Scrappers needs NERF.

Scrappers needs NERF.

in Engineer

Posted by: LionChain.7694

LionChain.7694

The five things I’d like to see nerfed on scrapper are Sneak Gyro, Self-Regulating Defenses, Healing Turret, Slick Shoes and Adaptive Armor.

1. Increase CD on Sneak Gyro to 60 seconds..40 sec CD is still too short. However, please work on gyros so they follow scrappers better when they have swiftness/movement speed buff.

2. Change Self-Regulating Defenses trait to give scrapper the same stealth effect as ‘Toss Elixir S’ instead of making them invulnerable. Double Elixir S is just too OP, especially considering how long it lasts and the short CD on it.

3. Increase CD on Healing Turret to 30 sec…not only is it a very powerful heal and condi clear, but it is an AOE heal with a large radius…in competitive play, this is OP because it is on such a short CD and it can pretty much reset the fight for the scrapper’s team.

4. Slick Shoes should knock down a person ONCE for 1.5 sec, then only cripple the person if they walk through it again. It’s OP that this thing just keeps you knocked down and/or strips your stability right off…AND it’s unblockable AND it’s only on a 45 sec CD.

5. Adaptive Armor should give only 30 toughness per stack…300 increased armor is OP and allows scrappers to go for very bursty builds and yet still be super sustainable. Condition damage reduced should be changed from 20% to 10%.

Scrappers needs NERF.

in Engineer

Posted by: LilBiM.3581

LilBiM.3581

The five things I’d like to see nerfed on scrapper are Sneak Gyro, Self-Regulating Defenses, Healing Turret, Slick Shoes and Adaptive Armor.

1. Increase CD on Sneak Gyro to 60 seconds..40 sec CD is still too short. However, please work on gyros so they follow scrappers better when they have swiftness/movement speed buff.

2. Change Self-Regulating Defenses trait to give scrapper the same stealth effect as ‘Toss Elixir S’ instead of making them invulnerable. Double Elixir S is just too OP, especially considering how long it lasts and the short CD on it.

3. Increase CD on Healing Turret to 30 sec…not only is it a very powerful heal and condi clear, but it is an AOE heal with a large radius…in competitive play, this is OP because it is on such a short CD and it can pretty much reset the fight for the scrapper’s team.

4. Slick Shoes should knock down a person ONCE for 1.5 sec, then only cripple the person if they walk through it again. It’s OP that this thing just keeps you knocked down and/or strips your stability right off…AND it’s unblockable AND it’s only on a 45 sec CD.

5. Adaptive Armor should give only 30 toughness per stack…300 increased armor is OP and allows scrappers to go for very bursty builds and yet still be super sustainable. Condition damage reduced should be changed from 20% to 10%.

Since this is probably literally the only intelligent post made here about why scrapper should be nerfed, let’s talk a bit about this.

1) Besides them making every single map (PvP and otherwise) completely flat and smooth and giving Gyros permanent super speed/swiftness this problem of Gyros staying with engineers probably is unsolvable for the most part. There are also tactical advantages that can be gained by not having a Gyro standing next to you against skilled players in certain cases. That said I still do not see a valid argument for adding an additional 20s onto Stealth Gyro.

At 60s cool-down it better start firing laser beams or doing whirl finishers / reflects with it’s blades or something.

2) Changing SRD to give stealth effectively makes it completely and utterly useless. Also Engineer is the only class in this game (except Guardian) where when it is invulnerable, not only can it not contribute to cap points but it also can not attack. Double Elixir S is annoying to you, so I suggest that when it starts just sit back, take a sip of coffee, stretch your neck and legs while standing on cap in the mean time. You aren’t in any danger what-so-ever. Maybe the little break will give you time to notice the flashing icon next to the Engineer’s status bar that will clue you into when you can next burst it to death. 1 minute cool-down also is by no means a short cool-down.

3) Engineers don’t often do much in team support. Without HT, it would be interesting to see where the fall from grace would leave it. Either way nerfing this skill would humble base Engineer (non HoT) in a manner that would absolutely require compensation elsewhere. Also there are stronger heals (with different purposes) in this game on other classes but most significantly not much more that are competitive to replace it on Engineer. In fact this single suggested change right here might be enough to make HoT mandatory for Engineer players… not sure if we want to go that place considering the overall performance of base Engineer outside of PvE.

4) Git Gud. Jokes aside, have you tried not standing in it, not moving, CC’ing or using stability against the Engi when it starts trying to 007 you before the bridge? Or would you prefer to push the run key and not having to look at the screen while fighting an Engineer? In all seriousness though, in every game since the beginning of time not being able to have control over your character is a very frustrating feeling for players but with that said… GIT REKT SON! jk I meant to say just get Stability or ask a friend to give you some stability (if all your stuff is on cool-down, which means the Engineer used it at the right time anyways hence no amount of CD increase from ANet would have helped you). Failing all of that if you get caught don’t be afraid to ask for an adul-help (Guardian) and then proceed to walk through it again following the Engi/Scrapper. Sometimes the correct response is to wait, you know it strips stab… perhaps do things that don’t let it strip your stab?

5) This skill is literally in-line with all other skills of it’s type. It triggers once per second which means that if you co-ordinate bursts with your team, you can do a lot of damage before it has the chance to stack fully.

(edited by LilBiM.3581)