Since the Scrapper Reveal
The main flaw of this (non elite) specialization is that it has no “unique” game mechanic. Stomp Rez at just over pistol range is somehow special?
After Druid reveal I went from being really mad to just plain depressed. As a player there is a lot I have to look forward to in Heart of Thorns. I am an Engineer main, and Scrapper is not one of those things…
Edit: oh haha. Silly me. I forgot pistol range is 900. Stomp Rez gyro is 750. So no. You are even closer than pistol range. Close enough for close range in order to activate.
(edited by Voramoz.6790)
how much hp will gyros will have overall because unless bulwark gyro has over 40k hp i think it should have 30%-50% aoe damage maybe 30% condi damage reduction (talking from a WvW perspective) only on the damage that would directly affect it and not the actual players around it
this is the main component gyro the others have roles but this one’s the most vital so it cannot suck
other than that i truly loved the hammer skills and if the cooldowns are indeed under 30s like shown on stream im sure players wouldnt mind sacrificing damage for defensive skills and mobility
(edited by Rezzet.3614)
Necromancer gets reaper form and new skills to go with it
Warrior gets beserker and new burst to go with it
Mesemer alacrity and a new shatter that is cool
Elementalist cool new overloads for their elements
Guardian New virtues a chain, leap and shield effects
Revenant gets to increase outgoing and incoming boons by 50% himself and others around him
Thief gets new dodge bar and effects
Rangers get to change into a celestial being for some timeWhat do the engineers get the scrapper?
Pointed at by the others and laughed atIndeed, going from Engineer to Scrapper will have extremely little learning curve, basically none, if you don’t take hammer.
Function Gyro needs to be pillar for the identity of the Scrapper, what really sets apart a Scrapper from an Engineer. This is the class mechanic we get from the first minor trait, a parallel to Reaper’s Shroud, Celestial Avatar, Overload Attunement, Continuum Split, Dragonhunter Virtues, Legendary Dragon Stance, Primal Bursts.
Other than the Engineer, only the Thief’s third dodge bar doesn’t really alter the playstyle significantly.
Currently, the Scrapper defining minor trait reads this: “You gain access to the Function Gyro, which can finish a foe or revive an ally at range.”
What I would suggest is:
Function Gyro: Gain access to up to 3 non-combative Function Gyros which encircle you. Periodically construct a function Gyro every 60 seconds. Command a Function Gyro to join the fray to finish foes or revive allies. (20s CD).
Reworking Impact Savant, the last Minor, as well:
Impact Savant: Deal 4% more damage, and reduce the duration of incoming stuns by 10% for each encircling Function Gyro.
What this accomplishes is creates a system of Gyro management that Scrappers in all game modes would be able to manipulate to their benefit. PvE Scrappers would enjoy great uptime of a 4-12% damage modifier. Non PvE Scrappers would get help from a Function Gyro every 20 seconds if they managed production well, and didn’t deplete resources.
Best of all, it’d be a constantly present theme that adds a bit more substance to the Scrapper’s core class mechanic, keeping it closer to the same feel players had when watching the Scrapper in the HoT trailer.
This is a really great idea and one I would love to see expanded on. Irenio if you’re making notes underline this one!
What I like most about this is that it’s not a major rework and if Anet wanted to go this way it could be implemented for HoT launch I think. This would be a great change especially if it includes replacing/merging of the major minor trait.
Jade Quarry
Necromancer gets reaper form and new skills to go with it
Warrior gets beserker and new burst to go with it
Mesemer alacrity and a new shatter that is cool
Elementalist cool new overloads for their elements
Guardian New virtues a chain, leap and shield effects
Revenant gets to increase outgoing and incoming boons by 50% himself and others around him
Thief gets new dodge bar and effects
Rangers get to change into a celestial being for some timeWhat do the engineers get the scrapper?
Pointed at by the others and laughed atIndeed, going from Engineer to Scrapper will have extremely little learning curve, basically none, if you don’t take hammer.
Function Gyro needs to be pillar for the identity of the Scrapper, what really sets apart a Scrapper from an Engineer. This is the class mechanic we get from the first minor trait, a parallel to Reaper’s Shroud, Celestial Avatar, Overload Attunement, Continuum Split, Dragonhunter Virtues, Legendary Dragon Stance, Primal Bursts.
Other than the Engineer, only the Thief’s third dodge bar doesn’t really alter the playstyle significantly.
Currently, the Scrapper defining minor trait reads this: “You gain access to the Function Gyro, which can finish a foe or revive an ally at range.”
What I would suggest is:
Function Gyro: Gain access to up to 3 non-combative Function Gyros which encircle you. Periodically construct a function Gyro every 60 seconds. Command a Function Gyro to join the fray to finish foes or revive allies. (20s CD).
Reworking Impact Savant, the last Minor, as well:
Impact Savant: Deal 4% more damage, and reduce the duration of incoming stuns by 10% for each encircling Function Gyro.
What this accomplishes is creates a system of Gyro management that Scrappers in all game modes would be able to manipulate to their benefit. PvE Scrappers would enjoy great uptime of a 4-12% damage modifier. Non PvE Scrappers would get help from a Function Gyro every 20 seconds if they managed production well, and didn’t deplete resources.
Best of all, it’d be a constantly present theme that adds a bit more substance to the Scrapper’s core class mechanic, keeping it closer to the same feel players had when watching the Scrapper in the HoT trailer.
As has been noted, this is by far one of the better suggestions. Instead of replacing what we have been given, it builds on it in a reasonable way.
The only suggestion I have is to to have one of the minor traits buff superspeed. I would prefer a small attack speed boost, but really anything that justifies its crazy 1-stack limit.
But is there something wrong with hammer having an AA chain that is even vaguely competitive?
Using wiki numbers:
Scrapper hammer: ~1200 base damage per chain, 2 stacks might, 2 stacks vul. Chain length seems roughly equivalent to warrior hammer, so call it ~2.75 seconds.
Warrior:
Greatsword: ~850 base damage, 2 stacks vuln, ~2.4s chain.
Hammer: ~1100 base damage, ~2.75s chain.
Axe: ~1800 base damage, ~3.6s chain, very back-loaded.
Mace: ~1200 base damage, one stack weakness, ~3.1s chain.
Sword: ~600 base damage, 2 stacks bleeding, 1 stack cripple, ~2.5s
Guardian:
Greatsword: ~1050 base damage, 1 stack might, ~2.5 chain.
