Scrapper changes

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Posted by: Spartacus.3192

Spartacus.3192

Rocket Chg CD going from 10s to 12s

Stealth Gyro CD going from 20s to 40s

Your typical average gamer -
“Buff my main class, nerf everything else. "

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Posted by: Zefrost.3425

Zefrost.3425

Tool Kit block reduced cooldown when everyone wanted it raised because it’s OP lol.

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Posted by: GreenRipper.6432

GreenRipper.6432

Now ALL gyros are useless. The only advantage of Sneak Gyro was in PvP and WvW, for PvE it is not used, now it will not be used anywhere.

And solve the problem of movement of gyros?
Chances are the mortar kit again used as the supply create was destroyed to the high aftercast.

The nerf in charge roket was also ridiculous, was the main source of damage. I think that before any nerf have to solve the bugs because we are simply being ignored in relation to this

Nightmare Clown – RUSH guild [Yak’s Bend]
www.twitch.tv/nightmare_clown

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Posted by: Manuhell.2759

Manuhell.2759

As usual, the actual issue is that those changes fail to consider the other gameplay modes.
They could make sense in pvp (apart from the tool kit one). But they’re either useless buffs or unneeded nerfs in PvE.
And given that they even gave further buffs to the warrior (that had no reason to get PvE wise) and that alacrity is getting its effect halved, i guess engineers condi will likely get the shaft raid-wise, even if they weren’t directly nerfed in that regard.
I will continue to wait for the day when they’ll finally split those balance changes.
A day that will likely never come, but still…

Edit: seems those aren’t the full changes, anyway. There is still time to screw PvE Engi further, it seems.

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Posted by: Sins.4782

Sins.4782

2 second cooldown increase… ‘balance’ right there guys, pack it up, scrapper is fixed, let’s go hit the pub.

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Posted by: leviathan.2148

leviathan.2148

It just seems to me that we are returning back to the “engi being nerfed” routine. I’m sure that there will be much more changes but what can we say when they don’t address the biggest issues?

Also 4 changes for detailed preview? Grouch, please come back, that few hour stream before HoT release was detailed, not this…

At least we have the buzzing gyros in Maguuma… that are unable to follow properly… and gimmicky…

I am an engineer – a pianist of destruction! Now please go back to standing in my AOE.

http://wpwhendead.tumblr.com - a GW2 webcomic about a Charr and a Skritt

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Posted by: PierPiero.9142

PierPiero.9142

Tool Kit block reduced cooldown when everyone wanted it raised because it’s OP lol.

nobody use it now … becouse hammer has already a block …. i play with it but with a real non standard build . And i don’t know how many people will create a build with tools … other traits are not that great … for me in many case invention is better even with cd reduction on toolkit . They should make pistols better ihmo or make something for having more build diversity , instead, i change are only this , we will continue to see scrapper marauder as before… only with 10 sec less of stealth …. and 2 sec more on skill 2 … i don’t think it will destroy scrapper meta … and it will not make other builds better. … so i am not happy of this

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Posted by: insanemaniac.2456

insanemaniac.2456

hmm

its just a slap on the wrist

scrapper will still be just plain better (in pvp) than any power engi build not using scrapper if those are all the changes.

JQ: Rikkity
head here to discuss wvw without fear of infractions

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Posted by: leviathan.2148

leviathan.2148

hmm

its just a slap on the wrist

scrapper will still be just plain better (in pvp) than any power engi build not using scrapper if those are all the changes.

Of course those are not all changes but I wonder why they picked these 4 to present… meh

I am an engineer – a pianist of destruction! Now please go back to standing in my AOE.

http://wpwhendead.tumblr.com - a GW2 webcomic about a Charr and a Skritt

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Posted by: Basaltface.2786

Basaltface.2786

yeap.. knew it. They once again forgot the other game modes. Oh well.. esperts… watcha gonna do..

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Posted by: Dirame.8521

Dirame.8521

Now ALL gyros are useless. The only advantage of Sneak Gyro was in PvP and WvW, for PvE it is not used, now it will not be used anywhere.

