Showing Posts For Hand.1692:
If they are running a build with both an elixir gun and a flamethrower… they already have 2 trait slots devoted to these. If they are not using these traits and the build incorperates the 2 kits they can continue to use neither and no effect takes place.
The only situation that any effect will take place on is this:
If they are running both kits, yet for whatever reason are only using one of the two traits. They would now have a ‘focused’ trait making half of their kits much better while the other kit is still at basic.
If you cannot see how this would make any difference I challenge you to create a flamethrower only build, then make an elixir gun only build… and note the differences such a change would make.
Elixir gun would no longer be forced to have an additional 20pts in firearms.
Flamethrower would no longer be forced to have an additional 20pts in alchemy.
Dual kit people would obviously have both sets of traits and can continue to do so with no effect.
It affects them not at all tbh, if they are already using both they would take both traits regardless.
20% off the CD of flamethrower is meh, but it’s really nice for the elixir gun.
15% damage on the elixir gun is meh, but it’s really good on the flamethrower.
When I use a build with both, both are taken, and would still be taken if this change was made.
It would simply be nice if when using a build without one of the kits an option was there to not have 50% useless traits.
(edited by Hand.1692)
I just made a suggestion post over in suggestions, but I would like to hear some other engineers input on this matter.
Basically I would like to see Fireforged Trigger and deadly mixture split and reformed so that each only works with a single kit.
Fireforged becomes 15%dmg and 20% skill CD for the Flamethrower.
Deadly becomes 15%dmg and 20% skill CD for the Elixir Gun.
Many builds currently use only 1 of the kits at a time and as such half of each of those traits is useless, in this manner each trait could be 100% useful 100% of the time.
(edited by Hand.1692)
Would it be possible to split and reform these two traits to be more in line with others of their nature?
By this I mean nearly every other 20% reduced cooldown skill has a secondary buff component. Since both of these traits affect the same two weapons wouldn’t it make more sense if they each affecting a single weapon in a dual manner?
Fireforged Trigger
Increases Flamethrower damage by 15% and reduces the cooldown of skills by 20%.
Deadly Mixture
Increases Elixir Gun damage by 15% and reduces the cooldown of skills by 20%.
At the moment if you want to maximise Flamethrower traits you are required to spend 30pts in Firearms and a minimum of 20pts in Alchemy. This seems highly excessive given that most classes can achieve the same effect more a much lower trait cost.
In addition there are very few builds that would include both weapons making half of each trait useless. If a build did use both then they would still be using the 2 traits making it a non-issue, however for any build using only one of the weapons they would be able to simply take the trait that applied to their kit.
Yep perfect trans stones. It’s what I did with a full suit of SE power/prec/toughness to make it look like the armor from CM.
They could just make it a gem buy, account bound ‘bag of endless dungeon token holding’. have it availiable to all toons w/o a trip to the bank.
I’d buy it.
I actually agree with the OP on some points, not necessarily for the same reasons however.
This is all my own opinion and things I would like to see changed.
First and foremost, there needs to be 3 tiers of each dungeon. Story, Hard, and Explore.
Story is current story, perhaps better tuned to the correct level.
Hard is current Explore mode, perhaps better tuned but at least with the kinks worked out.
Explore is just that, exploring. No NPCs holding my hand telling me where to go, and no Static bosses for that matter. Make something like 10-15 different mini bosses with 3-4 per run and then set em up so that each one can spawn in multiple locations and give them some form of nice loot incentive to make people want to kill them. Then put in something like 6 different Main bosses, and give each a distinctive flavor. Randomize the boss kill spots so each time you enter the dungeon the boss is somewhere else (never before the minibosses and never too close to the entrance.) Tune the whole shebang around level 80s in full exotics and restrict this new Explore mode to 80 and no restictions/bonuses causing 1st run to be better than any other run per day.
Secondly, the bosses autoattacks hitting like a truck while the special hits are meh is… odd. The specials should hit like a truck and be somewhat telegraphed (be it animation like the first boss in AC explore or simply in the rotation of skills he uses, example would be after he does a leap attack he will flurry so avoid it or something like that). The autoattack should hit a high toughness focused character for survivable damage (heal on cd WILL cover it plus a tiny bit extra). Less toughness would be more dangerous obviously. A toughness focused character should never be required to dodge the autoattacks of a boss, messing up on a special should put them in peril, but the autoattacks alone should be survivable.
Testing would be easy too, take a high toughness toon, disable the bosses specials and have the character spam their heal on cooldown while the boss autoattacks them. The boss should never down the toon.
On another note, having a pull with tons of silvers isn’t really fun. It’s extremely annoying and causes people to look for ways to bypass said pulls. Example is CM E and the room filled to the brim by 2 groups of separitists right before the riflemen room.
Both paths that head through this area have an easy way to bypass the groups, and lately it seems as though the groups are linked to some degree. It’s like a huge sign screaming ‘skip us, skip us, or you’ll all die.. alot’. There are a few specific party builds capable of clearing these pulls without deaths. 99% of the time the party will not have that makeup and thus will need to skip them or at the very least 2-3 people will die, not down, die during the encounter.
