It would. Heck even the enemies going into downed state made the combat more challenging.
I’ll start by saying that GW2’s combat is the best one i’ve ever touched in more that 10 years of mmos. It is fast, cool and most of all FLUID.
I heard in some interviews that Anet wanted a more action focused combat but i think they went half-way on that. I’m opening this thread to start a discussion on how to improve GW2’s combat as a whole.
I believe they went half-way because the combat is fast and viceral but the targetting system isn’t. I play an engineer and the combat on an engineer is the coolest because of the ammount of skillshots we have. Grenades may look spammy to those who don’t use them but every single skill in that kit is a skill shot. As an engie you are constantly switching between range and melee, even the Flamethrower have to be aimed(because if you don’t it’ll miss a lot).
I want GW2 to have more skillshots, but how? Allow us to aim our skills. Many skills already follow your camera even if you have a target(like the FlameThrower one), if we aimed most of our skills the combat would be much more skillfull and fun because even spamming auto attack would require skill.
Things like the combat mod that was released a year ago prove that it’s possible. Even little stuff like the release to cast option improved combat tremendously. Classes like ranger, ele and necro would be so much more fun to play if many of our skills were aimed.
Someone please help me.
About a day before the oct 15th patch my fps rate dropped from a stable 50-60 to 7-10 in every place of the game. I made no changes to my hardware, my pc is not overheating, and i’m not experiencing these issues with any other game. Smite, LoL, Battlefield and even The Witcher are running fine.
I have an AMD HD 5770, i5 processor, and 4gb RAM. Someone please help because the game is unplayable at this point.
Finally someone with common sense!!
This update was the best thing that ever happened to WvWvW since launch!
It gives small groups and roamers not only a fun place to fight, but also a really good way to contribute to the overall score. If you decide to not get the buff and your server is getting stomped you deserve it. I play on SoR and Black Gate managed to keep up with us, despite our superior control of the structures, because they managed the buffs better.
The only problem i see with the buff is that the stat part is putting off GvGs. I don’t do GvGs but without the stats they would be contributing instead of being put off.
Lots of people saying that the toolbelt skills are weak. A few months back i’d totally agree but this argument is old. They buffed a lot of the toolbelt skills and i don’t think they are weak at all. Name 3 toolbelt skills that are really weak and not worth slotting.
Being able to evade while immobilized is just wrong. You use immobilize not only to stop enemies but to setup bursts. Whats the point of this condi if a thief or a ranger can just spam dodges while immobilized?
Turrets should not scale with stats and i don’t think they ever will. They only scale with healing and condi damage because it would become unbalance if it didn’t(either too weak or too strong).
Turrets are supposed to be something that gives the engineer the possibility of being more tanky and still dishing some damage. If they scale with all stats you’ll simply lose this possibility and there’s absolutely no need to make them scale with toughness. Anet just need to find a sweet spot for it’s health and toughness for the different game types.
The real problems with the turrets are the bugs, the uncontrollable AI and the borked way that overcharges work.
The way to fix the turrets is to split their health and toughness in the different game types, fix their horrendous bugs and give them some quality of life improvements like making the overcharge skills work when you use them(not 6 seconds later) and make them attack your target(thank the six gods, the spirits and the eternal alchemy that they are finally looking into that.).
Here’s a way to fix P/P:
Change Body Shot to Explosive Powder(Thief shoots the ground causing an explosion that deal good damage and inflict burning. Blast Finisher.)
Put the vulnerability of Body Shot on Unload(This is similar to what they did with the ranger’s rapid fire)
And that’s it. The set has more ways to survive via stealth, no skills can be spammed, it now can function as both a condi spec as a power one. The burning is also a necessary buff to P/D condi spec.
It would keep the points on stomp part. Meaning that holding the ruins is important to increase the ammount of points you get. If you play WvW to win you don’t need stat buffs.
Do you Honestly think that if this buff has no stat increase people wont take it? If you hold all three it means that each stomp gives almost the same points as a camp. I’ll repeat it: EACH STOMP, same points as a camp does in 15min, to the whole server across all maps. I honestly believe that enough incentive to get them.
(edited by GuilguiS.2738)
This kind of balance should be totally achievable if every class has only one spec that is easy to do but is not useful in every comp or every map or has a very big weakness.
Here’s an example: If one day Anet decides to finally fix the engi turret bugs and make them usable they could be the totally noob friendly spec for engis. But they would only be useful for bunkering. See where i’m going?
The problem begins when some classes have none of those specs(Ele and Engi) and other classes have nothing but those specs(Ranger).
