we have scope which doesn’t even work.
So to give up a utility slot, which is also our option for secondary weapons and to lose the stunbreaker side of utility goggles I think permafury and blind immunity would be a fair trade.

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Posted by: luckywaldo.6089

luckywaldo.6089

I dislike the idea of passive skills in general because they take away from the interestingness and skill of using active skills well. It’s just kind of like, “hey, I am lazy, so let me stick on this signet to be better without needing to do anything”.

And perma-fury as a single passive effect is overpowered. I can’t think of any other skill in the game that would be close to being that good. Precision signets only offer about ~4.5% extra crit chance, although to be fair you can still stack some fury on top of that.

Still though, that skill would be a necessity for every single build, just for the raw stat increase. You can’t compensate for engineer being kitten everywhere by giving it 1 overpowered skill.

Ecce Machina ~ Engineer
Ars Est Mortem ~ Necromancer

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Posted by: google.3709

google.3709

Think like a dev ;p they are holding onto gadgets and turrents so that in the future they can boost and shift meta builds

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Posted by: waka.9826

waka.9826

Think like a dev ;p they are holding onto gadgets and turrents so that in the future they can boost and shift meta builds

yah that’s why they literally never post in engineer forum. makes sense

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Posted by: Chickenshoes.6250

Chickenshoes.6250

What kind of crappy goggles do you have that that work for a little bit then burnout? Do they work on vacuum tubes?

Slotted utility goggles; Permanent immunity to blind. Not OP at all.
Slick shoes; runspeed
Rocket boots; Reduced chill/cripple durations
Throw mine; Can’t think of anything. It should really be a kit with more than 1 lousy mine anyway.

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Posted by: pza.8024

pza.8024

What kind of crappy goggles do you have that that work for a little bit then burnout? Do they work on vacuum tubes?

while i totally get your point and agree to this, this i by far not the most unlogical skill we have. think of 1500 range multigranade. i think that engineers should not be working with MAGIC stuff like that.

oh, and i’m not sure if a blind person starts to be able to see if he/she puts goggles on… so perma immunity to blindness makes no sense whatsoever either. rather give it permafury, increased chance on headshots(criticals)… would be more logical, though it would still need some active effect (signetlike), so that its not that OP .

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Posted by: Aristio.2784

Aristio.2784

There are traits that work with certain Gadgets:

Incendiary Powder, Precise Sights, Forceful Explosives, Explosive Powder, Steel-Packed Powder, Sharpshooter, Infused Precision, and Speedy Gadgets

You have to remember that most of our Gadgets, except Slick Shoes and Utility Goggles to damage.

My point is however moot, as Gadgets are still bad. Treated Gadgets as the Engineer signets would be great.

Utility Goggles: Critical Hits grant Fury (2s)
Slick Shoes: Run 25% faster
Throw Mine: Increases Power
Rocket Boots: Increases Precision
Personal Battering Ram: Reduces damage taken (5%)

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Posted by: Kardiamond.6952

Kardiamond.6952

I tried to make a gimmick gadget build this week end, thinking I might find an hidden power.

Man was it bad.

Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]

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Posted by: Ayestes.1273

Ayestes.1273

Haha…. I’ve done that before. Gadgets in many cases just don’t bring enough to a utility slot for an Engineer. A single Gadget choice once in awhile can be a great addition to a build, but a Gadget build hurt my brain in both the conception and the attempts at making it work.

Virydia – Hearld
Tirydia – Scrapper

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Posted by: CriSPeH.8512

CriSPeH.8512

I think Gadget Refinment trait in Inventions or Tools would fit perfect.
The trait would just add passive effects to Gadgets while equipped.

The way Anet seems to balance things, if they were to give gadgets “free” passives I think they would suck royally, so I would rather have effects equal to Kit Refinement at the cost of a Trait.

