my idea for kits
To be honest, it sounds like a great idea, im conflicted with the kits, i love the mechanic, but at the same time, i hate how these utilities slots are used for weapons, this would really solve the problem.
I know that kits get used heavily in the meta builds, and I think that’s because we have a basically zero cooldown on switching between kits. If the kits had the cooldown of the attunements for ele, I think we would see more build diversity in engineer (and yes this would require a massive amount of rebalancing). I like the idea of kits, but it is an overwhelming skill, to the point that all other utility skills are only used for niche situations.
(edited by bearshaman.3421)
I know that kits get used heavily in the meta builds, and I think that’s because we have a basically zero cooldown on switching between kits. If the kits had the cooldown of the attunements for ele, I think we would see more build diversity in engineer (and yes this would require a massive amount of rebalancing). I like the idea of kits, but it is an overwhelming skill, to the point that all other utility skills are only used for niche situations.
And thats my conflict here, ill grant kits are great and fun, but i dont like how it is praised and how we have to live around it, 1 or 2 kits present in your builds sounds good, filling all your utilities bar in pure kits regardless of the build, its something to be concerned, at least in pve, in pvp theres some relief to that.
-against it
What you suggest is a whole new class and not just a redesign.
Additionally it’s a huge nerf because the normal engineer pulls all his damage out of the right skill bar + tool belt skills and the ability to switch between hart hitting skills.
By touching this mechanic you would obliterate the only way an engineer can do damage in PvE right now.
In terms of PvP there would be absolutely no use for kits anymore because you need to swap between skills very fast.
If you want a redesign than you should suggest a buff of the “unbuffed and never used” skills.
I prefer something a bit different. Kits are so mandatory in pve due to each kit having some sort of high damage skill. For instance with the condi build, you have flamethrower for the napalm and incendiary ammo, bomb kit for fire bomb and concussion bomb, grenade kit for just about everything in it. For power build we have grenade kit again for just about everything in it, flamethrower for the #2, elixir gun for acid bomb.
Point is, each kit doe not have it’s own purpose really. We have to take multiple kits for a skill or 2 that each kit has. What I feel they should do is give each kit a more defined purpose. Elixir gun should be purely for buffing and removing conditions. Med kit should be for pure support, just better than it does it now. Flamethrower could remain a hybrid weapon. Either grenade or bomb kit should be changed to pure power damage, and the other should change to pure condi damage. Then mortar can take the role as our long range hybrid.
Maybe flamethrower and mortar shouldn’t be hybrid though, I dunno. Perhaps it should just be more set up to where we have one kite for ranged power, one for ranged condi, one for melee power, one for melee condi, one for buffs and condi removal, one for healing.
However they change it, I just feel kits need a more defined purpose rather than spreading out skills that fill the same role across multiple different kits. This way, we’d only need a kit or two, and could take other utilities without sacrificing so much damage.
I prefer something a bit different. Kits are so mandatory in pve due to each kit having some sort of high damage skill. For instance with the condi build, you have flamethrower for the napalm and incendiary ammo, bomb kit for fire bomb and concussion bomb, grenade kit for just about everything in it. For power build we have grenade kit again for just about everything in it, flamethrower for the #2, elixir gun for acid bomb.
Point is, each kit doe not have it’s own purpose really. We have to take multiple kits for a skill or 2 that each kit has. What I feel they should do is give each kit a more defined purpose. Elixir gun should be purely for buffing and removing conditions. Med kit should be for pure support, just better than it does it now. Flamethrower could remain a hybrid weapon. Either grenade or bomb kit should be changed to pure power damage, and the other should change to pure condi damage. Then mortar can take the role as our long range hybrid.
Maybe flamethrower and mortar shouldn’t be hybrid though, I dunno. Perhaps it should just be more set up to where we have one kite for ranged power, one for ranged condi, one for melee power, one for melee condi, one for buffs and condi removal, one for healing.
However they change it, I just feel kits need a more defined purpose rather than spreading out skills that fill the same role across multiple different kits. This way, we’d only need a kit or two, and could take other utilities without sacrificing so much damage.
