[Suggestion] Med Kit replacement Bandage Gun

[Suggestion] Med Kit replacement Bandage Gun

in Engineer

Posted by: tigirius.9014

tigirius.9014

Skills 2-4 on the Med Kit as well as the toolbelt skills should be revamped entirely.

Med Kit should be changed to Bandage Gun, it should keep the #1 skill as a cone but it should have the ability to fire bandages at targeted players, all other chemicals in this skill list should be changed to a zone skill.

These zones could be no larger than the one from the exploding seeds that druids release so balance is maintained but they should retain their basic function such as

Throw Stimulant Grenade ~ Throw out a stimulant that heals, grants fury, and removes a debilitating condition (weakness, blind, vulnerability)

Throw Accelerant Grenade ~ Throw out an accelerant that heals, grants swiftness, and removes a movement-impairing condition (immobilize, chill, cripple).

Throw Antidote Grenade ~ Throw out an antidote vial that heals, cures a condition, and applies resistance.

All of these skills could be using these stats:

Conditions Removed: 1
Number of Targets: 5
Radius: 180
Combo Field: Light
Range: 1,200

The toolbelt skill can remain the same function where the engineer shoots himself with a bandage.

Additionally I’ve noticed while playing that skills on the Engineer that heal other players often miss the engineer in the form of guns such as the condition removal of the #3 skill on the elixir gun removes/converts conditions on the engineer but the #1 skill, the Med Blaster doesn’t hit the engineer when we use it. Please make this change as it doesn’t trigger the heal to the engineer nor does it cause any boon such as protection or regeneration. This doesn’t match what happens on my Druid while he’s healing so it’s problem for engineers when they try to keep themselves alive.

There’s also no trait in the engineer healing lines that allows the engineer to receive benefits from their own healing of other players. I think this is a serious problem for engineers which basically makes it less desireable to use anything other than the turrets for healing, if you’d like to make it more desireable to play other gadgets or kits then making the heals from other skills also heal the engineer when he heals a player would be necessary in the traits!

Balance Team: Please Fix Mine Toolbelt Positioning!

[Suggestion] Med Kit replacement Bandage Gun

in Engineer

Posted by: Deniara Devious.3948

Deniara Devious.3948

Any idea, which is totally altruistic and does no damage, like medkit #1 currently is, is doomed to failed. The problem is that medkit #1 doesn’t heal the engineer himself at all! Compare that with druid staff #1 and elementalist water staff #1, both which are 1200 ranged attacks, which do damage and heal at same time (significantly better, as everybody wants to tag targets in pve and WvWvW to gain loot).

Simple fix to medkit would be:
change all skills #1-2 to 300 radius skills centered around the engineer, affect up to 5 targets, including engineer (thus max. 4 other targets). Why 300 radius? that would be half the range of most shouts (600-1200) and 1/4 or smaller area compared to shouts. Thus much smaller range, yet also lower cooldowns.

Medkit should NOT have any throw skills as that is just clumsy with ground targeting and stuff. It works very bad in the heat of battle. And I have played over 3000 h with medkit, so I probably have much more experience with throwing those medkit #2-5 skills than almost any other GW2 player.

Deniara / Ayna – I want the original WvWvW maps back – Desolation [EU]

[Suggestion] Med Kit replacement Bandage Gun

in Engineer

Posted by: guildabd.6529

guildabd.6529

Med blaster should give on hit passive immunity (retaliation, auras, burn block etc.)

(edited by guildabd.6529)