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Posted by: Zaviel.1245

Zaviel.1245

Maybe change them into a more “armor mod” style (think signet) and give them a passive effect, a simple one would be giving slick shoes 25% movement speed etc.

Yes, in so many ways. “Armor mods” working like Signets would be amazing. No longer would I feel pressured into taking Speedy Kits just to keep pace in WvW. To make then work like signets some would need their toolbelt abilities re-done.

Rocket Shoes: Passive, Grants Condition damage
Active- Breaks stun, blasting yourself back (current effect)
Toolbelt- Current effect

Slick Shoes: Passive, +25% Movement Speed
Active- Current effect
Toolbelt- Grants 15 seconds of Swiftness andVigor

Personal Battering Ram: Passive, Grants Toughness
Active- Current effect
Toolbelt- Current effect, but instant cast

Utility Goggles: Passive, Cures a condition every 10 seconds
Active- Current effect
Toolbelt- Current effect, but smaller cooldown

Throw Mine: Passive, Grants Power
Active- Current effect
Toolbelt- Current effect

(edited by Zaviel.1245)

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Posted by: Kardiamond.6952

Kardiamond.6952

@Zaviel

Don’t break my slick shoes!

It’s my anti zerg utility!

Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]

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Posted by: JohnDied.3476

JohnDied.3476

I posted something like this before and I liked the idea of removing armor mods in favor of another grandmaster for Gadgets.

Gadget specialist; Using gadgets triggers additional effects.
Battering ram- Skill applies 4 stacks of vulnerability, toolbelt causes 3 stacks of confusion
Rocket boots- Skill causes blind, toolbelt causes 3 stacks of vulnerability
Slick Shoes- Skill applies 4 stacks of vulnerability, toolbelt grants 3 seconds of quickness
Goggles- Skill grant’s 3 stacks of might, toolbelt causes weakness
Mine- Skill causes 3 stacks of confusion, toolbelt strips boons

The additional toolbelt effects can be omitted if they would make the gadget too overpowered.

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Posted by: Ayestes.1273

Ayestes.1273

I strongly support getting rid of Armor Mods, not only because it’s terrible, but because a good Gadget trait could go in alongside improving the base of many of the Gadget abilities.

Virydia – Hearld
Tirydia – Scrapper

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Posted by: waka.9826

waka.9826

I strongly support getting rid of Armor Mods, not only because it’s terrible, but because a good Gadget trait could go in alongside improving the base of many of the Gadget abilities.

How do you get rid of something that doesn’t exist…?

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Posted by: Ayestes.1273

Ayestes.1273

http://wiki.guildwars2.com/wiki/Armor_Mods

I’m not sure whether or not you are making a joke about how bad the trait is, or whether the trait is so bad you actually forgot about it. It is an impressively bad trait though.

Virydia – Hearld
Tirydia – Scrapper

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Posted by: Kardiamond.6952

Kardiamond.6952

Oh Ayestes you mean another of our GM trait that is a weaker version of another class trait?

http://wiki.guildwars2.com/wiki/Spiked_Armor

Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]

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Posted by: Ayestes.1273

Ayestes.1273

Yes… did I get lost somehow in this discussion? I think I did.

Edit: I have confirmed that my path has indeed got me lost. Time to hit up some energy sources and wake myself up.

Virydia – Hearld
Tirydia – Scrapper

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Posted by: waka.9826

waka.9826

http://wiki.guildwars2.com/wiki/Armor_Mods

I’m not sure whether or not you are making a joke about how bad the trait is, or whether the trait is so bad you actually forgot about it. It is an impressively bad trait though.

Oh, I was not referring to that bad trait.

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Posted by: Penguin.5197

Penguin.5197

http://wiki.guildwars2.com/wiki/Armor_Mods

I’m not sure whether or not you are making a joke about how bad the trait is, or whether the trait is so bad you actually forgot about it. It is an impressively bad trait though.

