Not a bad idea. Strafing run does have it's uses though. With morale 2 it is not bad AoE spike when pared with LR. It is good in certain situations in RvR for example clearing a doorway, or getting a melee train off a healer, but it would synergies better in Rifle than Grenade.Genisaurus wrote:Proposal:
Swap Phosphorus Shells and Strafing Run on the mastery trees.
Rationale:
As-is, nobody uses Phosphorus Shells OR Strafing Run. A change might make either a little more palatable, or not, but at least they will synergize with the intended strategy of each tree better:This is not a "fix" or a balance adjustment for the engineer, it's simply moving two abilities around so that both are more likely to be slotted. Because both abilities benefit without changing the overall balance of the class, this seems like one of those "no-brainer" changes we're eligible to make immediately.
- Phosphorus Shells has an 80ft. range, which is 20ft. less than every other Rifleman ability. It requires the engineer to get closer to the enemy, which goes against the idea of a Rifleman engineer being a stationary RDPS shooting from far away (See: Snipe has a 150ft. range, most Rifleman abilities have a Cast Time greater than the GCD)
- Strafing run has a range similar to most Grenadier abilities, but it knocks targets back. The Grenadier tree is designed for the engineer to get closer to the enemy, and features a lot of AoE DoT abilities. A knockback only serves to push enemies out of range of your other Grenadier abilities, and out of their AoE radius. However, this works well on the Rifleman tree, as it would knockback enemies who get too close to the engineer, allowing him the time and distance to kite away.
- Strafing Run does physical damage, and a Rifleman engineer is more likely to have more WS, so the damage scales better for them.
- Phosphorus Shells is another AoE DoT, which fits better with the Grenadier tree. A Grenadier engineer is more likely to have a higher toughness/armor and BS at the expense of WS, so the damage of Phosphorus Shells is unchanged or improved for them.
EDIT: For pretty much the same reasons, Can we swap the Morale 4's, Artillery Barrage and Scattershot? Both are useless compared to Hail of Doom, but this way they'll fit better.
My real question though is it good enough as an end tier ability? Would people actually go that deep to spec it?
I'd support the change though. It makes sense.
What about doing something like making well oiled machine / chaotic attunement as a base part of the mechanic? It helps a lot with turret / daemon placements, and more importantly frees up a tactic slot. Power balance wise it is not massive, but it does give a big quality of life improvement and opens up a few new tactic setups.