Mortar would have his own identity if providing fields werent irrelevant these days, the only fields people matter right now are damaging fields, and not even for the combo, just for the mere AoE.
Lighting field is the only one who gets out of this rule just because that field actually provides a combo with an actual decent swiftness duration.
(edited by Ivantreil.3092)
I prefer something a bit different. Kits are so mandatory in pve due to each kit having some sort of high damage skill. For instance with the condi build, you have flamethrower for the napalm and incendiary ammo, bomb kit for fire bomb and concussion bomb, grenade kit for just about everything in it. For power build we have grenade kit again for just about everything in it, flamethrower for the #2, elixir gun for acid bomb.
Point is, each kit doe not have it’s own purpose really. We have to take multiple kits for a skill or 2 that each kit has. What I feel they should do is give each kit a more defined purpose. Elixir gun should be purely for buffing and removing conditions. Med kit should be for pure support, just better than it does it now. Flamethrower could remain a hybrid weapon. Either grenade or bomb kit should be changed to pure power damage, and the other should change to pure condi damage. Then mortar can take the role as our long range hybrid.
Maybe flamethrower and mortar shouldn’t be hybrid though, I dunno. Perhaps it should just be more set up to where we have one kite for ranged power, one for ranged condi, one for melee power, one for melee condi, one for buffs and condi removal, one for healing.
However they change it, I just feel kits need a more defined purpose rather than spreading out skills that fill the same role across multiple different kits. This way, we’d only need a kit or two, and could take other utilities without sacrificing so much damage.
I like this idea. You’re right that it feels like you have to swap between multiple kits to be effective, and that is generally a pain in terms of gameplay, and also lacks any coherency in terms of your character concept or identity. It would be amazing if Grenadier was its own unique thing from Bomber or Firebug or Doc or Mortarman or (whatever you wanna call the elixir gun using guy). If you could stay in one kit and be effective, that would be awesome.
Yes, a rebalancing of the class would accompany any changes (like it always does), but at the same time, the core mechanics of the class wouldn’t be changed at all (toolbelt is still toolbelt). If you want to use all the kits you still can, but it wouldn’t be mandatory in order to be truly effective or accepted in group content as it is now.
Exactly. Like I said, multiple kits per build are mandatory for top damage in PvE due to key damaging skills being spread throughout each kit. I believe giving each kit a designated role to fill will free up utility slots for other skills that are often over-looked. This would could also help with balancing the engineer across all game modes in the future as well.
Guys, quit it with these lame posts they are never going to happen.
/15salts
Guys, quit it with these lame posts they are never going to happen.
/15salts
Much salt indeed. Tell your legal guardian to stop forcing you to read these things.
Guys, quit it with these lame posts they are never going to happen.
/15salts
Hey guess what, the very thing I suggested to happen is starting to happen. Flamethrower has been changed for purity of purpose, and is now purely a condi weapon.
Now Anet just needs to keep doing this for the rest of the kits.
Guys, quit it with these lame posts they are never going to happen.
/15salts
Hey guess what, the very thing I suggested to happen is starting to happen. Flamethrower has been changed for purity of purpose, and is now purely a condi weapon.
Now Anet just needs to keep doing this for the rest of the kits.
What will never happen is what the OP said
Guys, quit it with these lame posts they are never going to happen.
/15salts
Hey guess what, the very thing I suggested to happen is starting to happen. Flamethrower has been changed for purity of purpose, and is now purely a condi weapon.
Now Anet just needs to keep doing this for the rest of the kits.
What will never happen is what the OP said
Fair enough.
Anet should give engis the option to use 2 sets of weapons when you don’t run any kit ,
i hate that if you don’t run any kit you are underpower compared to other classes , engis is balanced around the fact that you will HAVE to choose a kit you like it or not.
If they add this option the variety of builds for engi would be far superior.
Anet should give engis the option to use 2 sets of weapons when you don’t run any kit ,
i hate that if you don’t run any kit you are underpower compared to other classes , engis is balanced around the fact that you will HAVE to choose a kit you like it or not.
If they add this option the variety of builds for engi would be far superior.
How about instead of that we could put a kit in that slot?
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