(edited by Zyn.3065)
Beta Weekend Scrapper Feedback Thread
Most people have already covered the issues with the Scrapper specialization and the new abilities, so I’m going to focus on something a few people have mentioned and that is that if you use the Scrapper specialization but do not use Hammer or any of the gyros in your build, you don’t feel any difference at all, unlike the elite specializations for the other professions. Guardians always have the new virtues available, Warrior has Berserk, Ranger has the Celestial Disco Time transformation, etc when they are not using any of the new weapons or skills available in their elite specialization.
So I was thinking that Scrapper too should have something extra, and from the top of my head … how about a scrap bar (its a Scrapper after all) that fills up as you do damage, and when it’s full you can unleash, lets say, a powerful spiderbot that moves with you and fires on the move, like it’s a moving hybrid of the flame and rocket turret, as an example. This is so that Scrapper gets something to use in addition to using the elite specialization if you decide to not run with Hammer and/or gyros, in line with the other professions.
Yep scrapper was not thought outside the hammer and gyros, no “new mechanic” to bring to the core class….
ps: no more AI please
if you use the Scrapper specialization but do not use Hammer or any of the gyros in your build, you don’t feel any difference at all, unlike the elite specializations for the other professions.
The Function Gyro is the new mechanic. It is always there and available. Unfortunately it feels more like something in the way than something useful. Chaith’s suggested change for Function Gyro would go a long way towards changing that.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
I was going to make a whole thread about it, but might as well give it my two cents here..
-hammer 1 does to little damage.
other skills on the hammer are awesome
-everything about the drones are still bad and no one will ever use them like that
-AI is TERRIBLE on the drones
-utility and damage is laughable
-their health, duration AND cooldown are way to many drawbacks
this is how they could be:
-they need to NOT have health (since they are already running on a duration)
-need to ALWAYS be right beside you and dont have AI(like the revenant assassins healdagger they should float next to you)
-they should fire a small gun while floating next to you that does very little damage
-instead of having an active explosion skill, they should have an active abillity which is basiacally the thing they are doing now when summoned
this is all on the scrapper, would only play as a flamethrower and never bother about drones and only slightly on hammer.
it is my 3rd most disliked elite the way it works right now.
if drones were actually good and viable this wouldve been my favorite elite…
drones are just a pure disapointment, buffs wont help, they need rework
Eh I kinda wish the Gyros had diffirent effects when destroyed.
Medic: Heal & cleanse a condi of you and allies.
Blast: Blast finisher & aoe knockback.
Purge: Rip 3 boons from up to 5 enemies.
Shredder: Shred armor of up to 5 enemies (10 stacks of vuln)
Bulwark: Grant protection & Aegis to you & allies.
Sneak: Grant 5 sec of Stealth to you and allies & dazes up tot 5 enemies in a large radius (stealth radius) for 2 seconds.
That and I feel like the Function Gyro needs to actually do something in combat. Even if it worked as intended, having a “mechanic” that doesn’t improve the specializations core elements (daze, superspeed & leaps (through combo fields)) just doesn’t feel right.
I feel like when the Function Gyro is off cooldown it should do something that improves what Scrapper is good at.
It should be out at any time (unless on cooldown after stomp/res) and be invulnerable. When you send it out to stomp/res it becomes vulnerable.
When its off cooldown it appears next to the scrapper and shocks enemies you daze for some extra damage.
Fits with the lightning theme and works well with what scrappers are good at: dazing. A tleast that would make it a bit more useful and less situational.
Sneak: Grant 5 sec of Stealth to you and allies & dazes up tot 5 enemies in a large radius (stealth radius) for 2 seconds.
you do realize dazing enemies would put reveal on you and make all that stealth irrelevant
Eh I kinda wish the Gyros had diffirent effects when destroyed.
Medic: Heal & cleanse a condi of you and allies.
Blast: Blast finisher & aoe knockback.
Purge: Rip 3 boons from up to 5 enemies.
Shredder: Shred armor of up to 5 enemies (10 stacks of vuln)
Bulwark: Grant protection & Aegis to you & allies.
Sneak: Grant 5 sec of Stealth to you and allies & dazes up tot 5 enemies in a large radius (stealth radius) for 2 seconds.
Good ideas gyros need something more…they should also get rid of the cast time on destroying gyros as I’ve said before.
Had another idea on how to fix the gyro’s. Instead of trying to fix the AI on each gyro why not remove them all and replace them with one large gyro ‘forge’ bot and make it the specialization mechanic. It would follow you around much like the necro blood fiend. Give it some kind of auto attack or passive buff to the engi. Then make the gyro skills be constructs the ‘forge bot’ manufactures. Examples, the blast gyro skill when used a gyro is constructed at the ‘forge bot’ then sent out like a projectile. The shredder gyro is a bit meh. Keep it as a whirl finisher BUT also add some pull CC to it as if its a mini tornado sucking things towards it. The bulwark gyro could be changed to where the ‘forge bot’ generates one gyro every 1 sec for 8 seconds. These gyros are small ‘energy shield’ bots that circle the engineer much like the guardians shield of wrath skill providing 1 block each (no AI needed just animations). The purge/sneak/medic gyro’s could just be removed and the mechanics just added to the single ‘forge bot’.
