Bomboed.5697 Posted September 12, 2021 Share Posted September 12, 2021 (edited) Engineer as a class has a very flawed design: We don't have a second weapon, but we have Kits. But to have a kit we need to sacrifice an utility slot. But at the same time Kits can not be balanced as real weapons, because we can potentially fill all slots with kits and have tons of weapons that can be swapped without CD. Because of that Kits are balanced in the way that they are not real weapons and most abilities of them are useless at worst or very niche at best. In exchange of that we have toolbelt abilities. But they either associated with pretty bad utilities, or vice versa, good utility skills associated with almost useless toolbelt skills. Or both of them are bad, like most of turrets and gadgets. Why it is so? Because Engi utility skills with their toolbelt skills combined should have similar power level as other classes utilities alone, but at the same time they should compete with Kits, which are weaker versions of weapons, because they could not be balanced as real weapons, because Engineers have freedom to pick as many of them as they want and switch between them without CD. And because of that we don't have a second weapon. The circle of misery is complete. There is no way ANET could balance this mess.So what I want to propose? Engineer does not need toolbelt skills. It does not need toolbelt at all! Replace F1-F4 buttons of toolbelt with F1-F2 slots for Engineering kits. Make Kits our profession core mechanic. Engi will have 3 weapons, but 2 of which are Engineer specific ones. This will be Engineer uniqueness. Give Kits some CD between switches, like Ele attunements. Maybe shorter. Holosmith Photon Forge should disable kits for longer, in that case. Rebalance Engineering Kits in a way so they could be used as real weapons, not as a bunch of niche abilities. For example, Mortar kit and Bomb Kit could be combined into Rocket Launcher kit, that will act like a proper 1200 range power-based weapon with targeting on enemies, not on ground. This will be a great ranged weapon that could be used with Scrapper Hammer or Holosmith sword. Took kit could be reworked into proper power-based melee weapon, which Engineer lacks outside of Elite spec weapons. Flamethrower could be mixed "melee" weapon with both power and condi, while Grenades and Elixir gun should be pure condition-based. Med kit could be reworked into pure support weapon, while it's healing skill could be replaced with a new one with new skill type. Toolbelt skills associated with Kits should be integrated into Kits themselves, or act like Tempest's overloads and placed on F1 and F2 buttons. F3 button should be reserved for Elite Spec mechanics. New skill type should be created to replace Kits in utility skills. "Preparation" type is a good candidate (mechanical traps, mines, other concealed devices etc) All other toolbelts skills should be integrated into their associated utility skills or utility skills themselves should be made more powerful and impactful to be on par with utilities of other classes. For example, Rocket Boots could be reworked to become a real mobility tool like Rocket Jump or Mesmer's Blink, but with more emphasis on Burning. All Elixirs could be make "drink and toss" at the same time, with more powerful effect on Egni and less powerful on allies. "Tools" trait line should be reworked to be focused more on Kits instead of toolbelt. If Kits have CD between switches, then Tools trait line should give an option to reduce it. That will save old playstyle of constant switching between kits as an option. Turrets should get the same treatment as gyros: they should be renamed and reworked into new skill type - Device. Devices should work similar to classic wells, that are placed onto the ground. They should be temporary zone effects, not minions with AI. Devices should have powerful effect (like their old Overcharge) on deployment, and less powerful persistent effect during their temporary lifespan. Temporal nature of Devices should help to make them more dynamic to use and be balanced like proper abilities with adequate CDs, not like minions with theoretically infinite lifespan that no one actually use. Rifle could be rebalanced to become a weapon with more defined range. Now it is a weird mix of close range and long range. Maybe it should be turned into a shotgun, while power-based long range option will be filled with Rocket Launcher kit, mentioned above. Pistols should be buffed to be at least comparable to other classes condi options. For example, Necro Harbinger pistol outperform Engi pistols in any imaginable way. Pistol #1 should have Explosion tag for better synergy with traits. Pistol #2 should do something else outside of poisoning. Pistol #3 should be reworked into ability that applies Burning and Blindness, instead of Confusion and Blindness, for better synergy with traits. Off-hand pistol should be reworked to be more utility-based weapon and be usable with both condi-based main hand pistol and power-based main hand Holosmith sword. Off-hand pistol #4 should be replaced with removed from main-hand pistol Static Shot, but with different conditions instead of Blindness and Confusion. Maybe Slow and Weakness. Off-hand pistol #5 should be either a better CC tool, or do something on top of its current effect. Now it is a very weak ability with long CD. I understand that it is a lot of work. And a lot of balancing. And in some cases it will require new animations and effects. I also understand that not all people will like these changes. Some people love Engineer and toolbelt skills in its current state. But this class has a lot of problems. This is the least popular class and there is a reason for that: flawed design. Engineer has its own appeal, it has a great theme and class fantasy, but its own mechanics contradict to this theme. Engineer should be more versatile class with tons of customization, it should have a lot of tools for different situations because Engineer supposed to be GW2 "jack of all trades" class. But in reality Engineer mechanics restrict customization. We have skills and mechanics that compete with each other, while they should not. We are forced to have useless buttons because they are paired with something we actually need. We have absolutely broken and unusable skills like turrets. And half of other utility skills are never used. I believe that my proposed changes will help to fix that. Yes, at first it definitely will be a balancing nightmare. But in result we will have a more manageable class. It will be more easy to balance in future. It will be more easily understandable. It will have more comfortable gameplay with better flow, instead of stressful switching between kits only to use 1 or 2 abilities from them. It will have more build variety, because there will be no need to sacrifice other abilities to have a parody of second weapon. Edited September 12, 2021 by Bomboed.5697 2 1 3 1 Link to comment Share on other sites More sharing options...
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