Would it be to overpowered if....
If I could mix and match a Kit.
1. Wrench
2. Throw Mine
3. Personal Battering Ram
4. Gear Shield
5. Freeze Grenade
Yes.
Everyone would use the good cooldown abilities and throw things like “throw elixir h/b” and incendiary ammo in the garbage.
(edited by Chickenshoes.6250)
Yes.
Everyone would use the good cooldown abilities and throw things like “throw elixir h/b” and incendiary ammo in the garbage.
Basically we would be able to choose our utilities like every other class…
OP LOL
Just give me the ability to customize my toolbelt and I’m happy
“Which Lo Pan? Little ol’ basket case on wheels, or the ten-foot-tall roadblock?!”
-Kurt Russell, Big Trouble in Little China
I agree, let us just pick our own kit skills. That’s what an actual Engineer would do anyways, pick the tools he think he will need most, not go with a pre-packed one.
I suggested something like this where we are given 2 bars to switch between each 1-5 per bar would select an ability either from a kit or our standard weapons that way we’d truly be versatile and be able to perform better. we’d still be able to switch to kits but we wouldn’t need to for anything other then the aoe attacks from kit refinement.
Yes. Not only would it have the potential to be quite overpowered, but the kits would lose their identity. Now, the identity for most of the kits might be sub-par right now, but I’d much rather see the kits get tweaked to make them more appealing, and more distinct, than to see them all but discarded.
Tarnished Coast
Panic Time!
I’d probably put my Turrets into a Kit, and switch out to regular weapons after placing.
Allowing kits to be made, come to think of it, would basically make it so that entire segments of skills could be collapsed into one button, which would be… pretty kitten nice, actually. Have a Gadget Kit, Turret Kit, Elixir Kit, a Kit K-scratchthatone.
…okay, that one would be a little much. If you could make one custom kit, that would be just about the best compromise.
I think the engineer is already seen as “too hard” to theorycraft (although part of that is due to just not having some crucial abilities with which to theorycraft).
Something where you got to choose 3 out of 5 skills, or 5 out of 8 skills, might not be too confusing. In the current state, the ability to throw out our “trash” skills while keeping all the good ones would make us far too powerful.
What, precisely, is theorycrafting? Coming up with ideas for how things might work if used in conjunction with each other or something?
Basicly its very nice idea.
Tekkit’s Workshop
Completely disagree with this, there are too many diverse and amazing builds as-is. I like having kits with identities, and love how they serve diverse and situational purposes.
Hm, I was going to post saying that this would be way too overpowered, but after thinking a bit I actually don’t know that it would. As long as there are minor restrictions as to what skills can be placed in the kit so you don’t end up with too crazy of a combo.
What, precisely, is theorycrafting? Coming up with ideas for how things might work if used in conjunction with each other or something?
Yes, creating your build. Basically, if you’re a glass cannon thief you’re going to use essentially the same build as every other glass cannon thief, with maybe a couple different traits or runes or sigils here and there. They’re not hard to “theorycraft” because the viability/playstyle will be pretty much the same whether you’re using sigil of air or sigil of rage.
On the other hand, engineers are very difficult to “theorycraft.” Very skilled engies have put together some pretty sweet combinations of traits/runes/sigils/utilities, but it’s not for the faint of heart. Changing one utility can potentially change our entire playstyle, and thus might require a different set of runes to complement it.
God no.
This would be stupidly hard to balance, and knowing ANet they will just smack down a 30% nerf to all kits to compensate for versatility and call it a day.
What, precisely, is theorycrafting? Coming up with ideas for how things might work if used in conjunction with each other or something?
Yes, creating your build. Basically, if you’re a glass cannon thief you’re going to use essentially the same build as every other glass cannon thief, with maybe a couple different traits or runes or sigils here and there. They’re not hard to “theorycraft” because the viability/playstyle will be pretty much the same whether you’re using sigil of air or sigil of rage.
On the other hand, engineers are very difficult to “theorycraft.” Very skilled engies have put together some pretty sweet combinations of traits/runes/sigils/utilities, but it’s not for the faint of heart. Changing one utility can potentially change our entire playstyle, and thus might require a different set of runes to complement it.
Aaah, I see. I’ve never been much for a lot of theorycrafting, preferring to just take something and tweak it as I go along. Not really sure if difficulty of theorycrafting should be seen as something to consider from a game balance perspective (which is how I believe the question of ‘what would happen if they gave us a kit we could make?’ should be treated), though. I may be missing something.
Aaah, I see. I’ve never been much for a lot of theorycrafting, preferring to just take something and tweak it as I go along. Not really sure if difficulty of theorycrafting should be seen as something to consider from a game balance perspective (which is how I believe the question of ‘what would happen if they gave us a kit we could make?’ should be treated), though. I may be missing something.
My thought is that engineers are already confusing enough. Game devs have to be careful about each profession’s effectiveness in the hands of a new player as well as the hands of an experienced player. Right now, the engineer has some a few good builds that experienced players have meticulously put together through serious thought and testing.
In other words, creating thousands of possible new combinations of skills would be really fun for the high-end players but would make the profession something of a hardcore-gamer-only-godmode. That’s what I mean when I say the profession is already “difficult enough” to theorycraft.
Edit: of course, some extra options within reason could only make the profession better and more fun.
(edited by NevirSayDie.6235)
The way I see it, if they were to use these ideas, it would encourage build diversification in some interesting ways.
Specifically, if they allowed us to build a single custom kit (from utilities (a turret kit would be awesome) and/or kit skills,) and choose our own toolbelt skills (I wouldn’t even be averse to having to buy some toolbelt-only skills with skill points), that would give us many more possible builds, and allow for a more eclectic “What works best for me?” approach to building, as opposed to “Well, I guess I have to take this crappy Utility if I want this Toolbelt, or take this lame Toolbelt skill if I want to use this Utility…”
Elixir Gun 1
Rifle 4
Flamethrower 3
Rifle 5
Tool belt 5
hehehehehehehe
lv80 Necromancer, all professional skills unlocked, working on the final norn elite skills.
this is actually a good idea and very doable without killing balance. If they shuffled skills around a little to toolkits and gave us an empty toolbar as our 2nd weapon that we could fill up with skills from other kits BUT you can only take the corresponding position skill. So you couldn’t have flamethrower #3 and toolkit #3, or bomb #4 and grenade #4. This would allow us to actually use our utility slots