I wouldn’t mind having a golem that you could pilot like Golem Battle Suit Prototype from air drop. Where you have access to your utility skills and the golem’s skills. Could have a few different types like the scruffy type, scorpion type, hazard suit type. there are many different type of golems in the game which could be fun to pilot when ever the scrapper wants after gathering enough parts. But that is just one of many thoughts to improve the class mechanic. I’m shocked we have not had any answers concerning this since it has been brought up right after the reveal. It is like an elephant in the room and it’s being ignored. The last post from Irenio CalmonHuang has not made any mention of if they are even looking into what can be improved on the class mechanic. Once again a link to all those ideas.
As it is the only reason I feel to unlock the scrapper is for the hammer skin. two weeks before HoT launch and I fear we will have a broken scrapper when launched. Which wouldn’t be bad if we knew something was being worked on to improve the mechanic that was chosen. Or a work in for a new mechanic. But my greatest fear is that all the scrapper will get is a rez and stomp which I’ll never use because doing it myself will always be more reliable. This is a flavorless mechanic. But we have said this before and was not given any type of word on if anyone was looking into adding flavor to it. I hate to write off the scrapper I have 4 engineers my favorite class. I was hopping for something Grand. Anet I hope you will fix this error and make scrapper great and something that I can look forward to playing!
Stealth gyro, as many have pointed out, has several issues with pathing, priorities and movement speed. I think an easy fix would be to have it “insta-cast” a buff on the engineer from range that gives him an aoe stealth effect. This would keep the stealth aoe centered on the engineer and not on the buggy pathing gyro. You could limit its casting range to whatever seemed to work to avoid it simply become Mass Invis 2
Make the stealth gyro aply AoE stealth on the engineer even if it’s not close, and replace the destroy command with a way to order the gyro to move where you want. It would make up for the fact that the gyro is visible, and create some interesting way of using it. You could create diversion for exemple.
I second these ideas, would make the stealth gyro better and more interesting
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
Stealth gyro, as many have pointed out, has several issues with pathing, priorities and movement speed. I think an easy fix would be to have it “insta-cast” a buff on the engineer from range that gives him an aoe stealth effect. This would keep the stealth aoe centered on the engineer and not on the buggy pathing gyro. You could limit its casting range to whatever seemed to work to avoid it simply become Mass Invis 2
Make the stealth gyro aply AoE stealth on the engineer even if it’s not close, and replace the destroy command with a way to order the gyro to move where you want. It would make up for the fact that the gyro is visible, and create some interesting way of using it. You could create diversion for exemple.
I second these ideas, would make the stealth gyro better and more interesting
WOW! Great idea. Have it work just like the Ventari tablet ground target location command.
I finally got around to writing some feedback. I’ve only read a few posts in this thread, but I’m going to try to focus on giving feedback based entirely on my own experiences. I do hope this helps this elite spec for a profession I have played with since day 1.
Hammer:
So. Hammer. I’m going to start off saying that this is a pretty fun weapon to use. It feels like an awesome hammer than some crazy engi would create. It has a lot of utility and damage associated with it, and I believe it has hit the “good damage” mark and possibly, in my opinion a great amount of damage more so than the rifle is able to produce. Besides a few minor bugs, which I believe have been reported, I will definitely be using the hammer for a variety of builds both for offensive and defensive purposes.
Hammer Skill Feedback-
- AA -The AA I have read from some seems to be that it is too slow. I looked at the AA compared to the warrior and the cast times are the same. I think it may feel a bit sluggish due an animation, but I thought it was still at the correct pacing.
- Electro Whirl – With my particular PvE build, this guy can hit like a truck. The reflect did seem a little strange to get the exact timing right, but it is nice to have to have a little counter play to more ranged builds.
- Rocket Charge- Ah man. This one is so much fun to use and a good hitter as well. I did feel the evades frames weren’t exactly right, but that may have just been me. I know there are a few minor bugs regarding activating fields, but that didn’t hamper the experience nor gameplay too much. I will say that for something that was mentioned to chase with, each moment to land is just a little too long to make a full effect to chase. This may be OK though as we already have enough swiftness and super speed to make up for it. The skill overall is pretty fantastic.
- Shock Shield- A great way to stack some quick vuln, doing damage, while having a block. I know this skill was a life saver for me multiple times while it was an effective means of doing some punishment to enemies who got too close. A really nice utility for the now melee weapon.
