Rework Elixir Random Effects aka "66% chance to frustrate a player"
in Engineer
Posted by: Casia.4281
(edited by Casia.4281)
in Engineer
Posted by: Casia.4281
Yes, RNG has no place in a pvp game.
If at all, it needs to be really really minor. This applies to crit as well. Crit and crit damage, are a very poor choice in this game as well.
On this specific topic, as noted, either remove the randomness entirely would be ideal. while a compromise of giving each elixir a single stable use effect, then adding a random effect on top of that, would be an elegant solution as well.
As of now, I do only use Elixir H, B throws PURELY to proc H.G.H, formula 409, and toolbelt lit strike. The buff effect from these skills is a complete non-factor in their use to me. I absolutely feel that is a design flaw.
(edited by Casia.4281)
flamethrower damage is most certainly not lower then grenades.
flamethower and p/p can work. Yes, flame is mostly +power/crit, while p/p is more like 60% cond, and 40% power/crit. Might gives power and cond. and you can gear for that.
p/p’s direct and aoe damage are probably the highest honestly. Just much smaller aoe size then grenades. the auto, static shot and blow torch are aoe. (as well glue shot, but that doesnt deal damage) Not sure if poison art becomes aoe with pierce. (if so, honestly might give up grenades entirely, and just focus on p/p)
Grenades ARE very good, and you get them early. Grenade toolbelt skill is a bit overpowered honestly. or others are underpowered.
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