Hammer: ~1550 base damage, protection, ~3.75s, very back-loaded.
Mace: ~1100 base damage, ~350 base healing, ~3.25s
Sword: ~1000 base damage, ~2.5s
Ranger:
Greatsword: ~550 base damage, 1s evade, ~2.6s chain
Sword: ~850 base damage, cripple, 1 stack might, leap, ~1.8s
Thief:
Sword: ~950 base damage, cripple, weakness, ~2.5s
Dagger: ~800 base damage, 10 endurance, 1 stack poison, ~2s
Mesmer sword: ~750-850 base damage (dependent on presence of boons), 2 stacks vulnerability, 1 boon removed (at cost of ~100 damage), ~2.5s
Necromancer dagger: ~950 base damage, 8% life force, ~2.1s
I haven’t included the other HoT weapons because they don’t have accurate time informations, and it’s possible that I’ve messed up on some of the multi-hit attacks, but comparing the numbers, the scrapper hammer AA doesn’t actually look all that shabby. There’s nothing that clearly outDPSes it by a large margin unless I’ve significantly underestimated the chain length, and the might and vulnerability means it can ramp up beyond the raw numbers. It’s possible that the scrapper numbers already include some power while the others don’t, which will significantly change the comparison. We’ll hopefully get some more reliable figures on the weekend, but at first glance, it really doesn’t look that bad among its peers.
For completeness:
Toolkit: ~1200 base damage, 4 stacks vulnerability, cripple, ~3.2s. Turret repair if you care about that.
TLDR: A base DPS of roughly 400 seems to be fairly typical for melee chain attacks across the professions. Hammer appears to be within that range, not including the effect of the stacks of vulnerability and might it generates along the way. I think that classifies as ‘vaguely competitive’.
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
(edited by draxynnic.3719)
because you can already use the bomb kit or grenade kit for damage, the hammer should be designed and taken for something else.
See, I don’t get this.
If this is the case, WHY do Warriors get the burst skills that they’re getting? It’s a straight up improvement. They also get a trait in their line that increases ferocity based on precision (Which is ridiculous synergy).
So they get this straight up improvement and DPS increase for just taking the trait line, and we get…
A stomp. And stability for said stomp.
I love it. I love how we’re getting boned and the only thing everyone can say is “Well golly gee willikers, you Engineers already HAVE explosives! Why are you complaining??”
because you can already use the bomb kit or grenade kit for damage, the hammer should be designed and taken for something else.
See, I don’t get this.
If this is the case, WHY do Warriors get the burst skills that they’re getting? It’s a straight up improvement. They also get a trait in their line that increases ferocity based on precision (Which is ridiculous synergy).
So they get this straight up improvement and DPS increase for just taking the trait line, and we get…
A stomp. And stability for said stomp.
I love it. I love how we’re getting boned and the only thing everyone can say is “Well golly gee willikers, you Engineers already HAVE explosives! Why are you complaining??”
Just depends on whether you’re only scanning Elite specs for damage, or defensive capabilities and utility.
How boned you feel largely depends on your game mode of choice.
Twitch.tv/chaithh
New Twitter: @chaithhh
because you can already use the bomb kit or grenade kit for damage, the hammer should be designed and taken for something else.
See, I don’t get this.
If this is the case, WHY do Warriors get the burst skills that they’re getting? It’s a straight up improvement. They also get a trait in their line that increases ferocity based on precision (Which is ridiculous synergy).
So they get this straight up improvement and DPS increase for just taking the trait line, and we get…
A stomp. And stability for said stomp.
I love it. I love how we’re getting boned and the only thing everyone can say is “Well golly gee willikers, you Engineers already HAVE explosives! Why are you complaining??”
Just depends on whether you value defensive traits and utility over damage.
How boned you feel largely depends on your game mode of choice.
A stomp is not a defensive trait. In fact, looking at Scrapper’s traits again, it feels like Irenio thought that “Superspeed” was a good way to make up for all Gyros being useless. The one Gyro you bothered to slot dies? Get superspeed. Leap finisher? Get superspeed. Heal, because you have superspeed. Superspeed superspeed superspeed. What? You wanted to have some fun? Nah. Here. Have superspeed. Go ahead and run around like a moron a little faster, engies. It will allow you to position yourself better for when you use your grenade kits again.
because you can already use the bomb kit or grenade kit for damage, the hammer should be designed and taken for something else.
See, I don’t get this.
If this is the case, WHY do Warriors get the burst skills that they’re getting? It’s a straight up improvement. They also get a trait in their line that increases ferocity based on precision (Which is ridiculous synergy).
So they get this straight up improvement and DPS increase for just taking the trait line, and we get…
A stomp. And stability for said stomp.
I love it. I love how we’re getting boned and the only thing everyone can say is “Well golly gee willikers, you Engineers already HAVE explosives! Why are you complaining??”
Just depends on whether you value defensive traits and utility over damage.
How boned you feel largely depends on your game mode of choice.
A stomp is not a defensive trait. In fact, looking at Scrapper’s traits again, it feels like Irenio thought that “Superspeed” was a good way to make up for all Gyros being useless. The one Gyro you bothered to slot dies? Get superspeed. Leap finisher? Get superspeed. Heal, because you have superspeed. Superspeed superspeed superspeed. What? You wanted to have some fun? Nah. Here. Have superspeed. Go ahead and run around like a moron a little faster, engies. It will allow you to position yourself better for when you use your grenade kits again.
“A stomp is not a defensive trait”. Well, indeed you are correct, there’s no pulling the wool over your eyes for sure, but that’s a very odd thing to say when we’re comparing entire Elite Specs to see who’s getting ‘boned’.
The value from Scrapper in the PvP/WvW game modes where it’s most tailored to, comes largely from the extremely good sustain, stability, and tanky traits, and extremely high utility Hammer.
I wasn’t talking about the Function Gyro as a sustain/tank trait, I was referring to the Master1 and Grandmaster1 & 3 traits.
That’s why I say it’s a matter of opinion, I assume you’re primarily a PvE player, not that there’s anything wrong with that OFC.
Twitch.tv/chaithh
New Twitter: @chaithhh
because you can already use the bomb kit or grenade kit for damage, the hammer should be designed and taken for something else.
See, I don’t get this.
If this is the case, WHY do Warriors get the burst skills that they’re getting? It’s a straight up improvement. They also get a trait in their line that increases ferocity based on precision (Which is ridiculous synergy).
