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RedSPINE.7845

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Everything posted by RedSPINE.7845

  1. If this a golem, I hope it interacts with other abilities. Like, turrets are placed on the pet instead of the ground, so they can’t be destroyed separately, and they move with the golem, elixirs are shared, the TB elixir throw instead happens around the golem, the golem replicates your gagdets use (AED golem could be fun, same with battering ram or quadruple mine if traited), the golem replicates kits toolbelt skills (double wrench, double BOB, double incendiary ammo could be game changers). Maybe make us chose only one type of skill to interact from traitline… IDK, but there could be some cool stuff.
  2. Nah, there’s plenty of room to do something insanely cool and unique with this idea. But again, it’s just a way to go around the fact that our F1-F5 abilities are toolbelt, which is supposed to be our profession mechanic. Weapon modding is a very cool idea, and it could integrate kits as well, merging both ideas and systems. But as is, the toolbelt has been central to engineer’s design for way too long, and we would just end up with 2 profession mechanics, which isn’t good 😕
  3. Omg I love that idea, and wouldn’t be that hard to integrate. I see plenty of possibilities to expend and balance that idea.
  4. I would have been in favor of having a shotgun in the previous days, before we got Hammer and Sword as elite weapons. Now we don’t really need for another melee weapons. I actually wished for a bow for EoD elite spec because I think it’d be cool to be able to play from a far. Right now, all our skills and utilities are focused on being as close as our foes as possible. Still an interesting idea, I’d love Engineer to get another long-range weapon for free (not tied to elite) to compensate :c
  5. I think you missed the purpose of said boons and conditions, why it’s logical as it is. Fury is an offensive boon, that makes your strikes stronger (via critical hits). The opposite of hitting harder is hitting for less, or not hitting. The opposite of an offensive bonus is an offensive malus, not taking damage. Aegis is a defensive boon, you use it to escape damage. The opposite of escaping damage is taking damage, so … burning is perfect for that. Corrupting and converting is supposed to give you the opposite effect, not apply two distincts effects that don’t oppose in the same way. You’re just being fooled because of how Blind and Aegis work.
  6. I don’t see myself playing afterburner unless I’m in an environment in which I have a dedicated support. Converting conditions to boons while swapping out of PF seems way too good to me for soloing most content. You can go ooc faster, cleanse fear or immobilize, etc. Just way too good compared to what Afterburner gives.
  7. Go back to what I said, if you don't like how the class works, choose another class and let us be happy with our favourite profession -_-
  8. Stop asking for a weapon swap, please, that would be the worst thing to happen for the engineer ...You have 7 other classes capable of it, why don' t you play them ? Let the engineer remain an original class.
  9. Seems interesting in first place but totally inappropriate. That would change too much things, both in the way players will have to learn and the way it's implemented in the game. Now, the game only has to check whether you're poisoned or not before reducing your healings or not. With your change it will have to track bleeding, bleeding source and if the source is traited. Also it means a player can actually be damaged and got his healings reduced by two different conditions. That would be really complicated for both players and programmers.
  10. The power creep is dragging me out of this game ... I'm so sad to not love GW2 as I did. Anet please do something huge !
  11. You're right outside of Laser Disk and Prime Light Beam, that are easily used when at +50 heat. So your goal is to buff PBM in the PvP scene ?
  12. Ok for filling with sword instead of bombs, but how do you replace the Rifle's damages with a utility slot ?
  13. I don't think sword will ever be used since it forces you to equip a shield that has no damage value at all ...
  14. PBM is already the strongest grandmaster trait in PvE so it might be too strong after that, but this change makes sense IMO. I do think it's too strong anyway x) Why do you want this change on Vent Exhaust ? I personally don't care at all about Holosmith, I play it because that's too strong compared to core engie or Scrapper, but find it boring and not that inspired in the end.
  15. I'll just explain what is bothering me, not how to fix it. First is in my opinion our class mechanic which is supposed to be the toolbelt, but in the end, it seems like the kits would better fit the role since we don't have weapon swap and so are kinda forced to use kits in exchange. The problem is kits take a utility slot, and unlike Elementalists, because we must use kits, we can't take the utilities we would like to. Now that the toolbelt already exists for a long time now, it'll be quite complicated to just throw it away and do something else, because our utilities are meant to be two abilities in one because of that. Throwing away half of our skills is not an option. Also for balance and creating new things, there's a big problem, and I'll compare with Elementalists too. When the last one equip a weapon set, he gets 4 versions of one skill, one for each attunment. That means that he can't have in the same build Dagger 2 fire and Scepter 2 Earth for instance. Engineers are capable of mixing every ability they get in kits, and so are able to take skills that are very similar if it existed. And we all know that having the same skill two times, or at least a similar functionnality is very strong in any case. Just look at Rifle Holosmith : he has plenty of dashes when played with rocket boots, and you can evend add Elixir Gun to get a fifth dash. That's a lot, and that's actually why the profession is good in PvP. ArenaNet's option are very narrowed down due to the way kits work. If they want to create a new skill, they have to take in consideration that it could be OP when combined with another skill from one of our kit. I think that's why our elite specs were totally uncreative in my opinion. And I'm very sad about it because I play engineer because I value creative tools, I want to be able to match strange things to get a brand new one. But new engineers specs just keep countering what the core engie is.
