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About throwing elixirs


Hock.6740

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Posted

Not so secret that most of engineers hate it's randomness. You just cant rely on it in party/squad.May be anet should instead of RNG make spell based on currently active kit/weapon?

Posted

I despise that randomness too. I'd rather have the worse possible result than having random ones.

But making them based on equipped weapon could be a nice idea, like Toss Elixir U creating a reflect wall if you have a shield or hammer, but a smoke screen if you have a rifle or offhand pistol. Or even based on your current health or whether you have a kit equipped or not. Or whatever other factor you can control. Anything but randomness.

Whatever it is, randomness is undesirable. I would even scrap Precision in favor for criticals that happen based on positioning and opportunism, traits, upgrades and stuff like that, rather tan % chances. So imagine how much worse are these random effect skills.

Posted

@Kaizoku.1298 said:What I hate about throwing elixirs is that they count as projectiles. This has to go ASAP.

Oh god yes. The only "offensive" elixir is throw Elixir X. Watching my condi removal elixirs disappear or get reflected is completely ludicrous.

Posted

I personally like the randomness. I find it fits the personality of the profession.

But I do appreciate that it is not such a good thing from a gameplay standpoint nowdays, as with all the changes over time to everything around the elixirs have just fallen beind. I wouldn't want to see them bound to a weapon or kit, because that would limit my options, though. And I find Elixir U is good as is. I find myself not H and B anymore, which removes a large part of the reasons I had Alchemy slotted, and in turn I lose the few good things left in there.

I like the design, they just definitely need to be beefed up a bit.

@Ovalkvadratcylinder.9365 said:Honestly they by now they could jsut make them give all boons and it wouldnt be op. Maybe back in 2012, but now. No.

Probably. Or at least move the swiftness from Toss B to be always granted in addtion to the stability and leave the actually offensive ones to chance. H could heal for a small amount, or just always give the protection and leave regen and vigor to chance. I dunno.

I'd love to see the all elixirs made reliable for one useful thing and have a random, still always beneficial side effect, as I perceive U to be at the moment.

Posted

@Zenith.7301 said:I find them weak outside Elixir S and U anyways.

Elixirs have outrageously long cooldowns for the few boons they provide that other classes can invoke on far lower cooldowns.

Elixir C is really useful against conditions. The utility removes all Condi's on you and converts them to boons and the toolbelt removes 2 (3 if running Alchemy) from yourself and allies. If you don't run alchemy though the 40s CD is pretty high. But you gotta supplement. HAT removes 2 (3 with inventions) and I use sigil of cleansing too.

Posted

@Zenith.7301 said:I find them weak outside Elixir S and U anyways.

Elixirs have outrageously long cooldowns for the few boons they provide that other classes can invoke on far lower cooldowns.

If you want Elixirs to feel different, you must invest concentration on them, Elixir B is easily the Elixir with most impact, the more boon duration you invest on it.Defenitely bad in raw stats, but this utility changes once you invest on improving it.Sinergy is also an important thing, traits that grant you x for having certain boon are sweet with elixirs.

Posted

It's terrible... Looks like the Engineer goes to batle with a large amount of options that he didn't even tested.Some suggestions:

  • Elixir H: Could only heals and/or heals over time (like Ranger's Troll Unguent). No longer grants boons.
  • Toss Elixir H: Could grants regeneration, protection and resistence for a short time.
  • Elixir B: It's fine.
  • Toss Elixir B: Could no longer grants extra boons, but grants extra stability stacks and extra duration instead.
  • Elixir U: Could no longer grants might or fury, only quickness instead.
  • Toss Elixir U: Could no longer create a light barrier (and light field), could just create the smoke screen (and smoke field), but that now, reflects projectiles.
  • Elixir X: Could just transform the Engineer in to a mecha (like Michael Jackson). This mecha could use the skills of Omega Siege Golem (the skill #5 could be reworked/replaced for another skill).
Posted

I tried to get some discussion about this on reddit yesterday, unfortunately only got one response but that response was brilliant.

Elixir H,B,S, C changed to a vent in a 360 area around the player characterElixir U and R keep their thrown propertiesSided with some standardization of the boons, elixirs would becomea lot more reliable

Posted

@Phyrak.7260 said:I tried to get some discussion about this on reddit yesterday, unfortunately only got one response but that response was brilliant.

Elixir H,B,S, C changed to a vent in a 360 area around the player characterElixir U and R keep their thrown propertiesSided with some standardization of the boons, elixirs would becomea lot more reliable

Woah that is actually quite good! If only anet would see this.

Posted

@Slaywright.4807 said:I personally like the randomness. I find it fits the personality of the profession.

But I do appreciate that it is not such a good thing from a gameplay standpoint nowdays, as with all the changes over time to everything around the elixirs have just fallen beind. I wouldn't want to see them bound to a weapon or kit, because that would limit my options, though. And I find Elixir U is good as is. I find myself not H and B anymore, which removes a large part of the reasons I had Alchemy slotted, and in turn I lose the few good things left in there.

I like the design, they just definitely need to be beefed up a bit.

I'm finding that that's the case with most of our skills nowadays. Almost all of them need some retuning to meet current standards, but I don't see it happening.

Posted

Please ANet. I just made a rifle alchemist engi with my PoF lvl 80 boost, and while I've been largely enjoying him I almost never use his toolbelt skills, and when I do it's only for the condi cleanse. As they are now I feel like the time spent waiting on their throw animations to complete would be put to better use simply auto-attacking.

@Vagrant.7206 said:

@Slaywright.4807 said:I personally like the randomness. I find it fits the personality of the profession.

But I do appreciate that it is not such a good thing from a gameplay standpoint nowdays, as with all the changes over time to everything around the elixirs have just fallen beind. I wouldn't want to see them bound to a weapon or kit, because that would limit my options, though. And I find Elixir U is good as is. I find myself not H and B anymore, which removes a large part of the reasons I had Alchemy slotted, and in turn I lose the few good things left in there.

I like the design, they just definitely need to be beefed up a bit.

I'm finding that that's the case with most of our skills nowadays. Almost all of them need some retuning to meet current standards, but I don't see it happening.

Why not? We saw Ele conjures and the Guardian weapon summon skills reworked recently so we know the devs are tinkering with core abilities and traits. Give it time.

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