nerf rr, not hgh and aa. kthxbai

nerf rr, not hgh and aa. kthxbai

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Engineer
We’ve been enjoying watching all of the scrapper gyros buzzing around in the jungle, helping allies and clearing the way for Pact forces. Our focus for the engineer has been to improve less used traits and to rework some functionality for scrapper traits. For the core specializations, trait improvement efforts have been made toward creating impactful choices and making each build choice more distinctive. With that said, we’re still monitoring the defensive nature of the scrapper and may look to implement a reduction in survivability.

hgh duration nerf was unjustified, not necessary.
adaptive armor, okay, 500 toughness is a bit too much. 300 is fine now. really.

lets look at rapid regeneration.

https://wiki.guildwars2.com/wiki/Rapid_Regeneration

Rapid Regeneration
“Rapidly regenerate health while affected by swiftness or superspeed.”
Healing Swiftness: 105 (0.065)?
Healing Superspeed: 470 (0.27)?
Interval: 1s

this is what we have at the moment.

they could shave the base numbers a bit and increase the healing power coefficient a bit.

discuss!

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Posted by: Nova Stiker.8396

Nova Stiker.8396

Engineer
We’ve been enjoying watching all of the scrapper gyros buzzing around in the jungle, helping allies and clearing the way for Pact forces. Our focus for the engineer has been to improve less used traits and to rework some functionality for scrapper traits. For the core specializations, trait improvement efforts have been made toward creating impactful choices and making each build choice more distinctive. With that said, we’re still monitoring the defensive nature of the scrapper and may look to implement a reduction in survivability.

hgh duration nerf was unjustified, not necessary.
adaptive armor, okay, 500 toughness is a bit too much. 300 is fine now. really.

lets look at rapid regeneration.

https://wiki.guildwars2.com/wiki/Rapid_Regeneration

Rapid Regeneration
“Rapidly regenerate health while affected by swiftness or superspeed.”
Healing Swiftness: 105 (0.065)?
Healing Superspeed: 470 (0.27)?
Interval: 1s

this is what we have at the moment.

they could shave the base numbers a bit and increase the healing power coefficient a bit.

discuss!

Discuss? Done.
https://forum-en.gw2archive.eu/forum/game/pvp/If-I-were-to-hotfix-nerf/first

nerf rr, not hgh and aa. kthxbai

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

u wanna nerf adaptive armor so no.

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Posted by: hackks.3687

hackks.3687

The build will be useless as soon as burst builds re-enter the meta. No need to change it.

Hackkz/Riggamaroll
I’ve stayed at this party entirely too long

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Posted by: Pepsi.8907

Pepsi.8907

Engineer
We’ve been enjoying watching all of the scrapper gyros buzzing around in the jungle, helping allies and clearing the way for Pact forces. Our focus for the engineer has been to improve less used traits and to rework some functionality for scrapper traits. For the core specializations, trait improvement efforts have been made toward creating impactful choices and making each build choice more distinctive. With that said, we’re still monitoring the defensive nature of the scrapper and may look to implement a reduction in survivability.

hgh duration nerf was unjustified, not necessary.
adaptive armor, okay, 500 toughness is a bit too much. 300 is fine now. really.

lets look at rapid regeneration.

https://wiki.guildwars2.com/wiki/Rapid_Regeneration

Rapid Regeneration
“Rapidly regenerate health while affected by swiftness or superspeed.”
Healing Swiftness: 105 (0.065)?
Healing Superspeed: 470 (0.27)?
Interval: 1s

this is what we have at the moment.

they could shave the base numbers a bit and increase the healing power coefficient a bit.

discuss!

Discuss? Done.
https://forum-en.gw2archive.eu/forum/game/pvp/If-I-were-to-hotfix-nerf/first

I read your post… people said many things that can be summarized in one fact:
Don’t do hotfix… you have no idea what you’re talking about

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Posted by: Nova Stiker.8396

Nova Stiker.8396

u wanna nerf adaptive armor so no.

It’s only a nerf if you are running glass.

nerf rr, not hgh and aa. kthxbai

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

u wanna nerf adaptive armor so no.

It’s only a nerf if you are running glass.

true but you nerfed reduced condition damage by 5% so no.

the 20% condition damage reduced is fine, leave it alone.

nerf rr, not hgh and aa. kthxbai

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Posted by: Nova Stiker.8396

Nova Stiker.8396

u wanna nerf adaptive armor so no.

It’s only a nerf if you are running glass.

true but you nerfed reduced condition damage by 5% so no.

the 20% condition damage reduced is fine, leave it alone.

It’s really not fine.

nerf rr, not hgh and aa. kthxbai

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Posted by: Serious Thought.5394

Serious Thought.5394

It is if they are okay with Hammer losing 50% of its damage, or cooldowns increasing by 50% because good lord Hammer is so broken. I’d take it over Thief staff- cooldowns and ALL!

Worst Thief in the world, yes I am.

nerf rr, not hgh and aa. kthxbai

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

u wanna nerf adaptive armor so no.

It’s only a nerf if you are running glass.

true but you nerfed reduced condition damage by 5% so no.

the 20% condition damage reduced is fine, leave it alone.

It’s really not fine.

its fine.
why is it not fine?

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Posted by: Serious Thought.5394

Serious Thought.5394

Because Scrapper has EVERYTHING. Read my post. I’m fine with the traits if the Hammer isn’t over the top.