This cooldown increase only makes it LESS of a crotch, it doesn’t remove it completely. And Engies can survive long enough regardless of that gyro.

I make guides to builds you may not have heard of;
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Posted by: Xyonon.3987

Xyonon.3987

I’m actually pretty ok with all those changes and I agree sneaky had to be tuned down a bit. But 30-35s would be ok imo, so you still can use it in PvE properly.

Toolkit being too strong and now buffed? :| What about Medkit? Other “useless” or bugged traits? Especially some improvement in scrapper traits.

And most of all – where are our gyro changes?

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

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Posted by: Ragnarox.9601

Ragnarox.9601

they had 2,3 months to balance things and this is what they balanced? haha

nice trolling anet.

balance score: 1/10

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Posted by: ArchonWing.9480

ArchonWing.9480

20s to 40s on stealth gyro? Couldn’t we try 25 or 30 first?

For once you have tasted flight you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return.

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Posted by: morrolan.9608

morrolan.9608

I’m actually pretty ok with all those changes and I agree sneaky had to be tuned down a bit. But 30-35s would be ok imo, so you still can use it in PvE properly.

Toolkit being too strong and now buffed? :| What about Medkit? Other “useless” or bugged traits? Especially some improvement in scrapper traits.

And most of all – where are our gyro changes?

If they are going to nerf sneak gyro so much how about improving its movement so it doesn’t get stuck on terrain changes and responds much faster to our movement.

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

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Posted by: leviathan.2148

leviathan.2148

If they are going to nerf sneak gyro so much how about improving its movement so it doesn’t get stuck on terrain changes and responds much faster to our movement.

Just for the sake of discussion, let’s I’ll try to behave insanely optimistic and say that this preview was focused on balance and because of that they didn’t show bugfixes and polish of gyros

I am an engineer – a pianist of destruction! Now please go back to standing in my AOE.

http://wpwhendead.tumblr.com - a GW2 webcomic about a Charr and a Skritt

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Posted by: insanemaniac.2456

insanemaniac.2456

The only advantage of Sneak Gyro was in PvP and WvW, for PvE it is not used, now it will not be used anywhere.

oh i missed this comment

i actually use sneak very often in pve, you should give it a shot. its really useful. doubling the cd on it wont really matter either. it gives 80-90% stealth uptime while moving currently. its way better than sr, and mesmer stealth is a joke in comparison.

JQ: Rikkity
head here to discuss wvw without fear of infractions

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Posted by: Dawdler.8521

Dawdler.8521

40s on sneak gyro?

Well there’s the scrapper gone to kitten.

The low cooldown was what made it fun in WvW, it allowed the scrapper to become a sneaky commando. Its still nowhere near as OP as Thief stealth even at 20s cooldown.

30s would have been far more acceptable. I hate it when Anet go full kitten on skills balancing instead of at least trying to take small steps.

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Posted by: Rezzet.3614

Rezzet.3614

well lemme go spin the warrior thief necro ele roulete and see what to roll next

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Posted by: Yashuoa.9527

Yashuoa.9527

Rocket Chg CD going from 10s to 12s

Stealth Gyro CD going from 20s to 40s

Stealth Gyro CD increase I can accept.
Although to 40s seems pretty big increase.

Rocket charge cd increase doesnt feel like a good nor fair change.

They said defensive nerfs.
This is also an offensive nerf and mobility nerf.
Are they gonna bring the dmg and mobility back in some way by buffing other spells?

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Posted by: Dawdler.8521

Dawdler.8521

Rocket Chg CD going from 10s to 12s

Stealth Gyro CD going from 20s to 40s

Stealth Gyro CD increase I can accept.
Although to 40s seems pretty big increase.

Rocket charge cd increase doesnt feel like a good nor fair change.

They said defensive nerfs.
This is also an offensive nerf and mobility nerf.
Are they gonna bring the dmg and mobility back in some way by buffing other spells?

That make absolutely no sense since the sneak gyro can also be used offensively and is a massive boon for combat mobility (especially in WvW), yet you find that nerf perfectly acceptable while a measly 20% cd increase on a single skill on a pretty strong melee weapon an “unfair” change.

