Re: My take on the crit/armor set changes
Posted: Sat Oct 29, 2016 9:30 pm
I thought about something since we're talking about crit %. As an engineer I noticed that the place of sniper (9 points) in rifleman path allowed you to take the +15% crit in tinkerer path which is in my sense what makes ppl feels engi are op . When you can have the range and dmg buff + healing keg + disarm + sniper + crit tactic I think it's really powerful.
I copy my original post here with my suggestions
I copy my original post here with my suggestions
Grunbag wrote:I play engi only since begining of RoR . The only thing I would change on engi is the positions of abilities in rifleman path . I would put phosphorus shells at 6 , disarm at 9 and sniper at 13 .
1) phosphorus shells is the worst abilities in rifleman path and sniper is the best
2) having sniper at 9 actually allows ppl to take disarm sniper keg and +15% crit tactic .
3) having sniper at 13 won't let ppl allowed to take sniper keg and +15% crit . We'll have to chose .
I think the buff of engi is good like it is . Range and damage now are the good point of engi and being static is his weakness . No need to talk about how dev buff engineer he was useless before and now he got his place .
So maybe like porkstar said it was necessary to remove +3% crit on engi merc shoulders and buff +3% crit the ones on magus .
Maybe just rethink on rifleman path like I said above, that's what in my opinion make engi "OP".