- Thunder Clap- Besides having a name that is shared with two other skills in the game, this is a pretty solid skill. It’s like supply drop with some damage and a stun but without the turrets and instead leaves a lighting field to be combo’d with Rocket Jump getting in some nice dazes.
Suggestions:
The only suggestion that I can come up with in particular for the hammer would be to give Rocket Jump a soft cc cleanse for at least immobilization, but that may be a bit much to put into the skill.
Gyros:
- Overall Thoughts-
Gyros are a weird take as far as utility is concerned. Engis already have turrets which have some trouble standing on their own these days in my opinion, so I thought it was odd that a similar route was taken with the gyros. Despite this thought going in, I did enjoy some of them and found their tool belt skills to be extremely useful. I don’t think I was ever dissatisfied with any of the tool belt skills(well… maybe one), so awesome job on that! But… there are a few, I’m afraid that will be left in the dust due to limited usability and mechanical issues.
- Medic Gyro- I played a little bit with this guy, and I did like the improved healing from what was initially shown. The tool belt skill was really nice providing a nice water field and protection. I can see this guy being used in the future.
- Bulwark Gyro- I used this guy a good amount in PvP. I had gone with a tougher build and with this guy, it just helped out with stopping some damage. Granted, in a larger fight, he didn’t last as long, but during smaller fights, it excelled. The tool belt skill while simple, helped out a lot with those with longer range.
- Purge Gyro- I didn’t really use this guy much. I probably should have played a bit more with this gyro, but this is one of the gyros I don’t see being used much. My main issue is that it has to travel to the character it wishes to cleanse meaning that in most combat situations, it’ll have trouble keeping up to reach the person. I’m not sure if it can “miss” a cleanse by having its animation start and then a character moving away. Something to test I suppose. The tool belt skill for this one seemed a bit of an odd choice for a condi application; however, it should be noted that it would be useful to reduce healing which is the more important aspect of this toolbelt skill.
- Shredder Gyro- The tool belt skill on this guy is amazing. I know the pulsed daze really helped lock down an area and provided more opportunities for attacks with the hammer. However, the gyro itself is a little underwhelming. The damage isn’t much and I found it odd that it had a .5 sec combo interval. I would think that it would be able to have the same interval as the warrior axe 5, as the issue with whirl combos are the fact the bolts seem to go in random directions and may not hit any targets. And with a slower interval, it just makes it a less chance to hit.
- Blast Gyro- Alright, I had fun with this guy. The super speed tool belt skill really is nice to have for a quick boost. The gyro itself is fun to use knocking enemies back and doing some damage. I do feel like it needed to move a bit faster and the reaction time after it is summoned needs to be a bit quicker. Sometimes after the summon it would sit there a bit too long before moving toward the target.
- Sneak Gyro- Let’s start with the tool belt skill. It’s cool. Reveal in a AOE format pretty effective on those who may try to shadow refuge or get together for a mass invis. However, like most gyros, the sneak gyro had trouble keeping up while on the move. I would have to stop or slow down just to make sure I got the invis pulse. Of course, the gyro could still be targeted which may end up getting me hit as well. Like all the other moving gyros, it is plagued by any sort of slightly raised terrain having the Scrapper take a longer route rather than simply doing a tiny hop. I’m afraid that the gyro may become the new Mortar before that guy was turned into a kit. Outside of the mass reveal, the sneak gyro just doesn’t seem to be that useful.
Suggestions-
Some of the gyros like bulwark, medic and blast, may get a lot of use out of them while purge, shredder, and sneak may not see much light. Any gyro that moves also has difficulty with pathing at times which may make situations aggravating. It is tricky that the gyros that move need to be close enough to the scrapper to provide support, but far enough away to not exactly get cleaved immediately. Perhaps some of the AOE effects could be a bit bigger or in the instance of the purge gyro, it could shoot a dart instead of going up directly to a character. When the gyros die, the daze can be a hit or miss (except for the blast gyro generally), as their location may be off from enemies. It may be interesting to allow the gyros to use the last bit of their “fuel” to propel themselves to an enemy in order to make the daze more effective.
Traits:
Overall thoughts
The traits for the most part had a nice balance of offense and defense while providing a little bit of niche support. There is a lot of synergy within the line itself. I will say that the Function Gyro was handy when it worked; however, it does have a more limited use outside of PvP given that in PvE there are rarely enemies to stomp. It does provide a great means to do a quick revive of a downed player. The few matches I played in PvP, it was useful to take downed enemies so that I could focus on other things.
Specific feedback on traits
Adepts-
- Shocking Speed- I didn’t use this one too much, but I can see it being useful due to the hammer abilites. I can see it lacking if a hammer isn’t available unless you have an ele or you use the Final Salvo trait if you use gyros + whatever blasts/leaps you have.
