They should make gadgets a form of signet.

They should make gadgets a form of signet.

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Posted by: ThanatosAngel.8024

ThanatosAngel.8024

An idea for Engineers since they don’t have access to Signets like the other professions is to allow for Gadgets to grant passive boosts instead. Because honestly, who uses gadgets on their Engineer (and if you do, I apologize)?

Two things would be different from signets, however. First, obviously with gadgets you’re going to get an additional active skill on the Tool Belt, and second, you should still be able to get the passive regardless of cooldowns, since it would suck to have to to potentially wait out two cooldowns just to get your passive back.

This would actually make them better than signets in my opinion. This sort of revamp on gadgets could actually work very well in combination with more melee capabilities if say…the Hammer is added as a new weapon for them to use. Here is an example of what these gadgets would be able to do, and all “actives” are still the same as before:

Personal Battering Ram: Improves power.
Rocket Boots: Improves condition damage.
Slick Shoes: Grants a 25% increase in movement speed.
Throw Mine: Your explosions deal 5% more damage.
Utility Goggles: Improves precision.

So what do you guys think? Thoughts and further suggestions would be nice!

They should make gadgets a form of signet.

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Posted by: coglin.1867

coglin.1867

The lore very specifically states that engineer do not use signets because they are of magic, and engineers are opposed to using magic. Just tossing that out there for those always seeming curious as to why we do not have them. Though I am certainly all for possibly adding a passive benefit for gadgets.

Although, I cannot say my view of what suits each gadget aligns with yours.

Personal Battering Ram: Improves power. – Seems as good a passive as any I can think of for this gadget.

Rocket Boots: Improves condition damage. – Doesn’t seem right to me at first, but I cannot think of a better idea at the moment, and I guess it does align with rocket kick being a condition damage ability.

Slick Shoes: Grants a 25% increase in movement speed. – I think this falls in line with what many have said before, and it certainly matches thematically to me.

Throw Mine: Your explosions deal 5% more damage. – Works for me.

Utility Goggles: Improves precision – I do not like the addition of precesion for these, I would feel a removal of a condition every ten seconds or something more applicable in my eyes.

Personally I would love to see utility goggles changes altogether. Gadgets have no condition removal. It all seems focused on elixirs and their traits(heck even kits only have 2, one through EG#5 and one through MK#4, 2 condition removal spread out on 2 kits is not much at all, and a lot of work to remove two conditions). I would love to see these become something like “Gas Mask” on the tool belt skill. Change the utility skill version of it to the 10 vulnerability and the 10s of fury, removing the blind immunity all together, it seems so situation at its very best. While changing “Analyze” to " Gas Mask" and simply have it remove 3 conditions with say a 30s cool down.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

They should make gadgets a form of signet.

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Posted by: ThanatosAngel.8024

ThanatosAngel.8024

I like your ideas as well. More condition removal is always nice.

They should make gadgets a form of signet.

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Posted by: dragonkain.3984

dragonkain.3984

You know, u can just call them devices instead of signets for passive effects…

They should make gadgets a form of signet.

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Posted by: coglin.1867

coglin.1867

I will call them Barbie dolls is it will get them improved.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

They should make gadgets a form of signet.

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Posted by: Sylentir.8913

Sylentir.8913

I actually use them a good deal. Rocket Boots are amazing (gap opener/closer, travel utility, blast finisher, hard-hitting toolbelt), Slick Shoes are awesome (stunbreak, improved swiftness, AoE knockdown usable while stunned), and Throw Mine is great (AoE knockback, blast finisher, boon removal). I don’t use the goggles or battering ram much, but I can also see how those could be useful.

Talia Gallowglass [Few] ~ Sylvari Engineer Main
Ferguson’s Crossing

They should make gadgets a form of signet.

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Posted by: Joystick.4103

Joystick.4103

Thats an awesome idea, yeah we dont have to call them signets, just gadgets with passive effects.

They should make gadgets a form of signet.

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Posted by: Lumpy.8760

Lumpy.8760

The lore very specifically states that engineer do not use signets because they are of magic, and engineers are opposed to using magic.

where exactly is that implied?

also, elementalist is the only profession in the original guild wars that lacks signets

They should make gadgets a form of signet.

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Posted by: coglin.1867

coglin.1867

The lore very specifically states that engineer do not use signets because they are of magic, and engineers are opposed to using magic.

where exactly is that implied?

also, elementalist is the only profession in the original guild wars that lacks signets

Implied? It was stated directly on a thread by devs during beta, and it is on the wiki. This has been discussed in many threads during beta and for 2months or so after released. So I was under the impression this issue was laid to rest long. I forget not everyone wasn’t reading up on engi discussions back then.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

They should make gadgets a form of signet.

