Hi guys! Some suggestions for engineer 1 handed weapons that are in serious need of love.
Most of these are PvP orientated while keeping the PvE side intact and functional.
The goal of these suggestions are as follows.
Disclaimer: these suggestions are based of rudimentary understanding of balance and to preserve counterplay but may be over/undertuned. Please do not shoot the ideas down because of these numbers that could be adjusted to allow for balance.
1. Solidify the identity of each of the main and offhand weapons.
2. Establish synergy between engi main and offhand weapons whcih is currently non-existent.
3. Slightly alleviate the PS/PP build on kit reliance without making PS/PP overly oppressive when running kits as well.
Now for the skills themselves.
Pistol 1 – Fragmentation shot.
Increase power scaling by to 0.6(up from 0.4).
Bleeding duration increase to 5seconds(up from 3seconds).
Increase explosion radius to 150(up from 120).
Pierce is baseline, and all targets hit creates the explosion.
Decrease effective attacks per second to 3/4 of a second(down from 1.208 per second).
Possible change to preserve balance, remove projectile finihser chance, more on why with skill 2.
These changes solidifies the pistol auto as a basic attack that can compete with grenades at medium range with a bit more reliability. It also differentiates it as a more offensive option to the previously stronger elixir gun auto which has a 4sec blled, weakness 1sec and a similar 0.4 power modifier and is only single target.
Pistol 2 – Poison Dart Volley.
Increase power scaling by to 0.6(up from 0.4).
Reduce poison duration per shot to 2seconds but the final hit applies 10 seconds of poison.
100% projectile finihser.
Increase cooldown to 12seconds(up from 10).
Reduce cast time/channel to 1 second(down from 1 3/4).
Normalise projectiles to remove RNG at 400+ range, attacks will not miss for no reason the way they do now.
Some changes to it to preserve balance, overall damage will be about the same assuming all your attacks previously hit, but the final hit will ensure counterplay is present. This skill is the cornerstone of the synergy i am trying to create between mainhand pistol and offhand weapons.
Pistol 3 – Static Shot
Power scaling remains 0.4.
Damage increases on each bounce in increments of 25%. Base damage before power scaling 142/178/222/277.
Third and fourth bounce both daze for 1 second instead of blind.
Increase cooldown to 16seconds(up from 12seconds).
Retains 3 confusion per bounce per target.
This skill has always been mostly utility, I have augmented it as a skill that excells at outnumbered fights while keeping it balanced in a 1v1(without considering pets/clones/minions).
As you can see the mainhand pistol now functions more as a hybrid(higher power damage than before and similar condi damage)while having MUCH better utility.
Now to the offhand weapons.
Pistol 4 – Blowtorch.
Reduce power scaling to 0.75/0.50/0.25 depending on distance (down from 0.1/0.66/0.33).
Possible balance preservation change, revert cooldown to previous 14 seconds rather than current 12.
Increased reliability on moving targets by allowing it to cast in a larger arc (180degrees infront of your character instead of the current only forward facing), will miss less often on moving targets as long as you are facing them.
The pistol will have quite a bit more power so I don’t want it to be overpowering when combined with offhand pistol.
Pistol 5 – Tormenting Glue (change from Glue shot).
Remove aftercast.
Increase projectile speed by 50%(this might be overtuned.)
Now is a dark field.
If the target is directly hit it applies 5 stacks of torment for 6 seconds, additionally it will pulse 1 stack of torment every second for a 2second duration inside the dark field.
Reduce cooldown to 24seconds(down from 30)
Unblockable skillfact might need to be removed to preserve balance.
I made this a field to promote synergy between the main and offhand. The projectile finisher on P2 and this dark field increases the sustain possible(projectile+dark = life leach) on this weaponset in a unique way that engi does not currently have access to, allowing it to compete with sustain that other builds and elite specs currently have.
These offhand changes solidifies offhand pistol as an offensive CONDITION weapon with a little bit of utility while reducing the power scaling a little.
Shield 4 – Magnetic shield
Reduce duration to 2seconds(down from 3).
Decrease cooldown to 24seconds(down from 30).
Melee attacks will immediately trigger the knockback and blast.
Small changes to allow more frequent use but more reactive gameplay.
These changes are to differentiate the skills and foster smart skill usage rather than spamming.
Shield 5 – Static shield.
Reduced cooldown to 32seconds(down from 40).
When attacked it will not automatically proc but instead allow you to reactivate it up to 1 second after the cast to complete the daze.
Upon activation it creates a Etherial field(4seconds) that does not do anything but can be combod(obviously).
Once again a field on skill5 for consistency and synergy with mainhand pistol. It can be combod with P2 to apply confusion.
The activation changes is to have consistency with other skills of similar functionality.
Right so what do you guys think?
These are a boatload of changes that would help PP and PS in the PvP scene without making it too strong in PvE as it already is in a good position.
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU