For me, auto attack nades would be a QoL thing. It really, physically hurts to have to press 1 per attack.
I would like to see nade targeting to be turned to FPS style “real aim”. That way we can get an auto attack for 1.
Since we’re asking for another melee option already, I would like to see the tool kit be turned into turret support.
Amen to this. Here, take a look at a post I made a little while back. It’s specifically about making the Tool Kit into the turret-support weapon kit.
Let me know if you have anything to add on it. I took a lot of peoples input in that thread and rolled it into the top post there too.
EDIT: The top post has once again been updated. Everyone keep adding ideas
They’re great!
Meh, I don’t think I wanna necro a month old thread. But after reading it, I do see the issue of a healing skill that does damage (a lot). But then again, my ele can both heal and damage at the same time. Signet of restoration does a lot of healing on attack using an auto attack with a 0.5s cd. I would say align it towards that.
Signet of restoration has 2 sources of healing:
- using the signet for a big heal
- heal on spell use
Do the same for your design:
- using the toolbelt skill for a big heal as an additional effect (wrenchrang heals u on use)
- heal on kit skill proportional to skill cd (recover x*skill cd) giving fast abilities really small heals and longer cd skills bigger heals
This addresses the concerns that you have this healing kit that does a lot of damage. Just equate it to signet of restoration.
Does backpack regenerator stack with the dolyak (6) rune?
Since we’re asking for another melee option already, I would like to see the tool kit be turned into turret support. We already have it in tool kit 1, it just need some follow through. The idea we could take from tool kit 1 is that each hot key does 2 things: does something to your opponent, and does something to your turret.
1 melee damage – turret heal
2 bleed criple – turret regen + quickness?
3 confuse – ???
4 block – turret aegis?
5 pull target – “leap” to turret or pull turret
Funny thing is, we have a good amount of suggestions being offered.
For example, we have 1500 range grenade kit, and folks ask for ranged options as if they do not exist.
Have you every really truly used nades at 1500? Do you not know how incredibly stupid someone has to be to get hit by nades at 1500? Even if they don’t actually see you, they will see the red circles at their feet and that’s pretty much the signal for anyone to either walk (because nades take forever to reach anything that far out) out of said AoE or do a dodge roll.
The OP suggested “+ A condition melee kit (perhaps the Chainsaw Kit suggested by Karast?)” Yet we have bombs that are melee range with 3/5 bombs being conditions. Why are we demanding more skills that are redundant?
Bombs are melee ranged on a timer. Again they REQUIRE stupidity on your opponent for them to hit. So here are the requirements for actually getting a hit.
1. get in range
2. plant the bomb
3. pray the target is dumb enough to stay there (stupidity)
or
1. get the target to chase you (stupidity)
2. plant bombs while running
So the utility of bombs that so many speak of (the delay between planting the bomb and the explosion) requires target stupidity. For PvE, that is a given.
The difference with a bomb and a melee swing is that damage actually happens on the swing and not a sec after.
Bombs can be traited for better AoE. With the AoE target cap of 5, does that really matter? I mean, it’s pretty easy to herd monsters into your melee AoE to maximize targets.
If the philosophy for melee damage > ranged damage is based on the effort required (getting into melee range), then bombs should do more damage because of the additional effort requiring you to time them. I am basing this on the fact that my ele (with prec, vit, healing gear) does way more melee damage with their “kit” (lightning hammer = weapons don’t matter the same way it does for engg kits), than my engg in magic find gear.
Just saying they should do more damage given that they have to be “timed”. I was surprised to find out that my ele does more melee damage.
So bombs do “melee damage” (in that the do way more than ranged damage) since the are deployed in melee range.
Shouldn’t they do more than regular melee damage since they also have a delay? Otherwise (should the damage be kept the same), shouldn’t the delay be removed if it is to be treated like every other melee attack.
Another problem I see is that the conjures need to be worth 20 skills. If those skills are locked until I drop them, they better be kitten worth it.
Take for example lightning hammer 1. It is 3 in 1.
AoE attack
blast finisher every 1.5sec
and AoE blind every 1.5sec
All conjure skills need to be like that.
Conjures need to lose the cd and add “gain charges when not in use”.