Showing Posts For Temper.5478:

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Temper.5478

Temper.5478

Even if they do never get rid of hobosacks, I would at least like to see the tool kit get updated visuals. It’s personally my favorite kit and the bomb kit visual it currently has looks out of place. Put a tool box with nails and hammers on the top, a crowbar and magnet hanging off the side, maybe have our gear shield always visible so it just doesn’t come out of nowhere when we use the gear shield ability…

Summons should scale with all attributes

in Suggestions

Posted by: Temper.5478

Temper.5478

Currently as it stands most summons in game do not scale with any of our stats, while others scale with just a few. Why not let all summons (Minions, illusion, turrets, spirit weapons) scale with all of our stat choices. Power and precision would allow them to supplement our damage more effectively, vitality and toughness would give them all a much needed survivability boost. It only seems fair, because as it stands, most summons are rendered mostly useless simply because they don’t scale with our attributes.

Turret cooldowns are too long

in Engineer

Posted by: Temper.5478

Temper.5478

As you all know, a turrets cooldown doesn’t start until the turret is picked up, killed, or destroyed (with the cooldown being reduced slightly when you pick it up). I have come here to suggest a change to how turrets are put on cooldown, to make them a bit more mobile and hopefully more fun to use/more viable.

Cause the turret cooldown to begin the moment the turret is placed, as opposed to it occurring when it is despawned. If the turret is picked up, no additional cooldown is added. If the turret is killed or manually destroyed, a cooldown is added (either a flat duration like 5 or 10 seconds, or a duration based on the original cooldown), mechanically working somewhat oppositely of the current model.

You can for your own opinions on what this would allow. Mechanically it would keep turrets largely immobile (promoting good placement) but be readily available should combat move locations. The added cooldown on turret death would promote picking up your turrets, and prevent needing to blow up your turrets on cooldown, and still give incentive for enemies to kill turrets.

This would also keep turrets functionally the same, meaning no traits or skill would need to be changed or added (as opposed to the idea of creating a turret kit, which I have seen brought up a few times).

All in all, I like playing the engineer, and I am especially fond of the turret mechanic. I I am on the other a bit sad, as turrets in their current state aren’t very viable to use, as the immobile nature of turrets, on top of there extensive cooldowns, means they become very non-viable when you have to move. I would like to see them changed in some form or fashion, as using turrets is just too detrimental in most types of situation.