Do you feel like the engineer could be much more? That his mechanics don't do his theme justice? Maybe his elite specializations have a weak design? Or do you just want to post some crazy ideas? Well, then this thread is for you.
So, just for fun, how would you redesign the engineer?
Last update here: June 5, 2018
Few personal ideas to start the thread:
Engineer - Replace the Tool Belt with Kits
I don't like the Tool Belt. I think it's a bad mechanic, for both the developers and the players. Developers, because they have to design and balance 5 additional skills, that are boring most of the time, and players because those skills aren't customizable enough.
In the other hand, I love kits, but I don't like sacrificing slot skills to equip them. I'm also a bit sad that weapon swap had to be sacrificed in exchange of them. Kits also have multiple balance problems, and I wish they were more restrictive so they could be more powerful and useful.
So, my solution is simple: Remove the tool belt altogether, remove kits from slot skills, and let us equip two kits in the mechanic bar, in slots F1 and F2. Then add weapon swap too.
These changes would have huge repercussions in the rest of the profession, since we would need new slot skills and some of the tool belt skills were really important for things like turret management, but don't worry, I'll cover that later. For now, let's focus on the kits.
Now that kits are the main profession mechanic for engineer, well, let's give them a well-deserved upgrade. These are the five final kits I would go with:
The rest of the kits would disappear, or be repurposed for other things, like slot skills. Let's talk about those, since we need two new sets to replace kits. These would be my choice:
We need a few changes for the other slot skills too. Turrets are fine with the Repair Kit synergy, but elixirs and gadgets could use an upgrade. Elixirs could become a chain skill, unlocking the belt-only throw option after you drink them. Gadgets could be turned into signets, to make them more interesting. Rocket Boots could give a speed boost while not on cooldown, for example.
Now all we need are a few new core weapons to give weapon swap some spice. Main-hand scepter and mace should do it. Maybe redesign rifle too, and turn it into a shotgun or a long-range rifle, instead of whatever junk it is supposed to be now.
This engineer would be perfect in my book, less bloated, easier to balance, and with a more focused purpose. Now it has a lot of free space in the mechanic bar too, giving elite specializations more freedom to put new mechanics there.
Engineer - Kit skins
Partially dependent on the above idea, kits would get its own new panel, similar to the Pet Management panel from the ranger. There, you would be able to customize each kit with different variations, mostly affecting the skin and the base stats of each kit, pretty much like a ranger choosing a pet.
This would let you use different flamethrower skins, like the ones used by the Flame Legion, or Sabetha's Scorcher from the raid. This panel would let you choose whether to hide or show backpacks connected to kits too.
Additionally, turrets could get aesthetic variations as well, selected from this panel. Inquest turrets, Rata Novus turrets, Forged turrets, and more, already ingame, could be adapted to take customization of engineers and their mechanics a level further.
Scrapper - Gyros in the mechanic bar
The scrapper doesn't really feel like it has a new mechanic. Yeah, the function gyro, but that's pretty dull. The slot skill gyros have a lot of control and AI problems as well.
These problems can be solved through the mechanic bar, either by removing the tool belt, or by replacing it with an alternative (like the kit idea above).
So, how would it work? First of all, gyros wouldn't be neither a pet, nor a swarm of pets. They would stick next to the engineer, almost like a passive device, and only react to direct orders. You would have a maximum of six at a time, and they would respawn on their own or through various skills.
I'm calling this group the Gyro Squad. Using the mechanic bar, instead of the classic pet controls, you would have various formation options. The gyros could fly in circles around you, blocking enemy projectiles, form a frontal barrier, or harass an enemy. Almost like in those good old Shoot 'em up arcade games.
Gyro slot skills would now become command orders for the gyro squad, fast respawn options, or squad-wide skills, their effectiveness increased the more active gyros you have. The function gyro would become a slot skill.
You would have various squads to choose from, just like rangers have different pets to choose from. Every squad would have an unique skin (using the ones we already have for each gyro), different attacks, and different formation options. Few examples:
This would rescue scrapper from irrelevancy, giving him an unique playstyle, where you'd be commanding your own small fleet of miniature aircrafts.
Holosmith - Partial redesign
The holosmith doesn't have many problems, but if we follow the changes above, there's a few things we could do with him.
Let's start by forgetting about kits and the tool belt altogether. The holosmith gets a blank slate mechanic-wise. It's good to have elite specializations that dismiss their original mechanics altogether.
Photon Forge is a really cool mechanic, but it feels like it's too restrictive, since it's the same five skills all the time. Also, Heat is only useful with a set of limited skills, the sword, the exceed slot skills, and the photon forget itself.
So, what if we take Photon Forge further, and turn it into something like the elementalist attunements?
This would mean that the Photon Forge weapon skills would vary between the active weapon, two sets if we include weapon swap. We could now remove the heat bonus from sword, and keep it exclusive for Photon Forge mode sword, for normalization purposes.
Every weapon skill would have its Photon Forge counterpart, with holographic weapons that don't necessarily require to be the same as the originals. For example, main-hand pistol 3rd skill could have you summon two pistols and fire at the enemy, even if you don't have a pistol in the off-hand, kinda like Photon Blitz already does.
Heat can be made more useful by applying a passive bonus when you're out of Photon Forge, for more direct damage or condition damage. Maybe give engineer attacks a fire effect when their heat level is high.
Exceed skills have some interesting options in the tool belt, that don't belong anywhere now. Since we have an empty mechanic bar now, redesign them a bit and just put them there, independently from the selected slot skills, so we always have some heat-related skills no matter what.
These changes would make holosmith a really dynamic elite specialization, with a lot of options to choose from, and better synergies with heat.
Just some random ideas to begin the thread. Waiting for yours!
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