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Posted by: Yashuoa.9527

Yashuoa.9527

Rocket Chg CD going from 10s to 12s

Stealth Gyro CD going from 20s to 40s

Stealth Gyro CD increase I can accept.
Although to 40s seems pretty big increase.

Rocket charge cd increase doesnt feel like a good nor fair change.

They said defensive nerfs.
This is also an offensive nerf and mobility nerf.
Are they gonna bring the dmg and mobility back in some way by buffing other spells?

That make absolutely no sense since the sneak gyro can also be used offensively and is a massive boon for combat mobility (especially in WvW), yet you find that nerf perfectly acceptable while a measly 20% cd increase on a single skill on a pretty strong melee weapon an “unfair” change.

Where did I say perfectly acceptable?
I even commented on the 40sec.

Stealth gyro doesnt deal significant dmg.
Therefore I didnt consider it offensive, meant in that sense.
Rocket charge cd increase does hurt your dmg output.

Also the pretty strong melee weapon (hammer) is one of the only things that scrapper has, because almost all gyros (our utilities) are unwanted on our spellbars, thats how bad they are. So can we at least keep a pretty strong melee weapon?

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Posted by: Xyonon.3987

Xyonon.3987

Yea I agree with Yashuoa – it’s a tiny nerf that won’t make any big difference, it’s just to tease us a bit with a mini nerf >_> Could’ve been hammer 4 aswell, with the same feelings about it. Sneaky nerf is acceptable, since it really was or atm is a bit op. But 20 to 40? 30 would’ve been ok too.

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

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Posted by: Yashuoa.9527

Yashuoa.9527

Yea I agree with Yashuoa – it’s a tiny nerf that won’t make any big difference, it’s just to tease us a bit with a mini nerf >_> Could’ve been hammer 4 aswell, with the same feelings about it. Sneaky nerf is acceptable, since it really was or atm is a bit op. But 20 to 40? 30 would’ve been ok too.

Just for the record, I dont think either nerf is tiny (nor hammer 3 nor Sneak).
Wouldnt have liked it on hammer 4 either, although that one is no leap.

I agree A nerf in general to Sneak is acceptable, but 40 sec just seems quite large indeed.
Maybe they could make the daze longer or the Gyro better in general, now that they want to give it longer cd?

I would have expected and hoped for no defensive nerf, or a small nerf to a Scrapper defensive trait(s) instead.
Lets hope they at least dont nerf anymore of our defences.
Some other classes get nerfs as well so it might all be okay relatively speaking.

I still dont like when they say we may reduce scrapper defence a bit and that they touch our dmg with hammer 3 as well. Doesnt feel right/fair.

Still looking forward to:

Our focus for the engineer has been to improve less used traits and to rework some functionality for scrapper traits. For the core specializations, trait improvement efforts have been made toward creating impactful choices and making each build choice more distinctive.

That sounds nice at least.

(edited by Yashuoa.9527)

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Power Wrench from 20% reduced cooldown to 33%.

Um… That’s extremely good new for Gear Shield, lol.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

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Posted by: David.5974

David.5974

Scrapper balancing go right way. Increasing CD on hammer will force us to use another kit(nades, toolkit? ) you must say that in pvp sneak gyro si OP, but still we have good alternative(elixir x is my favorite).

“Doctor suggest me, to stop play with engi because my fingers are broken.
So.. I start play scrapper. "

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Posted by: leviathan.2148

leviathan.2148

Rather than increasing cd on hammer, I’d love them to fix its skill aftercasts and give evade for full rocket charge like it should have. It’s so frustrating to be suddenly rooted/feared after the one leap. And already the hammer has such high cooldowns that player needs to use kits or AA a lot of time. I’d appreciate if they incentivize us to use also other skills than kits and this is the right opposite.

