Hey people
My first response to the PoI showing of the “Scrapper” was pure disappointment, and I already was kinda de-hyped from the blogpost on thursday …
but lets start from the beginning ..
The Hammer
The hammer really was by far the only viable thing I saw yesterday ..
Hammer 1
The autottack of the hammer is besides of its pretty low base damage actually very good, though not particularly originel since they simply used the principle of the Reaper, so we get might 2/3 of our autoatack hitchain, for an okay 8s and inflict 12s of vul to oppenents with 2/3 hits from our autoatack chain, also very useful.
Electro-Whirl
Here we see a borrowed mechanic, this time its from the DH, a reflect with a very short time window.
In addition, this one seems to do pretty good damage in close combat too.
perfectly fine so far.
Rocket Charge
The third skill we finally get something new and sparkling, a leap with not only 1000 range, but also this leap is divided into 3 smaller jumps each of which is a jump finisher (jump finishers are no explosive finishers but still better than Whirl). Note however, if you are already in melee range, this skill really really hurts too.
Shock Shield
Another new mechanic, here we have a nearly 2 seconds block, unlike many other blocks this doesnt just block one attack, no here we have a permanent 1 3/4 seconds and at the same time fireing 4 eltric bolts to nearby enemys.
and finally
Thunderclap
Some scream OP, others say meh … the Scrapper creates an AoE lightningfield that comes with its own minor trait that is not justified at all and immediately stuns enemys for 1s (+1/4s from the trait), the stun in my opinion doesnt need that minor since this provides a QUARTER of a second whch adds little extra time to Scrap opponents .. but again very good damage If the enemys stands inside the aoe and the obvious synergy with finishers from the kit of the scrapper, even if the cooldown of (not shortenable) 24 seconds is a little long.
That concludes the hammer and unfortunately the only useful thing this elite spec brings to the table ..
But WAIT! I hear you cry .. the Functiongyro, the functiongyro is so OP! Op!Op!Op!
Well .. we have not seen it in action, but yes the functiongyro seems to be quite strong, even more so with the trait ..
especially since we as engi have no access to skills that will help us finish an enemy .. something like an elixir that makes us invulnarable, or a combo which stealthes us …… and the silliest part of gyros I’m haven’t even come to yet .. of course you can then also kill the gyro in 2 hits
So this is not a selling point .. and especially since Engi does not need a buff in PvP ..
and I do not want the other Engis a getting a cheap kill off of me with this funny and yet poorly designed skill
What Engi needs are a couple of viable builds in PvE .. and no one in lfg will be like: “ohh yes please an engi so he can resurrect me from very far away.”
Conclusion for Funktionsgyro: Meh.
Now then.. utillity Gyros
I will not go into detail about the individual gyros here at all, because all of them are so (s)crappy it’s not funny anymore .. and thats not even because of their capabilities but to the way HOW and with what THOUGHTS they are integrated into the game.
it is the stuuuuuupidest thing to provide the gyros with “free will” (AI) and then also Hp and then also totally unnecessary skills and then also unnecessary summonings and then also totally unnecessary copypaste turret explosion as active.
AND THEN THESE THINGS CANT EVEN SHOOT !! Why am I an engineer in war if I do not even equip my inventions withmachine guns and rocket launchers ?!
Instead, I am so ashamed of my invention, that I install a self-destruct button so no one will see these flying abominations..
[/insert “Sadgyro.jpg”] _
And dont even get me started on their halfhour cooldowns and limitied lifespan
Conclusion on the Gyros: The Engi has a huge repertoire of versatile skills. And if I develop a new Utillity for a class that already has such an incredibly strong kitten nal, then that has to be something really interesting, useful or just super fun to use.
what is offered in his ELITESPECIALIZATION here is so little useful stuff it makes you wonder if some of the devs even know what this game is about.
The Elite Gyro has exactly the same stupid AI problem and what I think of perma stealth in both PvP and PvE .. not every class have to be invisible ..
The Combofield
Anet loves combofields, literally forcing us here (or not because no one will play with these drones), but honestly .. everything that is not a firefield has no place in PvE .. and what do we not get? correct! a firefield.. we get a water, a poison, a litghning and a superspeed field .. because in PvE fight we run so much and heal so much.. and bosses also always heal themself ..
I admit a clutch heal is potentialy sometimes very good, but engi has the best heal in the game in his Healingturret already (and also a water-field) and to run faster through fractals is nice but out of combat normal swiftness is enough and everyone can boff that theirself
The reflectschield is ok, the gyro unfortunately is completely useless so far.