I think its decent under specific conditions. Combine it with full alchemy line and rune of earth set for 7.5 seconds of protection. Thats about 30% of protection uptime on its own, pretty useful in spvp (Where you get hit by crit almost every time), especially when combines with protection injection, you will almost always have protection uptime in battles.

Yes I know its off topic.

(edited by Penguin.5197)

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Posted by: Kamahl.3621

Kamahl.3621

I think its decent under specific conditions. Combine it with full alchemy line and rune of earth set for 7.5 seconds of protection. Thats about 30% of protection uptime on its own, pretty useful in spvp (Where you get hit by crit almost every time), especially when combines with protection injection. You will almost always have protection uptime in battles.

Yes I know its off topic.

I’m not helping in this segue, but armor mods gives retaliation.

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Posted by: Penguin.5197

Penguin.5197

I think its decent under specific conditions. Combine it with full alchemy line and rune of earth set for 7.5 seconds of protection. Thats about 30% of protection uptime on its own, pretty useful in spvp (Where you get hit by crit almost every time), especially when combines with protection injection. You will almost always have protection uptime in battles.

Yes I know its off topic.

I’m not helping in this segue, but armor mods gives retaliation.

hah my bad I was thinking of the wrong skill.
HEY ITS BEEN A LONG DAY IN CLASS LEAVE ME ALONE >:( lol

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Posted by: Sporadicus.1028

Sporadicus.1028

I agree that Gadgets could be morphed into the Engineer version of signets. But I think devs didn’t want Engineers to have anything relating to signets (the reason is . . . I dunno).

I like the ideas you folks are suggesting. Keep it up!

I think the problem with having signets is we would have a tiny edge over the enemy in that we would have two activation skills and a passive skill related to the utility skill.

Developers would probably nerf either the toolbelt skill or the activation skill of the gadget in order to put a permanent bonus on that skill. That’s probably going to be the way the devs will think about this idea.

Malkin Rawl – Charr Engineer, Tarnished Coast
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play

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Posted by: CriSPeH.8512

CriSPeH.8512

I agree that Gadgets could be morphed into the Engineer version of signets. But I think devs didn’t want Engineers to have anything relating to signets (the reason is . . . I dunno).

I like the ideas you folks are suggesting. Keep it up!

I think the problem with having signets is we would have a tiny edge over the enemy in that we would have two activation skills and a passive skill related to the utility skill.

Developers would probably nerf either the toolbelt skill or the activation skill of the gadget in order to put a permanent bonus on that skill. That’s probably going to be the way the devs will think about this idea.

^ I agree.
Thats why I think the best way to go is a Trait.
Then the balance is based of the Trait point requirement rather than the actual skills.

But then again you so right about the way devs think that it reminds me that they seem to have tried to balance certain kits based on certain Kit Refinement skills without really taking into account the Trait cost.
So…..darn I guess

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Posted by: Ketharius.9018

Ketharius.9018

I use a full Gadget build in sPvP and wreck people, maybe swap to Elixir S every once in a while against high rated people.

Tarnished Coast
[FUNK] Squad

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Posted by: Chickenshoes.6250

Chickenshoes.6250

What kind of crappy goggles do you have that that work for a little bit then burnout? Do they work on vacuum tubes?

while i totally get your point and agree to this, this i by far not the most unlogical skill we have. think of 1500 range multigranade. i think that engineers should not be working with MAGIC stuff like that.

oh, and i’m not sure if a blind person starts to be able to see if he/she puts goggles on… so perma immunity to blindness makes no sense whatsoever either. rather give it permafury, increased chance on headshots(criticals)… would be more logical, though it would still need some active effect (signetlike), so that its not that OP .

A blind man wouldn’t put on goggles to see, a man with sight attempting to not go blind puts on a welding mask or other protective eyewear to stop themselves from being blinded by bright lights. If it’s smoke, the goggles provide heat-vision. Goggles preventing blind makes perfect sense.