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Bunker Down suggestion


Kodama.6453

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I have to ask: does anyone currently use bunker down?

It sounds pretty nice in theory to have a bit of extra damage and healing every 2 seconds, but it just feels so extremely clunky to use. You are constantly dropping the mines, requiring the enemy to actually walk into them to get the damage and the bandages need to get picked up as well.

 My suggestion for a trait rework would be:

Bunker Down

Scoring a critical strike against an enemy drops a mine at your position which explodes after a second. If the mine hits an enemy, gain barrier.
Damage 210 (0,8)
Radius: 210
Fuse Time: 1 second
Explosion tag
Barrier: 502 (0,2)
ICD: 2 seconds

This would make the trait usable in PvE, especially way better against sttationary targets. And stationary targets should actually be where this trait excels at... it is called bunker down, kitten. Fighting in an area for you to bunker down in should be it's advantage. Would also make the trait usable in PvP, I think, as long as you have means to keep an enemy in the area like CC so the mine can hit them. Sustain still has counterplay, tho, since if you prevent the mine from hitting you, the engineer would not gain barrier.

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The barrier aspect I find interesting, but I personally am not a fan of. I despised giving Engineer barrier in general.

Something that I suggested some time back (either during one of my streams or in a post somewhere in this black hole known as the forums) that instead of dropping a medpack that you need to pick up, it should drop a medpack with its own radius that pulses small heals every second for however many seconds before going away, or just gain a flat heal and take out the entire medpack aspect of the trait. The run and fetch your medpack play is obsolete currently with how the game is now, unfortunately.

Also, inventions in general is just bad. So bad that putting a Regeneration procc on Reconstruction Enclosure would SIGNIFICANTLY buff the trait line as a whole, since, surprise surprise (not), the trait line is supposed to be all about healing and defense with a grandmaster minor trait focusing specifically on increasing the effectiveness of Regeneration, yet having no Regeneration within the trait line whatsoever.

Much like the Main Hand pistol auto case (it being a much slower shot per second than the tooltip suggests), it will probably likely never get fixed even after 5+ years.

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15 minutes ago, Ghos.1326 said:

The barrier aspect I find interesting, but I personally am not a fan of. I despised giving Engineer barrier in general.

Something that I suggested some time back (either during one of my streams or in a post somewhere in this black hole known as the forums) that instead of dropping a medpack that you need to pick up, it should drop a medpack with its own radius that pulses small heals every second for however many seconds before going away, or just gain a flat heal and take out the entire medpack aspect of the trait. The run and fetch your medpack play is obsolete currently with how the game is now, unfortunately.

Also, inventions in general is just bad. So bad that putting a Regeneration procc on Reconstruction Enclosure would SIGNIFICANTLY buff the trait line as a whole, since, surprise surprise (not), the trait line is supposed to be all about healing and defense with a grandmaster minor trait focusing specifically on increasing the effectiveness of Regeneration, yet having no Regeneration within the trait line whatsoever.

Much like the Main Hand pistol auto case (it being a much slower shot per second than the tooltip suggests), it will probably likely never get fixed even after 5+ years.

It seems pretty obvious for me that barrier gets pushed more and more as a major defensive tool of the engineer.

It started when scrapper had multiple skills and traits introduced which gain or improve barrier (bulwark gyro, shock shield, system shocker, impact savant, adaptive armor).
But they also introduced more barriers in core engineer (emergency elixir, blast shield).
And looking at our elite specs, literally all of them have barriers as defensive measures (scrapper already explained; mechanist has mace AA, barrier engine/barrier burst, barrier signet; holosmith has eclipse).

Feels for me like they are trying to integrate barrier as a core theme of defense for the engineer, our class is using the mechanic the most out of all.

So I felt it was appropriate to also bring this type of defense into the inventions trait line. We still have a healing focused grandmaster trait with medical dispersion field, so replacing this one with barrier wasn't too bad in my eyes.

A pulsing heal in a radius, in my opinion, shouldn't happen. It would step on medical dispersion fields toes too much. Making it heal directly might be another option, tho.

Also I agree that inventions needs help in general. The fact that it is the only trait line with a minor trait that can end up doing absolutely nothing is absurd. They should really either introduce another source of regeneration in one of the minor traits or they should change the trait that gives healing power while being affected by regeneration to have another trigger.