Traps.. this game has some, and in general I have no issue with the way they are designed. Except for one thing. Why is the switch always on the other side of the trap? Why not stick the switch behind some packs of mobs off in an alternate tunnel sometimes? Props if the tunnel has a small viewpoint and a mob controlling the lever.
To Mad Queen, I remember that dungeon it was one of the lizardmen ones no?
(edited by Hand.1692)
I would love to see the Guildbackpack/invisible backslot items override the engineer Kit backpacks.
By this I mean, when I have the option selected to show my guild backpack it will always show, regardless of using a Kit. And in the case of the invisible backslot items it would simply hide the kit backpack altogether.
There is currently a bug which pops up frequently which has this exact effect, leading me to believe the change might not be too difficult.
This wouldn’t effect anyone at all who likes the look of the engineer kit backpacks as all they need to do is turn off the show backpack toggle.
After completing nearly every explore mode dungeon I would simply like to ask, why are they called explore mode when there is still a ton of hand holding?
I was talking with some guildies and basically we all agreed that the explore mode dungeons don’t really have any exploring in them, which is sad.
To this I propose a slight change:
3 teirs of dungeons
Story: much as it is now
Hard: pretty much what explore mode is now, 3 paths NPCs to hold hands but this time tune them for the level (so each is tuned around the idea that you are actually the correct level in level appropriate gear).
Explore: Open dungeon, no friendly NPCs no markers and something like 5-6 random end bosses spaced around the dungeon. No leashing on mobs, no timers, can be completed as many times a day as people can stomach it. Tune them around level 80s in full exotics, no downscaling. basically make em as random and different and strange and ball breaking as you feel like. Rewards would be really good, but this dungeon would require a whole new level of gameplay from the group. This is not a PuG friendly dungeon.
Each time the dungeon spawns have it randomize the last boss, some/all of the minibosses and generally change stuff up so no 2 dungeons runs are the same.
Honestly I wish it was reversed, if you have the backpack (guild or otherwise) toggled on it would show up instead of the Kit backpack.
Most of the lower back slot items have no appearance, thus toggling them on would hide the kit backpack.
Personally I love the guild backpack, it would be nice to ever actually get to see it.
The engineer version of a rifle really doesn’t make much sense, maybe someday down the road they’ll make the current skillset into a shotgun kit (with a cool looking double barreled shotgun) and fix the rifle to be a… rifle.
First I totally agree with nofo, would love to see the shotgun (current rifle abilities) become a shotgun kit and the rifle remade into a rifle.
Nearly every rifle skin in the game is just that.. a rifle. None of them look much like a shotgun and as 1 of only 2 classes able to use a rifle it makes me wonder who exactly the skins were designed for. Hipfiring any large caliber weapon is not only stupidly inaccurate but downright dangerous.
Even RL shotguns are shoulder fired, no one outside of random action movies would ever actually hipfire a shotgun, you’d A) miss and probably hurt yourself. And no one.. at all.. ever.. hipfires a rifle.
On a completely different note:
I would love to see a gatling/minigun kit. Give it a trait like old juggernaut, or else allow it to ‘deploy’ (let number 5 have no CD and like 1.5-2second cast that roots you and gives stability, then allow it to either increase fire rate or else increase accuracy (if the base weapon is inaccurate).
It could even be an elite kit, I would totally give up every engineer elite for it.
Something like that is just… droool.
(edited by Hand.1692)
Same thing on Darkhaven. ><
Personally I love the flamethrower, I would love a gatling gun even more (c’mon the turret has one, I wanna be a heavy!)
If we’re making suggestions I would suggest stick all the kits as elites and beef em up.
They can now be stronger as they are locking out an elite skill, and you are now limited to one availiable at any one time.
Or as an alternate allow the elite skill slot to use any lower tier utility skill.
Tbh I wish they’d just remove the piercing component and let it explode on contact and then burn those it splattered on. I mean why does a massive ball of napalm (a jellied liquid) go through mobs anyway?
Was working on path2 last night, managed to get all the way through the dungeon only to get stuck at the final boss for over 2 hours. In the end we simply had to give up due to the repair costs beginning to total more than 2 gold apiece.
As a fairly high toughness character (2700+ armor when deleveled to 65, 3600+ at 80) The field was hitting me for 1300ish every half second, which means any time a field lands on me i take a minimum of 5200 damage which is roughly 1/3rd my hp. I can dodge 2 fields and block/reflect one, however when the mob tosses them literally every 2 seconds and most of the times it’s multiples (I’ve seen him toss a field at every single player and each pet so about 6-8 simultanious fields) not to mention had him throw them so fast that even when constantly moving you cannot get out of the fields (as you run out the edge of one he tosses a new one on your head).
The other members of the group (lower toughness than me, some by quite a bit) reported each tick at being 2.1-2.8k.. and that is every half second.
As it currently stands I see no viable way to complete the path without some sort of exploit/bug.
It was my understanding that the challenge of the fight was killing them at nearly the same time, not in getting killed by unavoidable AOE. This round of changes to Sorrow’s Embrace has made both path1 and path2 nearly impossible to complete.
To refute these statements I would like to see someone (a Dev posting it would be lovely) post a video showing just how ‘balanced’ and ‘fun’ these paths are now.