The Forsaken Kitless
I’m actually hoping the hammer alleviates some of the overwhelming demand on use of kits, in the form of it having really high dps to the point that you some how nerf your own damage output by juggling 3 kits and your actual weapon.
And not because I don’t like kits or how active the playstyle is, but I wouldn’t mind relaxing on engi once in a while :P and the fact that I have this ‘itch’ that wants me to be able to change utlites depending on encounter like guardian does, one encounter you might go like wall, bane signet, purging flames, another encounter you go wall, stand your ground and hallowed ground etc. I like that.
And not just that problem, it’s that future skills that aren’t kits will likely not see the light of day in meta builds, or only in niche situations you might slot out a kit for something. And it saddens me we are probably going to be using the same kits like we do now for a looooooooong time.
But the speciliasation we get in HoT + future ones may relieve the demand on kits a little or give us new ones.
(edited by Khenzo.2465)
And not just that problem, it’s that future skills that aren’t kits will likely not see the light of day in meta builds, or only in niche situations you might slot out a kit for something. And it saddens me we are probably going to be using the same kits like we do now for a looooooooong time.
It’s just an inherent issue with the kits. They generally provide so much more worth than the other utilities that you always need at least one to be truly effective.
I don’t expect this to change anytime, at all. It’s just too ingrained into the engineer design. Kits are really more of a “class feature” than a “utility skill group”. It’s perhaps fair to say that they should never have been designed the way they were. It would be nice if hammer shakes that up a bit (haha, pun?), but I’d like something a bit more universal, in an ideal world.
But I don’t see having inherent access to a weapon swap mechanic to be beyond the realms of possibility. They’ve just never given any inkling towards wanting to do that, despite the glaring logical design flaws it demonstrates. I suppose they’re also not sure what the proper solution is as much as I am.
Of course, I don’t get paid to think about this stuff…
In my ideal world, engineer would have had weapon swap, with kits being weaker to compensate, so they would be mini weapons that was alot more optional to use, with hammer being an original weapon.
So could go hammer/rifle – with a gadget, an elixer, and a kit or something.
In the long run the class would be a lot better off imo.
But like I said, I enjoy kits and the high apm playstyle, but the kits really are a curse and a blessing.
Oh and I’m sure Anet understand the demand on kits too, so I actually think one day we will get an elite spec that gives us weapon swap, but removes access to kits, or some how limits how many we can slot.
But ofcourse this wouldn’t happen until a few more Especs are in the game to broaden weapon combo choice and skill types to make it truely viable to be a kitless or near kitles engineer.
I really enjoy the kit-based playstyle, but I really wish a gunner/gadgeteer engie was more of a thing.
I personally wouldn’t play it to be honest, but engie could totally be a steampunk cowboy which would be pretty awesome.
Not having a weapon swap is still workable, but the kits are still flat-out better than most of the tools and gadgets, and I saw very little in that livestream to buff things like the mine or the battering ram, which is disappointing.