So they get this straight up improvement and DPS increase for just taking the trait line, and we get…
A stomp. And stability for said stomp.
I love it. I love how we’re getting boned and the only thing everyone can say is “Well golly gee willikers, you Engineers already HAVE explosives! Why are you complaining??”
Just depends on whether you value defensive traits and utility over damage.
How boned you feel largely depends on your game mode of choice.
A stomp is not a defensive trait. In fact, looking at Scrapper’s traits again, it feels like Irenio thought that “Superspeed” was a good way to make up for all Gyros being useless. The one Gyro you bothered to slot dies? Get superspeed. Leap finisher? Get superspeed. Heal, because you have superspeed. Superspeed superspeed superspeed. What? You wanted to have some fun? Nah. Here. Have superspeed. Go ahead and run around like a moron a little faster, engies. It will allow you to position yourself better for when you use your grenade kits again.
“A stomp is not a defensive trait”. Well, indeed you are correct, there’s no pulling the wool over your eyes for sure, but that’s a very odd thing to say when we’re comparing entire Elite Specs to see who’s getting ‘boned’.
The value from Scrapper in the PvP/WvW game modes where it’s most tailored to, comes largely from the extremely good sustain, stability, and tanky traits, and extremely high utility Hammer.
I wasn’t talking about the Function Gyro as a sustain/tank trait, I was referring to the Master1 and Grandmaster1 & 3 traits.
That’s why I say it’s a matter of opinion, I assume you’re primarily a PvE player, not that there’s anything wrong with that OFC.
I have 700 games in SPvP which isn’t much compared to some people, but over half those games are on my Engineer.
If you ask me the last thing we need is another bunker build. Furthermore, another “bunker” build that is just like the one we have now but with a hammer because no one gives a rats kitten , in PvE, PvP, or WvW, about more AI, and beyond that, passive, kittenty AI that isn’t even fun enough to bother building around. I’ve said it before, i’ll say it again: 50% less damage is boring. It does not actively change the way I play the game. 2 Cleanses every 3 seconds is boring. It does not actively change the way I play. Neither does a ranged stomp, neither does a mediocre heal, neither does some stealth (of which I can already get with a smoke field and some blasts, THAT stealth also won’t tell everyone where I am with a kitten gyro) and neither does an AI ridden version of Throw Mine. The only Gyro that looks even remotely useful is the whirl gyro, and that relies heavily on RNG.
I don’t know why anyone is defending or advocating the Scrapper. Even if Gyros were strong, it would still be passive gameplay, we don’t need more passive gameplay. We need something to actually change or introduce a new playstyle, you know, like every other class got? Even a third dodge is more of an impact than OH BOY, STOMPS! I cannot WAIT to use that in SPvP and SPvP only since it will get instantly destroyed by AoE in WvW and useless in PvE!
because you can already use the bomb kit or grenade kit for damage, the hammer should be designed and taken for something else.
See, I don’t get this.
If this is the case, WHY do Warriors get the burst skills that they’re getting? It’s a straight up improvement. They also get a trait in their line that increases ferocity based on precision (Which is ridiculous synergy).
So they get this straight up improvement and DPS increase for just taking the trait line, and we get…
A stomp. And stability for said stomp.
I love it. I love how we’re getting boned and the only thing everyone can say is “Well golly gee willikers, you Engineers already HAVE explosives! Why are you complaining??”
Just depends on whether you value defensive traits and utility over damage.
How boned you feel largely depends on your game mode of choice.
A stomp is not a defensive trait. In fact, looking at Scrapper’s traits again, it feels like Irenio thought that “Superspeed” was a good way to make up for all Gyros being useless. The one Gyro you bothered to slot dies? Get superspeed. Leap finisher? Get superspeed. Heal, because you have superspeed. Superspeed superspeed superspeed. What? You wanted to have some fun? Nah. Here. Have superspeed. Go ahead and run around like a moron a little faster, engies. It will allow you to position yourself better for when you use your grenade kits again.
“A stomp is not a defensive trait”. Well, indeed you are correct, there’s no pulling the wool over your eyes for sure, but that’s a very odd thing to say when we’re comparing entire Elite Specs to see who’s getting ‘boned’.
The value from Scrapper in the PvP/WvW game modes where it’s most tailored to, comes largely from the extremely good sustain, stability, and tanky traits, and extremely high utility Hammer.
I wasn’t talking about the Function Gyro as a sustain/tank trait, I was referring to the Master1 and Grandmaster1 & 3 traits.
That’s why I say it’s a matter of opinion, I assume you’re primarily a PvE player, not that there’s anything wrong with that OFC.
I have 700 games in SPvP which isn’t much compared to some people, but over half those games are on my Engineer.
If you ask me the last thing we need is another bunker build. Furthermore, another “bunker” build that is just like the one we have now but with a hammer because no one gives a rats kitten , in PvE, PvP, or WvW, about more AI, and beyond that, passive, kittenty AI that isn’t even fun enough to bother building around. I’ve said it before, i’ll say it again: 50% less damage is boring. It does not actively change the way I play the game. 2 Cleanses every 3 seconds is boring. It does not actively change the way I play. Neither does a ranged stomp, neither does a mediocre heal, neither does some stealth (of which I can already get with a smoke field and some blasts, THAT stealth also won’t tell everyone where I am with a kitten gyro) and neither does an AI ridden version of Throw Mine. The only Gyro that looks even remotely useful is the whirl gyro, and that relies heavily on RNG.
I don’t know why anyone is defending or advocating the Scrapper. Even if Gyros were strong, it would still be passive gameplay, we don’t need more passive gameplay. We need something to actually change or introduce a new playstyle, you know, like every other class got? Even a third dodge is more of an impact than OH BOY, STOMPS! I cannot WAIT to use that in SPvP and SPvP only since it will get instantly destroyed by AoE in WvW and useless in PvE!
You’re incredibly angry sounding and not really appreciating some potential uses for Scrapper.
Don’t dismiss Hammer, it’s probably the most well done new weapon that ArenaNet has created since launch.
Using Hammer’s defense and utility along with Scrapper’s defensive traits as a backbone, it’ll allow for new offensive options to be taken in PvP and WvW that can now afford to bring entirely different utilities than before. And they will do some hefty damage.
Don’t focus on the Gyros, which I agree are as just as extremely short sighted as Turrets have proven to be.