I am an engineer – a pianist of destruction! Now please go back to standing in my AOE.

http://wpwhendead.tumblr.com - a GW2 webcomic about a Charr and a Skritt

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Posted by: Elmo Benchwarmer.3025

Elmo Benchwarmer.3025

I hope this wasn’t everything and that there will be more nerfs. I really came to dislike the Scrapper. It ruined the Engineer play style that I have been enjoying for years now. Scrap the Scrapper.

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Posted by: Rozbuska.5263

Rozbuska.5263

Power Wrench – Recharge reduction was 20% before. We increased it to 33%.
- This will make toolkit better but also force us to use otherwise pretty bad tools so no much benefit here.

Takedown Round – Damage increased by 33%.
- Well ok I guess for me all 3 master traits in tools are more just placeholder than anything else

Rocket Charge – Increased recharge by 2s (going from 10 to 12s).
- 2s isnt too big nerf it will be fine

Stealth Gyro – Increased recharge from 20s to 40s.
- First thing here is.. How low cd on stealth increase our survability? You need survability to hold points in stealth its free decap. Only effect what I see now is devaluating engi in pve a bit. Good engis will be in permastealth anyway but now it will again require much more then just press one button with is fine on other hand because scrapper is too easy in this part.

Tekkit Mojo – Engineer
Tekkit’s Workshop

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Posted by: BlackBeard.2873

BlackBeard.2873

Tool Kit block reduced cooldown when everyone wanted it raised because it’s OP lol.

nobody use it now … becouse hammer has already a block …. i play with it but with a real non standard build . And i don’t know how many people will create a build with tools … other traits are not that great …

Just because it isn’t used in the current meta build doesn’t mean that it needs to buffed to be on par. The current meta build is just one approach to engie builds, and is honestly OP (all meta builds are atm). Toolkit and grenades and all that are still very strong, and don’t need buffs directly. What they need more than anything are nerfs to the other stuff that is just so over-powered that build diversity is completely stifled (this is true for every class, not just engie, btw).

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Posted by: warherox.7943

warherox.7943

Tool Kit block reduced cooldown when everyone wanted it raised because it’s OP lol.

nobody use it now … becouse hammer has already a block …. i play with it but with a real non standard build . And i don’t know how many people will create a build with tools … other traits are not that great …

Just because it isn’t used in the current meta build doesn’t mean that it needs to buffed to be on par. The current meta build is just one approach to engie builds, and is honestly OP (all meta builds are atm). Toolkit and grenades and all that are still very strong, and don’t need buffs directly. What they need more than anything are nerfs to the other stuff that is just so over-powered that build diversity is completely stifled (this is true for every class, not just engie, btw).

Exactly, these buffs are just leading to power creep. I fear that the new meta is still going to be only elite specs and no base professions.

Doctor Beetus – Burst Engi Maguuma
twitch.tv/doctorbeetus

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Posted by: Yashuoa.9527

Yashuoa.9527

I hope this wasn’t everything and that there will be more nerfs. I really came to dislike the Scrapper. It ruined the Engineer play style that I have been enjoying for years now. Scrap the Scrapper.

Why do you want nerfs for scrapper? There are also people who like Scrapper.
If you prefer other Engineer play styles, you could suggest buffs for those playstyles, and just leave Scrapper where it is.

They want to make the builds more distinctive so who knows what may still be done for the other weapons and kits.

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Posted by: EdgarMTanaka.7291

EdgarMTanaka.7291

First of all don’t forget that they said this is just a preview of same changes, this is not all and what I beleave is that they may as well change some of these previewed changes before the 26th so don’t cry so much.

I am a casual player and I main Engineer and I have changed my builds many times due to balance updates but my engieneer has always been a viable class for atleast PvE and PvP (I very rarely play WvW so I dunno there).

Right now I play Gyro Hammer Scrapper (Marauder stats) for both PvE and PvP. In PvE I have compleated all content except Raid (Becouse I havent done it more than a few tries when it was new) and I have never had any problems in PvE, infact I feel very OP nothing stands a chance against me.
Gyros not following in PvE; Well I usually don’t let them be alive if I don’t fight so while I am treversing the Jungle rather have them on CD and their CD is pretty short. When I find myself needing them in a battle I use them and when the battle is over and anyone is alive I blow them up. Stealth Gyro is a little different though as I use that one as a get out of jail for free card and by that I don’t think a 20s increase on CD will make any difference for me in PvE.