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Posted by: Lumpy.8760

Lumpy.8760

The lore very specifically states that engineer do not use signets because they are of magic, and engineers are opposed to using magic.

where exactly is that implied?

also, elementalist is the only profession in the original guild wars that lacks signets

Implied? It was stated directly on a thread by devs during beta, and it is on the wiki. This has been discussed in many threads during beta and for 2months or so after released. So I was under the impression this issue was laid to rest long. I forget not everyone wasn’t reading up on engi discussions back then.

where on the wiki?

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Because honestly, who uses gadgets on their Engineer (and if you do, I apologize)?

Are you serious? Rocket Boots is one of the best non-kit utilities we have right now.

[EG] Ethereal Guardians

They should make gadgets a form of signet.

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Posted by: coglin.1867

coglin.1867

Although I completely agree with you Phineas Poe, I believe the OP is refering more to something like a full gadget build. In most cases, with all the professions it is generally not completely efficient to use all three utilities of a same “type”. There are some exception of coarse. Particularity though, with the engineer, our main weapons are not particularly ideal for stand alone damage with utilities being purely utilitarian.

I believe the intent here, is to perhaps offer it in a trait, so that when traited, a full utility set of gadgets would make a solid build with just rifle, P/P, or P/S and no kits.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

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Posted by: Phineas Poe.3018

Phineas Poe.3018

So some utilities fall under bread and butter skills while some are more situationally useful and aren’t meant to be built around.

I don’t see an issue with that, and I’d say that’s the case for a subset of skills with every class. Spirit Weapons are not worth building around as a Guardian, but they’re situationally incredible.

I also don’t think turning gadgets into signets would really make them into a solid build, either. When was the last time you saw a Signet Warrior in Fractal 48?

[EG] Ethereal Guardians

(edited by Phineas Poe.3018)

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Posted by: coglin.1867

coglin.1867

Well, I agree that it appears they intended certain skill subsets to be the bread and butter of said professions. It is great that you do not see a problem with that. Some of us do though. I for one do not have a “big” problem with it. Though as they seem to be stating often that they are looking to expand build diversity, that desire can be extremely hindered by the vastly differing levels of benefits that sub skill sets offer.

As far as your warrior example, well, I do not see how that comparison carries much value here. We are discussing added a passive bonus to possibly gadgets, not changing them to replicas of the warrior signets. Its not even reasonably comparable, as the active effects of gadgets are not similar to signets active skills at all.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Well, my Signet Warrior point was two-fold.

First, passive bonuses are not the golden standard for utility skills. Look at every class. How many of them fit 3 signets on their bar and proceed to face roll WvW/PvE/PvP? Signet of Judgment and Signet of Rage are as situationally useful as gadgets are in their current state. I don’t see how changing them to better reflect the playstyle of signets will in any way improve their usability. And let’s forget about Rocket Boots for minute. We all know how good that one is.

So what about Throw Mine, something I’ve made a point to using a lot since trialing the Bomb Kit?

Throw Mine is (1) unblockable, (2) ground-targeted, (3) a blast finisher and (4) a boon stripper on a traitable 14.5 second cooldown. Mine Field pretty much one-shots most sub-Veteran mobs in Berserker gear. It also strips up to 5 boons on your targets.

And the OP apologizes to people who use it. What the eff?

To add a passive effect they’ll gut both the utility and its toolbelt of most their effects and give them a boilerplate passive bonus like the OP insinuated, because signets on average don’t have good active effects.

Second, even the strongest class in the game (Warrior) has an entire subset of skills that poorly optimizes the raw potential of the class. I actually thought the Signet Warrior was a great example, because it’s primarily designed to be an easy-access leveling build, similar to gadget-based Static Discharge builds are for Engineers. Fill your bar with signets and Hundred Blades or Triple Chop to 80.

Fill your bar full of gadgets, press F2-4 for a truckload of damage, use PBR and Throw Mine as necessary to keep your distance, and collect your shiny loot on the ground. It’s a more than acceptable way to play the Engineer, even if it doesn’t push the class to its fullest potential. It’s a strong setup from level 1—something that cannot be said for most of our kits.

