Bomboed.5697 Posted October 7, 2021 Share Posted October 7, 2021 3 hours ago, Kodama.6453 said: Agreed, changing all kits into "normal skills" makes no sense. What anet should do is giving us reason to run something else than kits for condition builds. Strong condition damage utility skills and class mechanic would be great and open up new condition builds for engineer, similar to how holosmith opened up power builds some so we don't have to use 3 kits all the time. This is kinda impossible with current design of Engineer. Some people mistakenly think that toolbelt skills are our compensation for lack of weapon swap. This is not true. Kits are our compensation for weapon swap. While toolbelt skills are compensation for Kits using an utility slot. All classes (except thief) require more than one set of weapon abilities to fill gaps between CDs. Lack of weapon swap is the reason why Kits are so essential for Engineer. And no other utility skill, no matter how cool and powerful it is, can compete with Kits. Engineer always require to use at least one Kit to have enough abilities for combat. It is easier for Holo, because it has Holoforge, which is basically an integrated Kit. But if Engi does not have any other form of secondary weapon ability bar - Kits will be crucial for it. So there are only two solutions for this problem: 1) Each Espec should have its own version of Holoforge - something, that provides another 5 weapon abilities for combat. But this will not help Core Engi. OR 2) We need to get rid of Toolbelt skills entirely (or better to integrate them into their linked utility skills) and replace them with, probably, two slots for Kits. Like F1 and F2. This will make Kits a real compensation for lack of weapon swap, while there will be no need for utility skills to compete with Kits for slots. This will create a possibility for players to use more utility skills, and a way for devs to balance those abilities separately from Kits. It is a Win-Win solution. Link to comment Share on other sites More sharing options...
lorddarkflare.9186 Posted October 17, 2021 Share Posted October 17, 2021 On 10/7/2021 at 7:09 AM, Bomboed.5697 said: This is kinda impossible with current design of Engineer. Some people mistakenly think that toolbelt skills are our compensation for lack of weapon swap. This is not true. Kits are our compensation for weapon swap. While toolbelt skills are compensation for Kits using an utility slot. All classes (except thief) require more than one set of weapon abilities to fill gaps between CDs. Lack of weapon swap is the reason why Kits are so essential for Engineer. And no other utility skill, no matter how cool and powerful it is, can compete with Kits. Engineer always require to use at least one Kit to have enough abilities for combat. It is easier for Holo, because it has Holoforge, which is basically an integrated Kit. But if Engi does not have any other form of secondary weapon ability bar - Kits will be crucial for it. So there are only two solutions for this problem: 1) Each Espec should have its own version of Holoforge - something, that provides another 5 weapon abilities for combat. But this will not help Core Engi. OR 2) We need to get rid of Toolbelt skills entirely (or better to integrate them into their linked utility skills) and replace them with, probably, two slots for Kits. Like F1 and F2. This will make Kits a real compensation for lack of weapon swap, while there will be no need for utility skills to compete with Kits for slots. This will create a possibility for players to use more utility skills, and a way for devs to balance those abilities separately from Kits. It is a Win-Win solution. Thanks for this. I disagree on some of your conclusions, but the why of kits and how balance works for the engineer is spot on. Link to comment Share on other sites More sharing options...
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