Stealth Gyro CD nerf; Well in PvE I rarely use my elites so when I use my elites is becouse I realy need to use them to survive a hard fight not to use it over and over again just as any other skill, they are elites efter all, very special skills. A CD increase on 20s is just a fix to make it not being missused.

Rocket Charge; Well it is a clear nerf but it won’t make the weapon absolete.

Now for PvP I use almost the same build as for PvE and I find it very good, the nerf to Stealth gyro will nerf my build alot but I think it will still be viable as it is mostly used to stomp, ress or get out of a bad fight but with this nerf I should use it to disorient my enemies wich I do sometimes, better save it for better ocations now just as elite skills should be.

Member of Alpha Swedish Gaming Community – http://www.alphas.se/
Guild Leader of Alpha Sgc [ASGC]

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Posted by: Elmo Benchwarmer.3025

Elmo Benchwarmer.3025

I hope this wasn’t everything and that there will be more nerfs. I really came to dislike the Scrapper. It ruined the Engineer play style that I have been enjoying for years now. Scrap the Scrapper.

Why do you want nerfs for scrapper? There are also people who like Scrapper.
If you prefer other Engineer play styles, you could suggest buffs for those playstyles, and just leave Scrapper where it is.

They want to make the builds more distinctive so who knows what may still be done for the other weapons and kits.

I want nerfs because buffs lead to the current mess. Both Elite and Core specialisations should be nerfed. The power creep we have seen on June 23rd made the game considerably less fun. With HoT release this got even worse.

At this point I would like to see a complete overhaul. Traits should be broken up so that 1 trait does exactly 1 thing. Merging traits was a bad idea. Making traits baseline was equally bad. As a player you should have to chose, not get everything in a well rounded package. The current Marauder Scrapper is one of the worst examples of this power creep. That is why I dislike it. That is why I want it nerfed.

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Posted by: Yashuoa.9527

Yashuoa.9527

I hope this wasn’t everything and that there will be more nerfs. I really came to dislike the Scrapper. It ruined the Engineer play style that I have been enjoying for years now. Scrap the Scrapper.

Why do you want nerfs for scrapper? There are also people who like Scrapper.
If you prefer other Engineer play styles, you could suggest buffs for those playstyles, and just leave Scrapper where it is.

They want to make the builds more distinctive so who knows what may still be done for the other weapons and kits.

I want nerfs because buffs lead to the current mess. Both Elite and Core specialisations should be nerfed. The power creep we have seen on June 23rd made the game considerably less fun. With HoT release this got even worse.

At this point I would like to see a complete overhaul. Traits should be broken up so that 1 trait does exactly 1 thing. Merging traits was a bad idea. Making traits baseline was equally bad. As a player you should have to chose, not get everything in a well rounded package. The current Marauder Scrapper is one of the worst examples of this power creep. That is why I dislike it. That is why I want it nerfed.

Engineer in general is about being well rounded/a mix of several things. Where most other classes specialise more in a field.

You mean both elite and core specs on all classes right?
That wont happen in this patch alone
and it wont do Engineer any good to do it on Scrapper for now and not on all classes wide.

Still as said, engineers are about being a mix of several things.
Whereas most other classes specialise more in a field.
I dont want that engineer identity to go away.

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Posted by: Elmo Benchwarmer.3025

Elmo Benchwarmer.3025

I hope this wasn’t everything and that there will be more nerfs. I really came to dislike the Scrapper. It ruined the Engineer play style that I have been enjoying for years now. Scrap the Scrapper.

Why do you want nerfs for scrapper? There are also people who like Scrapper.
If you prefer other Engineer play styles, you could suggest buffs for those playstyles, and just leave Scrapper where it is.

They want to make the builds more distinctive so who knows what may still be done for the other weapons and kits.

I want nerfs because buffs lead to the current mess. Both Elite and Core specialisations should be nerfed. The power creep we have seen on June 23rd made the game considerably less fun. With HoT release this got even worse.