- Stablization Core- Moreso a trait for PvP, I can see this being helpful with stomps and combo with Mass Momentum, but this trait is pretty niche. In PvE land, if your parties members don’t go down much, you may not see this trait in much use.
- Recovery Matrix- This is a great skill to help buff up whatever heal skill you may have. This was really my go-to in the Adept trait line over the others.
Master-
- Decisive Renown- Pretty useful when allies went down and the 5 stacks of might makes it even better. I noticed that this procs with the function gyro as well which is an added +
- Rapid Regeneration- I have some more ideas with this trait I want to try out in the future, but I thought it was a pretty solid addition considering the amount of swiftness and super speed the engi has access to.
- Expert Examination- Even when I didn’t have many stuns/dazes available, this was still a pretty potent trait with a more tanky build. In a good amount of PvP matches, this was the one I selected.
- Mass Momentum- A really awesome trait to pair with Juggernaut, and really does well if you go into stability more. A nice touch was the toughness to power conversion.
Grandmaster-
- Impact Savant- I thought this was a nice touch even if only to reduce incoming stuns.
- Adaptive Armor- I loved this trait and used it a lot to get that extra tankyness and condition midigation. I feel like it’s in a good place.
- Final Salvo- I didn’t use it much, but I thought it was alright. There had to be at least one trait for gyros, right? I feel like there could be a radius increase for the daze here as well or perhaps this is where a stun break option could reside (though that would make it niche).
- Perfectly Weighted- I used this guy with more damaging based build in PvE. It worked well, of course, with Mass Momentum, and it helped give the hammer more push.
Suggestions
A few more things on traits… I believe I’ve seen this mentioned somewhere but I’ll just restate it that a stun break would be beneficial to the trait line. Some of the traits do feel slightly lacking and something like Perfectly Weighted could include a cool down reduction factor, though, I personally didn’t run into much hammer CD issues. I think something to bolster party toughness or protection would be nice too.
Summary-
Overall, I look forward to playing the Scrapper when HoT is released. It still has some mechanics to shift through and bugs to squish, but for having only one weekend to test, it wasn’t too bad. I do feel like the gyros may be a problem in most situations and perhaps falling down to where turrets are now. Some have some good functionality while others may not (but may have a cool and useful tool belt skill). I think if the gyros were given more quicker movement and the ability to follow the Scrapper regardless of the terrain (they are flying already!) I think it would help even just a bit. There may be some improvements via large AOEs or perhaps a change of functionality like giving the purge gyro a dart to cleanse condis. The traits are overall pretty solid for what was being targeted. There are a few that could be changed a little/given a bit more fuctionality. Also as mentioned before, a stun break and maybe a bit more party support would be nice as well. Finally, the hammer was great to use and felt just fun! I had very little issue with it and plan on using it more so than the rifle I did end up recording a lot of video, so perhaps whenever I get to editing that, I’ll edit the post and put it in here.
Also in terms of PvE, I modified my FT power build, and this baby hit like a truck! SO MUCH DAMAGE and extremely fun to play:
Drago, the aftercast (which isn’t shown on the tooltip) makes the auto attack slower than on warrior hammer.
I’d like to report a “bug”
Skill: Rocket Charge.
The skill description states that this skill is a “combo finisher: leap”
Now, the combo effect you get for using Rocket Charge in a combo field, is a leap effect,
However, the way the combo is activated is like a “combo finisher: blast”
This means that you need to land directly inside the combofield after executing your leap, in order to get a combo effect.
Ususally leap combos work in a way that you can either leap into, out of or through a combofield to create the combo effect. The only way to get the combo effect of Rocket Charge is to land inside the combo field with every leap. (so jumping out or through a field wont activate the effect)
It would be great if Rocket Charge got adjusted so it works more like regular leap finishers, or change it to a Blast finisher (which I’d prefer anyways)
- skrill
(edited by Skrill.6170)
At this point, any change suggested here would do really good to the specialization. I hope that they listen and that they will do something for one of the lowest player base profession.
At this point, any change suggested here would do really good to the specialization. I hope that they listen and that they will do something for one of the lowest player base profession.
I hope too. They did a really good job listening to the community for the chronomancer, not only for correcting bugs but also for changing traits and skills. They were really working together to improve the specialization. Let’s hope it will be the same for engineer.
Suggestions:
Hammer skills
- Hammer #1: Add burning to third chain.
- Hammer #2: Hit 5 targets.
- Hammer #3: Fix leap finisher.
- Hammer #4: Block instantly.
- Hammer #5: Pulsing Super Speed (2s).
Hammer traits
- Shocking Speed: Remove cooldown.
- Perfectly Weighted: 2 stacks of stability when you use Rocket Charge.
Gyros
- Medic Gyro: Faster heal rate.
- Bulwark Gyro: More health.
