Why are we so clumsy?
engineer is a mad scientist archetype.
the clumsiness is part of the motif.
Benn E Violence :: 0/20/30/20/0
You kittens don’t even know what the prefix “meta” means.
The clumsiness just doesn’t work when other classes tend to be more serious. Clumsiness would be okay, if it was just aesthetic and didn’t hinder our skills.
When was the last time a thief tripped while doing leaping blossom or an ele caught himself on fire?
Engineers are somehow the Jesters of Versatility (I didn’t make that up). Who else has a ram’s head that shoots out from the belt with a pelvic thrust?
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
The clumsiness just doesn’t work when other classes tend to be more serious. Clumsiness would be okay, if it was just aesthetic and didn’t hinder our skills.
When was the last time a thief tripped while doing leaping blossom or an ele caught himself on fire?
Agreed.
Interestingly, my Asuran engineer is named Boq Clumsyhands.
He periodically plants bombs and explodes from them exploding prematurely. (bomb kit + elixer gun acidic bomb. Timing is pretty tricky tho)
Engineers are somehow the Jesters of Versatility (I didn’t make that up). Who else has a ram’s head that shoots out from the belt with a pelvic thrust?
This guy
(edited by Silentsins.3726)
That just makes me wish we had our old boxing glove again
Engineers are somehow the Jesters of Versatility (I didn’t make that up). Who else has a ram’s head that shoots out from the belt with a pelvic thrust?
This guy
Definitely watched by Anet dev making the engineer… LOL!
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
1. theme over playability (you see it again and again in the game)
2. balanced for SPVP.
2 is what is causing all the PVE grief, as mechanics that work both for balance and theme in SPVP just result in increased pressure when used in PVE. This in essence making them worthless for PVE use.
This is why the working PVE builds are the most straight forward SPVP builds, the ones built around hitting something until it stops twitching. Try anything fancy and you’re just gimping yourself.
If you’re running healing turret, use your toolbelt heal a second before you activate your rocketboots. You’ll get a healing wave, and heal yourself and your allies at the same time as you break your immobilize/stun/whatever. Well you can’t really use heal if you’re dazed/stunned, but hey… Still fun as hell to use in groups.
Here’s a fun / trolly combo: Rifle 4 —> Rocket Boots.
You can use the rocket boots while you’re still on the ground from rifle 4. This sends your enemy flying back, and you flying back further. They’ll never catch you after that.
Granted, this is slightly a waste because you’re “curing immobilized / crippled / chilled” twice in a row, and I don’t think you can use rifle-4 if you’re already stunned.. but seriously it’s funny to watch.
1. theme over playability (you see it again and again in the game)
2. balanced for SPVP.
2 is what is causing all the PVE grief, as mechanics that work both for balance and theme in SPVP just result in increased pressure when used in PVE. This in essence making them worthless for PVE use.
This is why the working PVE builds are the most straight forward SPVP builds, the ones built around hitting something until it stops twitching. Try anything fancy and you’re just gimping yourself.
^This.
I know that people have often been looking at this skill as a model for bad skill design in this game (and for good reason) while suggesting many different alternatives to the skill’s current function. I honestly think that the skill’s biggest weakness is that it’s sort of a double launch and more importantly that the launch distance is often affected by combat. By this, I mean that sometimes when you use this skill while in combat (often when affected by a slowing condition), you only bounce maybe 400 range and then sit there for 2 seconds. This gives your enemy plenty of time to waltz on over and kill you—FOR USING YOUR STUN-BREAK PROPERLY.
I wonder if the skill wouldn’t be just as silly, fun, yet more function if it were a straight self-inflicted knock-back. A knock-back is a CC from which a player typically quickly recovers (more of a “slip and back up” action that a “fall over, lie there, then get to your feet” action) and I’m not sure that knock-backs are affected by conditions (aside from maybe immobilize) or combat speed. Imagine using this skill and FLYING back 600 range before quickly getting to your feet. Add in 3/4 seconds of evasion and I’d use it.
That would be honestly kind of kitten – have the animation be something like Tony Stark figuring out how repulsors in his boots could work for flight than ‘So, how do we make this pointless?’