  16. Then remove the self healing on cast and let it pulse cleansing bursts every 5s ? I don't know and in the end, I don't really care. I do think there's something to do about that healing turret supremacy, but currently there's so much other stuff bothering me when it comes to the engineer x) I'm ready for a deep rework of the profession. It was cool before all those new elite specialisation. The design of the engineer was the greatest before HoT IMO, now I'm really sad about how we can't properly adapt to the concept of elite spec.
  17. Not sure I understand what you're saying. Turret cooldown = 5 + (20*%HP) ? Can you elaborate more on how that'd work "Each turret attack every 5s, so Healing turret would proc healing mist every 5s" Dude, nobody lets Healing Turret auto attack, it's just an overcharge and pick it up/detonate it. In fact, that's a nerf to Rifle with a 2s firing rate, Thumper with a 3s firing rate, and a big buff to Net Turret with a 10s firing rate. I don't get what the point is. I didn't explain enough, sorry, here's my idea : the base cooldown of every turret is 25s. Picking up a turret reduces the cooldown by 2s for each 10% life remaining to the turret. Picking up a full life turret puts it on a 5s cooldown, while having one your turret destroyed makes it full CD, 25 seconds. If the turret is midlife when you pick it up, the cooldown will be 5+10 = 15s. This would allow to travel with your turrets instead of putting all of them in the same spot, forcing you to stay in the same place. Oh sweet, so I get to drop, overcharge, and pick up Healing Turret or Thumper Turret every 5s if nobody instantly damages it? Nice. Lol, maybe that's not so great. I mean, it'd make the Engi population explode but the game would be very ill. Edit: Picking up a Turret has to put it on a 15s cooldown at least! Also, you're not forced to stay in one spot under my proposal, shorter cooldown, non-auto attacking Turrets that start cooldown when they are placed - they're pretty available to be placed again when you need to move. That's why I said the baseline rate of fire should then become 5s, and make the adjustment so that doesn't become OP, haha x) But 15s of CD seems fair to me anyway, that was just about giving more CD reduction the more the turret has remaining health.
  18. Not sure I understand what you're saying. Turret cooldown = 5 + (20*%HP) ? Can you elaborate more on how that'd work "Each turret attack every 5s, so Healing turret would proc healing mist every 5s" Dude, nobody lets Healing Turret auto attack, it's just an overcharge and pick it up/detonate it. In fact, that's a nerf to Rifle with a 2s firing rate, Thumper with a 3s firing rate, and a big buff to Net Turret with a 10s firing rate. I don't get what the point is. I didn't explain enough, sorry, here's my idea : the base cooldown of every turret is 25s. Picking up a turret reduces the cooldown by 2s for each 10% life remaining to the turret. Picking up a full life turret puts it on a 5s cooldown, while having one your turret destroyed makes it full CD, 25 seconds. If the turret is midlife when you pick it up, the cooldown will be 5+10 = 15s. This would allow to travel with your turrets instead of putting all of them in the same spot, forcing you to stay in the same place.
  19. I think the overcharging system and the auto-attack system is too complicated to work properly with. I'd like to see turrets changes like that : turrets cooldown = 5 + 20x % health of the turreteach turret attack every 5sHealing Turret would proc healing mist every 5s, yes, so maybe it's time to nerf it in order to stop its supremacy nadof allow space for the other heals.
  20. I guess engineer players really love engineers after all. At least, I do, and I won't ever play another class unless it's a badass mad scientist throwing bombs acid and gas on the battlefield while switching between a KITTEN FLAMETHROWER and a shotgun. I kitten love engineer, and what I love too in a game is diversity, I play engineer because I like classes that can be creative, but in the spot the engineer is right now, I feel like being creative also comes with being dumb because the actual meta is one build to rule them all. That makes me pretty sad and I want to see great things, new things, surprise my opponents and my mates with new things aswell. But right now this is too sad, the surprise comes from the fact you'll melt incredibly quickly if not playing the right thing. All those long casting times on the engineer doesn't help too ... I don't really know how the other people feel but I won't ever play something different because I'm in love with the design of the engineer.
  21. @Coolguy.8702 Stop telling things if you want to convince us, show us ! :) Put some videos of people doing great with core engineer. I've tried to play condition but I got destroyed and quickly stopped but well, if you say it's good, I'm ready to trust you. But you won't convince anyone until you put some serious arguments on the table.
  22. It's already the case with the Flamethrower skin for Rifle x)
  23. How about a modification to Chemical Rounds ? Tell me what you think of that : Chemical RoundsIncrease the condition duration and the attack speed of pistol skills if you wield two pistols.Duration Increase : 30%Attack Speed Increase : 30% I imagine that while you have this trait equipped, you alternaterively fire with each pistol instead of only shooting with one hand for Fragmentation Shot and Poison Dart Volley. It would be classy and fun while not being that OP since you would win DPS on 1. and 2. but loose DPS for Blowtorch, which is your main damaging skill. You'll lose the bonus if you equip Pistol + Shield, but I don't think your main source of DPS comes from 1. 2. 3. when playing a build with Shield. I even doubt people would take Firearms trait line. My proposition be the most effective in PvP, where an Engineer would more consistantly apply conditions while camping Pistol for range attacks. (since the kits providing conditions are mainly melee).
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