Suggestion: Increasing Engineer Versatility

Suggestion: Increasing Engineer Versatility

in Engineer

Posted by: Daigle.8497

Daigle.8497

Remove our primary weapons, and give us 5 more utility slots. (While leaving the toolkit slots the same)

Is it a crazy suggestion? Maybe.

Will it make us overpowered? Maybe.

Will it solve some of our versatility problems? Yes.

quite a few of our problems has been that there isn’t enough utility slots to actually take advantage of our excellent variety of utility skills or most of our major class mechanics (kits and turrets).

We’ve already paid for our versatility with the loss of weapon swap, so trading our other weapon for more utility/free slots wouldn’t be too out of flavor.

If the lack of weaponry is not to your liking, chopping up the current skills and repopulating 1-5 wouldn’t be too far-fetched, or even repackage the skills into a weapon kit of some sort isn’t too unreasonable.

Would these changes be unacceptable?
Discuss!

Suggestion: Increasing Engineer Versatility

in Engineer

Posted by: Anymras.5729

Anymras.5729

…this would leave us with Kits as our only method of combat that possessed an attack that wasn’t often on a cooldown. Also, we’d need a default Kit for levels 1-5. Wouldn’t be entirely averse to a sort of Frankenkit that would let us mix and match our weapon skills to a certain extent, except for the potential for overpoweredness. (Edit: In fact, I kind of like the idea of a mix-and-match weapon for Engineers, though I’m not sure how it would be executed, beyond restricting choices of effects to ‘has to be on the same number.’)

I’m not sure if I like it (because it would actually give me a reason to carry Kits, while letting me use the rest of my turrets,) or dislike it (because what, no regular weapons, so no point crafting Exotics, no weapon stats, etcetera). All in all, I’d put this suggestion as…interesting. Bizarre, yes, but interesting nonetheless.

(edited by Anymras.5729)