At this point I would like to see a complete overhaul. Traits should be broken up so that 1 trait does exactly 1 thing. Merging traits was a bad idea. Making traits baseline was equally bad. As a player you should have to chose, not get everything in a well rounded package. The current Marauder Scrapper is one of the worst examples of this power creep. That is why I dislike it. That is why I want it nerfed.

Engineer in general is about being well rounded/a mix of several things. Where most other classes specialise more in a field.

You mean both elite and core specs on all classes right?
That wont happen in this patch alone
and it wont do Engineer any good to do it on Scrapper for now and not on all classes wide.

Still as said, engineers are about being a mix of several things.
Whereas most other classes specialise more in a field.
I dont want that engineer identity to go away.

Scrapper destroyed the Engineer identity. It is literally contrary to everything the Engineer used to be.

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Posted by: Yashuoa.9527

Yashuoa.9527

Scrapper destroyed the Engineer identity. It is literally contrary to everything the Engineer used to be.

Both engineer with scrapper spec and engineer without, are a mix class/hybrid/jack of all trades.
Dmg with some group support (cleanse, heal and other tools), some cc.
That is what I meant.
Whereas most classes, at least before HoT, where more specialised (excluding Ele).

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Posted by: LilBiM.3581

LilBiM.3581

Nerfs to Hammer 3 results in lower DPS from Hammer. As a result I would also like to see an increase in DPS by 20% on Hammer 3 so that we can have reduced survivability but still maintain what moderate DPS we have right now on the best thing for Scrapper.

Medic Gyro, Blast Gyro* and Stealth Gyro really are the best of the lot for a Scrapper. Blast Gyro however suffers from the complete inability to do noteworthy damage but does allow the Scrapper to set things up. The other Gyros just tend to fill the skill slots for the pop up menu (just like the majority of Gadgets and all Turrets).

Take-down round is an undesirable trait for the fact that 50% of the time it will be of no use to you at all. Unless the buff to this makes it do incredulous mind blowing damage I still don’t see it being taken at all. Either change it to do % of maximum health damage or something actually useful that doesn’t have 50% down-time in the only scenario where it is useful (in combat).

Tool kit buff, not sure it needs it to be honest. Off hand Shield instead needs more love (since it’s trait for 20% cd reduction is in a weird line) and main hand pistol is weak sauce when paired together with it. How the shield trait works right now is… not optimal to say the least. Protection while the engineer is actually blocking or reflecting attacks only has an advantage against unblockables (in the blocking case) and is pointless if you are actively reflecting something.

Med Kit is a joke that’s especially hilarious given how much time was spent on a live stream to demonstrate the new and exciting functionality. Modified Ammunition does not have a place. MDF is a GM trait that does not benefit the Engineer at all and why take it if it is at least +20% weaker than Warrior Shout heals, etc etc.

I’m sure there is a list of Engineer traits, skills and weapons that get a mouse-over and never get clicked on unless by mistake. Also Engineer has one underwater weapon where the skills on it are woefully under-performing to say the least and to compound the issue of underwater combat with an Engineer 3/4s of your utility and elite skills are completely unusable as well.

Engineer in it’s current state does not need nerfs without consideration for compensation to what currently makes it playable but instead needs attention to the wealth of bugs and volume of undesirable traits (place holder traits such as Take Down Round, Iron Blooded [which is a GM that provides weaker bonuses than warrior Master trait that does % dmg to boon carriers]) that the class currently trundles along with on it’s back.

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Posted by: Yashuoa.9527

Yashuoa.9527

Nerfs to Hammer 3 results in lower DPS from Hammer. As a result I would also like to see an increase in DPS by 20% on Hammer 3 so that we can have reduced survivability but still maintain what moderate DPS we have

Indeed.

Lets hope they will still do something this patch about our gyros in general,
several other utility spells who rarely till not get on our spell bars and some traits who are collecting dust.

They did say:

Our focus for the engineer has been to improve less used traits and to rework some functionality for scrapper traits. For the core specializations, trait improvement efforts have been made toward creating impactful choices and making each build choice more distinctive.