[EG] Ethereal Guardians

(edited by Phineas Poe.3018)

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Posted by: coglin.1867

coglin.1867

Well, I honestly have to agree, throw mine is pretty solid as it is. Minefield also is very good for SD us as you get two SD burst out of it. As you mentioned rocket boots, they are indeed very solid as well. I also agree that PBR as a utility and a tool belt skill is solid.

I guess in my case, my focus is on gadgets lack of condition removal as a subset, (see my first post for my thoughts/ideas on that), and mainly focused on slick shoes and utility goggles. I do move slick shoes in and out of builds occasionally in WvW in particular. I do not feel they are a bad skill, though I do feel them underwhelming with such a long CD. Goggles, I personally feel are generally underwhelming as a whole.

Now when you mention them as utilities for damage, sure in a pure zerker build in PvE. Pure zerker is not so handy in WvW. Or for any condition build when it comes to damage. Your restricted to rifle, missing out on the benefits of 2/3 of our weapons combinations. This is extremely counter intuitive to all of Anets recent discussions of build diversity.

As far as

even the strongest class in the game (Warrior) has an entire subset of skills that poorly optimizes the raw potential of the class. I actually thought the Signet Warrior was a great example, because it’s primarily designed to be an easy-access leveling build, similar to gadget-based Static Discharge builds are for Engineers. Fill your bar with signets and Hundred Blades or Triple Chop to 80.

Well I am not here to discuss warriors or make comparisons to them. I do not care what warriors can or cannot do with their signets. As a dev said in a recent post about using the warrior as a comparison.

“We want professions to be good at CC, dealing damage, group support, and survivability, unfortunately right now, warriors are good at all of these at the same time. We are looking at to making adjustments to this at this time”

Obviously making a comparison between the two professions is not comparable.

As I was saying though, your example about gadgets and a berserker+SD build goes against the new “build diversity” philosophy. Because with P/P and P/S, zerker+SD is a wast of your main weapons sets in general. We are simply discussing ways to make them more usable in other builds,in more then one game aspect, in more then one situation.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

They should make gadgets a form of signet.

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Posted by: Karast.1927

Karast.1927

I do not mind the idea but gadgets are not signets and it would be hard to shoe horn stats on them since they have very active abilities and short CD’s.

I’d rather see something like kit refinement for gadgets, or some sort of passive buff applied via a master trait.

It could be stats, or it could be abilities.

Like maybe condition removal when using utility googles, might when using prb, stealth with mines, stability with slick shoes, and maybe flame sheild or a fire trail with rocket boots.

Toss a 5-10s gcd on it and it would open up a few builds making utilities like mine / slick shoes have some nice niche uses.

That and tools could really use a good 30 point.

They should make gadgets a form of signet.

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Posted by: Karast.1927

Karast.1927

although on a side note it is not easy to work gadgets into condi builds, they seem to mesh better with power SD, while elixirs work extremely well for condi.

PBR / UG seemed designed for SD but they just lack trait support.

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Posted by: ThanatosAngel.8024

ThanatosAngel.8024

I’m bumping this because I still like this idea, and I wonder if ANet would at least consider making gadgets more like signets.

They should make gadgets a form of signet.

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Posted by: Wolf.5816

Wolf.5816

I agree that the lack of condition removal is a huge factor in what prevents a Full Gadget build from being usable, however I find the lack of versatility (via Kits) is the other leading contributor. Perhaps if there were better designed traits similar to how HGH promotes Elixir based builds.

Perhaps a trait that reduces your Weapon Skill Cool downs by a percentage for each equipped Gadget. This would make your weapon more of an integral part of your survivability and compensate for the lack of a weapon swap and Kit.

An alternative would be to adjust or “shave” the current Utility Gadget skills and their Tool Belt abilities and allow them to be on such low cool downs that they would function more like alternative weapon skills.

Currently you just lose too much when you don’t take a Kit. Like… way too much.

Veteran of The Mists & Professional Engineer
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King

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Posted by: runeblade.7514

runeblade.7514

The lore very specifically states that engineer do not use signets because they are of magic, and engineers are opposed to using magic. Just tossing that out there for those always seeming curious as to why we do not have them. Though I am certainly all for possibly adding a passive benefit for gadgets.
.

If the lore specifically says that then you must have sources to back it up.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

They should make gadgets a form of signet.

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Posted by: runeblade.7514

runeblade.7514

The lore very specifically states that engineer do not use signets because they are of magic, and engineers are opposed to using magic.

where exactly is that implied?

also, elementalist is the only profession in the original guild wars that lacks signets

Implied? It was stated directly on a thread by devs during beta, and it is on the wiki. This has been discussed in many threads during beta and for 2months or so after released. So I was under the impression this issue was laid to rest long. I forget not everyone wasn’t reading up on engi discussions back then.

wrong

Nothing here says that signet is magic nor engineer does not use magic. Otherwise, how will you explain Asura Engineers that uses magi-tech?