There’s always a balanced solution and here it is:
Don’t add stats to the Bloodlust buff!
Simple as that.
(edited by Moderator)
Here’s the list of what i found:
- Net Turret’s overcharge only lasts for 4 seconds and does not increase the fire rate. which means that in most cases it simply won’t fire the electrified net.
- Riffle turret’s overcharge doesn’t increase the fire rate. It keeps shooting at the same speed. This problem is so big that the bleed doesn’t even stack.
- Rocket turret’s overcharge only lasts for 4 seconds, which means that even with good timing you can only get one overcharged shot.
- Thumper turret’s overcharge duration is not listed on the tooltip but after testing i found out that despite lasting 10 seconds it only works for one attack and has ridiculously small radius.
Here are some suggestions that could fix those problems as well as improve their overall gameplay:
- Change all overcharge skills from that duration system to a next “x” attacks buff( like the ranger’s Sharpening Stone and the engineer’s Incendiary Ammo), it will be much easier to balance and remove all the duration bugs.
- Make all overcharge skills reset the turret’s attack cycle, this way it ensures that the engineer will get the overcharge effect when he/she needs it not 5 seconds later.
- Riffle turret and net turret will gain quickness for 10 seconds together with the next “x” attacks buff to fix the fire rate bug.
It makes me very sad that we are all engineers but we simply can’t make our inventions work properly.
I’ll try to give my feedback and explain somethings on helseth’s video without the rambling and exageration.
1) When he talks about using the skills in a more tactical way i think he means that many weapons in the game right now feel like their only purpose is damage. Let me explain using the engineer class: Take a look at the engi riffle, it is considered a utility weapon but it also offers a great deal of damage if you spec for it. You don’t spam riffle skills because you want to keep the launch, imob, and gap closer to use when needed. The dual pistol set on the other hand is simply a condi spammer, you don’t look at it and think when to use it. You think about unloading those condis on your enemy. I think he wants more weapons like the engi riffle and less weapons like the dual pistol set.
2) What he means by fun vs e-sports is that you can’t have e-sports without a large player base(which spvp certainly lacks). Before you can do any kind of e-sports push or marketing you have to care for your player base and make sure that the game is fun and works for the majority of the comunity. Delaying balance changes because of the PAX tournament was a move that made most of your comunity angry because it meant that the meta would remain unfun for longer because of it.
3) A revamp on the rank system is needed because rank doesn’t mean skill, it means hot-join grind. There’s no diference between a rank 45 player and a rank 65 player except who played more hot-join.
4) Rewards and game modes are by no means an e-sports thing. But are a great way to bring more people to pvp and please your current comunity.
5) Animations also need to be taken into consideration when balancing. Esvicerate deals a huge ammount of damage but it’s really well telegraphed so there’s possibility for counter play there, while other things like necro marks, mesmer shatters and the ele burst have almost no animation.
I think Anet is aiming to give us both rewards. The problem is finding the balance. Getting awesome loot for doing challenging content feels much better than doing challenging content and getting almost nothing. I don’t think the rewards need to change, the dificulty of the content should.
I’ll give some examples: The Fractals is the most challenging content in the game(if you do it in high level) and when it launched it was the most rewarding. I remember having lots of fun running the fractals and getting great rewards for that. But now that there’s easier content with better loot, most people don’t run fractals anymore.
It’s really hard to reach a balance in this regard. What Anet needs to do now is to look at what people are doing(or farming) the most and increase the challenge there. They have lots of ways to do that but my favorite one is to add mechanics to the event chains and remove the cheese like failing an event to farm the spawning champions.
There are maps where some teams want to go with two bunkers, others where they only want 1 home point and 4 roamers, thieves are great on forest but not so much on temple. I have 4 builds on my engi that i use depending on the map and my team comp, sometimes i go bunker, other i go condi roamer, others far point assaulter. In solo que it makes perfect sense that the maps are random, but using the same on team que is completely unnecessary.
With the maps randomized teams will find one comp, 1 build for each char and one strategy that they can run on every map because you can’t prepare. People are complaining that playing the same map over and over again makes the game very stale and boring, but the same thing will happen with the maps randomized because you will keep using the same comp and strategy.
What they have to do is change the maps faster like everyday or every 12 hours. The other solution, of course, would be templates. that way you can actually change builds strategies acording to the map.