We havent seen all of this yet.

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Posted by: Basaltface.2786

Basaltface.2786

Nerfs to Hammer 3 results in lower DPS from Hammer. As a result I would also like to see an increase in DPS by 20% on Hammer 3 so that we can have reduced survivability but still maintain what moderate DPS we have

Indeed.

Lets hope they will still do something this patch about our gyros in general,
several other utility spells who rarely till not get on our spell bars and some traits who are collecting dust.

They did say:

Our focus for the engineer has been to improve less used traits and to rework some functionality for scrapper traits. For the core specializations, trait improvement efforts have been made toward creating impactful choices and making each build choice more distinctive.

We havent seen all of this yet.

given the way they usually handle engi stuff its gonna be the very opposide of “nice”.

Yeh, i know its pessimistic but i already prepare my less used alts as life boats in case they completely destroy the engi for the next quarter. Since the 28% mortar nerf i dont trust any “balance” for engineers anymore…

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Posted by: Krysard.1364

Krysard.1364

Now ALL gyros are useless. The only advantage of Sneak Gyro was in PvP and WvW, for PvE it is not used, now it will not be used anywhere.

And solve the problem of movement of gyros?
Chances are the mortar kit again used as the supply create was destroyed to the high aftercast.

The nerf in charge roket was also ridiculous, was the main source of damage. I think that before any nerf have to solve the bugs because we are simply being ignored in relation to this

I dont feel like increased CD’s are destroying any of the skills TBH

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Posted by: Krysard.1364

Krysard.1364

Nerfs to Hammer 3 results in lower DPS from Hammer. As a result I would also like to see an increase in DPS by 20% on Hammer 3 so that we can have reduced survivability but still maintain what moderate DPS we have right now on the best thing for Scrapper.

Hammer still has crazy sustain compared to other weapons, so I dont feel like a DPS boost is necessary.

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Posted by: David.5974

David.5974

I think that they don’t nerf our overall dmg. Meaby some sustain in pvp but this will force us to find another strategy. They forget our play-style(ground targeting, kit changing etc) Anet should try play engi with one of our 4 kit build, after this we will reciew major changes.

“Doctor suggest me, to stop play with engi because my fingers are broken.
So.. I start play scrapper. "

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Posted by: LilBiM.3581

LilBiM.3581

Nerfs to Hammer 3 results in lower DPS from Hammer. As a result I would also like to see an increase in DPS by 20% on Hammer 3 so that we can have reduced survivability but still maintain what moderate DPS we have right now on the best thing for Scrapper.

Hammer still has crazy sustain compared to other weapons, so I dont feel like a DPS boost is necessary.

Thing is that it would not be a DPS boost. We are effectively losing 20% up-time on Rocket Charge and therefore I feel it would be in our interest to at least get the damage portion of that back by buffing the damage accordingly. If this is done then we can lose some of the sustain that we ‘have too much of at the moment’ without suffering from a stacking damage lost over time.

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Posted by: warherox.7943

warherox.7943

Nerfs to Hammer 3 results in lower DPS from Hammer. As a result I would also like to see an increase in DPS by 20% on Hammer 3 so that we can have reduced survivability but still maintain what moderate DPS we have right now on the best thing for Scrapper.

Hammer still has crazy sustain compared to other weapons, so I dont feel like a DPS boost is necessary.

Thing is that it would not be a DPS boost. We are effectively losing 20% up-time on Rocket Charge and therefore I feel it would be in our interest to at least get the damage portion of that back by buffing the damage accordingly. If this is done then we can lose some of the sustain that we ‘have too much of at the moment’ without suffering from a stacking damage lost over time.

The thing is, it has an evade. Skills like this with an evade shouldn’t be doing that much damage.

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Posted by: Krysard.1364

Krysard.1364

Nerfs to Hammer 3 results in lower DPS from Hammer. As a result I would also like to see an increase in DPS by 20% on Hammer 3 so that we can have reduced survivability but still maintain what moderate DPS we have right now on the best thing for Scrapper.