Worst Thief in the world, yes I am.

nerf rr, not hgh and aa. kthxbai

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Because Scrapper has EVERYTHING. Read my post. I’m fine with the traits if the Hammer isn’t over the top.

ah they can nerf the stupid scrapper hammer i dun care about that.
i dun use the stupid hammer.

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Posted by: The Ace.9105

The Ace.9105

Engi would be almost fine with passive invuln trait nerf. I would also consider double ressing option and stealth gyro nerf.

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Posted by: Serious Thought.5394

Serious Thought.5394

Oh then we agree. I just hate that dumb hammer.

Worst Thief in the world, yes I am.

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Posted by: Father Busho.2796

Father Busho.2796

The protection up-time ICD from trait needs to be increased by like 3 seconds and scrapper perma regen shaved a bit but other than that its fine imho.
Oh ah also slightly reduce hammer coeficients while increasing rifle and pistol.

Band Of Royal Daggers [BORD]
Aurora Glade
ALL IS VAIN :(

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Posted by: Exedore.6320

Exedore.6320

They should really look at making some of the Scrapper’s defense/sustain traits mutually exclusive.

Kirrena Rosenkreutz

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Posted by: miriforst.1290

miriforst.1290

If we consider the scrapper tree itself there is a focus on three things, stability, damage reduction, regeneration/super speed.

Adept: Stability on function gyro (meaning 20 sec cooldown, requires down state enemies/allies), protection on heal, super speed on lightning field finisher (10sc icd).

Master: Stability grants might and 10% toughness to power, dazes and stuns causes weakness and vulnerability, super speed and swiftness pulses healing.

Grandmaster: Gain stability on successful evade (5s ICD) + 10% hammer damage ,Gain toughness on being hit and a condi damage reduction, gyros causes lightning fields on death that pulses a short super speed.

Do note that super speed as opposed to alacrity do not stack in duration and in fact a long duration super speed from slick shoes can for example be cancelled by a short 2 second super speed overwriting it.

The main source of super speed in the meta builds is super speed from slick shoes, a stunbreak not designed with rapid regeneration in mind. The traits granting super speed on the scrapper as it is now handles super speed very carefully, having it dependent on gyros (with only the sneak gyro seeing serious use) or leaping lightning fields (the lightning fields granted by final salvo already grant super speed that overwrites it, leaving it with thunderclap). Also during the cooldown of super speed a lot of health is potentially gained through swiftness in that time, a boon that is anything but rare.

So if we are to do some tweaking other than the healing power dependency (a small shave to begin with, not 50% or something like that please) i would suggest the following:

Super speed CD increased to 30 seconds.

Healing from swiftness removed entirely on rapid regeneration.

Also about the scrapper in general just keep in mind its going to be hard to balance. Its a tankline with a melee weapon added to a class that already got at least 2+1/2 tanklines and ranged weapons. If they were not tankier from running scrapper its ineffective and unnecessary and the engineers already did tanky builds pretty well.

And mostly the scrapper rise and fall on hammer, the mechanic while sometimes handy is hardly a reaper form or continuum split gamechanger, and the utility type goes unused (due to design and massive buggs (Did you know that medgyro and purge gyro are deactivated and wont do anything but stare at you? And there is more.) outside of the sneak gyro trend.

The hammer is balanced around the scrapper, just not the engineer and therein lies the problem.

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Posted by: Rozbuska.5263

Rozbuska.5263

Because Scrapper has EVERYTHING. Read my post. I’m fine with the traits if the Hammer isn’t over the top.

Hammer is fine its only weapon what can compete with other classes weapons in terms of base damage and utility. Also dont forget we dont have weapon swap. Hammer dont make current builds strong its just viable choice

Tekkit Mojo – Engineer
Tekkit’s Workshop

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Posted by: Burtnik.5218

Burtnik.5218

Because Scrapper has EVERYTHING. Read my post. I’m fine with the traits if the Hammer isn’t over the top.

Hammer is fine its only weapon what can compete with other classes weapons in terms of base damage and utility. Also dont forget we dont have weapon swap. Hammer dont make current builds strong its just viable choice

No, you have kits tho. Hammer hits way too hard for the utility it brings. Pair that with high sustain, stealth on demand, passive elixir proc and voila. And if you really want to compare other weapons to scrapper hammer.. just look at guardian/reaper gs that is supposed to be a dps weapon yet its much weaker than scrapper hammer. Hammer is overperforming and is not fine by any means. Scrapper hammer is basically ranger gs on steroids.

Salt, salt, moar salt. So salty like fries from McDonald!
Playing Smite since mid s2, f broken gw2.

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Posted by: Silverthorn.8576

Silverthorn.8576

Hammer DMG are fine, if scraper is in a good spot atm it is because of its sustain with a dps amulet in a bunker meta. This sustain come from reactive armor, HGH, good protect uptime and stealth making him hard to focus.
I am not really sure scraper could be in a better spot if meta was more bursty.
If there is something that need to be tuned down on scraper it is the boon spam but it is clearly not the only class farting boon all day long atm.

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Posted by: Pyriall.1683

Pyriall.1683

The build will be useless as soon as burst builds re-enter the meta. No need to change it.

How so? All of that protection isn’t going anywhere.