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Josif.2015

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Posts posted by Josif.2015

  1. @Chaith.8256 said:

    These are some nice suggestions. While I love the rework on the Med Kit, I think it can be made even better.

    Other things that I'd like to be improved with the kit are:
    1. Reduce the cooldown on Infusion Bomb from 30 seconds to 20 seconds
    2. Increase the healing on Med Blaster. Also, remove the increased healing allies get from the number of boons they have. It sucks that in order for Med Blaster to be useful, your allies needs to have a plentiful amount of boons.

    A lower cooldown on Infusion Bomb I'm pretty indifferent about. I find it to be not a hugely impactful skill as the boons granted are pretty common.

    The reason for me wanting to reduce the cooldown on Infusion Bomb is not because of the boons, but because it's a blast finisher and being able to do the Med Kit rotation 4, 3, 5, extra blast finisher more often would be a step in the right direction and would make support engineer more impactful. When Cleansing Field goes off cooldown, Infusion Bomb is not off cooldown, so you're left with skipping 5 from the rotation to the extra blast finisher like the one from the Elixir Gun.

    It's not a perfect kit but the only really problematic Med-Kit skill is Bandage Blast, imo.

    Of course I agree with your assessment of the skills but I think if they stayed as-is it'd be ok.

    I do think that it would work better if Bandage Blast worked like the way I suggested. In its' current state you have to be really close to someone in order to heal them. I believe that being able to throw bandages at allies using the ammo system would make it more consistent.

  2. @Chaith.8256 said:

    • Bandage Self: New: Cast time reduced to .75s to be consistent with other heals.

    I agree. It would be nice to reduce the cast time, since you get nothing from the skill other than healing.

    • Med Kit #2: Reduced bandages launched from 5 to 3. Drastically increased the hitbox of bandage projectiles and tightened spread. Un-used bandages at the end of the arc will spawn on the ground for 5 seconds.

    I was thinking if this skill used the ammo system and you had up to 5 bandages. This and being able to target allies and shoot one bandage at them at a time would make the skill more consistent.

    • Comeback Cure: Currently: Removing conditions grants regeneration. New: Removing conditions grants barrier and partially revives allies. 500 Barrier, 5% downed state health.

    Notes: With Comeback Cure, Engi could keep its allies alive by really focusing on condi removal, as intended. Offering overkill regeneration is not currently worth using. Small barriers would stabilize your allies much better. The partial revive on condi removal would allow the Engineer a safer alternative to pressing F for 15% downstate health a second, provided he has cooldowns to blow. (Also since downed allies can't receive barrier.)

    These are some nice suggestions. While I love the rework on the Med Kit, I think it can be made even better.

    Other things that I'd like to be improved with the kit are:

    1. Reduce the cooldown on Infusion Bomb from 30 seconds to 20 seconds
    2. Increase the healing on Med Blaster. Also, remove the increased healing allies get from the number of boons they have. It sucks that in order for Med Blaster to be useful, your allies needs to have a plentiful amount of boons.
  3. @Kraggy.4169 said:I'm beyond fed up failing JPs because I accidentally leave my finger on the spacebar a fraction too long and the damned glider kicks in.

    How do I block that action when gliding isn't disabled in a JP? I can't see any keybind option to prevent it.

    There are two ways to disable gliding: go to no gliding zones/jumping puzzles or unbind the jump key.

    • Confused 1
  4. @Exun.7825 said:Hello,

    Will it be possible someday to remove crafting disciplines on a specific character? I am not talking about shifting to another one but about the fact that since there was this update displaying all the disciplines on the character screen this has become a little bit messy about those disciplines that you won't use anymore because mastered on another character.

    Yes I know this might sound quibbling but to me it matters enough to open this thread and maybe see the option appear at master craftsmen in the future.

    First of all, the title is off topic.

    Second of all, yeah I agree it would be nice to remove crafting disciplines from a character and remove all the progress you had in that discipline.

  5. @Aodlop.1907 said:Like it is in WoW

    In WoW too, 1v1 isn't the balance focus of the PvP team, and nobody cares, it's always fun to duel people before an event or while waiting in a queue, or just to test a build or confront a friend just for funIt wouldn't harm the game in any wayI don't understand why this isn't a thing after all these years

    And yes I know you can create a custom lobby and blablabla...But come on...

    Neat idea, but I can't see it being implemented in PvE that well. Dueling in PvE will put some professions at a disadvantage. What I mean by this is that let's say we have a duel between a ranger and an engineer. The engineer is at a disadvantage because the engineer doesn't have cover to use or to LoS the ranger. The engineer would be out of cover all the time and by the time he injures the ranger, he would be dead by then.

    There's a reason why dueling only happens in PvP maps. The maps are made for all professions to fight in and use the environments and higher grounds to their advantage in fights.

  6. Toolkit #2. Now applies two bleed per ticks.I recommend reducing the cast time from 0.75 seconds to 0.25 seconds and increasing the cripple duration from 2 seconds to 4 seconds.

    Bomb Kit #2: Fire Bomb's initial pulse applies 2 burning instead of 1.Either this or increase the field duration from 3 to 6 seconds.

    Orbital Command: Currently: when striking enemies below 50%, cast a lesser orbital strike.New: In addition to its current effects, Increased the velocity of Mortar shots by 50%.Great idea. We need a trait that focuses on improving the Mortar Kit. The velocity is way too slow, so having a trait like this would be great.

    Juggernaut: Currently: Gain might and stability while wielding a flamethrower. New: Effect extended to Bomb Kit and Grenade Kit.Why only the Bomb Kit and Grenade Kit? Why not make it available across every kit?

    Health Insurance: Currently: Gain 33% outgoing healing to allies while in Med Kit. New: Gain 33% outgoing healing to allies while in an Engineering Kit. In addition to its > > current effects, equipping an Engineering Kit will remove a condition in a 180 radius. 10s ICD per Engineering Kit.

    Very interesting. Protection Injection got nerfed and the protection boon is not worth that much and Invigorating Speed is pointless if you're running the Tools specialization for the increased endurance regeneration. I really like the idea for this trait being changed like this, it'll work similar to how core Elementalist cleanses conditions running the Water and Arcane specializations, where you can swap to water attunement every 8 seconds, apply regeneration on yourself and allies and cleanse a condition to those you grant regeneration. Good thinking, Chaith.

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