tyrellian.3706 Posted June 8, 2021 Share Posted June 8, 2021 Bandage Self gives the engineer 12s superspeed. Superspeed is now capped at 10s, so that's 2s we'll never get. 2 1 3 Link to comment Share on other sites More sharing options...
Dawdler.8521 Posted June 9, 2021 Share Posted June 9, 2021 And you really needed it. 1 Link to comment Share on other sites More sharing options...
Jski.6180 Posted June 9, 2021 Share Posted June 9, 2021 12 sec of super speed on one skill is kind of crazy strong in it self it feels more like a programing error then a real effect. Link to comment Share on other sites More sharing options...
tyrellian.3706 Posted June 9, 2021 Author Share Posted June 9, 2021 It comes from how Speed of Synergy interacts with the medkit. Normally, Speed of Synergy gives the scrapper 7s superspeed when they activate their heal skill, and creates an AOE pulse of 5s superspeed to scrapper+allies when they activate its toolbelt. But with the medkit, the toolbelt skill is the 'heal skill', so the two effects activate at the same time. When SoS first came out the 5s just overwrote the 7s, which was rather harsh as it effectively punished scrappers for taking medkit over any other heal. So Anet fixed that by specifically changing that interaction to give 12s to the scrapper, applying the compounding effect of both 'heal skill'/toolbelt at the same time. Now though, medkit scrappers are getting punished again, because 2s out of the potential 12 is getting lopped off. Note that this doesn't affect any other type of heal skill. Link to comment Share on other sites More sharing options...
Stalima.5490 Posted June 10, 2021 Share Posted June 10, 2021 (edited) why is super speed even a thing when we have swiftness exactly? What I mean is that super speed doesn't work with boon traits and yet engi has a bunch of boon synergy... Edited June 10, 2021 by Stalima.5490 Link to comment Share on other sites More sharing options...
Infusion.7149 Posted June 10, 2021 Share Posted June 10, 2021 10 minutes ago, Stalima.5490 said: why is super speed even a thing when we have swiftness exactly? Swiftness can be corrupted and doesn't get you the same distance if you are moving forward. There's nothing wrong with superspeed itself until it was put onto gyros and made so readily available and shared. For example , you have superspeed when traited on druid leaving celestial avatar (shared) or when you use quickening zephyr. Tempests have "Eye of the Storm" (party-wise) and heralds have chaotic release. Nobody really calls those oppressive. Link to comment Share on other sites More sharing options...
Stalima.5490 Posted June 10, 2021 Share Posted June 10, 2021 44 minutes ago, Infusion.7149 said: Swiftness can be corrupted and doesn't get you the same distance if you are moving forward. There's nothing wrong with superspeed itself until it was put onto gyros and made so readily available and shared. For example , you have superspeed when traited on druid leaving celestial avatar (shared) or when you use quickening zephyr. Tempests have "Eye of the Storm" (party-wise) and heralds have chaotic release. Nobody really calls those oppressive. yea but that kinda only tells us that it is to circumvent an already established mechanic in boons and ignore the weaknesses that it should have as swiftness. Unless I am missing some concept as to why superspeed should not count as a boon itself as it is more or less uncounterable in it's current form other than having superspeed yourself to keep up with those using it. Link to comment Share on other sites More sharing options...
Allarius.5670 Posted June 10, 2021 Share Posted June 10, 2021 I tend to think of Superspeed as a mechanic more similar to teleports and shadowsteps in actual purpose, it just does it ... differently. Immob works if you've got one and can land it. That seems fair, a counter shouldn't be guaranteed to work if you cannot land it. Superspeed can be counterable without having to actually remove or corrupt the Superspeed, I suppose. Although it works a bit like swiftness, I don't think that means its design has the same intent. Link to comment Share on other sites More sharing options...
Kodama.6453 Posted June 10, 2021 Share Posted June 10, 2021 (edited) 22 hours ago, Jski.6180 said: 12 sec of super speed on one skill is kind of crazy strong in it self it feels more like a programing error then a real effect. Programming error? Minor trait from scrapper gives 5 seconds of AoE superspeed for using your healing skill and 7 seconds of superspeed for yourself for using your healing toolbelt skill. Bandage self from med kit counts as both. This is intended, since they can't let med kit itself be the healing skill. It used to work like that, but it allowed engineer to use "on healing skill" triggers without actually using their healing skill by just equipping/unequipping the med kit. This is not a programming mistake, this interaction is fully intended. Because guess what: 7 seconds + 5 seconds = 12 seconds. Edited June 10, 2021 by Kodama.6453 Link to comment Share on other sites More sharing options...
Jski.6180 Posted June 10, 2021 Share Posted June 10, 2021 1 hour ago, Kodama.6453 said: Programming error? Minor trait from scrapper gives 5 seconds of AoE superspeed for using your healing skill and 7 seconds of superspeed for yourself for using your healing toolbelt skill. Bandage self from med kit counts as both. This is intended, since they can't let med kit itself be the healing skill. It used to work like that, but it allowed engineer to use "on healing skill" triggers without actually using their healing skill by just equipping/unequipping the med kit. This is not a programming mistake, this interaction is fully intended. Because guess what: 7 seconds + 5 seconds = 12 seconds. That seems a bit silly it was never a problem to the game but to have that much super speed on one skill is too much and always was too much. There just no way to fix it you cant put super speed (unless you make an icd for it) for med kit swap and have it simply act like the other heals skill tool belt giving super speed and the heal skill giving super speed. That could be the fix though put an icd on the effect and simply put it on the med kit swap. 1 Link to comment Share on other sites More sharing options...
Kodama.6453 Posted June 10, 2021 Share Posted June 10, 2021 (edited) 58 minutes ago, Jski.6180 said: That seems a bit silly it was never a problem to the game but to have that much super speed on one skill is too much and always was too much. There just no way to fix it you cant put super speed (unless you make an icd for it) for med kit swap and have it simply act like the other heals skill tool belt giving super speed and the heal skill giving super speed. That could be the fix though put an icd on the effect and simply put it on the med kit swap. Not that bad of an idea. Give the icd the same time like the cooldown of bandage self and put it on the med kit activation. This would be a great buff for heal scrapper, since it would decouple the healing from bandage self from the AoE superspeed application. Meaning that by equipping the med kit, we can put superspeed and therefore quickness on allies, without having to use bandage self's healing for that. Quite alot of burst healing comes from us using our healing skill with the trait medical dispersion field, which grants 50% of the healing we do to ourselves to allies. With this, we don't have to use our burst healing to grant AoE quickness anymore and can keep it for the moment it is needed to burst heal. It would also solve the problem we have right now with overcapping superspeed, since they would be decoupled. This way we don't lose the 2 seconds from them being put on the same skill. Nice idea, I support this. Edited June 10, 2021 by Kodama.6453 Link to comment Share on other sites More sharing options...
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