BOMB KIT- MonMalthias.4763 and Wolf.5816
Bomb
- Engineers now lob this bomb directly in front of them (about 100 range distance; dagger melee-range). The explosion, damage and delayed fuse still function the same as they do now.
BOMB KIT SKILLS 2-5
- Functionality of [Bomb Kit] skills 2-5 has been changed to resemble the functionality of a “charge-up” environmental or siege weapon such as a trebuchet (i.e. http://wiki.guildwars2.com/wiki/Charge_skill); [Bomb Kit] skills 2-5 are now thrown projectiles.
- Now, when using the 2-5 skills from the [Bomb Kit], Engineers have the ability to throw those bombs in a straight line towards a target (the direction of a thrown bomb will be determined by the direction in which the Engineer is facing). By simply tapping a thrown bomb skill and releasing straight away, an Engineer will throw that bomb in a similar manner to the [Bomb Kit] 1 skill: [Bomb] (a distance of about 100 range directly in front of the Engineer; full animation with no power takes about half a second). The maximum channel time is 2 seconds. Charging a bomb throw for that long will allow the Engineer to lob the bomb a distance of 600 range on flat ground.
- A thrown bomb projectile will behave like a linear projectile as in the case of the Warrior skill [Bladetrail].
- [Bomb Kit] skills retain the same timer with regards to when they explode. This timer starts right as an applicable [Bomb Kit] skill is released/thrown. To this effect, a bomb may go off mid-air if thrown far enough. It’s detonation effect is applied to the ground directly beneath it in this case.
ALL ELIXIR TOOL-BELT SKILLS
- Refer to Attachment.
- I use Elixir U (pardon the MS Paint reproduction) as an example for the visual application of this idea. What I mean to say is that all tool-belt Elixirs as of now give the Engineer an RNG chance for some boon or effect. RNG IS BAD. Good skills in GW2 are good because when people use them, they expect a specific effect, and then receive THAT SPECIFIC EFFECT. [Shocking Aura] wouldn’t be NEARLY as good as it is now if it had a chance to stun, cripple, bleed or knock-back enemies with effects decided by a random number generator. It’s good because you KNOW WHAT IT DOES. It stuns people 100% OF THE TIME.
- Tool-belt Elixirs should have predictable effects in order that they can have a constant and reliable impact on the flow of a battle. I propose that ANet split all of the possible effects of Thrown Elixirs up into unique iterations of the same skill that can be selected in the Tool-belt Skill slot.
“TOSS ELIXIR” SKILLS UNDERWATER – InfamousBrad.5879
All “Toss Elixir” skills underwater are much less effective than their land-based versions. The reason for this is that it is much more difficult to orient a thrown elixir’s direction, and even more difficult to time a thrown elixir’s placement so as to have a meaningful impact on a battle. The suggested solution for this was to make all of the underwater versions of “Toss Elixir” skills immediately trigger their effects in an AoE around the Engineer.
Making the Engineer the focal point of “Toss Elixir” skills would make aiming such skills much more intuitive since it is easier to move the player’s body around than it is to track a target with the current mechanic. Furthermore, it makes underwater “Toss Elixir” skills much more responsive since their effects would be triggered instantly as opposed to having a down-time between throwing the Elixir vial and then detonating it.
(edited by Swagg.9236)

)