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New Twitter: @chaithhh
Don’t focus on the Gyros, which I agree are as just as extremely short sighted as Turrets have proven to be.
The problem is that this is the biggest issue of all concerning this reveal. We asked again and again to NOT be given more AI, that will undoubtedly prove to be more effective in PvP than most other (current) game modes. The end result is usually the same, we get screwed as a consequence of it, i.e. turrets. The situation will likely devolve into unfavorable states that have previously been witnessed and being one of the least common denominators is not going to make it any easier to defend when it happens. Gyros feel like a Hail Mary pass to make AI a “thing” for us without being overly offensive at their core by adding different functionalities for each of them; treatment sorely need for turrets. That utility is most likely going to draw a lot of unwanted attention as a result and snowball.
You’re incredibly angry sounding and not really appreciating some potential uses for Scrapper.
Don’t dismiss Hammer, it’s probably the most well done new weapon that ArenaNet has created since launch.
Using Hammer’s defense and utility along with Scrapper’s defensive traits as a backbone, it’ll allow for new offensive options to be taken in PvP and WvW that can now afford to bring entirely different utilities than before. And they will do some hefty damage.
Don’t focus on the Gyros, which I agree are as just as extremely short sighted as Turrets have proven to be.
The hammer isn’t half the god you’re making it out to be. Block is nice, but we have better, on a shorter cooldown. The reflect, granted, is a straight upgrade, but it doesn’t last long at all. I don’t think you noticed in the PoI, but it couldn’t even block all of a single Rapid Fire being shot out by the moose, it would only do about 3/4 of a rapid fire to half. The low cooldown may remedy this, but at least the shield’s reflect is very good at completely destroying those who don’t pay attention, reflecting an entire rapid fire and then some. Electro Whirl doesn’t even block A rapid fire.
Also I don’t get the hype behind lightning fields. I play a lot of elementalist in PvE and not even the leaps make them decent. The blast is useless, the whirl is, once again, random, and the leap, while good for breaking new defiance bars (Remember that they are DAZED, not Stunned, when referring to PvP), is very underwhelming unless you manage to spam it three times with the leap we have. Also, the cast time is a bit bogus. 3/4 second cast time in which you can’t do anything with a very telling animation for a 1s stun? It doesn’t even have that much synergy with Impact Savant, it will go up to a whopping 1.25s. I’d argue that Elementalists Electric Field, even with the “you have to cross” caveat is better as its animation is hard to read and it stuns for TWO seconds. It can also be crossed more than once for more stun/a longer stun with a pushback.
Heck, even the lightning hammer’s 5 is a two second stun, and it’s unblockable! Granted it has the cooldown of Lightning Hammer’s actual cast, but remember the skill also gives you two hammers instead of one. The other can just be used later, even if you simply pick up hammer 1, use the cooldowns, then drop it again.
And I get it that Elementalist isn’t a tank, and that the classes are different and blah blah but would a 1.5s stun be too much? Would it being unblockable be that bad?
And don’t focus on the Gyros?
Are you serious? Don’t focus on the 5 utilities we’re getting? Do you realize how utterly ridiculous you sound? kitten kittening right i’m going to focus on the gyros, they’re the selling point of the E N T I R E SPECIALIZATION. How about we don’t make the utilities garbage in the first place instead of pretending they don’t exist? I don’t know, to me that sounds like a healthier plan than gut’n’forget like turrets got.
(edited by Ricky Rouse.1583)
You’re incredibly angry sounding and not really appreciating some potential uses for Scrapper.
Don’t dismiss Hammer, it’s probably the most well done new weapon that ArenaNet has created since launch.
Using Hammer’s defense and utility along with Scrapper’s defensive traits as a backbone, it’ll allow for new offensive options to be taken in PvP and WvW that can now afford to bring entirely different utilities than before. And they will do some hefty damage.
Don’t focus on the Gyros, which I agree are as just as extremely short sighted as Turrets have proven to be.
The hammer isn’t half the god you’re making it out to be. Block is nice, but we have better, on a shorter cooldown. The reflect, granted, is a straight upgrade, but it doesn’t last long at all. I don’t think you noticed in the PoI, but it couldn’t even block all of a single Rapid Fire being shot out by the moose, it would only do about 3/4 of a rapid fire to half. The low cooldown may remedy this, but at least the shield’s reflect is very good at completely destroying those who don’t pay attention, reflecting an entire rapid fire and then some. Electro Whirl doesn’t even block A rapid fire.
Also I don’t get the hype behind lightning fields. I play a lot of elementalist in PvE and not even the leaps make them decent. The blast is useless, the whirl is, once again, random, and the leap, while good for breaking new defiance bars (Remember that they are DAZED, not Stunned, when referring to PvP), is very underwhelming unless you manage to spam it three times with the leap we have. Also, the cast time is a bit bogus. 3/4 second cast time in which you can’t do anything with a very telling animation for a 1s stun? It doesn’t even have that much synergy with Impact Savant, it will go up to a whopping 1.25s. I’d argue that Elementalists Electric Field, even with the “you have to cross” caveat is better as its animation is hard to read and it stuns for TWO seconds. It can also be crossed more than once for more stun/a longer stun with a pushback.
Heck, even the lightning hammer’s 5 is a two second stun, and it’s unblockable! Granted it has the cooldown of Lightning Hammer’s actual cast, but remember the skill also gives you two hammers instead of one. The other can just be used later, even if you simply pick up hammer 1, use the cooldowns, then drop it again.
And I get it that Elementalist isn’t a tank, and that the classes are different and blah blah but would a 1.5s stun be too much? Would it being unblockable be that bad?
And don’t focus on the Gyros?
Are you serious? Don’t focus on the 5 utilities we’re getting? Do you realize how utterly ridiculous you sound? kitten kittening right i’m going to focus on the gyros, they’re the selling point of the E N T I R E SPECIALIZATION. How about we don’t make the utilities garbage in the first place instead of pretending they don’t exist? I don’t know, to me that sounds like a healthier plan than gut’n’forget like turrets got.
For some perspective, most of the new utilities are unimpressive. Even the Druid ones.
Chronomancers are the only ones who come out looking good in regards to utilities.
You’re incredibly angry sounding and not really appreciating some potential uses for Scrapper.
Don’t dismiss Hammer, it’s probably the most well done new weapon that ArenaNet has created since launch.