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I actually played with it when I ran an Engineer through EoD (core until after I cleared DE, then I pulled up my big green meanie).

From my perspective the only thing pulling it down as a solid trait is the proximity radius of 60, which isn't even melee range.

If the proximity radius were 120 it would be a much better trait, and not drop 'at' your feet but drop in front of you (something between 60 and 120) for good measure. 

That's really all it needs, a larger trigger radius, and better placement on the mine. The Bandages are fine, which you will note unlike the mine drop in front of you instead of at your feet.

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20 minutes ago, Lan Deathrider.5910 said:

I actually played with it when I ran an Engineer through EoD (core until after I cleared DE, then I pulled up my big green meanie).

From my perspective the only thing pulling it down as a solid trait is the proximity radius of 60, which isn't even melee range.

If the proximity radius were 120 it would be a much better trait, and not drop 'at' your feet but drop in front of you (something between 60 and 120) for good measure. 

That's really all it needs, a larger trigger radius, and better placement on the mine. The Bandages are fine, which you will note unlike the mine drop in front of you instead of at your feet.

Happens sometimes that stationary targets don't trigger traps and mines like that, even if they are in the radius.

So I thought the best approach is to simply apply the same principle to the mine which they also used for dragonspike, just make it explode by itself. This way we get constant bombardment of the area and it will also work on encounters which won't trigger the mine usually.

About the bandages, I just want them gone for good. Again, just applying a design principle which Anet already established here. The constant "pick up drops" gameplay is annoying for users most of the time. It got acknowledged when they reworked med kit and removed all the drops from it for cone and PBAoE attacks to heal instead. It got acknowledged again when they removed the healing orb mechanic from several revenant traits.

Edited by Kodama.6453
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Just now, Kodama.6453 said:

Happens sometimes that stationary targets don't trigger traps and mines like that, even if they are in the radius.

So I thought the best approach is to simply apply the same principle to the mine which they also used for dragonspike, just make it explode by itself. This way we get constant bombardment of the area and it will also work on encounters which won't trigger the main usually.

About the bandages, I just want them gone for good. Again, just applying a design principle which Anet already established here. The constant "pick up drops" gameplay is annoying for users most of the time. It got acknowledged when they reworked med kit and removed all the drops from it for cone and PBAoE attacks to heal instead. It got acknowledged again when they removed the healing orb mechanic from several revenant traits.

True, in regards to the bandages and where Anet is going. To me though it was nice knowing it was there to pick up if I needed it, and only when I needed it.

 

The mines though need a larger trigger radius.

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Bunker Down seems to be a PvP focused trait... I would like for it to definitely get QoL though. Could simply be an additional hit and healing(or barrier) in a decent PBAoE on critical hit. If it's barrier the ICD can get brought down for PvP and allow for Scrapper to dink around with it again.

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On 7/16/2022 at 9:28 AM, Kodama.6453 said:

I have to ask: does anyone currently use bunker down?

Part of the sustain plain for my core engi handkiting, inbetween stuff I'd just mortar 1 on Deimos and then pick up the bandages.

I would generally agree with a previous poster that increasing the explosion radius to default melee range radius would probably do the most for the trait. Personally I prefer healing over Barrier because you can only profit from so many barrier sources and making it possible for others to pick up the bandages also creates some possibilities that I feel like are better to have than not to have.

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13 minutes ago, Lan Deathrider.5910 said:

Yeah, @Kodama.6453, I think you're overlooking that last part. Party mates or other open world players are able to pick up the bandages a well. I know Anet changed Rev staff to avoid this mechanic, but that does not mean that all such mechanics need to go.

Not really overlooking it, but trying to define it's niche more.

In my opinion, bunker down should be the go to choice for personal sustain. If your goal is to help the sustain of your surrounding team, then we have medical dispersion field for that.

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6 minutes ago, Kodama.6453 said:

Not really overlooking it, but trying to define it's niche more.

In my opinion, bunker down should be the go to choice for personal sustain. If your goal is to help the sustain of your surrounding team, then we have medical dispersion field for that.

True, but it isn't just a healing trait, it pulls double duty it's just that one of those duties isn't allowed to function better due to a low trigger radius. 

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