(edited by GuilguiS.2738)
Random map rotation on team arenas will essencially kill pre-game strategy and drastically reduce build variety. One of the arguments in favor of maps like Skyhammer and Spirit Watch is that they bring specialized builds to the table, if the maps on team arena are random those maps will never make it back into the rotation. There are much better ways to do that like making the rotation 1 map per day. What do you guys think?
Tl/dr: Random maps on team arenas will kill strategy and is completely unecessary.
100 views and no comments? don’t you guys think this is a serious problem?
No other thoughts on this? This a really serious trouble for engineers. It renders 4 utility skills useless.
I decide to post this because, after extended testing, i’ve noticed that engineer turrets are not just weak, they are also buggy as kitten. Here’s the list:
- Net Turret’s overcharge only lasts for 4 seconds and does not increase the fire rate. which means that in most cases it simply won’t fire the electrified net.
- Riffle turret’s overcharge doesn’t increase the fire rate. It keeps shooting at the same speed. This problem is so big that the bleed doesn’t even stack.
- Rocket turret’s overcharge only lasts for 4 seconds, which means that even with good timing you can only get one overcharged shot.
- Thumper turret’s overcharge duration is not listed on the tooltip but after testing i found out that despite lasting 10 seconds it only works for one attack and has ridiculously small radius.
Here are some suggestions that could fix those problems as well as improve their overall gameplay:
- Change all overcharge skills from that duration system to a next “x” attacks buff( like the ranger’s Sharpening Stone and the engineer’s Incendiary Ammo), it will be much easier to balance and remove all the duration bugs.
- Make all overcharge skills reset the turret’s attack cycle, this way it ensures that the engineer will get the overcharge effect when he/she needs it not 5 seconds later.
- Riffle turret and net turret will gain quickness for 10 seconds together with the next “x” attacks buff to fix the fire rate bug.
I’ve posted this on the bug section as well. It makes me very sad that we are all engineers but we simply can’t make our turrets work properly.
TL/DR: Turrets bugged to the point of being impossible to use! Please fix it Anet!!!
I decide to post this because, after extended testing, i’ve noticed that engineer turrets are not just weak, they are also buggy as kitten. Here’s the list:
- Net Turret’s overcharge only lasts for 4 seconds and does not increase the fire rate. which means that in most cases it simply won’t fire the electrified net.
- Riffle turret’s overcharge doesn’t increase the fire rate. It keeps shooting at the same speed. This problem is so big that the bleed doesn’t even stack.
- Rocket turret’s overcharge only lasts for 4 seconds, which means that even with good timing you can only get one overcharged shot.
- Thumper turret’s overcharge duration is not listed on the tooltip but after testing i found out that despite lasting 10 seconds it only works for one attack and has ridiculously small radius.
Here are some suggestions that could fix those problems as well as improve their overall gameplay:
- Change all overcharge skills from that duration system to a next “x” attacks buff( like the ranger’s Sharpening Stone and the engineer’s Incendiary Ammo), it will be much easier to balance and remove all the duration bugs.
- Make all overcharge skills reset the turret’s attack cycle, this way it ensures that the engineer will get the overcharge effect when he/she needs it not 5 seconds later.
- Riffle turret and net turret will gain quickness for 10 seconds together with the next “x” attacks buff to fix the fire rate bug.
What is the commander system right now? A blue tag above your head that costs 100g.
You will not make people give up the zerg/blob mentality if you don’t give them the tools to organize.
Here’re some ideas that should help with that:
Commander tools:
The commander will have power to assign players to specific squads and appoint squad leaders for those. He will also be capable of giving each squad leader a specific icon that can be seen by all players under his command. Commanders will have an exclusive chat ability that will display whatever he writes in chat in an annoucement format(like the pvp guys who says “Red team got a capture point”) for all the players under his command. Their screen wil display the squads in a collapsible format that he can click to see all members in the squad. The commander’s minimap will show all players under his command in specific colors acording to their squads.
Player Enlistment System:
Upon entering any WvW map a player has the option to enlist under one of the active commanders in the map. That can be done by right-clicking on the commander tag and selecting the option, but it could also be implemented in the LFG tool that’s coming. Once enlisted, the player can be moved and assigned to different squads by the commander. The players will see their squad companions, on the minimap, as orange dots and their squad leader as the icon given them by the commander.
What these features could mean for the game? First, commanders would stop being people who just waisted 100 gold on an icon that shows on the minimap an will have tools necessary for actually acomplishing something. Players will not be totally lost upon entering the map because they can find a commander and engage in organized and strategical play much more easily.