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: coglin.1867

coglin.1867

wrong

Nothing here says that signet is magic nor engineer does not use magic. Otherwise, how will you explain Asura Engineers that uses magi-tech?

I love how I am simply making an honest attempt to educate, and the folks such as yourself, turn your nose up, and blatantly claim those of us who do know are, wrong. Simply because you do not know the facts yourself. Apparently, you assume it cannot be true, simply because you just do not know, and prefer to promote misinformation. You simply could have PMed me and easily asked for any source to the facts, then I could have directed you to the wiki page or any of the 4 interviews in which a dev such as Jon Peters ( in one of his gamespot interviews) that engineers dislike magic and use purely Charr technology.

Here is a link to the facts of signets being magically imbued with magic, and the fact that engineers do not use signets for that reason.

http://wiki.guildwars2.com/wiki/Magic#Professions_and_magic

http://www.squidoo.com/guild-wars-2-engineer

Now I am fairly certain nothing the engineer uses is magi-tech, but that it is all Charr technology. And do you have anything to back up your claim that we do use magi-tech ? What do engineers as a profession, use that is magi-tech? What sources suggest that said, used engineer skill is magi-tech???

Asuras can use magi-tech as a racial. The profession is irrelevant.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

(edited by coglin.1867)

They should make gadgets a form of signet.

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Posted by: runeblade.7514

runeblade.7514

wrong

Nothing here says that signet is magic nor engineer does not use magic. Otherwise, how will you explain Asura Engineers that uses magi-tech?

I love how I am simply making an honest attempt to educate, and the folks such as yourself, turn your nose up, and blatantly claim those of us who do know are, wrong. Simply because you do not know the facts yourself. Apparently, you assume it cannot be true, simply because you just do not know, and prefer to promote misinformation. You simply could have PMed me and easily asked for any source to the facts, then I could have directed you to the wiki page or any of the 4 interviews in which a dev such as Jon Peters ( in one of his gamespot interviews) that engineers dislike magic and use purely Charr technology.

Here is a link to the facts of signets being magically imbued with magic, and the fact that engineers do not use signets for that reason.

http://wiki.guildwars2.com/wiki/Magic#Professions_and_magic

http://www.squidoo.com/guild-wars-2-engineer

Now I am fairly certain nothing the engineer uses is magi-tech, but that it is all Charr technology. And do you have anything to back up your claim that we do use magi-tech ? What do engineers as a profession, use that is magi-tech? What sources suggest that said, used engineer skill is magi-tech???

Asuras can use magi-tech as a racial. The profession is irrelevant.

First source says signet can boost abilities or channel simple spells. It does not mean boosting abilities is explicitly a magic. Nor the source say signet is magic.

Third party source is not a viable source.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: ellesee.8297

ellesee.8297

i don’t think gadgets should be signets. the last thing the game needs are more passives. i am in favor of reworking existing traits so that they benefit gadgets a bit more, particularly traits in the inventions and tools line.

however even if they do buff gadgets, i still can’t see people using them over kits in high level pvp.

#1 Engi NA and world first rank 80!
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Posted by: Xaylin.1860

Xaylin.1860

I would not like Gadgets to become Signets. Signets are incredibly boring. And some of the active effects of Gadgets might actually be too powerful when compared to existing Signets. I personally would prefer new traits which promote using more Gadgets within one build (e.g. 1 Kit and 2 Gadgets or even 3 Gadgets). These are some ideas I came up with in December (copy and paste).


Toolbelt skills

There should be a lot more traits which make toolbelt skills do something. I guess the biggest issue here is the complexity because there are so many different toolbelt skills and recharges are already covered by the minor and the traitline bonus. One idea I had:

Toolbelt Refinement
Your toolbelt skills grant additional effects.
Global internal cooldown.

  • Elixirs: Heal yourself and nearby allies.
  • Turrets: Grant Protection to yourself and nearby allies (e.g. turrets).
  • Gadgets: Cure conditions on yourself.
  • Weapon kits: Scrap Kit Refinement and use the effects for this trait.

This trait will definitely give the use of the toolbelt skills more depth. It also offers improvements to different playstyles although it doesn’t work with Static Discharge that well. The effects for the kits might have to be reworked. The amount healed, the duration of the protection and how many conditions are healed would have to be balanced by the internal cooldown.


