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Jerus.4350

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  1. I want them to steal the rocket fist trait mechanic and make turrets activate on weapon skill use. Make rifle and flame trigger on 2 skills(generally straight damage), net turret trigger on 3, rocket on 4s, and thumper on 5s. Remove the passive effect and instead make them regular triggers that cause a turret attack aimed towards your target. Then of course make sure they scale on player stats and adjust the triggers/overcharges to be balanced. Still limited to the range of the turret attack based on where you place it but they could make them more impactful if they take away the passive mechanic. heal turret I’d leave alone, doesn’t fit well into this system and the passive regen is nice. No need to change an Engi staple.
  2. I feel like it's better now with nades, and basically the same for kitless (not surprising, more room to fit stuff in now, and kitless doesn't have stuff to fit in so it plays basically the same as before). With the cooldown reductions you get the same number of sword2's as before, so I'm really not understanding how it was better before?
  3. Toolkit has gear shield and magnet which will always keep it having uses. I would love if they’d rework box of nails to not have a horrendous cast time and prybar has lagged behind the power creep. elixir gun could use a rework to glob shot, the bouncing has a mind of its own and it’s not sane. Acid bomb has also lagged behind power creep. Address those two and it could be a decent power pick when you want a stunbreak and some more condi cleanse. bomb and nades (yes even nades) don’t really have fundamental problems but have also fallen behind the power creep curve. FT was specifically nerfed for Mech signets, but it got buffs to the toolbelt later on and it’s not bad imo, just not always good. The frequent blasts are underrated and underutilized. Mortar imo is fine as well. medkit just needs its shotgun bandages back. It was the ONLY downed state affecting skill healmech had and I want it back. Also it just makes sense, bandage the person right in front of you really well, or throw bandages and hope people catch them and can patch themselves up. WHY WAS IT CHANGED?!?
  4. Someone doesn’t play condi 😛 (had to poke fun, but bomb is good for most condi builds, cMech Jdrive is the only one that doesn’t)
  5. Adding weapon swap to Engi would be a fundamental change to its gameplay and I don’t understand how that is confusing. and rifle is bad, it’s always been bad, yes even when it was the 3 shot auto. Its dps is pathetic compared to hammer or sword/pistol. Rocket jump and the push back are the only reasons it should ever be taken from a functionality standpoint and those situations are rare. Shortbow is just a tad worse than mace/shield in many situations and better in others.
  6. Or we get into that conversation instead of fundamentally changing how Engineer plays. If we have legitimate gaps in the profession that toolkits should be filling, let’s change that. Feeling like you need to have rifle on swap for range? What if rifle were just not crap to begin with? Nothing is fundamentally wrong with how Engi plays, it’s different and that is intended. and short now is fine. Not taking the default support weapon slot but there are plenty of reasons to take it. Apparently in an interview they stated that they wanted to give Engi something similar to Ele support Staff, and I think shortbow is that or better.. Still would like something on the auto and a look at cooldowns though.
  7. I want daggers with a screwdriver achievement skin. Make the main hand condi melee and offhand power. Normal melee auto that inflicts bleeding, skill2 is unhinged rapid stabbing, skill3 electrifies the attack causing a stun/daze and heating the blade to cause it to inflict burning on attacks for the next 3s. Offhand a cc skill and big damage skill. Something like that.
  8. Or just tweak some numbers here and there instead of completely reworking things that are being used? Like there are skills that could use reworking (glob shot), but a lot of what’s in kits is perfectly fine and what needs changing is more numbers than how they work, though I’m still praying for faster cast time on box of nails. Engi doesn’t need major reworks to it’s core, just some love to the lesser used skills.
  9. I just roleplay that we’re shooting arrows backwards to tickle them with the fletching and create static for that secondary shock. (Really though it’s pretty terrible, not that a support weapon should be good damage but it does nothing!)
  10. Protection is nearly full uptime from Shortbow meaning you have plenty of flexibility with F2. Leaving it off cooldown would be bad, but there is plenty of flex space so you can time the stab/aegis. Of course I agree some more stab would be great, I really wish we could get toolbelt skills back when the mech is recalled so we could use things like Toss Elixir B and Toss Elixir R (we have no rez ability now that shotgun bandages got nerfed to the ground). As far as Condi removal, the additional healing and condi removal from SB overlaps quite well with Elixir Gun meaning we don't necessarily need it, freeing up a utility slot for more mechanics based picks (CC, Blocks, Traited Turrets for Reflect etc). When it comes to the CC, by faster I mean SB5 + combo is a large CC (especially with Para sigil) and is good on fast CC breaks where with Mace/Shield you might still be sitting on mace3 or the mace2 combo and your shield 5 may still be on it's return trip. More potential CC doesn't always mean you actually get to apply it. SB is nice in that regard because it's a good punch in two quick casts with a modifiable effect. I've actually been running Tools instead of Alchemy more than I probably should (fun change of pace) and with double Throw Mine + Combo'd SB5 you can do some nasty CC very fast, toss on PBR and Power Wrenched Elite Elixir/Supply Crate and you have more than enough potential (still not hChrono/Druid levels I don't think). .
  11. Now that regen/vigor is sorted with the medkit5 changes and automated medical response, shortbow is pretty solid. Still think the cooldowns could use some looking at but at this point the only thing mace/shield has on it is more cc potential. But, SB has faster CC. Mace imo needs more work than SB at this point, it’s too multifunctional and doesn’t really excel in any area. Would love to see it shifted towards more condi since we lack diversity there, and mace3 is pretty meh without mechs additional CC.
  12. Engi is about to join the broken dps specs with the upcoming ECSU changes which will also boost kitless holo Engi and that might even be better than the version with grenade kit. Not having a weapon swap isn’t holding us back and introducing it to Engi would likely require rebalancing the entire profession to deal with that major change. My vote would be to never make this change. Engi has been designed and balanced around kits and a single weapon and I don’t think that should change 10+ years into the game.
  13. Expect the worst, hope for the best is all we can do.
  14. We’ll see, I faintly remember seeing a post talking about adding “on heal” functionality to the f1 but I’ve been unable to find it again. Really hope they don’t overlook that detail for a change that seems specifically done to fix that gap.
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