- Shredder Gyro: Faster whirl.
- Purge Gyro: AoE condition remove.
- Sneak Gyro: Fix bugs.
- Blast Gyro Tag:
- Rename to Blast Gyro.
- Remove projectile.
- Use orbital strike animation when casting.
- Spawn near target like phantasms.
- Gyro Self-Destruct instant cast time.
Gyro toolbelt
- Bypass Coating:
- Instant cast time.
- Increase radius to 360.
- Break stun for yourself and allies.
- Increase Super Speed duration to 5s.
- Chemical Field: 1s resistance per pulse.
Gyro traits
- Final Salvo: Add Blast finisher when gyro is destroyed.
(edited by guildabd.6529)
I only mean the feeling about the detonation. I would agree on a cast time when each gyro detonation would have a special effect (wich also should occur on death ofc). But right now it seems ANet has chosen the “lame path” for gyro detonation, wich then should at least include a blast + no cast time.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Suggestions:
Hammer skills
- Hammer #1: Add burning to third chain.
NO!
It adds nothing, and would likely have to be at the cost of a Vuln/Might stack.
Suggestions:
Hammer skills
- Hammer #1: Add burning to third chain.
NO!
It adds nothing, and would likely have to be at the cost of a Vuln/Might stack.
I agree that burning is a bad idea, but the stacks of might/vuln received have little practical usefulness.
Personally, I think the weapon’s damage should increase based on the the amount of CCs being suffered by the target(3%) and decrease based on CCs you are suffering(1%).
Of course that suggestion is rubbish and has not basis, but I would still like it very much
Suggestion: Include a way for this skill to be cancelled while executing especially after the first leap, such as tapping 3 again.
switch to a kit, then switch out. it will cancel the skill
No, it does not. I ended up trying this with flamethrower quite a few times. What happens is that you will bash people with the flamethrower as the action continues to execute. :P
Blackgate WvW
Stealth gyro, as many have pointed out, has several issues with pathing, priorities and movement speed. I think an easy fix would be to have it “insta-cast” a buff on the engineer from range that gives him an aoe stealth effect. This would keep the stealth aoe centered on the engineer and not on the buggy pathing gyro. You could limit its casting range to whatever seemed to work to avoid it simply become Mass Invis 2
Make the stealth gyro aply AoE stealth on the engineer even if it’s not close, and replace the destroy command with a way to order the gyro to move where you want. It would make up for the fact that the gyro is visible, and create some interesting way of using it. You could create diversion for exemple.
I second these ideas, would make the stealth gyro better and more interesting
WOW! Great idea. Have it work just like the Ventari tablet ground target location command.
I have to agree, that does sound like an intriguing idea.
Stealth gyro, as many have pointed out, has several issues with pathing, priorities and movement speed. I think an easy fix would be to have it “insta-cast” a buff on the engineer from range that gives him an aoe stealth effect. This would keep the stealth aoe centered on the engineer and not on the buggy pathing gyro. You could limit its casting range to whatever seemed to work to avoid it simply become Mass Invis 2
Make the stealth gyro aply AoE stealth on the engineer even if it’s not close, and replace the destroy command with a way to order the gyro to move where you want. It would make up for the fact that the gyro is visible, and create some interesting way of using it. You could create diversion for exemple.
I second these ideas, would make the stealth gyro better and more interesting
WOW! Great idea. Have it work just like the Ventari tablet ground target location command.
I have to agree, that does sound like an intriguing idea.
The problem would be that you lose the destroy on demand, and it’s a part of gyros mechanic. As I’m not really satisfied with this mechanic, it doesn’t bother me. I’d gladly trade the self destruct for a way to control the snake gyro and make it always stealth the engineer, because the way it works now is not really useful, you always know where the engineer is and you can cleave AoE in the zone. And it aggros mobs in pve. I really hope they will think about it.
I only tested the class a little because while I was supper exited by the gyros (love their concept and art) they felt weak for me (low to decent damage taking in consideration their destroy mechanic, + low life/health & limited duration). The good part is that it feels most can be fixed by touching numbers / giving them some tweaks.
And I say most because
- Blast gyro feels uninspired (you are already using gyros as bombs when they other uses end) and so slow and predictable that can 90% of the times evaded.
- Sneak Gyros AI + movement speed makes it horrible to use in practice, it needs to move faster and smarter or far better: like others proposed let it move targeted like ventaris tablet.
And the class special feature, the function gyro while I see its use, feels really wrong when you think that 90% of its use will be in PvP or WvW. What about the love for PvE? Why engineers are the only class that have its core-feature only useful in some modes and not all of them?
On the good things: Hammer is nice, and did I say I love the Gyros art?
Sneak: Grant 5 sec of Stealth to you and allies & dazes up tot 5 enemies in a large radius (stealth radius) for 2 seconds.
you do realize dazing enemies would put reveal on you and make all that stealth irrelevant
Key word “you”.
