Utility goggles still underwhelming?

Utility goggles still underwhelming?

in Engineer

Posted by: Dojo.1867

Dojo.1867

This skill still feels very mediocre. All the effects rather feel like stuff you would get from traits but not from a whole utility slot.

Suggestion
-100% duration vs all conditions for 4 seconds like the new Berserker’s Stance (Increased the recharge to 60 seconds. Reduced the duration to 4 seconds. This stance now reduces incoming condition duration by 100%, so only modified conditions can get through.) of warrior with also 60 seconds recharge + 12 seconds of Fury instead of 10, on toolbelt also weakness

Utility goggles still underwhelming?

in Engineer

Posted by: Super Riceman.8702

Super Riceman.8702

While it does need more, I would avoid things that make it very similar to other skills since that seems lame.
It could boost the range of your weapons/kits (excluding bomb and grenade kit) or reveal invisible enemies/traps for the user (something that no other stun breaker can do right now, would make it worth using even when not disabled).

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

(edited by Super Riceman.8702)

Utility goggles still underwhelming?

in Engineer

Posted by: Hebee.8460

Hebee.8460

I vote reveal invisible enemies and/or traps.

Utility goggles still underwhelming?

in Engineer

Posted by: Conncept.7638

Conncept.7638

I vote reveal invisible enemies and/or traps.

Yes please, there are counters to every friggin’ defensive lockdown skill in the game… you can strip stability, AoE clones, bleed/flame/poison/torment/CC through invulnerability, immobilize or weaken evasion, use unblockable or CC against blocks, pierce walls and bubbles, strip protection, melee against reflect, strip retaliation, stealth… nothing!

Somebody on the dev team is showing blatant favoritism.

(edited by Conncept.7638)