Superspeed bug
I think the description refers to the speed you move at when in combat.
We actually have been getting plenty of these threads pop up lately, was super speeds mechanics changed recently?
Grants Double Speed while in combat which is faster than just swiftness.
while out of combat Super Speed is the same as swiftness.
The advantage of the skill is when it is used in combat because you will be able to get away/gain on other players with just swiftness.
Grants Double Speed while in combat which is faster than just swiftness.
while out of combat Super Speed is the same as swiftness.
The advantage of the skill is when it is used in combat because you will be able to get away/gain on other players with just swiftness.
This.
The skill is one of the best tool belt skills we have, everything else is pretty kitten (maybe except big ole bomb and grenade barrage). Not to mention is ignores cripples chills.
I wasn’t aware that it would work in combat. Out of combat it is pretty much useless. At least thats good news.
It would still be a decent way to make us move a bit faster out of combat.
They have WAAYYYY too many in combat out of combat situationals for this class. The same goes for power shoes. Seriously, why in the world would I want that to give me 25% in combat only? Really? And why wouldn’t melee users of the toolkit not want this to work as a gap closer BEFORE they reach their target to start combat? hmm?
It seems like every class has some skill that passively increases their speed except engineers. If power shoes worked out of combat then it would actually be worth taking.
It seems like every class has some skill that passively increases their speed except engineers. If power shoes worked out of combat then it would actually be worth taking.
Agreed, why does our +25 speed buff activate only under certain conditions T_T
I really don’t like slick shoes. Not only is it a gadget which is taking up space from kits and elixirs, but oil is on an untraited 1 min cooldown, and super speed is also pretty high in cooldown for a lousy 5 seconds of guaranteed fast running. They’re both nice effects, but I never find a slot for them unless I’m doing Griffon Rock or the swamp fractal. I would really wish there were some sort of passive benefit to having them in the utility bar like signets or whatever that mechanic is for rangers/thieves/warriors.
I’m spamming kit swaps for infinite swiftness, but it’s super annoying since I’m not using medkit, there’s a 1 second cooldown and I have to time it. Not to mention if I have kit refinement things like the extra grenade barrage or elixir S won’t ever be up when I need them. Passive boosts seem pretty good by comparison. I don’t often use turrets or bombs so my inventions master trait slot is pretty useless. It would be nice if power shoes worked out of combat as well.
Speed buffs are internally capped at 133%, normal speed is 100%. Swiftness only gives you 33% increased speed, so in combat (which reduces speed to 75%) it’ll only let you go to 108%. Out of combat Superspeed is capped out 33% increased speed, but in combat it lets the player achieve the cap, which makes it better than swiftness.
Speed buffs are internally capped at 133%, normal speed is 100%. Swiftness only gives you 33% increased speed, so in combat (which reduces speed to 75%) it’ll only let you go to 108%. Out of combat Superspeed is capped out 33% increased speed, but in combat it lets the player achieve the cap, which makes it better than swiftness.
But its still not double speed
misleading tooltips are misleading.
The strength imo comes from the fact that you ignore slows for the time being. While its active it very simply makes you run at the movementspeed cap. Which is equal to out of combat WITH swiftness. Cant run faster then that. No matter wether you have cripple, and chill, and are in combat. For those 5seconds, you run 133%.
Still other classes have ways to move faster than 133% with ride the lightning, rush from guardian, swoop from ranger and there are many more, also teleports.
So I am sure they could make something that you can actually run faster with superspeed. Even if they make it a rush where you can only run in one direction but you can escape. That would be alot better than 133% speed.
Still other classes have ways to move faster than 133% with ride the lightning, rush from guardian, swoop from ranger and there are many more, also teleports.
So I am sure they could make something that you can actually run faster with superspeed. Even if they make it a rush where you can only run in one direction but you can escape. That would be alot better than 133% speed.
^Agree with your point.
Super Speed from Slick Shoes is supposed to be our in combat gap closer/opener, Jump Shot really only works as a closer with ppl who are CC’d and everyother distance skill we have either sends you backwards and/or knock you down, so the only way to use them as movement skills is to About Face right before and after which is just ridiculous to have to do.
So like most of our “staple” “balance” “every profession needs them” skills our Gap Closer is pretty lackluster compared to other professions, pretty sure Thieves and HS spam just as fast across an area as we can super run.
It is still a nice skill paired with slick shoes but it seems because it is a TB “xtra” skill it is nerfed. I would rather they switch them and Slick Shoes can be the TB and Super Speed can be the utility but have it changed so it is actual super speed over a larger area, something similar to when you get Brute with Elixir X and use the charge skill or the charge in Keg toss. Even having it GTAoE so it would be more like Sprint to this spot or like Warrior Whirlwind.