Sure if ur solo its not gnna do much. If used in group fights it still stealths other people.
Enemies get dazed, allies can jump out of stealth & attack them.
The enemy won’t know how many are still stealthed. Might give them a false sense of security, thinking there’s only one, then others jumping out to kill them instead.
What if the hammer autoattacks apply some kind of debuff during the autoattack chain (like, positive strike applies a “positive charge”, negative bash applies a “negative charge”) and we have equalizing blow and other skills interact with such charges?
Like, equalizing blow could do something based on the charges inflicted. Other electrical or magnetic-based skills could have their effects increased as well (increased range on magnet, for example?).
As an engineer main, I was super excited to get my hands on this elite spec. I’ve put a lot of time and gold into getting ascended gear and collecting the materials to craft Juggernaut so that I can have it the moment I finish the mastery/collection for the colossus precursor. After a weekend of playing pretty much nothing but scrapper, I can give my review.
First, the great.
Hammer
- I love this weapon. I’ve wanted it since I started playing vanilla GW2 and now we finally get it! The abilities give a great balance between offense and defense and none of them feels so gimmicky as to be useless.
- Auto-attack: Great. Feels unique and the buffs/debuffs synergize well with the engineer’s kit. I’m not a fan of the recycled hammer animations, but I will live with it.
- Electro-whirl: Also great.
- Rocket charge: Also great.
- Static shock: Conceptually the ability is fantastic, but I am noticing some serious animation/hitbox desyncs. Sometimes I am able to block before the actual shield animation is up and sometimes I am able to block far after the animation has disappeared. This is a serious issue seeing as this is the scrapper’s key defensive skill on hammer.
- Thunderclap: Great ability with excellent kit synergy and hard CC.
Now the not so great.
Gyros
- Overall, gyros are conceptually cool, but terribly executed. The gyros fail to keep up with fast moving party members in the best of situations and get quickly nuked by AOEs in the worst of fights. They cannot stay alive long enough to be useful and are too gimmicky to really replace kits as an engineer’s primary utility skills. Gyros need a fundamental redesign to make them fit into the current gameplay paradigms while still remaining useful. The other issue is that some of the gyros rely on AI to control when they perform their tasks, which takes away player agency and often gives the impression that the gyros aren’t doing anything.
- That said, all of the gyros’ toolbelt skills are excellent and I only wish that their core utility skills were as capable.
- Medic gyro: Right now nothing will replace engineer heal turret unless you are running a dedicated HGH/FT might stacking build. This problem gets even worse with a gyro that takes away control as to when the engineer dispenses healing.
- Suggestion: Add player agency and additional utility. Make the medic gyro a summon that hovers near the engineer until instructed to activate. The active ability is a GTAOE heal pulse that does not cleanse conditions, but leaves a water field that can be blasted to give healing. This allows the engineer to give targeted support while still giving the heal turret a niche to provide close range condi cleanse.
- Purge gyro: Situationally useful, but has a lot of trouble keeping up with anyone that has swiftness or super-speed. Again, they are also susceptible to AOE nukes.
- Suggestion: Increase gyro movement speed and HP.
- Blast gyro: An unblockable knockback is cool in concept, but not terribly useful in practice. Bypass coating is also weak in that it only provides 3sec of super speed in contrast to slick shoes’ AOE knockdown and stunbreak/5sec super speed on demand.
- Suggestion: Turn blast gyro into a seeker missile killbot of doom. High AOE damage, high launch, unblockable. Increase toughness but keep the movement speed to make it a huge threat on the battlefield that can be countered with excellent reflexes and a keen eye. Alternatively, the blast gyro can be made to inflict debilitating conditions on the target like weakness, cripple, and vulnerability to give it some debuff utility. Bypass coating needs a duration buff to 5sec or so to make it useful as a team buff. Slick shoes’ toolbelt skill can remain as a stun break to differentiate it from bypass coating.
- Shredder gyro: Of all the gyros, the shredder is probably the most functional currently. It is absolutely devastating when dropped in a fire field right in a crowd. The issue is that it cannot deal any serious amount of damage or contribute any utility on its own, which again makes it inferior to kits and gadgets.
- Suggestion: Increase base shredder gyro damage and damage radius, making it an actual physical hazard on the battlefield that can be used to provide temporary area denial in addition to just being a whirl finisher bot.
- Sneak gyro: Still has trouble keeping up with anyone that has swiftness. Otherwise a solid stealth utility.
- Suggestion: Perhaps have a lowered aggro radius on sneak gyro for AI mobs?
- Function gyro: A cool concept, but super gimmicky and not terribly useful in practice. Activating a function gyro requires you to target a downed teammate, which can be difficult during heavy combat and even then will only target a downed teammate, not a fully dead one.
