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Changes that could be made to engineer
#2
Random ideas in no particular order:
  • Engineer bots can pick up scrap for the engineer.

  • Scrap gives a cumulative bonus so that 2 scrap makes a free engineer bot.

  • Some ability either through enchants or an engineer specific ability to change grenade elemental damage to slashing or another element.

  • Same for flamethrower. Just change it to chemthrower or something and it would slot in with the same changes that other classes get while not having a dumb name.

  • Give engineers a skill that lets them change bombs, grenades, and flamethrower into acid damage as a sort of chemical engineer mad scientist scheme.

  • Raise the movement range on engineer bots.

  • Raise the attack range on engineer bots.

  • Do something to make it so engineer bots don't become a source of 150 HP for rebound-ghosts. Immunity to claret calls, etc.

  • Make it so engineer bots receive all upgrades you have upon being summoned.

  • Bashfix doesn't need to require an axe.

  • Lower FP costs on bots.

  • FP generation similar to monks/Evoker/DH. Call it "Tinkering" and it could either give straight FP or give you scrap so you can summon bots for cheaper. Or some combination thereof. Could require a bot to be on the field within X range to avoid it being a kiting tool like monks skukuchi to an edge of the fight and then power up. Just some way to come back from or stay further away from 0 within the FP cost heavy class.

  • Make it so grenades are 2-3 momentum skills unless you have a gun equipped, in which case it's a 1m skill. At 2-3 momentum with a decent scaling strength weapon, you could still do good AoE damage with it.

  • Your gun isn't a flamethrower. Make it so having a gun equipped increases flamethrower damage (even if it's just a 10% boost that would bring it up to its current buffed planned damage) but without it you could still use any weapon at a slightly lower damage but probably actually higher because better scaling.

  • Electric shield to shoot an AoE damage out around you after taking on-hit damage like reactive armor instead of only being melee skills would make it a much more dangerous skill, especially in team fights. Activating it a second time to ping 3x damage could still work as it is right now.

  • Jetpack could leave you airborn.

  • Medcopter could either use items from your belt or have better items in its own. I'd take it no longer being spar friendly over it being pointless outside of IC restricted fights.

  • Medcopter could have some separate healing ability. AoE healing. Static regeneration so long as its on the map. Something of that nature. Make it a target for people to NEED to chase it down instead of something that squirts its goo twice to okay effect and once to finish off in a long fight and then sits like a rock there.

  • Medcopter could have other utility skills that don't immediately regenerate HP. A 1 turn movement buff, switch locations, emergency fire extinguisher to put out burn, FP transfer (it has FP but no use of FP unless you give it a grenade launcher for some reason).

  • Reflector tiles could work like spirit mirror and reflect projectiles that deal damage to its tiles instead of just projectiles that land directly on it.

  • Protection could be made to not be bad?

  • Metalaegis could provide DR to allies around it like a wraithguard, though much lower than 30% because it has a massive amount of HP.

  • Metalaegis could be given the black knight skill to protect it from being pulled or pushed. Or its own variant that protects allies within 1 range of this as well. Right now, there are tools in every kit that relies on basic attacks to move people around to get around this particular mechanic. So even in the rare case that it's a good choice to throw a metalaegis down, it's still not as arguably good as other choices.

  • Guile boost could be anything else and give half the stats and be a better choice. Nothing in engineer works off of crits and the class already has 2 methods of gaining skill slots.

  • Repair could scale off of anything but guile and be usable.

  • More things could scale off of guile instead?

  • Make guile give you FP?

  • Give engineer an ability that lets them refresh their item based effects like spirit mirror, jarmor, etc much like tattoo refresh.

  • Salvage could be a 1 skill point investment skill and be actually worth having if it gave the 5 skill point investment effect. At level 1 it does not function in any beneficial way. 10% off of the cost of a 50 FP engineer device does not help when salvage itself costs 10 FP.

  • Salvage could be 1m as an ability to keep in line with the engineer class identity of having numerous small actions.

  • Salvage could cost 0 FP as it's an FP generation skill already.

  • Salvage could be used on scrap on the ground to repair the bot back up to full for a higher FP cost than original salvage, making it something that people might actually use.

  • Salvage could be more than 2 range.

  • Good materials could be replaced with having the bots be just as effective without it existing. It's a skill point sink that makes bots that much less enjoyable.

  • I saw a teaser about a tank and while it addresses the lack of mobility I'm considerably worried that it's a high FP cost thing that requires all bots to be next to you while delivering either no damage or very little. Without making the bots better, having them close to you doesn't necessarily help you. If the mobile platform does come into existence, it should either be a defensive measure all of its own that simply has the added bonus of having the bots along for the ride or some short lived offensive measure. But this is all hypothetical.

  • Power armor skill that lets you evade for 30% while in heavy armor to fit the tanky vibe of engineer while also fitting with its rogue roots.
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