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Let's Fix a Class (engineer)
#1
I havint been able to touch the game for a week now so now you all get to suffer.

First thing to get out of the way. This is not a serious balance thread this is mostly for me to vent my thoughts on what could be a cool class however I will happly take all credit for any good ideas i stumble upon.

I'm Kiranis In game also unknown as Ashen Hyattr

Let's start with the classes issues

#1 No Scaling Presumably due to being hard to balance this is the mian issue of the class your turrets are nearly uselss at level 50 up

#2 Momentum Management it takes two to three FULL TURNS to get everything you have out this is compramisable to a charge minded invocation xcept a charge minded invocation has a good chance of murdering a boss or the feild

#3 little to no synergy or support outside it's own class


Some Solutions.

#1 Make Map an invocation railgun pretty much sets the precedent that machines can use invocations even if it's just a mechanic work around
Suggested In cant: Gathering Power or Charging Devices
upon deployment the map spawns with all 4 other turrets already deployed or alternatively casting map causes your next X amount of engineer bots to be free to deploy (or 1M) preferably all 4. thats 3 less M then deploying all your turrets and get the MAP out. and deploying turrets regularly still has a place if you need to get things out fast.

#2 Revise the Bots (yes again) I really think that if your gonna keep the bots this weak they should beable to do some cool things to compensate

Medibot is pretty much perfect just make calibrate free to cast (turrets are weak enough already)

Aegis Still a walking kick me sign with a skill im still not sure if they are working right I think reflector should be 1M but on a cooldown I would give it more defensive options

Nows a good time to mention how i think revise bots should work. give them a their system each rank in the skill changes their tier

Medibot
Rank 1 Stabilizer
Rank 2 Solvolitile Blue Potion
Rank 3 Liquid Bravery Throat opener
Rank 4 Hi Potion Regenerative
Rank 5 medicine changes to PR Meds and MEds count as if used by someone with 5 ranks in perfection talent

I also think they should have skill trees similar to the Demon Hunter

MEdicopter Alt Upgrades.
Dynamite Solutions provides the medicopter with one bomb item depending on its rank
rank 1 Bomb
rank 2 med bomb
rank 3 big bomb

I also see it getting upgrades to carry items like buff potions increase it's delivery range access to repair powder hat alchemists make and such investing in the medicoptor cements you as a supporter

MetalAegise
Rank 1 Scapegoat Shield
Rank 2 HP+ Rapid Spin draw monsters to the Aegis dealing lighjt amounts of damage
Rank 3 HP+ Reflector
Rank 4 HP+ Sanctuary Generator projects a small 9 tile wide (wih aegis in the center) sanctuary field
Rank 5 HP+ Enduring Stand always survives with one hp once per deployment

Turret
Rank One Bullet Shred (change this to a one tile free aim) otherwise as is. Turret having two skill with no aiming flexibility is infuriating
Rank two HP+ Spirit Battery Copy it's summoners Elemental Spirt
Rank 3 Bullet Spray Augment Weapon Change main gun to be a Shotgun passively toggle off to return to autoturret mode
Rank 4 HP + Lock Acquired 3M Change next attack to fire off two rockets that hit in a 9 tile square
Rank 5 Unload Ammo 9M fire your basic weapon several times at a target or untill it's out of range (need to be overclocked)

Railgun I think its mostly fire as it is
Rank 1 Pew a low damaging laser attack
Rank 2 Rail shot
Rank 3 Pew Pew a second low damaging laser attack (samescaling as the first)
Rank 4 HP+ Focus causes on enemy to take increased damage for a time
Rank 5 Move+ (3)


And that's all i have time for. feel free to bitch and whine at me about how this breaks the class or something i had fun writing it anyway.
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