- Suggestion: Allow function gyros not on cooldown to at least partially revive fully dead allies. Actually there’s more that could be done with this, too. What if a function gyro could do things like lift supply crates and carry them for the duration of their activation? That would give them some unique utility outside of the ability to remote rez or humilitating an enemy with a bot stomp.
- Universal gyro suggestion: INCREASE DURABILITY AND MOVEMENT SPEED. Make cooldowns begin cycling when single-use gyros are summoned rather than when destroyed/expended.
Minor Traits
- Function gyro notes are included in the gyro section above.
- Decisive Renown is situational and doesn’t feel like it fits with the rest of the engineer’s kit or the Scrapper’s theme.
- Suggestion: Rework to Master of Automatons. Make the master minor trait a passive gyro cooldown reduction. Applies 3sec of aegis to gyros (or some other buff/boons) when first spawned. This will incentivize gyro use and give them some degree of survivability in combat.
- Impact Savant is good, though I would like to see a larger bonus, perhaps 33%.
Adept Tier
- Recovery matrix is garbage. It doesn’t do enough for what you have to give up to get it. I suggest turning it into 10% damage resistance while undergoing healing.
- Shocking speed would be situationally useful except for the fact that super speed is globally capped at 5sec and cannot be stacked with anything else. This cap needs to be addressed before this trait becomes more useful.
- Stabilization core is again situationally useful but will inevitably save your life or the life of a teammate when activated. If the function gyro has its capabilities expanded to include other duties, then this trait will see more use.
Master Tier
- Expert Examination is fine, though I would perhaps increase the durations of the weakness and vulnerability, seeing as there is a limit to how much daze/stun one player can apply.
- Rapid regeneration is also good, though I often had trouble telling if it was active or not. I would suggest adding a buff icon to show when you are under the effects of rapid regeneration (also backpack regenerator).
- Mass momentum is great and synergizes well with other specs. Overall, a good trait tier.
Grandmaster Tier
- Adaptive Armor is easily the most powerful trait at first glance, but it is not without its problems. For one, it activates when the engineer is struck, so it is reactive rather than proactive. If you get one-shot by a boss or elite’s burst attack, then a little extra toughness is not going to save you from the next incoming attack. I suggest making adaptive armor stacks build up when you gain might (similar to how Necromancers gain corruptor’s boon by inflicting conditions). This encourages you to stay in melee range and provides sustain for close-combat builds. I would also make the 20% condition resist keyed to stacks of adaptive armor to incentivize this playstyle rather than making it a permanent reduction.
- Final Salvo: Garbage. This trait keys entirely to gyros and is far less useful than the other grandmaster tier traits. This should be a passive effect (roll in with Master of Automatons) and another trait should be developed in its place.
- Perfectly Weighted: Great! Rewards good evasion with stability, prevents chain stuns after dodges, and also synergizes with mass momentum. Great for hammer users.
TL;DR – Hammer is awesome. Traits need tuning. Gyros need overhaul.
Impact Savant, Stun Availability & the Daze/Stun Discrepancy
As previously stated in others’ posts, Impact Savant seems amazing, but Engineer in general has too few reliable stuns for it to be put to much use. The availability of stuns should be increased slightly to better flesh out builds that want to work the control aspect of the game.
Here are a few ideas to inspire you on this topic:
Stun on Critical Hit – May be too powerful if not tuned correctly, but would create a unique niche among professions. Something like 20% chance on crit to stun. However, it’s a passive buff and adds no real counter-play or variation on a theme.
Engineering for Contingency – Rework Final Salvo to generate a small point-blank AOE stun on a gyro’s destruction. Would definitely help bring parts of the Scrapper specialization together and add counter-play.
Stun on Turret Detonation – High amount of reliable stuns, but probably too much of a good thing. Doesn’t make the Scrapper specialization any more bountiful or add much counter-play.
UPDATE: A counter-argument I’ve run into on this topic has been that Scrapper has too many stuns, as the amount of Lightning fields it employs can be utilized to stun enemies using leap finishers. However, this is false, as this combo produces a daze, which although is similar in effect to a stun it is technically different from a stun. This differentiation is often grayed by traits that make dazes cause stun (Confounding Suggestions) or the pairing of Lightning fields and stuns in skill effects (such as Static Field and Thunderclap).
This brings about an interesting idea though: one way to increase the value of Impact Savant may just be to extend the modifier to daze.
(edited by Mingus Dew.8620)
One request for Rocket Charge:
When you adjust this, please only make it better at hitting the target it leaps to, but keep the zig zag mechanics. One of the biggest reason the zig zag charge is good is because it synergizes so well with Slick Shoes. If this is changed to a straight forward leap 3 times, then it will lose this synergy.
