[Engi] Let’s continue with making Engineer up to date.
Posted: Thu Jan 11, 2024 8:35 am
Let’s continue with making Engineer up to date.
With the recent patch and the “revamp” of Engineer class, I decided to add some things that have been bothering me with the class and suggest some additional changes (some of them are also mirrored to engi counterpart the disc class).
This is a list of changes I propose to implement to get rid of some legacy mistakes with the class design.
- Change Burn Salve buff from 1 type of resistance to all types, do the same for magus. No idea why did this lasted so long, perhaps it was left in from the first design idea where Dwarfs would only be facing Greenskins?
- Armour piercing rounds seems a bit too high in mastery, comparing it to Mara or WL damage bonus that is in 9th position it could be set a bit lower, maybe with decreased potency.
- Allow Bugman’s Best to heal outside of party, limit it to 6-9 targets
- With the increase of range at which Engi/Disc Class are not losing stacks I would propose to increase the area of effect of Extra Ammo
- Make Hollow-points, same ass Thunderer affect all “Gun” attacks with adjusted potency, something akin to centuries of training, potent enchantments or loudmouth, and dealing physical damage.
- For this I know people will hate me but, I think that Flak Jacket is a buff that was implemented with no decent reason, it would be nice if it could give something more unique, a self-buff like this seems pointless, unless the goal is to make a class on part with it counterpart, maybe make it a team buff for both classes Engi/Disc Class?
Fellow Engineers post your opinions on this?
With the recent patch and the “revamp” of Engineer class, I decided to add some things that have been bothering me with the class and suggest some additional changes (some of them are also mirrored to engi counterpart the disc class).
This is a list of changes I propose to implement to get rid of some legacy mistakes with the class design.
- Change Burn Salve buff from 1 type of resistance to all types, do the same for magus. No idea why did this lasted so long, perhaps it was left in from the first design idea where Dwarfs would only be facing Greenskins?
- Armour piercing rounds seems a bit too high in mastery, comparing it to Mara or WL damage bonus that is in 9th position it could be set a bit lower, maybe with decreased potency.
- Allow Bugman’s Best to heal outside of party, limit it to 6-9 targets
- With the increase of range at which Engi/Disc Class are not losing stacks I would propose to increase the area of effect of Extra Ammo
- Make Hollow-points, same ass Thunderer affect all “Gun” attacks with adjusted potency, something akin to centuries of training, potent enchantments or loudmouth, and dealing physical damage.
- For this I know people will hate me but, I think that Flak Jacket is a buff that was implemented with no decent reason, it would be nice if it could give something more unique, a self-buff like this seems pointless, unless the goal is to make a class on part with it counterpart, maybe make it a team buff for both classes Engi/Disc Class?
Fellow Engineers post your opinions on this?