Showing Posts For Sinosis.8514:
@Zenguy:
You’re definitely onto what I was looking at. Typed this last night so late I was half asleep and rambling.
I feel like there would be two different type of kits: weapon kits and utility kits.
Weapon kits work like they do now, where you can pop up a new weapon and boom there you go, new attacks. I would have turret kit work like that.
Gadget and Elixir I would make utility kits. You go in, pop an ability, and it ends the kit, putting the kit on cooldown depending on ability used. I would like to try to keep that toolbelt as diverse as possible…honestly, I wish we could just select what 4 abilities we want on toolbelt kind of like utility slots regardless of what utilities are currently being used. Or with all kits have turret kit and both gadget and elixir kits let you choose which toolbelt skill to put on those slots (ex: for elixir, you can choose any toss, and it would let you switch it out out of combat like it does with utility skills now).
It would make the traits a bit more interesting to me, and a bit more “powerful” if you would. Especially since were forced into taking 1 weapon kit essentially with the current design. So you can go full elixir spec, be able to use any elixir by switching to the kit at any time (sure can’t rotate them in a row, but maybe make a 30 point trait that lets you use 2 before kit goes on cooldown, same with gadget).
I think this would make for some very interesting and awesome combos.
I know these are not unique, saw some posts about them, but never saw one as a topic on how it could/would work.
Been discussing with some friends about my engineer and how I feel it should work…be unique, have a tool for situations, etc.
My thought:
Kit everything.
Have an elixir kit (separate from gun), turret kit, gadget kit. Have the skill points unlock the abilities in each kit.
For toolbelt: Depending on kit in each slot, have a drop down list to choose from for each slot.
Cooldowns would have to work differently, but I feel it can be done.
When you use an ability in a kit, the whole kit goes on cooldown. Switch to elixir and pop Elixir B if want to do more damage at the time, then kit goes on 20 second cooldown (or the cooldown of the elixir used essentially) as it unequips after using 1 ability. Gadget could function similarly as well.
Weapon kits can be fine to work as they do now, and figured turrets could work in a similar manner, but unsure how much would have to be adjusted for balance (there’s a lot of abilities to choose from then, but its about hitting the right one in the right situation for gadget/elixir kits).
Toolbelt would lock like utility slots when in combat, but can switch out of combat to suit each encounter (go from toss elixir b for buffing group to toss u to eat ranged attacks, etc.)
Thoughts? Comments? Trolls?
(edited by Sinosis.8514)
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