One request for Rocket Charge:
When you adjust this, please only make it better at hitting the target it leaps to, but keep the zig zag mechanics. One of the biggest reason the zig zag charge is good is because it synergizes so well with Slick Shoes. If this is changed to a straight forward leap 3 times, then it will lose this synergy.
Entirely disagree. There’s no synergy to falling off cliffs and being slower at everything. You can use slick shoes whenever.
Jara Ariasdottir (Soon all classes proper!)
With 3 different and separate leaps which you can activate when you want and where you want, you could still jump in zig zag manually, best of both.
I’ll summarize scrapper:
1. Awesome traits
2. so-so hammer
3. Bad gyros
ANET is in a tough spot though. Scrapper was already consider top tier in PvP. If thy buff gyros too much, it will be over the top. If they don’t buff gyros, they are bad. Tough choice.
I’ll summarize scrapper:
1. Awesome traits
2. so-so hammer
3. Bad gyrosANET is in a tough spot though. Scrapper was already consider top tier in PvP. If thy buff gyros too much, it will be over the top. If they don’t buff gyros, they are bad. Tough choice.
Scrappers are good in PvP because of the traits.
It would take a hell of a buff to have Gyros seriously challenge or exceed the likes of FT, Elixir S, Elixir B, Elixir Gun, etc
Drago, the aftercast (which isn’t shown on the tooltip) makes the auto attack slower than on warrior hammer.
Mmm. I see. Thanks for the clarification.
Suggestions:
- Chemical Field: 1s resistance per pulse.
I could get behind this to swap out the poison field.
I got an idea that will fit into the theme of the scrapper for the auto attack why not with a small damage increase allow the last strike to be a cone aoe thats electricity out too say a 180 range with a 5 target cap this way vs groups you can still output a tad bit of dps too player’s trying too run away?or just make the last strike chain electricity too 5 targets within a certain range granting might per hit
(edited by Frightlight.3796)
Suggestions:
- Chemical Field: 1s resistance per pulse.
That’s a great idea, in my opinion
Suggestions:
- Chemical Field: 1s resistance per pulse.
That’s a great idea, in my opinion
I really like this idea
Yeah, guildabd’s idea is really good.
Even better if the poison field is still kept. Call it resistance field.
(edited by lorddarkflare.9186)
Hammer:
Loved the hammer overall, though I would like to see an increase in the survival utility of skill 4 (increased duration, reduced cooldown, or both) even if it means sacrificing some of the damage. The auto-attack chain also felt a bit awkward, but maybe it just takes some getting used to.
Gyros:
Once the various bugs are worked out, they will add some flavor, though I don’t see myself using them very often. I did, however, like the healing gyro’s toolbelt skill and it’s synergy with Hammer 3.
Class Mechanic:
As someone who primarily plays PvE, I thought the concept would be useful for saving people who stand in fire, so to speak, but the gyro never seemed to live long enough to be useful in that regard (tested on the Wyvern fight). I still like the concept, but found it’s utility much more situational than I had hoped.
I main an engineer, and when I heard they were getting the hammer I flipped out with joy, all in all a unstoppable heavily armored, steampunk monster. Buuuuut the hammer and gyros need some work.
Hammer:
1 Chain – Attack speed needs to be far faster, melee combat is risky for a medium profession we need faster attacks at the very minimum, a 5-10% damage increase would be nice.
2. Fine, maybe increase projectile reflect by 1 second if anything.
3. Rocket Charge, is very clunky has pathing issues, when it hits, it does amazing damage but i the flashy bits of the attack/animation, targets even AI ones can move away or have additional allies move infront of them, causing your attack to go everywhere…
4. Overall loved it, instant cast would be nice.
5. 1/2 more stun time, otherwise great.
HAMMER OVERALL – Reduce the cooldowns and make fighting up close worth the danger, compared to what the engi is use too, FASTER attack speed/animations would be top of the desired list.
Traits – I had no problem with, honestly. Liked them all and the options available.
Gyros -Need major rework, they are too weak, too slow and have WAY too high cool downs, as many have said, any sane engineer would not take gyros over current utilities because they are too clunky and under-performing. Perhaps make gyros immune to damage and use fuel as life-span? Or give them 50-100% increased health, and give powerful passives and potent actives?
(say a detonating ability that change depending on the gyro, keeping the dazes and toolbelts as they are, except the poison field from the medical gyro that needs a buff imo.)
Apart from the fact they need to do something about the Gyro AI,
Sneak Gyro: Let the sneak gyro radius (or half the radius) be a smoke field.
This way people can either use it for a sustained stealth but also as a stealth stacking skill, which would make it much more elite worthy.
regarding a stunbreaker for gyros, it could be added to final salvo (or stabilization core). It wouldn’t force the use of a specific gyro, we could chose which gyro to use, and nobody would take all utility gyros just for stunbreakers.