This would be the escape utility / gap closer which the engineer is really missing.
Did you try rocket boots? It´s atleast a decent escape utility and can also work as a gap closer, though harder to use. Also acid bomb from the elexir gun is nice for escape.
Engis don’t need gap closers that require the player to “rush” to an opponent. That’s why Engis have CCs for. Immobilize every 10s on the rifle, is OP and gives more than enough time to close a gap with jump shot. When using the Tool Kit you have Magnet, which has 1200 range. Point being is that Engis don’t need a gap closer when we have so many other ways of stopping foes.
On top of that, Engis aren’t designed to be in the midst of front-line battles. Take a note from our sister class, the Thief, they use stealth to pop in and out of battle. Similarly, the Engi should be going in CC’ing the opponent, when trying to get in melee range, then using escape skills such as rocket boots and super speed. Admittingly, CC is more suited for keeping foes away from a distance, but it is still more than viable for close range encounters.
Superspeed is the Toolbelt utility from Slick Shoes. The description says that you move at “double” speed when using it.
What it does now: It grants you a speed buff with a special icon for 5 seconds but it is exactly as fast as swiftness which is really really weak and completely useless.
We have unlimited quickness already and a buff which lasts only for 5 seconds should really offer us the double speed or at least 166% for the 5 seconds. This would be the escape utility / gap closer which the engineer is really missing.
I guess this ability was made for exactly that purpose but somewhen while coding you made a limit at 33% speed and forgot that there was this special ability which should probably be about the same speed as the greatsword rush from guardian.It would be really nice if you fixed that issue. Actually that is a annoyance about my engineer that he doesn’t really have a gap closer.
Tooltip is not wrong. It’s simply not entirely true. You do run at double speed when in combat. While in combat you run a lot faster using double speed than while under swiftness effect.
Actually under “double speed” even if you have cripple effect on yourself you still run faster than someone with swiftness and no cripple effect.
Swiftness, combat, no cripple = you run at 133% speed
Double Speed, combat, cripple = you run at 133,33(3) speed:>
No cripple, combat, double speed = 200% speed
Engis don’t need gap closers that require the player to “rush” to an opponent. That’s why Engis have CCs for. Immobilize every 10s on the rifle, is OP and gives more than enough time to close a gap with jump shot. When using the Tool Kit you have Magnet, which has 1200 range. Point being is that Engis don’t need a gap closer when we have so many other ways of stopping foes.
On top of that, Engis aren’t designed to be in the midst of front-line battles. Take a note from our sister class, the Thief, they use stealth to pop in and out of battle. Similarly, the Engi should be going in CC’ing the opponent, when trying to get in melee range, then using escape skills such as rocket boots and super speed. Admittingly, CC is more suited for keeping foes away from a distance, but it is still more than viable for close range encounters.
I must say that you are rather wrong in your perception of engineer.
We are actually middle-front liners which AN said itself and is against wat you just said.
Overcharged shot, Blunderbuss, Jump Shot are middle-close skills. Flamethrower is middle range, toolkit is short range, bomb kit is short range, Even elixir gun is more middle range than long due to skills.
The only long range option, true option, are grenades.
snip
I must say that you are rather wrong in your perception of engineer.
We are actually middle-front liners which AN said itself and is against wat you just said.
Overcharged shot, Blunderbuss, Jump Shot are middle-close skills. Flamethrower is middle range, toolkit is short range, bomb kit is short range, Even elixir gun is more middle range than long due to skills.
The only long range option, true option, are grenades.
My perception is not wrong. My response was implying the hypothetical situation that Engis are in melee range, which is not outlandish in any way, are not reliant on gap closers. Whether someone decides to go melee or medium range is up to the player, even if it’s not the most efficient way to play.
(edited by PWNcakesAndROFLs.8263)
snip
I must say that you are rather wrong in your perception of engineer.
We are actually middle-front liners which AN said itself and is against wat you just said.
Overcharged shot, Blunderbuss, Jump Shot are middle-close skills. Flamethrower is middle range, toolkit is short range, bomb kit is short range, Even elixir gun is more middle range than long due to skills.
The only long range option, true option, are grenades.
My perception is not wrong. My response was implying the hypothetical situation that Engis are in melee range, which is not outlandish in any way, are not reliant on gap closers. Whether someone decides to go melee or medium range is up to the player, even if it’s not the most efficient way to play.
I was not replying to Gap Closers part of your post as I am with you on it.
I was replying to this:
On top of that, Engis aren’t designed to be in the midst of front-line battles.