Using Hammer’s defense and utility along with Scrapper’s defensive traits as a backbone, it’ll allow for new offensive options to be taken in PvP and WvW that can now afford to bring entirely different utilities than before. And they will do some hefty damage.
Don’t focus on the Gyros, which I agree are as just as extremely short sighted as Turrets have proven to be.
The hammer isn’t half the god you’re making it out to be. Block is nice, but we have better, on a shorter cooldown. The reflect, granted, is a straight upgrade, but it doesn’t last long at all. I don’t think you noticed in the PoI, but it couldn’t even block all of a single Rapid Fire being shot out by the moose, it would only do about 3/4 of a rapid fire to half. The low cooldown may remedy this, but at least the shield’s reflect is very good at completely destroying those who don’t pay attention, reflecting an entire rapid fire and then some. Electro Whirl doesn’t even block A rapid fire.
Also I don’t get the hype behind lightning fields. I play a lot of elementalist in PvE and not even the leaps make them decent. The blast is useless, the whirl is, once again, random, and the leap, while good for breaking new defiance bars (Remember that they are DAZED, not Stunned, when referring to PvP), is very underwhelming unless you manage to spam it three times with the leap we have. Also, the cast time is a bit bogus. 3/4 second cast time in which you can’t do anything with a very telling animation for a 1s stun? It doesn’t even have that much synergy with Impact Savant, it will go up to a whopping 1.25s. I’d argue that Elementalists Electric Field, even with the “you have to cross” caveat is better as its animation is hard to read and it stuns for TWO seconds. It can also be crossed more than once for more stun/a longer stun with a pushback.
Heck, even the lightning hammer’s 5 is a two second stun, and it’s unblockable! Granted it has the cooldown of Lightning Hammer’s actual cast, but remember the skill also gives you two hammers instead of one. The other can just be used later, even if you simply pick up hammer 1, use the cooldowns, then drop it again.
And I get it that Elementalist isn’t a tank, and that the classes are different and blah blah but would a 1.5s stun be too much? Would it being unblockable be that bad?
And don’t focus on the Gyros?
Are you serious? Don’t focus on the 5 utilities we’re getting? Do you realize how utterly ridiculous you sound? kitten kittening right i’m going to focus on the gyros, they’re the selling point of the E N T I R E SPECIALIZATION. How about we don’t make the utilities garbage in the first place instead of pretending they don’t exist? I don’t know, to me that sounds like a healthier plan than gut’n’forget like turrets got.
this isnt a fight
channel your anger into thinking of something better instead of being abrasive, otherwise you arent worth engaging
head here to discuss wvw without fear of infractions
See, I don’t get this.
If this is the case, WHY do Warriors get the burst skills that they’re getting? It’s a straight up improvement. They also get a trait in their line that increases ferocity based on precision (Which is ridiculous synergy).
Warriors are probably in the worst state they’ve ever been. In PvE, they’re only brought to be a boon battery. In PvP, the only relevant build they’ve got that has long-term potential in the meta is shoutbow, which is the same build they’ve been using for the past year and plus. In WvW, they’re just a bullet sponge.
They need the DPS increase. Berserker is going to bring them back into the DPS spotlight that they used to have in PvE, rather than just being a might and banner kitten, and they’ll have actual damage-centric builds in PvP that aren’t reliant on when their elite skill is off cooldown.
So yes. They get this straight-up improvement in their DPS because they need it to remain relevant.
I love it. I love how we’re getting boned and the only thing everyone can say is “Well golly gee willikers, you Engineers already HAVE explosives! Why are you complaining??”
How are we getting boned? Sinister engineer is by and far the best DPS in the game, and scrapper will also be the best CC build in the game. Engineers also already offer arguably the best group condi clear with Fumigate and have one of the best support healing skills in the game with Healing Turret. I have all classes to 80, but I have to admit I don’t much see the point in playing any of them in PvE much longer when the engineer is likely going to pretty much slot into any role in raids.
Calmon-Huang has made the engineer a viable option at every end of the GW2 trinity while simultaneously future-proofing us by insisting that future content will demand more than just DPS. He’s gone from being a guy I didn’t know to one of my favorites working at ArenaNet. I’m sorry you don’t share our sentiment, and while Chaith and I have had our disagreements over the years, I agree with him fully that you’re overly dismissive about what potential the hammer offers for us.
Come back into the light.
(edited by Phineas Poe.3018)
Hey, I am long time Engineer but rarely post.
I look at the scrapper elite spec and I am a bit disappointed in not only the functionality of the gyros but that they are utility skills. Wouldn’t it make more sense to swap the proposed tool belt skills with their gyro’s so that the scrapper has a unique flavorful difference from a normal engineer? This would replace the diversity that comes with the tool belt but the point of the elite spec is to shake things up and play in a different way then the core spec. Having gyros out constantly will give scrappers a distinct identity and a all gyro F skills allow room for skills like kits to be played in more of the utility slots.
The new Utility can be called something like fields and act exactly how the gyro tool belt skills currently operate(adding like a choas and dark field too). Think of how Glamours work for the mesmer and you will have a ingame solution that is similar. You can even have some kind of recharge mechanic for the gyros every time they entire a combo field.
Well hopefully after the BWE3 we will finally see if the scrapper’s (function & utilities) gyros, hammer and traits are worth unlocking the new specialization.
I personally would like to see a cooldown reduction for gyros in the Final Salvo trait, super speed stackable and Impact Savant affecting Dazes as well.
Liked Chaith’s idea about having non-combative function gyros encircling you even if the Impact savant trait didn’t change.
this isnt a fight
channel your anger into thinking of something better instead of being abrasive, otherwise you arent worth engaging
Pretending the other side isn’t worth arguing with doesn’t make you right, try again. Also not angry, just disappointed.
Hammer, while its skills bear testing yet, I’m not too happy about. Only in Auto Attack and Rocket Charge do you really swing the hammer. Since when are auto attack chains a thing in spvp? They are highly situational, and I’ll even grant hammer auto attack seems like a good one. But I wanted to swing the hammer more. Three of the skills are a swirly energy field, an awkward looking block, and lightning. But that is opinion based and has nothing to do with the actual mechanics or yet unknown feel of the weapon.
BWE is coming this weekend. That will be our big opportunity to validate or invalidate the many complaints. I for one expect the complaints will be largely validated.
