12-17-2016, 11:33 AM
Hey, it's Latto, your local veteran robot building, item chucking dumb ass (I was the one that suggested the original Good Materials B') ). I was excited about the Engineer revamp but after playing it (I'm a Destiny Engineer right now) let's just say they are still pretty... bad. There are several glaring problems:
Many of their skills do next to nothing for the skill points invested:
Robots only get 2 stat points per level. Many of their skills do next to nothing for the skill points invested:
This is... okay... albeit bland and also practically useless for Medibot.
Repair and Bashfix get lowered FP costs.
Bashfix gets 10 FP reduced. Repair gets 2 FP reduced per skillpoint which is simply atrocious since it does absolutely nothing else for the point investment.
Upgrade skills get duration increases.
While this is okay for Flamethrower/Grenade Launcher, Jetpack and Electro shield both have 3 turn cooldowns after using their active abilities. This essentially makes the duration increase AWFUL since you would need at least 3 skill points to grant someone a second usage of their active abilities (also since Electro shield's shield effect duration is based on the actual skill's level and not the upgrade level it makes it even less efficient to put points into the upgrade skill.)
Gun skills (and as a result, their upgrade skills,) are mediocre.
Flamethrower and Grenade Launcher are just... meh. If you have a gun equipped you don't get access to bashfix and vice versa. Their scalings are average and unfavorable (being based off of fire attack means you need strength... which guns don't scale off of.) Grenade launcher needs to be a high rank to be of any sort of significant use and explosive art's damage bonus doesn't work on its upgrade skill (meaning your 6 momentum robot will be sacrificing a move or attack to deal a whopping 20 damage.)
Costs to Reward Value
Let's face it: Engineers use a lot of time and resources to not do much at all.
Upgrading your robots takes FP and momentum while barely boosting their (see above.)
Collecting scrap, bashfix, repair and overload basically require you to be in melee range (see: middle of the enemy team.) This isn't very good for you - especially if: you're squishy, your opponent has AoEs, you need to split up your robots, you want metal aegis to actually attack things without being glued to your hip, etc.
Explosive Art is a good skill but bombs are intensely resource consuming as a source of damage (HIDDEN VIOLETS ARE A RARE COMMODITY.) Also another case of dumping skill points into a very niche area (I think I'm the only person in the game that actually uses bombs.) Good luck using them against people with fire resist/absorb. More bomb recipes when?! (I'VE BEEN WAITING MONTHS FOR DIFFERENT TYPES OF BOMBS)
50 FP for slow, not very effective robots
- Medibot: Low combat stats; single range item delivery and potion sickness limits healing; only one of each item can be used per summon
- Turret: Mediocre combat stats (10 luck at rank 5? it has trouble hitting arena combatants); mediocre damage, hard to effectively use bullet spray; extremely short range with bad movement and only 6 momentum means positioning is hard and severely lowers damage output
- Metal Aegis: I don't know if this is a bug but Reflector refuses to work against almost EVERYTHING. Libegrande, AoE spells, Wind Slasher, people shooting targeted attacks straight at you - these all go straight through it. The only thing I've seen it successfully reflect so far is Demon Drool. This basically makes it only useful as a tankier turret bot.
tl;dr + other miscellaneous issues/notes
Stat scaling for skills is all over the place (str for gun skills? gui for a healing skill with no other skills that scale of GUI?! but you also need a decently sized FP pool?!?!!)
You get the bare minimum for what you pay for in terms of skill points
Lots of momentum/fp used for negligible gain
Upgrade skills are so bad, Mercala please help them they are so sad only she could love them
Robots are better but still incredibly flawed
*
Supposed to be a class thematically focused around building things/using gadgets/being resourceful and shrewd but functions more like a watered down summoner.
Idon'tknow,I'mbadattl;drsandbetteratlongessays
Suggestions:
Make robots more customizable. Maybe a special menu for engineers where you can craft for/equip items on the robot as a sort of "upgrade?" These could add things like +1 momentum or +1 attack range (think equippable Mechanation discs in SL1), etc or possibly just allow them to equip existing weapons/armor.
For example, for already existing weapons/armor:
Deploy: Turret
R1 Learn Skill
R2 50 FP, +2 to All Machine Stats, Body Slot unlocked
R3 50 FP, +2 to All Machine Stats, Legs Slot unlocked
R4 50 FP, +2 to All Machine Stats, Accessory Slot unlocked
R5 50 FP, +2 to All Machine Stats, Weapon Slot unlocked
Rarity Equippable up to Rank + Engineer Level / 10 (10* item equippable at level 50 engineer with R5 Deploy:Turret]
For Medbots, perhaps ranking up could give an item delivery range increase/movement speed increase/item belt size increase, etc instead and the special tab could allow you to change its equipped items (this would also make crafting more meaningful as a large majority of potions are unused.)
Why is it called an upgrade if all it does is toss someone a jet pack once every few rounds? Make upgrades do what they're named: upgrade! Make upgrade skills have a status level, and by stacking repeated upgrades, improve the power/functionality of the existing skill.
For example:
Upgrade (Grenade Launcher): Gives an ally the ability to use Grenade Launcher for x Rounds. Use it on someone with the Grenade Launcher skill to improve it! The launcher gains extra range equal to UL / 2, along with a R * 1% additional scaled weapon attack rating for each LV. (Max: 6 UL)
Upgrade (Jetpack): Gives an ally the ability to use Jetpack for x Rounds. Use it on someone with the Jetpack skill to improve it! The jetpack costs UL * 2 less FP to use. At UL 4, the character is able to hover with the Jetpack. Upon using it, they become airborne, and all attacks for that round become airborne compatible. At UL 6, the skill gains a 1 turn cooldown reduction (Max: 6 UL)
Upgrade (Electro Shield): Gives an ally the ability to use Electro Shield for x Rounds. Use it on someone with the Electro Shield skill to improve it! Electro shield grants UL * 1.5 magic/physical resistance, At UL 6, upon discharging the Electro Shield, damaged enemies are inflicted with Interference for 2 rounds. (Max: 6 UL)
Upgrade (Flamethrower): Gives an ally the ability to use Flamethrower for x Rounds. Use it on someone with the Flamethrower skill to improve it! Flamethrower gains an additional UL * 5% weapon attack scaling. At UL 4 the flames become even hotter, granting additional burn chance equal to UL * 5. At UL 6, burn duration increases by 1 and grants an extra additional 5% weapon attack and burn infliction chance if used within melee range.
This would enforce the idea that Engineers are a class that builds things and if given sufficient time, can come up with all bunches of neat stuff!
Make GUI actually useful for Engineer. Pure Genius is a sad passive . Suggested skill/passive ideas include:
- Additional % Gui scaling to traps based on rank
- Additional max FP/reduced cost to Engineer skills/fp recovery based on Gui
- Range increase to repair/bashfix/overload/salvage based on Gui
- Gui scaling to grenade launcher/flamethrower
- Gui based stat scaling to robots (the disc/equipment slot idea can replace the current rank based bonus stat scaling?)
- Bonus class points based on Gui! (they have so many skills and so little skill points... especially if these ideas get implemented.)
- Item belt size increased based on Gui!
Etc.
Engineer exclusive crafting tab.
please i love crafting so much i just want to use my item belt and throw crap at people after spending all my murai and resources crafting i miss magic arrows and rune mage and berry traps dev pls bless this smol child it can cost 5000 murai per consumable i don't care have mercy on me pls