Hammer still has crazy sustain compared to other weapons, so I dont feel like a DPS boost is necessary.

Thing is that it would not be a DPS boost. We are effectively losing 20% up-time on Rocket Charge and therefore I feel it would be in our interest to at least get the damage portion of that back by buffing the damage accordingly. If this is done then we can lose some of the sustain that we ‘have too much of at the moment’ without suffering from a stacking damage lost over time.

DPS boost after the DPS nerf I mean. Actually hammer is way better than other weapons for sustain while dealing equally great dmg. Try to play rifle engie, you will lose so much sustain while your DPS is still the same, the only change is that you can do some ranged DPS (while rifle still has the max DPS at close range)

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Posted by: leviathan.2148

leviathan.2148

The thing is, it has an evade. Skills like this with an evade shouldn’t be doing that much damage.

Yes, but then they make the whole skill evade, not give us three uncontrollable leap evades with pauses between them. It’s too common in pvp to be stunned/rooted after the first leap.

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Posted by: insanemaniac.2456

insanemaniac.2456

The thing is, it has an evade. Skills like this with an evade shouldn’t be doing that much damage.

Yes, but then they make the whole skill evade, not give us three uncontrollable leap evades with pauses between them. It’s too common in pvp to be stunned/rooted after the first leap.

sounds like pretty good risk for potentially 6-8k unmitigated damage on a 10 (12) sec cd.

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Posted by: LilBiM.3581

LilBiM.3581

Whether the skill is an evade or not the reality is that the Scrapper’s Hammer is both it’s offensive and defensive tools. Hammer 2, 3 and 4 are all designed to be skills that punish the opponent and you are not going to be able to pressure your opponent with auto-attack alone unless they sit still and let you pound their face into mush.

At the same time all three of these skills on Hammer can be countered by players who are paying attention. Besides Hammer Scrapper does not have tools like historical front-line classes that allow them to completely mitigate all damage to them while being able to do damage at the same time.

Keeping these things in mind it is therefore essential that these skills do note-worthy damage when they hit, this is where your pressure is going to come from. Neutering the best thing about the Scrapper because a few people can not either find the skill cancel button vs Hammer 2, time an interrupt skill for Hammer 3, or use unblockables vs Hammer 4 is not an intelligent approach to take.

A 20% increased cool-down on Hammer 3 results in less damage, less pressure and less capability to kill even when the Scrapper uses his or her skills at the best possible times. Something should be done to return the lost DPS, regardless of how ‘insignificant’ the average player might think it would be, as the stated issues were not with regards to the overall damage but with the ability to sustain (against the more inexperienced players unwilling to use the appropriate counter tools at the right time).

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Posted by: Yashuoa.9527

Yashuoa.9527

Whether the skill is an evade or not the reality is that the Scrapper’s Hammer is both it’s offensive and defensive tools. Hammer 2, 3 and 4 are all designed to be skills that punish the opponent and you are not going to be able to pressure your opponent with auto-attack alone unless they sit still and let you pound their face into mush.

At the same time all three of these skills on Hammer can be countered by players who are paying attention. Besides Hammer Scrapper does not have tools like historical front-line classes that allow them to completely mitigate all damage to them while being able to do damage at the same time.

Keeping these things in mind it is therefore essential that these skills do note-worthy damage when they hit, this is where your pressure is going to come from. Neutering the best thing about the Scrapper because a few people can not either find the skill cancel button vs Hammer 2, time an interrupt skill for Hammer 3, or use unblockables vs Hammer 4 is not an intelligent approach to take.

A 20% increased cool-down on Hammer 3 results in less damage, less pressure and less capability to kill even when the Scrapper uses his or her skills at the best possible times. Something should be done to return the lost DPS, regardless of how ‘insignificant’ the average player might think it would be, as the stated issues were not with regards to the overall damage but with the ability to sustain (against the more inexperienced players unwilling to use the appropriate counter tools at the right time).

Indeed, either put dmg increase on hammer 3 to make up for the cooldown increase or put the dmg increase somewhere else on hammer.