Hammer, while its skills bear testing yet, I’m not too happy about. Only in Auto Attack and Rocket Charge do you really swing the hammer. Since when are auto attack chains a thing in spvp? They are highly situational, and I’ll even grant hammer auto attack seems like a good one. But I wanted to swing the hammer more. Three of the skills are a swirly energy field, an awkward looking block, and lightning. But that is opinion based and has nothing to do with the actual mechanics or yet unknown feel of the weapon.
BWE is coming this weekend. That will be our big opportunity to validate or invalidate the many complaints. I for one expect the complaints will be largely validated.
Your complaint is that there aren’t more than 2 or 3 abilities on the hammer that have a swinging aesthetic? That’s totally subjective to personal tastes, no?
Twitch.tv/chaithh
New Twitter: @chaithhh
Hammer, while its skills bear testing yet, I’m not too happy about. Only in Auto Attack and Rocket Charge do you really swing the hammer. Since when are auto attack chains a thing in spvp? They are highly situational, and I’ll even grant hammer auto attack seems like a good one. But I wanted to swing the hammer more. Three of the skills are a swirly energy field, an awkward looking block, and lightning. But that is opinion based and has nothing to do with the actual mechanics or yet unknown feel of the weapon.
BWE is coming this weekend. That will be our big opportunity to validate or invalidate the many complaints. I for one expect the complaints will be largely validated.
Your complaint is that there aren’t more than 2 or 3 abilities on the hammer that have a swinging aesthetic? That’s totally subjective to personal tastes, no?
I said in the post that it was opinion based. Hammer seems ok. Lack of a true elite mechanic and clunky gyros are the real problem with Scrapper. But you’re right, rereading that post made it sound like i hated the hammer. I’m not concerned with the hammer.
(edited by Voramoz.6790)
Basically: no new mechanic, gyro= turrets 2.0, waiting for the BWE to be sure but the only good thing from this spec seems to be the hammer, the rest is “crapper”
Traits are fantastic arguably the best set of new traits for any of the classes.
I agree that adding another AI mechanic when they have such problems with all other AI mechanics in the game is bewildering. Would have made more sense to have the scrapper elite mechanic be function gyro AND change turrets to gyros, then have another suite of utilities.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
(edited by morrolan.9608)
Basically: no new mechanic, gyro= turrets 2.0, waiting for the BWE to be sure but the only good thing from this spec seems to be the hammer, the rest is “crapper”
Traits are fantastic arguably the best set of new traits for any of the classes.
The best? The traits are on two things:
-> Getting power under stability (we can already get power with alchemy and easily stacks to 25 with Hoelbrak runes which will stay our runes after the expansion for sure with the scrapper)
-> Getting super speed in lightning fields but super speed does not stack (LOL)
I am sorry I do not see a new relevant mechanic, yes it should be nice, but new? Not at all.
-> Getting super speed in lightning fields but super speed does not stack (LOL)
The lack of people that seemed to be concerned about this… well… concerns me. There have been a few threads created to discuss it but they’ve fallen past the first page almost immediately.
If Superspeed continues to “stack” like it does now (meaning replace current duration) that’s a huge blow to what the Scrapper can bring.
Jade Quarry
-> Getting super speed in lightning fields but super speed does not stack (LOL)
The lack of people that seemed to be concerned about this… well… concerns me. There have been a few threads created to discuss it but they’ve fallen past the first page almost immediately.
If Superspeed continues to “stack” like it does now (meaning replace current duration) that’s a huge blow to what the Scrapper can bring.
I think it is potentially concerning and it has been brought up a few times.
I do not know about anyone else, but I am going to take a wait-and-see approach with superspeed.
The balance patch on Tuesday is the first chance Irenio will have to address this.
My bet is the stacks are adjusted on the D/L prior to launch.
My choice would be if the devs were to buff the benefits provided by superspeed in accordance with its current limit. I think that exercise would be pretty cool if nothing else.
Hey all,
Since the Scrapper reveal I’ve been up to my eyeballs in Druid development.
That’s all for now!
Here we go….now you’re post is correct.
Hey all,
Since the Scrapper reveal I’ve been up to my eyeballs in Druid development.
That’s all for now!
Here we go….now
you’reyour post is correct.
Unfortunately, yours wasn’t…
Cubones Mother – 80 mes
Jade Quarry [Uhhh]
Hey all,
Since the Scrapper reveal I’ve been up to my eyeballs in Druid development.
That’s all for now!
Here we go….now
you’reyour post is correct.Unfortunately, yours wasn’t…
I don’t care is not my mother tongue.
because you can already use the bomb kit or grenade kit for damage, the hammer should be designed and taken for something else.
See, I don’t get this.
If this is the case, WHY do Warriors get the burst skills that they’re getting? It’s a straight up improvement. They also get a trait in their line that increases ferocity based on precision (Which is ridiculous synergy).
So they get this straight up improvement and DPS increase for just taking the trait line, and we get…
A stomp. And stability for said stomp.
I love it. I love how we’re getting boned and the only thing everyone can say is “Well golly gee willikers, you Engineers already HAVE explosives! Why are you complaining??”
Just depends on whether you value defensive traits and utility over damage.
How boned you feel largely depends on your game mode of choice.
A stomp is not a defensive trait. In fact, looking at Scrapper’s traits again, it feels like Irenio thought that “Superspeed” was a good way to make up for all Gyros being useless. The one Gyro you bothered to slot dies? Get superspeed. Leap finisher? Get superspeed. Heal, because you have superspeed. Superspeed superspeed superspeed. What? You wanted to have some fun? Nah. Here. Have superspeed. Go ahead and run around like a moron a little faster, engies. It will allow you to position yourself better for when you use your grenade kits again.
“A stomp is not a defensive trait”. Well, indeed you are correct, there’s no pulling the wool over your eyes for sure, but that’s a very odd thing to say when we’re comparing entire Elite Specs to see who’s getting ‘boned’.
The value from Scrapper in the PvP/WvW game modes where it’s most tailored to, comes largely from the extremely good sustain, stability, and tanky traits, and extremely high utility Hammer.
I wasn’t talking about the Function Gyro as a sustain/tank trait, I was referring to the Master1 and Grandmaster1 & 3 traits.
That’s why I say it’s a matter of opinion, I assume you’re primarily a PvE player, not that there’s anything wrong with that OFC.
I have 700 games in SPvP which isn’t much compared to some people, but over half those games are on my Engineer.