Final Conclusion: Through this Spec I get a hammer .. .. .. yaaaay..
Edit: oh, and to these people that think of a perma might stacking stabillity Flame Thrower build: No!
as long as it is not buffed, the autoattack on Flamethrowing not suitable for DPS ..
Now to my suggestions, my ideas and to which I actually thought Anet would do it this way.
I’m okay with letting the combofields be combofields .. but give us useful gyros, give us the feeling that it is cooler than 3 weaponkits so that we really want to try them.
Basic changes of gyro-mechanics that are absolutly needed
-Gyros are no units and can not be taargeted.
-Gyros have no AI, they float always in the same place behind, in front or around the Engi (a bit like the healing knife from revenant assassins heal)
-Gyros have no HP. (with the exception of functiongyro)
-Gyros still have a limited time (“fuel”)
-Gyros can not be exploded manually and instead have skills
-Gyros are equipped with various small weapons
-Gyros still explode after the time runs out
I’ll present you, MY versions of the Gyros:
Medic Gyro
Deploy a medic gyro equipped with a small laser to heal nearby allies and attack an enemy with a freeze ray
Medic gyro
CD: 20s
Duration: 15s
Selfheal: 2,000
Gyroheal: 1000
Interval: 3s
Radius: 600
Laser Damage: 50
Interval: 2s
“Active”
Freeze ray
Shoots a freeze ray at an enemy inflicting chill
CD: 6s
Damage: 100
Chill: 1 1/2s
Purge gyro
Deploy a purge gyro equipped with a small stun gun that removes conditions from nearby allies and can weaken an enemy.
Purge gyro
CD: 20s
Duration: 15s
Conditions removed: 2
Interval: 3s
Radius: 600
Gun Damage: 50
Interval: 2s
“Active”
Weakening shot
Shoot a dart at an enemy weakening him
CD: 6s
Damage: 100
Weakness: 2s
Gyro Bullwark
Deploy a bulwark gyro equipped with a small canon to apply Protection to nearby allies and daze enemies around it and grant allies aegis.
Gyro Bullwark
CD: 20s
Duration: 15s
Protection: 3s
Interval: 3s
Radius: 600
Cannon Damage: 80
Interval: 2s
“Active”
Stomp!
The bullwark gyro stomps on the ground to daze nearby enemies and apply Aegis to allies
CD: 6s
Damage: 100
Dazed: 1s
Radius: 600
Aegis: 5s
Blast gyro
Deploy a blast gyro equipped with a small grenade launcher, granting you and your allies Retribution every few seconds and can charge in an enemy with a bomb.
Blast gyro
CD: 15s
Duration: 15s
Retribution: 3s
Interval: 3s
Radius: 600
Damage grenades: 100
Interval: 2s
“Active”
Kamikaze!
seek out an opponent and then explodes and pushes back the enemy
Damage: 1,800
Kombo Finisher: Blast
knockback distance: 450
Shredder Gyro
Deploy a shredder gyro equipped with small axes, to whirl around you striking foes and using combo fields and is capable of unleashing a deadly hail of bullets.
Shredder gyro
CD: 15s
Duration: 15s
Damage: 50
Interval: 1s
Radius: 240
Kombo interval: 1/2s
Kombo Finisher: Whirl
“Active”
Shrapnel
Shoots small metal splinters in all directions
Damage: (10x) 1,000
Duration: 5s
Sneak Gyro Elite
Deploy a sneak gyro equipped with a small silenced pistol to provide stealth to nearby allies and has an unstable self-cloakingfield. Shoot only when engi is visible.
Sneak gyro
CD: 30s
Duration: 10s
Invis: 3s
Interval: 3s
Radius: 600
Guns Damage: 40
Interval: 1s
“Active”
Cloak
The Sneak Gyro stealthes himself briefly but then explodes
CD: 10s
Duration: 3s
So this is roughly how I’d imagine gyros to be. useful little helpers that fire their weapons a little to help DPS and simply for the feelz and also have abilities that are more often usable than in super special situations.
for the elite I do not really thought of something that I completely like but I find it flawed and out of place anyway.
What do you think of my feedback? are you agree with me? How do you like my ideas for improvement?
Let me know all that
Thank you for reading through all of that, and I am sorry if there are some gramma errors, but english is not my native language.
thats all for now and I still hope you all have some fun with the Scrapper.