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Smallscale <3 !
Stealth gyro should be on a cd like 45 or 60 secs, but if you touch HT you have to buff the other heals otherwise it would be a huge nerf .
Either minimally shave sustain or a bit of damage on hammer. Playing marauder amulet with quite decent dmg and with that good sustain makes it OP imho.
In my opinion the following 2 segments actually need to be looked at:
– armor on crit trait, I think 5sec ICD actually makes it one of the most OP traits in game, I think like 8sec ICD would be OK.
– regen access: sorry, but seeing scrappers with 40+ sec of regeneration is not fine when coupled with amount of blocks, invulnrs and stealth we have.
Just my 2 cents.
Either minimally shave sustain or a bit of damage on hammer. Playing marauder amulet with quite decent dmg and with that good sustain makes it OP imho.
In my opinion the following 2 segments actually need to be looked at:
– armor on crit trait, I think 5sec ICD actually makes it one of the most OP traits in game, I think like 8sec ICD would be OK.
– regen access: sorry, but seeing scrappers with 40+ sec of regeneration is not fine when coupled with amount of blocks, invulnrs and stealth we have.Just my 2 cents.
I feel sorry to say that, but it seems like you have no idea how engineer/scrapper is working.
Armor on crit? Because you call the 5s ICD I think you are talking about the trait which will give you protection if you get cc’ed. Big difference. And this trait is just so strong because there is hard cc flying around the whole time. There were times hard cc was something you timed right to land a combo,not just spam it so the enemy is basically unable to do anything until you killed him.
And permanent regeneration is not a big deal, many professions are able to keep this boon up permanent. The bigger problem seems to be the new trait Rapid Regeneration, which grants healing while under switness and superspeed. This maybe should be tuned down, but give Final Salvo an additional effect to make up for the loss of usefulness (this grandmaster trait already is underperforming).
(edited by Kodama.6453)
I don’t like scrapper and i don’t play it so nothing personal. The problem imho is not on gyros becouse gyros die really fast . If you raise the cd on snake gyro for example, you have to give to it more toughness and it can be worst. In my opinion the real problem is the great healing that some scrapper traits gives plus the fact that some skills like hammer 2 are really strong and on short cd
Either minimally shave sustain or a bit of damage on hammer. Playing marauder amulet with quite decent dmg and with that good sustain makes it OP imho.
In my opinion the following 2 segments actually need to be looked at:
– armor on crit trait, I think 5sec ICD actually makes it one of the most OP traits in game, I think like 8sec ICD would be OK.
– regen access: sorry, but seeing scrappers with 40+ sec of regeneration is not fine when coupled with amount of blocks, invulnrs and stealth we have.Just my 2 cents.
I feel sorry to say that, but it seems like you have no idea how engineer/scrapper is working.
Armor on crit? Because you call the 5s ICD I think you are talking about the trait which will give you protection if you get cc’ed. Big difference. And this trait is just so strong because there is hard cc flying around the whole time. There were times hard cc was something you timed right to land a combo,not just spam it so the enemy is basically unable to do anything until you killed him.
And permanent regeneration is not a big deal, many professions are able to keep this boon up permanent. The bigger problem seems to be the new trait Rapid Regeneration, which grants healing while under switness and superspeed. This maybe should be tuned down, but give Final Salvo an additional effect to make up for the loss of usefulness (this grandmaster trait already is underperforming).
I disagree on Rapid Regeneration mainly due to the fact that more than one class has access to better versions of this trait. It’d be far more of a problem if Superspeed was easier to get, but as it stands, there are classes that have access to better forms of Rejuvenation and they’re not considered problematic (Warriors have access two for absolutely nothing, a Maxed Adrenaline bar and a Signet which gets them in the 800 health per second range).
The real thing that I’m betting people have a problem with is Bunker Down. A Bandage Bag and a Mine every 2 seconds if you can get a crit off. That brings Engineers Health regen up to the 600s. Not a whole lot of Health unless they horde these bandages then they can get spikes of 2000-3000 health.
But from what I hear — this is just the Meta across every class at the moment. Bunkers for days.
I think another way. No one complained about Bunker Down (and I really hope they leave this grandmaster trait alone, this time it is the only viable grandmaster choice in Inventions and it is crucial for many engineer builds) before the release of Scrapper, which provided another source of regeneration. I still think they should adjust Rapid Regeneration.
They want to remove the Zerker meta by reducing survivability? They did a really poor job in giving people versatility as a full Zerker group is still ideal. Even in HoT content. The percentage damage increase from berserkers far out weigh the percentage damage reduction of other stats. I love my hammer. So much so that I’m finally crafting Juggernaut! My favourite legendary in the game.
I fear the changes will be with the hammer itself. Reducing the block of 4, reflect of 2. But at a price I don’t understand? We have a low health pool and to have the fast healing and stun breakers, we sacrifice damage. This change only forces builds to focus more on damage than trying to find a balance.
If they make changes to the trait line. And nerf it? I’ll be ashamed. Truly truly ashamed. 2 minor traits of the Scrapper are only good if your team mate is downed and you are alive. Please note ALIVE. I thought the idea was that the Scrapper was a beefy guy or Girl who will survive the mistake and be able to get up the friend that didn’t.
This change no matter how small is kitten on those traits. And if survival is going to be changed then I demand those traits are changed too.
Mini rant done.
If they don’t nerf HT and slick shoes, engi will be still my main even if he make zero dmg and die from one hit by rabbit.
Nerf rapid regeneration(not from swiftness but from haste) and adaptive armor(condi reduce is balanced, armor need nerf 40) but increase duration to 12sec.
Other traits need more viability to choose like: "hey am power zerk for raid, condi engi, tank, cc, or meaby heal(med kit? O-o) we will see :-)
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