If you ask me the last thing we need is another bunker build. Furthermore, another “bunker” build that is just like the one we have now but with a hammer because no one gives a rats kitten , in PvE, PvP, or WvW, about more AI, and beyond that, passive, kittenty AI that isn’t even fun enough to bother building around. I’ve said it before, i’ll say it again: 50% less damage is boring. It does not actively change the way I play the game. 2 Cleanses every 3 seconds is boring. It does not actively change the way I play. Neither does a ranged stomp, neither does a mediocre heal, neither does some stealth (of which I can already get with a smoke field and some blasts, THAT stealth also won’t tell everyone where I am with a kitten gyro) and neither does an AI ridden version of Throw Mine. The only Gyro that looks even remotely useful is the whirl gyro, and that relies heavily on RNG.
I don’t know why anyone is defending or advocating the Scrapper. Even if Gyros were strong, it would still be passive gameplay, we don’t need more passive gameplay. We need something to actually change or introduce a new playstyle, you know, like every other class got? Even a third dodge is more of an impact than OH BOY, STOMPS! I cannot WAIT to use that in SPvP and SPvP only since it will get instantly destroyed by AoE in WvW and useless in PvE!
You’re incredibly angry sounding and not really appreciating some potential uses for Scrapper.
Don’t dismiss Hammer, it’s probably the most well done new weapon that ArenaNet has created since launch.
Using Hammer’s defense and utility along with Scrapper’s defensive traits as a backbone, it’ll allow for new offensive options to be taken in PvP and WvW that can now afford to bring entirely different utilities than before. And they will do some hefty damage.
Don’t focus on the Gyros, which I agree are as just as extremely short sighted as Turrets have proven to be.
Definitely agreed with this. I think a lot of people are upset over how much mileage they expect to get from Gyro, but don’t really see how much potential change the hammer and defensive traits can change the way we plan engineer.
I think one of the biggest and most noteable changes that this has from the perspective of changing an engi’s role is the potential for a Scrapper as a viable frontline player in WvW. Considering how engis have had so much trouble fitting in WvW outside of roaming, I think this could be pretty huge.
However, on the PvE front, I really think that there’s too many question marks in the air with what raiding will be like to really evaluate how much of an impact Scrapper has on engis. If raiding is done right, the function gyro could be huge and a Scrapper could be a strong front-line player with lots of support. If raiding doesn’t change the berserker meta…well, at least we’re not druids, lol!
Hey all,
Since the Scrapper reveal I’ve been up to my eyeballs in Druid development.
That’s all for now!
Here we go….now
you’reyour post is correct.Unfortunately, yours wasn’t…
I don’t care is not my mother tongue.
Fair enough. In that case, pretty well done. Better than I could do in yours, for sure. In the future, the trick is to only use “you’re” if you could replace it with “you are” and still have the same meaning. You’re welcome.
Cubones Mother – 80 mes
Jade Quarry [Uhhh]
- Bulwark Gyro has a decent pool of health and low defense. If you and several allies are taking heavy AoE then it is going to die quickly; that is the situation where it should die quickly.
And that’s the same situation where the players should die quickly too. Melee playstyle is characterized, defined by players and several allies taking heavy AoE. Only the players don’t die in that situation if they’re playing smartly and coordinating well as a team, if they’re properly dodging and using other skills that help mitigate or avoid the damage. The AI dies though.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
(edited by Chaba.5410)
For me, my main focus on this spec is WvW, specifically the group play aspects of it as it is where engis are mediocre at the moment and to be honest I do not see much of an improvement. I see more of an improvement to group WvW in tomorrows balance patch because of the flamethrower, the 1200 pull and elite mortar changes then the whole Scrapper spec. At least I can be a more effective as a long range bomber with option to pop on FT for melee range clean up.
My concerns for the scrapper spec are as follows:
Completely useless gyros – same issues as mesmer clones, necro minions, etc. basically they all insta die.
Hammer 3 is too uncontrollable and too long. Often times you have to move out of bombs which you cant do if you use this skill, on top of that there is a certain degree of RNG in your final landing spot. This can put you grossly out of position and you’ll end up being insta gibbed.
The things that I do see as improvements are located within the trait line itself, 20% condi damage resistance etc. lots of stability, super speed. But then you have to go back to a power build which I have been runnign for 3+ years across a wide variety of builds already, because this trait line sucks for condi builds, so that kinda defeats the purpose of having this new spec for me.
I focus on WvW and mainly on condi specs as I already played the crap out of all sorts of power builds, just don’t need another one of these, just too boring.
- Bulwark Gyro has a decent pool of health and low defense. If you and several allies are taking heavy AoE then it is going to die quickly; that is the situation where it should die quickly.
And that’s the same situation where the players should die quickly too. Melee playstyle is characterized, defined by players and several allies taking heavy AoE. Only the players don’t die in that situation if they’re playing smartly and coordinating well as a team, if they’re properly dodging and using other skills that help mitigate or avoid the damage. The AI dies though.
So what if AI pets in the game get a 2 Sec Evade buff , when the “master” evades, i think that would not be too overpowered.
[Skol]
Basically: no new mechanic, gyro= turrets 2.0, waiting for the BWE to be sure but the only good thing from this spec seems to be the hammer, the rest is “crapper”
Traits are fantastic arguably the best set of new traits for any of the classes.
The best? The traits are on two things:
-> Getting power under stability (we can already get power with alchemy and easily stacks to 25 with Hoelbrak runes which will stay our runes after the expansion for sure with the scrapper)
-> Getting super speed in lightning fields but super speed does not stack (LOL)I am sorry I do not see a new relevant mechanic, yes it should be nice, but new? Not at all.
Traits are not a mechanic, the new mechanic of the function gyro is sub par, that doesn’t mean the traits are however.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
The gyros need a stunbreak at least one of them if you want to run a gyro only build you have no stunbreaker, or am i missing something?
[Skol]
The gyros need a stunbreak at least one of them if you want to run a gyro only build you have no stunbreaker, or am i missing something?
I don’t think they ever intended for you to run more than 1-2 gyros.
I mean, take another look at our trait line. Notice something? Yeah, we have one trait that actually affects Gyros. And it’s GM. And it’s when they die.
I mean, take another look at our trait line. Notice something? Yeah, we have one trait that actually affects Gyros. And it’s GM. And it’s when they die.
We have three traits minus the adept minor that affect gyros, and there are multiple traits at the adept, master, and grandmaster level that indirectly benefit from the use of gyros (e.g., Rapid Regeneration). You’re being silly right now.