Gadgets

The trait above will already improve Gadgets quite a bit since they can be used for removing conditions. However, they could need something to make them even more interesting.

Multifunctional Gadgets
Your Gadgets grant additional effects depending on the weapon (kit) you are using.
Global internal cooldown.

  • Rifle: Gain Quickness.
  • Pistol: Gain Might stacks.
  • Flamethrower: Cause Torment to nearby enemies.
  • Elixir Gun: Cause Weakness to nearby enemies.
  • Bomb Kit: Immobilize nearby enemies.
  • Grenade Kit: Gain Fury.
  • Tool Kit: Gain Vigor.
  • Med Kit: You and nearby allies gain Regeneration.

Not perfect but I tried to find effects which complement the respective weapons or kits without replicating Kit Refinement. This trait in combination with my suggested Toolbelt Refinement could make for quite interesting builds using one Kit and two Gadgets.

They should make gadgets a form of signet.

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Posted by: coglin.1867

coglin.1867

  • Gadgets: Cure conditions on yourself.

You know, I read this, and I want to believe it doesn’t sound right, because it feels as if it doesn’t thematically match. BUT, then I look at “cleansing ire” giving warriors the ability to clear conditions, which to me seems thematically absurd, and I think why not allow use to have the same.

wrong

Nothing here says that signet is magic nor engineer does not use magic. Otherwise, how will you explain Asura Engineers that uses magi-tech?

I love how I am simply making an honest attempt to educate, and the folks such as yourself, turn your nose up, and blatantly claim those of us who do know are, wrong. Simply because you do not know the facts yourself. Apparently, you assume it cannot be true, simply because you just do not know, and prefer to promote misinformation. You simply could have PMed me and easily asked for any source to the facts, then I could have directed you to the wiki page or any of the 4 interviews in which a dev such as Jon Peters ( in one of his gamespot interviews) that engineers dislike magic and use purely Charr technology.

Here is a link to the facts of signets being magically imbued with magic, and the fact that engineers do not use signets for that reason.

http://wiki.guildwars2.com/wiki/Magic#Professions_and_magic

http://www.squidoo.com/guild-wars-2-engineer

Now I am fairly certain nothing the engineer uses is magi-tech, but that it is all Charr technology. And do you have anything to back up your claim that we do use magi-tech ? What do engineers as a profession, use that is magi-tech? What sources suggest that said, used engineer skill is magi-tech???

Asuras can use magi-tech as a racial. The profession is irrelevant.

First source says signet can boost abilities or channel simple spells. It does not mean boosting abilities is explicitly a magic. Nor the source say signet is magic.

Third party source is not a viable source.

I copy/pasted the quote from my source. Which is the same wiki you were linking to claim I was “wrong”. Just accept that it is a fact of the profession that they shun and shy from magic. It delves more into this in Charr lore.

http://wiki.guildwars2.com/wiki/Magic#Professions_and_magic

“Of the heroic professions, all except engineers (whom shun it) and possibly warriors utilize magic in a commonly recognizable form.

The fact that it goes against the lore is more then enough reason for me or anyone else, to be against signets, because we enjoy the professions refusal to use magic, and desire it see it stay that way. It is a perfectly reasonable argument. One that is supported by precedent and fact. You on the other hand have yet to show a single fact, but make unfounded claims, and simply label everyone who uses fact as wrong simply because you desire otherwise, That is not a reasonable argument.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

(edited by coglin.1867)

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Posted by: Wolf.5816

Wolf.5816

Let’s not forget the topic of this form. Please stay on track so that we may actually have a rare constructive Engineer discussion.

Veteran of The Mists & Professional Engineer
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King

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Posted by: Xaylin.1860

Xaylin.1860

  • Gadgets: Cure conditions on yourself.

You know, I read this, and I want to believe it doesn’t sound right, because it feels as if it doesn’t thematically match. BUT, then I look at “cleansing ire” giving warriors the ability to clear conditions, which to me seems thematically absurd, and I think why not allow use to have the same.

Yeah, it is a bit of a stretch. But at least some Gadgets could be associated with condition cleanses (Rocket Boots and Slick Shoes for move impairment and Utility Goggles in general).

When I thought about what I personally would miss in a Gadget heavy build it came down to the following two. It becomes pretty obvious when thinking about Elixir builds.

