Suggestion for Kit Handling: Kit Slot idea. Thoughts?

Suggestion for Kit Handling: Kit Slot idea. Thoughts?

in Engineer

Posted by: Anymras.5729

Anymras.5729

Engineer kits are currently, for those who don’t know, treated like bundles; my suggestion is to treat them more like alternate weapons, and include a way to swap to and from them, like any other class. Now, I’m a bit tired, so it might take me a while to really, clearly get to my point, but here goes nothing.

No, I’m not saying “Give us kits we can equip as weapons.” I’m saying “Give us a weapon slot we can use our kits to modify.” Give Engineers a Kit slot that functions almost identically to the alternate weapon slots of every class but Engineer and Elementalist, except that it can be modified by Utility Kits and can have a Kit ‘equipped’ into it for easy access without sacrificing a utility skill slot – or gaining a Toolbelt skill.

This’d let your Turret Engineer types (like myself, for example) place all the turrets they could manage, without sacrificing any for the ability to repair them, by equipping the Toolkit to the Kit slot, and probably open up a whole new bundle (pun unintended) of possible tactics for the Engineer – I know it would actually get me to use a kit besides Underwater Grenade Kit.

Thoughts? I tried posting this in the Suggestions thing, but it pretty much got buried. I still like the idea, though, and would like to know whether it sounds like a good one or if it’s just me.

Suggestion for Kit Handling: Kit Slot idea. Thoughts?

in Engineer

Posted by: Lyuben.2613

Lyuben.2613

Yeah I remember suggesting this months ago.

I’ll say this: its simply too much to ask for.

Suggestions like this, sniper kit and others are asking for too much of a change.

Your best bet is to ask for changes within existing mechanics and existing rules. The exception to that really, was the change to the mine kit, but really, I doubt they will do any major changes, not at this stage.

The trouble as well is: which kits can go there? Weapon, or device kits? Or both?

Secondly: it creates a conflict where the toolbelt you like is vital and may conflict with other toolbelts.

My own suggestion ages ago was to remove weapon kits from the utility bar altogether, give us 3 new utilities, and make these kits a baseline mechanic of the engineer. So that every engineer had either a : tool kit, flamethrower or elixir gun.

The range of roles and ranges covered by them is quite outstanding.

But really, that is an idea that would happen if I designed the engineer, and at this stage, its not really practical.

Our best bet is simply to get kits to inherit the stats and sigils of your mainhand weapon.

Vibor Bauman- Level 80 Engineer- Gandara

Suggestion for Kit Handling: Kit Slot idea. Thoughts?

in Engineer

Posted by: Zeex.4389

Zeex.4389

The fix to kits is simple: Make a hidden armor slot for your weapon to go into when you use a kit. It’s not elegant, but a bandage fix might be necessary since it seems a rewrite of the bundle code would be needed.

Suggestion for Kit Handling: Kit Slot idea. Thoughts?

in Engineer

Posted by: Kithzyan.5034

Kithzyan.5034

While i’d love an actual slot for kits so we could get different appearances, it probably is to much to ask for at the moment and, to be frank, we need a kit fix ASAP as our class cannot really be balanced until bugs like this are fixed as it will notably change our power level.

A ‘hidden armour slot’ for weapon would be one bandaid fix, but then so would simply making kits no longer be bundles as well and we know ANet has the technology for multiple subsets of a single weapon in the Elementalist Attunements* so using that codebase would potentially get our fix.

  • I am not saying I want Attunements with the cooldowns and restrictions like Ele’s have, I simply mean behind the scenes, everything from a player point of view would stay the same except, you know, the bugs not still being there :P