The gyros need a stunbreak at least one of them if you want to run a gyro only build you have no stunbreaker, or am i missing something?
I don’t think you’ll want to run only gyros. There are very few builds out there that are viable that use only one set of utilities.
(edited by Phineas Poe.3018)
The gyros need a stunbreak at least one of them if you want to run a gyro only build you have no stunbreaker, or am i missing something?
I don’t think they ever intended for you to run more than 1-2 gyros.
I mean, take another look at our trait line. Notice something? Yeah, we have one trait that actually affects Gyros. And it’s GM. And it’s when they die.
Yes i know, but every utility line has a stun breaker:
Turrets -> Thumper Rumble
Elixir -> Elixir S and Elixir U
Tools -> Goggles and Super Speed
Kits -> Elixirgun Toolbelt
Gyros -> nothing
And at weekend i want to test a heavy gyro build as disabler/frontliner so more gyros = more dazes and lightnigfields
[Skol]
Yes i know, but every utility line has a stun breaker:
Turrets -> Thumper Rumble
Elixir -> Elixir S and Elixir U
Tools -> Goggles and Super Speed
Kits -> Elixirgun Toolbelt
Gyros -> nothing
This is true, but the new trait line gives a baseline stun reduction by 25% and a stability on evade trait to make up for it. I think people should be concerned less about full gyro builds being viable but what gyros and the new traits add onto what we already have.
(edited by Phineas Poe.3018)
Scrapper is meant as “lock down”, meanwhile druids will have acces to 3 skills, which will cause 6s, 6s and 4s daze. This means a total daze time of 16s for using 2 utility skills and one class mechanic skills while having just one trait equipped. Each gyro just got 1s daze. Maybe there should be some changes to that.
(edited by Kodama.6453)
Scrapper is meant as “lock down”, meanwhile druids will have acces to 3 skills, which will cause 6s, 6s and 4s daze. Each gyro just got 1s daze. Maybe there should be some changes to that.
That is more of a Druid issue I think. Their new CC utilities are a way overtuned.
Scrapper is meant as “lock down”, meanwhile druids will have acces to 3 skills, which will cause 6s, 6s and 4s daze. Each gyro just got 1s daze. Maybe there should be some changes to that.
That is more of a Druid issue I think. Their new CC utilities are a way overtuned.
I think it is a scrapper issue too. If lock down is really our meant role, they should improve that.
Scrapper is meant as “lock down”, meanwhile druids will have acces to 3 skills, which will cause 6s, 6s and 4s daze. Each gyro just got 1s daze. Maybe there should be some changes to that.
That is more of a Druid issue I think. Their new CC utilities are a way overtuned.
I think it is a scrapper issue too. If lock down is really our meant role, they should improve that.
Right, but we are already in a pretty good place with that thus far.
-Gyro Daze on death
-Hammer 5
-Rocket Charge (on insanely short cooldown) + Lightning Fields
These synergise very well with baseline Engineer’s already impressive kitten nal.
Not seeing a problem here.
Yes i know, but every utility line has a stun breaker:
Turrets -> Thumper Rumble
Elixir -> Elixir S and Elixir U
Tools -> Goggles and Super Speed
Kits -> Elixirgun Toolbelt
Gyros -> nothingThis is true, but the new trait line gives a baseline stun reduction by 25% and a stability on evade trait to make up for it. I think people should be concerned less about full gyro builds being viable but what gyros and the new traits add onto what we already have.
I believe most of us are worried because a Scrapper that choose to not use Hammer or Gyros still get good traits, but end stuck with a totally irrelevant spec mechanic.
Improving the utility Gyros is way less important than making a better “signature mechanic”, at least to me.
that it makes every other class in the game boring to play.”
Hawks
I believe most of us are worried because a Scrapper that choose to not use Hammer or Gyros still get good traits, but end stuck with a totally irrelevant spec mechanic.
Improving the utility Gyros is way less important than making a better “signature mechanic”, at least to me.
The new class mechanic is the biggest problem for the scrapper, you are absolutely right. I hope the devs will read the many suggestions in this forum for another added class mechanic and we will get something, which will give us the feeling to be different from core engineer.
If someone wants to join the discussion for new mechanics:
I would like to talk about additional ranged scrapper attacks.
All our weapons have a focus on melee.
Less, so than the hammer, but a focus on melee none the less.
Focus on melee, as in, their strongest attacks are melee.
For example eventhough our rifle is not a melee weapon, as in swinging a sword or so, it is a melee weapon in the range that is ideal to fight in.
The #1 is a ranged autoattack that wont make you really kill stuff.
The #2 is a root. The #3 is best to use in melee. The #4 is a cc+dmg on medium range with 15 sec cd.
The #5 brings you into melee range.
Real ranged weapons.
Ranger longbow is ranged.
Mesmer 2h sword is ranged.
Ele staff is ranged.
The engineer does not have a weapon, which is a mix of melee and ranged BUT,
where the ranged part is dominant. Where you have a few low cd strong ranged attacks.
All mix weapons that we have are melee dominant.
So getting another weapon, Hammer, which is 99% melee, is disappointing to me, because we already have almost only melee dominant weapons.
Yet we lack a ranged dominant one or a ranged weapon in general.
So it seems fair that some of us have a wish for a weapon which has strong ranged attacks.
A modefication to the hammer could make it so, that melee lovers can still love every part of it, but that it gives some to ranged lovers too.
By making the following two changes:
Electro whirl #3.
On second press on this ability, it shoots a ranged lightning whirl attack at your target.
Around 600-900 range.
Shockshield #4.
On second press on this ability, you will throw a piece of shocking scrap metal.
If you have not blocked attacks, it reduces the cd by half on second press.
Around 600-900 range.
A second press. Similar to other abilities who do a different thing on second press.
The ranger 2h sword cancels his block for example and throws the weapon.
This idea for the #3 and #4 could be modified, but a second press to allow for a ranged function is kinda what I want to propose.
You could still use it in meleee the same way as it is now, but it enables some ranged options to the weapons, to give some to the ranged wishers too.
Any chance for these change to happen?
Both melee and ranged lovers can be happy this way.
(edited by Yashuoa.9527)
erm… you do know we have a rifle AND pistol for ranged right? the hammer was given to allow a melee alternative and does not need to be used… you can also equip a kit if you want to be ranged and not taint the hammers purpose