I posted a suggestion in Irenio’s Scrapper discussion thread, and a couple people wanted me to re-post in my own thread, so here we are.
The goal I had in mind when I set out were to build towards a more robust Scrapper identity, aesthetically as well as mechanically. A secondary goal was to widen the usefulness of Scrapper mechanics across more game modes.
In my opinion, the Function Gyros need to be strong pillar for the mechanical identity of the Scrapper, what really sets apart a Scrapper from an Engineer. This is the class mechanic we get from the first minor trait, a parallel to Reaper’s Shroud, Celestial Avatar, Overload Attunement, Continuum Split, Dragonhunter Virtues, Facet of Nature, Primal Bursts.
Other than the Scrapper, only the Daredevil’s third dodge bar doesn’t really alter the profession mechanics significantly from the core profession.
Currently, the Scrapper defining minor trait reads this: “You gain access to the Function Gyro, which can finish a foe or revive an ally at range.”
What I would suggest is:
Function Gyro: Gain access to up to 3 non-combative (unable to be damaged or targeted) Function Gyros which closely encircle you. Periodically construct a function Gyro every 60 seconds. Command a Function Gyro to join the fray (becoming targetable) to finish foes or revive allies. (20s CD).
Reworking Impact Savant, the last Minor, as well:
Impact Savant: Insert Universally Appealing Effect here, and reduce the duration of incoming stuns by 10% for each encircling Function Gyro.
Player suggestions ITT for Impact Savant that are based on how many Function Gyros are available:
- Apply Slow when disabling foes
- % Condi durration increase (helps with vulnerability as well as dmg-condi).
- % Boon durration increase.
- % Movementspeed.
- Regular might/boon stacking.
- Regular vulnerability stacking (Gyros fire weak vuln stacking bolts).
Further ideas, player suggestions ITT – for a complete change to Impact Savant:
- ‘Gain +x% damage for xs when CCing your foe. You also gain x Endurance when hit by CC.’
- ‘When CCing a foe, deal moderate damage to nearby enemies and Cripple them. When hit while CCed, your foes are Slowed for xs.’
- ’Grant x Stacks of Might for xs to nearby allies when CCing a foe. Gain Regeneration when hit while CCed.
- ‘Super Speed applied by you also grants a x% damage bonus. You receive x% less damage while under the effect of Super Speed.’
What this accomplishes is creates a system of Gyro management that Scrappers in all game modes would be able to manipulate to their benefit. With infrequent use of the Function Gyros, Scrappers would benefit from Impact Savant’s effect per idle Function Gyro. Frequent use of help from a Function Gyro every 20 seconds will be possible in spurts, if they managed production well, and didn’t deplete resources.
Best of all, it’d be a constantly present theme that adds a bit more substance to the Scrapper’s core class mechanic, keeping it closer to the same feel players had when watching the Scrapper in the HoT trailer, visually, with Gyros always at their command. In my opinion the profession mechanics should be solid, whether the utility skills are used or not.
I’d like to hear feedback as well as suggestions on how to re-work the utility based Gyros away from the impending turret-state and, for example, into more unique and short-lived Gyro based attacks, rather than autonomous A.I with independent health pools. (Not to put ideas in your head!)
Thanks for reading
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(edited by Chaith.8256)