  • Condition cleanses (see 409)
  • Compensation for the low damage of the base weapon sets (see HGH)

I don’t miss a passive effect like with Signets. I miss condition removal and damage. However, I feel that adding condition removal to specific Gadgets would limit build diversity. We already got that (e.g. EG and HT). This won’t be the case with Toolbelt Refinement. The low damage and smaller number of skills could be compensated by Multifunctional Gadgets. Both traits would give the Tools traitline a stronger identity conceptually and probably even offer trait choices for non-Gadget builds. They would also emphasize toolbelt skills as a class characteristic which are heavily overshadowed by kits at the moment.

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Posted by: Wolf.5816

Wolf.5816

^
I have since forgot the origin of this idea but I saw an interesting title for a trait that someone had thought up that would allow Gadgets to remove conditions. They had called it Sterilized Gadgets, I always thought that was a clever way to make to make condition removal through Gadgets make a reasonable amount of sense.

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Posted by: Sobat.8650

Sobat.8650

I feel that adding passive bonuses to the gadgets is just too generic of a buff.

Maybe to encourage multi gadget builds they should “combo” off each other, adding a new effect to the utility skill if a previous gadget was used.

The obvious slick shoe -> rocket boot would ignite the ground you fly over
Perhaps throw mine -> personal battering ram would combo into a cone aoe + boon removal

Order of skill use should matter, so with personal battering ram -> throw mine, the mine would launch instead of knockback.

I think adding these tricks would solidify engineer’s image as the single non-magic tech-innovative profession.
Of course it would mean having to come up and design a bunch of new skills which might be hard to balance.

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Posted by: Manuhell.2759

Manuhell.2759

Uhm…rocket boots and personal battering ram…rocket battering ram…i like it.

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Posted by: coglin.1867

coglin.1867

Personally, I would rather not not see a trait that is an all encompassing condition removal with the use of gadgets.

Rather I would prefer to see some of the skills themselves, added to or adjusted. I think rocket boots are in a really good place. They are mobile, they do condition damage with the tool belt skill, and they break immobilize.

Slick shoes are not bad, but are so specific in there action, with such a long cool down that they are often hard to take because of the comparable options. They need to make trait to give super speed some stability. In my opinion it fits the them, and a great many stun breakers across the board have stability.

As well, I would like a trait or just a flat out change to utility goggles to make the tool belt skill, analyze, into “gas mask” which would remove a conditions on use. Personally I could find much more value in that then having 10 vulnerability on a long 30s cool down.

Since they lowered PBR’s cool down, I find it to be solid at what it does, and useful in a few build I use. I do not see much alternative purpose for it at the moment.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

They should make gadgets a form of signet.

in Engineer

Posted by: Wolf.5816

Wolf.5816

I feel that adding passive bonuses to the gadgets is just too generic of a buff.

Maybe to encourage multi gadget builds they should “combo” off each other, adding a new effect to the utility skill if a previous gadget was used.

The obvious slick shoe -> rocket boot would ignite the ground you fly over
Perhaps throw mine -> personal battering ram would combo into a cone aoe + boon removal

Order of skill use should matter, so with personal battering ram -> throw mine, the mine would launch instead of knockback.

I think adding these tricks would solidify engineer’s image as the single non-magic tech-innovative profession.
Of course it would mean having to come up and design a bunch of new skills which might be hard to balance.

If Arena Net listened to you they would have a world class game. I love the pre-existing combo system but It would be amazing if there was mechanics that are specifically unique but logical, like oil and fire, or a Water field and a Lightning field, or even a Shadow field and Dark field. Perhaps even counter fields like Activating a Water field on an opponents fire field reduces the Fire Fields duration but activating a Fire field on an opponents Water field works both ways. The same could be said for Light fields on Dark fields ect.

Perhaps one day when programming technology matches up with my lust for “realistic” fantasy mechanics. :P

Veteran of The Mists & Professional Engineer
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King

They should make gadgets a form of signet.

in Engineer

Posted by: Aegael.6938

Aegael.6938

The real problem with gadgets isn’t that they’re underpowered, it’s that they’re a luxury.

If you stock up on them you will “run out of skills” very quickly. Losing kits is extremely painful, and it only works in the case of elixirs since you can triple trait them.

Gadgets need traits. They’re not underpowered, so giving them a straight buff will make them ridiculous in builds that just take one or two. It’s just that taking three or four makes you cripplingly overspecialized. A trait that grants passive effects sounds great, but a straight buff isn’t solving the main problem of “taking too many”. I want 3-gadget to be on the level of 3-kit or 3-elixir, I don’t want bomb kit + mines + stunbreaker utility to become the next big OP.