One thing to note is that commanders can’t force someone to enlist. If you don’t like that commander or he is just grieving everyone’s game you can simply not enlist under him and do whatever you want. That means those who do enlist will be doing so with the intent to play in a more organized way and will be much more willing to follow orders. The commanders will be playing a complitely different game but they’ve made their choice when they paid 100 gold for that.
Instead of seeing people mindlessly following the person with the blue tag we would see commanders leave squads to protect certain locations, or drawing the enemy to one location and sed a small team to hit another. This kind of play will be possible because people will have the tools to organize.
So you guys have any opinion on this? Is That a way we can make this better?
I believe they are moving the game in a good direction.
The masteries are helping a lot because it is making objectives easier to defend. Right now if you are in an organized guild you can capture a tower or keep and leave a group specialized in siege and repairs to defend it. I’m not saying that everybody does this but it has become completely viable.
The one thing i believe would really help against the blob mentality is a revamp of the commander system. I’ll post some ideas in another thread, but if we have more tools to organize people(while taking their specialized masteries into acount), then suddenly the game becomes much more strategic and varied.
http://poll.pollcode.com/rgdcx
Fixed the link.
“Any map that forces you to rewrite your builds just to be viable is incomprehensibly bad.”
This pretty much sums up how the QQers feel.
LEARN TO PLAY!
I just don’t understand you people. You are supposed to play every single map in a different way. You can’t expect your build to work well on every map. Adapt, try to get some stability, put some other knockbacks or launches in your build. You complained so much about the burst meta, then you complained a lot about the condi meta, and when maps that make mobility, CC, and good rotations important you simply complain and want them removed.
I really like this map. It makes CC usefull when it simply wasn’t in other maps. The only thing this map needs is something to tell you the cannon is firing and the possibility to dodge the shot.
P.S For those who say positioning is meaningless in this game, try to knock people off the cliffs when their backs are facing the wall, try to stay near the cliff borders and expect not to die.
The problem with the pet AI is that it takes away all the potential of the ranger class. I main an engineer and i can easily say that the skill floor for rangers right now is terribly low, while the skill ceiling is simply unreacheable.
What i mean is that if you don’t care about your pet you get free damage, but if care about it and you want to time your skills and do combos, like using the drake blast finisher on fields, you simply can’t because the AI is unpredictable and you simply can’t track those CDs.
By giving us more control over the pets Anet would give us our stolen potencial and make us care more about the pet because they’d be part of our rotations. If they believe it would be overwhelming for new players then they could simply do it like the utility skills. You unlock the pet skills at the same time you unlock your utilities, and you give us a toggle to put them on auto attack. That will increase the rangers floor a bit and give them some more potencial play.
I agree with Aridia’s idea, giving vulnerability to the second skill will make for more reliable aplication and allow us to setup bigger damage while still dealing some. The charge skill should have 3 tiers and the last tier should root you in place to allow for counter play. 4 should remain the same, it already has a pretty good range as it is. 5 doesn’t really need anything but a CD reduction would be welcome. As for the auto attack just remove the damage tiers and find a middle ground.
I’ll give my opinion right away. I believe that micro-managing the pet now is a lot harder than it would be with this system. Because you have to deal with an unpredictable AI. You can only rely on something you cannot control when said thing is really powerful and with the recent nerfs to pet damage it is simply not possible. Here’s how i imagine this system:
- Red Moa
F1 – Attack/Return toggle
F2 – Furious Screech
F3 – Harmonic Cry
F4 – Frenzied Attack
Cooldowns remain the same, pet swap becomes a specific keybind you can select on the options and all skills can be toggled to auto attack so you have the option to just leave it to the AI.
In the recent state of the game Jon said Anet is afraid to give us more control over pet skills because it will make the ranger skill floor way too high. So i’m making this post to get some feedback from you guys. Do you think it would become too hard to manage pets if we could control all pet skills?
There’s only one solution to pets right now: Let us control them!
Now that pet damage has been reduced we need to be capable of chaining their skills and making combos with our own abilities instead of having to deal with kitten AI.
Red Moa Example:
- F1 – Attack/Return toggle
- F2 – Furious Screech
- F3 – Frenzied Attack
- F4 – Harmonic Cry
Keep the cooldowns the same and swap pet becomes a specific keybind.. This will open up a lot of possibilities for rangers and will not make us OP since they reduced our overall damage.
Of course you can!! Put it on a trait. Something like Thumper and Flame turret overcharge break stun 35 sec CD.
Here’s my Suggestions:
- First of all the solo que stuff that everyone is crying about because it is necessary for this system.
