Let me begin by saying I absolutely love the Scrapper, and I am very grateful to the team behind it for making this awesome gameplay style with the Engineer.
So let’s dive right in!
A core part of our Scrapper specialization are a few unique interactions with super speed.
Shocking Speed grants us super speed when we use a blast finisher or a leap finisher in a lightning field. Creates interesting synergy between the Thunderclap/Rocket Charge combo, Final Salvo’s lightning fields on gyro destruction, and Shredder Gyro’s tool belt skill, Spare Capacitor.
Rapid Regeneration allows us to have a flat heal, unaffected by healing power, every second while under the effects of swiftness and/or super speed. A fantastic trait, that really helps with our sustain when we use hammer, and are in the thick of things as a melee.
So, where is the problem? It lies in super speed not truly being a “boon”, and thus not behaving like a boon. It can’t stack.
As an effect, it cannot be removed by boon removal – which makes sense as it stands, because you cannot stack it, and our longest current source of super speed is 5 seconds on “Super Speed”, the Slick Shoes tool belt skill. New applications of Super Speed will overwrite any previous incarnations of it on your character, letting you potentially overwrite a longer lasting source of super speed with a shorter one.
2 changes have just occurred to tone down the power of some our builds. HGH’s might duration was brought down to a very reasonable 15 seconds, and Adaptive Armor’s passive toughness stacking was brought down to – again – a very reasonable 60×5, instead of 100×5. This was to address the most prominent play style arising in the early game – the Celestial Engineer/Marauder Engineer. Many felt these changes were necessary, because they were getting a free 500 toughness while investing fully into damage, and the might stacking of HGH was problematic due to its unbelievable duration – but it inadvertently affected the viability of less popular builds as well.
How can we bring up the viability of low damage, high tankiness/utility Scrapper builds, while avoiding the power creep of Celestial/Marauder builds?
SUPER SPEED
I have two suggestions:
1. Make Super Speed a boon and allow it to stack – this may appear to be fairly overpowered, and some durations of Super Speed granting abilities would have to be looked at, but allowing it to be removed via boon removal would allow for counter play, and it’s conversion could be a potentially devastating movement condition, like Chill, Cripple, or Slow.
2. Alter these traits and/or the Scrapper itself to better interact with Super Speed in its current format – lower the base healing, and allow for healing power scaling on Rapid Regeneration, and maybe add an effect to Shocking Speed to allow for Scrappers to have a unique stacking effect on Super Speed with a hard cap at maybe 8 seconds.
With the Adaptive Armor changes, Marauder and Celestial builds will be less inclined to take this trait, which is great for balance in the sPvP setting, and it still remains a decently strong choice for tankier builds. Healing Power scaling on Rapid Regeneration would make a selfish regen Scrapper build very viable, and Shocking Speed changes would allow us to actually have a reliable uptime on these passive heals, as opposed to the odd 3 seconds here and there.
Thanks for reading! And I hope to hear from you all on what you think should be done about Scrappers and Super Speed.