[Engineer] Keg changes
Posted: Mon Jan 04, 2021 7:10 pm
Goal:
1) Order as a whole have a RDPS solo issue. Taking the sustain away from the Tinker utility tree and trying to make the tree more mobile while fitting the rest of the Tinker theme.
2) Having a healing keg is cute, but it will not scale with the rest of the Tinker stats making it very limmited of an ability.
Suggestion:
The Keg is no longer a Healing ability but instead will make the Engineer drunk unable to aim well:
"You bring forth a fine cask of Bugman's and drink for 2 seconds, the effect instantly affect your focus making you unable to aim will at distance but your Blunderbust will deal increased damage for 15seconds untill you sober up a little"
Expected gameplay:
Engineers are struggling as a class due to their turret mechanic in roaming mobile warband fights where the battlefield is pushed back and forth and there is very little time to stand still and hardcast + letting a turretstack build up. This should hopefully give engineers a 2sec rampup time as the forces clash, then a 15sec mobile powerspike and then after the period ends an other 2sec casttime to recharge. This should help the issue of Order career issue of what builds are viable for DPS-spots in roaming/city. And take a for fun niece ability with no scaling out of the build.
Magus counterpart: I dont have a direct mirror in mind for magus. Magus already have the advantage of a Rift without no delay compared to engineer Electromagnet, this ability should on a 1to1 in the two utility trees make the two mastery trees come a little closer together with Magus bringing the CC and magic damage, and engineer more of a delayed CC role while bringing spamable psyical mobile damage.
Potential issues with this proposal:
Turret stacks + bugmans keg might bring too much damage, depending on the +damage buff on the keg maybe turrets should be disabled during keg-nearsight. As I know the devs are not too happy with Loner builds id assume they want the turret mechanics to still be involved so maybe a +25% damage to blunderbust would be a random good number to slam on this keg and then adjust from there should the idea be liked.
1) Order as a whole have a RDPS solo issue. Taking the sustain away from the Tinker utility tree and trying to make the tree more mobile while fitting the rest of the Tinker theme.
2) Having a healing keg is cute, but it will not scale with the rest of the Tinker stats making it very limmited of an ability.
Suggestion:
The Keg is no longer a Healing ability but instead will make the Engineer drunk unable to aim well:
"You bring forth a fine cask of Bugman's and drink for 2 seconds, the effect instantly affect your focus making you unable to aim will at distance but your Blunderbust will deal increased damage for 15seconds untill you sober up a little"
Expected gameplay:
Engineers are struggling as a class due to their turret mechanic in roaming mobile warband fights where the battlefield is pushed back and forth and there is very little time to stand still and hardcast + letting a turretstack build up. This should hopefully give engineers a 2sec rampup time as the forces clash, then a 15sec mobile powerspike and then after the period ends an other 2sec casttime to recharge. This should help the issue of Order career issue of what builds are viable for DPS-spots in roaming/city. And take a for fun niece ability with no scaling out of the build.
Magus counterpart: I dont have a direct mirror in mind for magus. Magus already have the advantage of a Rift without no delay compared to engineer Electromagnet, this ability should on a 1to1 in the two utility trees make the two mastery trees come a little closer together with Magus bringing the CC and magic damage, and engineer more of a delayed CC role while bringing spamable psyical mobile damage.
Potential issues with this proposal:
Turret stacks + bugmans keg might bring too much damage, depending on the +damage buff on the keg maybe turrets should be disabled during keg-nearsight. As I know the devs are not too happy with Loner builds id assume they want the turret mechanics to still be involved so maybe a +25% damage to blunderbust would be a random good number to slam on this keg and then adjust from there should the idea be liked.