- Create a team leader board. By “team” i mean people within the same guild. So we can see and track who the best teams are. The rating for teams will not be calculated by using the players individual rating but every team(guild) will have it’s own rating.
- Change the current tournament’s name to Ranked matches. They’ll reward you individually with a chest similar to now but with less stuff. Your team gets Qualifying Points. Remember that the team only gets QP if all players have the team tag.
- Introduction of weekly, monthly and annual tournaments:
- Every week the top 8 teams in ammount of QP will be summoned in game for a tournament in the format we had some months ago.The rewards will of course contain a chest, but there should be other incentives like gems and a title or an icon on the right side of your name like the map competion one. The idea behind this is to have the top teams gather every week at a specific day and time so it can be streamed by shout casters. QP will reset every week and the weekly tournaments will be part of the leaderboard formula.
- The monthly and annual tourneys will pick the teams from the leaderboards. These tourneys would be bigger and feature 1 or 2 more maps allowing more than 8 teams. The winners of the annual tourney will get a token that allows them to get a pvp legendary and other rewards.
I hope these are not true. Did you guys notice the swap between instinctual bond and zephyr’s speed? These can’t be true!!
If this is true they will kitten up our stun breakers. When i read that blog post i thought we would get more of them not the same ammount put on less useful skills.
Rocket boots was a great escape, all it needed was the removal of self-cc. What will we use it for? Who will use elixir r now? I hope these ain’t true.
On the bright side we might see some power builds emerge.
The big problem with this nerf is not elixir s itself. The real problem is Self-Regulating Defenses, where before you had a good way to counter bursts, now you’ll get a sure death when this trait pops up.
I really like the idea of giving passive effects to signets. Here’s how I’d do it:
- Slick Shoes: Reduce movement impairing effects by 30%.
- Personal Battering Ram: Increase Toolbelt skills damage.
- Throw Mine: 10% to 15% to cause a small knockback when critically hit in melee.
- Rocket Boots: Increase movement speed by 25%.
- Urility Goggles: Imunity to blind and weakness.
I don’t know if this has been said before but i want your feedback on this idea.
We all consider Guild Wars 2 PvP a skill based game. You beat your opponents by timing your abilities right and making use of combo fields and such. One thing i noticed about the ranger class is that there’s quite some micro-managing with the pet positioning, but the AI is seriously holding this profession back.
I suggest making our F1 skill a toggle for both attack and return and put our pet’s secondary skills on F3 and F4. The pet’s F2 ability will remain the same and we could simply choose wich key to press for pet swap.
Here’s one example:
- Wolf pet
F1 – Attack/Return (By attack i mean the wolf will be using only the autoattack)
F2 – Terrifying Howl 45sec CD
F3 – Crippling Leap 20sec CD
F4 – Brutal Charge 40sec CD
What we get from this? First we will have full control of our pets. There will be no more wasted KD from canines, no more wasted heals from moas and blast finishers from drakes. It will be much easier to keep your ranged pets at range. You’ll be able to set up the big damage skills of felines. There’ll be no more wasted quickness when you swap pets because you’ll get the target and use the skill. Rangers would have the possibility of having moas as a full support pet for the heals(which is actually quite nice) and on demand fury and protection.
Anet would have to spend less resource on improving the pet AI because they’ll only have to worry about pathing.
The skillcap would increase, of course, but the ammount of things you’ll be able to do with it more than compensates.
I don’t know if this has been said before but i want your feedback on this idea. I’ll be posting this on the PvP forums as well.
We all consider Guild Wars 2 PvP a skill based game. You beat your opponents by timing your abilities right and making use of combo fields and such. One thing i noticed about the ranger class is that there’s quite some micro-managing with the pet positioning, but the AI is seriously holding this profession back.
I suggest making our F1 skill a toggle for both attack and return and put our pet’s secondary skills on F3 and F4. The pet’s F2 ability will remain the same and we could simply choose wich key to press for pet swap.
Here’s one example:
- Wolf pet
F1 – Attack/Return (By attack i mean the wolf will be using only the autoattack)
F2 – Terrifying Howl 45sec CD
F3 – Crippling Leap 20sec CD
F4 – Brutal Charge 40sec CD
What we get from this? First we will have full control of our pets. There will be no more wasted KD from canines, no more wasted heals from moas and blast finishers from drakes. It will be much easier to keep your ranged pets at range. You’ll be able to set up the big damage skills of felines. There’ll be no more wasted quickness when you swap pets because you’ll get the target and use the skill. Rangers would have the possibility of having moas as a full support pet for the heals(which is actually quite nice) and on demand fury and protection.
