Reducing dmg of bumb kit is lame.
Engineer is set up in a way that your main dmg comes from weapon kits, while main weapons (riffle/pistols) are more burst (blowtorch, blunderburst) and utility (jump shot, glue shot, net shot).
The engineer is not a gunslinger or sniper, he uses explosives, tools and inventions to fight. It seems with your ideas you want to turn this around.
I’m all for giving options to play without kits, but nerfing kits so you are forced into weapons AA is lame.
Some notes/suggestions
Pistol -
See above, flat increase to weapons AA is a bit against the core engi idea (kits as main weapons). But I think it should be a valid option.
IMO, its better to:
– Merge granadier and explosive descent;
– New trait – Explosive ammo: fragmentation shot is now an explosion.
This will give the explosive line the option to spec on condi with pistol/nades or with power and bombs. Giving pistol AA the triggering of bleed, vuln and cripple (if fully traited) and a nice combo with chemical rounds. Including a viable hybrid build with mod ammo. All without hurting people that prefer to use nades and/or bombs
Also, swap pistol #3 and #4 so p main hand is condi, and p off hand is soft cc and p/s can be a viable option.
- Rifle -
Again as mentioned at the start, riffle is a burst weapon, and lowering the CD of Blunderbuss makes it it more of a sustain weapon.
IMO:
– Include in No Scope: Improve critical dmg against disabled and immobilized foes.
This will reward a well placed burst and can highly increase riffle burst dmg on bosses with breakbar. In this way you indirectly improve the skills (netshot, OC shot and the 2 burst skills) while rewarding skillful play, instead of giving out free dmg to everyone and lowering the skill level of the profession in general.
Yes for better netshot speed!
Jump shot evade might be a problem to implement (jump duration variable with distance) so maybe just include a short (1-2 secs, 2 stacks) stability on activation? More counter play to the skill also and a good combo with traits and boom duration (for OC shot)
Hammer – […]
IMO the problem with hammer is its total lack of synergy with the rest of the core engi and the nerfs it took.
It needs to fit the rest of the engi skills better, some suggestions:
– Third AA strike (equalizing blow) and each strike from rocket charge are now explosions;
– Thunderclap heals and cleanse turrets for each pulse;
– Rocket Charge needs to be 2 leaps and one blast finisher, improving its synergy with traits such as shocking speed/rapid regen/final salvo (and soothing detonation).
Bomb kit – […]
Nerfing a good dps kit is not the way to improve your preferred gameplay of autoattacking with main weapon. Just, IMO, a bad idea to nerf bombs AA.
Flamethrower – […]
Seems now that purity of purpose means everything needs to be power or condi.
What is wrong with hybrid kits/weapons and using traits to improve each aspect of it?
Let FT do some power dmg too and leave the option to improve burns with IA and other traits…