Anet would have to spend less resource on improving the pet AI because they’ll only have to worry about pathing.
The skillcap would increase, of course, but the ammount of things you’ll be able to do with it more than compensates.
(edited by GuilguiS.2738)
Here’s how i’d fix P/P.
- Make 2 into a leap back finisher that deals little to moderate damage.
- Give the vulnerability to unload. Make each shot apply one stack.
- Improve the firing rate of vital shot and change the bleed duration so it remains stable at 5 to 6 stacks.
This makes P/P better at both condition and direct damage. Because cripple and weakness not only help you kite but also help cover those bleeds so it won’t be removed so easily. The damage from unload will scale during the animation wich might lead people to think that spamming will be better, but if the vulnerability duration is short then the stack will last for only one or two activations making people worry more about getting all the shots than just spamming it.
Here’s just one combo you could with this set. Black Powder>Body Shot>Sneak Attack>Unload.
I agree that rangers need to have more control over their pets. The way i imagine it is a bit different from yours though. You imagine it as being conditional, like if you daze your target your moa will bleed it right?
I don’t think that is a good option because you will kinda punish the ranger and give little in return.
- Turn F1 into a toggle for both attack and return.
- Leave the pet ability on F2.
- And make the other two abilities(like the wolf kd, the boar charge, and the moa heal) into F3 and F4.
That way the ranger skillcap will increase a lot, but once mastered it will be a much better profession that require skill to get the most out of your pet. Imagine the plays you could do, like getting the heal from moa at the right times, or getting that wolf KD at the right time, using the blast finisher from lizards in your water field, even the kitten charge from boar would be useful because you could set it up.
1) Passive on gadgets
2) Improvements to turrets survivability and traits
3) Trait clean up. Some of our traits just have no place in any build.
That’s why it is a gm trait
When talking about junk traits the first thing that comes to mind is the tools line. Armor mods, Adrenal implant, Scope, Leg mods, Always prepared, are some of the most useless traits in the game and they are all in the same line.
The tools line was supposed to be the one that improves our profession mechanics, by that i mean toolbelt skills, kit swapping and gadgets.Kit refinement, static discharge, Adrenal pump and Inertial converter do this. We need more traits like those. Here’s a list of suggestions:
- Move SD to master or GM level minor so people will stop being afraid Anet will put a CD on it.
- Make the speedy gadgets trait also increase your weapon damage by 5% for each gadget.
- Scrap armor mods and give us a good gadget GM trait.
- Scrap leg mods. It is basically the same trait as Power shoes but weaker.
- Change scope so it gives 20% standing still and 7% flanking. It is a master level folks, thieves get the same ammount on an adept one.
- Move Adrenal implant into a master level trait.
- New GM trait Magical Disrupting Devices: Gadgets and their toolbelt skills remove a boon on hit.
- The packaged stimulants trait now makes the skills explode on the ground and giving their effects in a small aoe, antidote now heals 2 or 3 condis.
- New GM traitTool belt Overload: Tool belt skills have instant activation.
It does affect it.
If they just made a GM trait that made the bomb explosions instant and improved the way elixir infused bombs scaled with healing power, they would be much more viable. 300 health(when having more than 1000 healing power) in pvp is nothing, specially when you consider the speed you are getting it. If the healing was 300 base and 500 with more healing power it would be usable.
The timer was implemented because people put turrets down and went afk in pve. It should not exist in pvp.
If we are talking about new elites i propose a rocket launcher kit or sniper kit. Did not think about the skills yet but it would work like this:
The kit can be swapped to at anytime just like our current kits, but it has charges like ele conjure weapons, different skills use different ammount of charges. This way we could use it in rotations just like our normal kits but once the charges are over it gets a reasonable but long cd.
Gadgets need a GM trait for them. Something that improves each individual gadget as well as their toolbelt skill, something like rocket kick knocks back and rocket boots launches, or personal battering ram applies 5 stacks of confusion and the launch PBR stuns.
Either this or give them passive effects, which seems quite difficult because most gadgets are about control. Gadgets passive effects must be more similar to the ranger signets than stat increase. Something like rocket boots increases you movement speed by 25%, personal battering ram increases stun duration by 20% or 15%, Goggles blind imunity become the passive effect, slick shoes reduces movement impairing effects(chill, cripple, immobilize) by 33% and Throw mine gives a 30% chance to cause an explosion that knocks back foes when the engi is hit 20s CD.