Suggestion: Adaptive Armor rework
I don’t think this trait is too strong as it is. Necromancers have a trait which will grant them 20% condi reduction and 300 touchness too. And they achieve this a lot easier. So adaptive armor is justified to have a higher toughness bonus. Adaptive armor has it’s downsides, to get the full amount of stacks you HAVE to get hit and most defensive mechanics of engineers is about avoid damage, not just eat it up.
Scrapper has the ability to be a very tanky spec. This is the GM trait that helps most with that. I don’t see a problem.
Jade Quarry
I like this suggestion, i used a lot scrapper in this bwe3 and honestly wearing marauder and be more tanky than the actual rabid (considering we have more protection too on healing turret + trait) is a bit too much.
This doesn’t mean other profession tankiness like Necro is fine eh, other classes need some tweaks too.
I’m always for an active form on strong skills/utility/traits.
I’m worried that if you make this active one of two things happen.
1) Scrappers who are tanking a raid are forced to spam whatever the active effects are, dropping their DPS considerably and putting more pressure on everyone else.
2) The trigger can’t be kept up constantly, or requires us to blow important skills (like stun breaks) resulting in a much weaker trait that exists now and one that could potentially hurt the Scrapper.
My knee jerk reaction was that this is a bad idea, but I thought about it more because the idea of more active defense is something I do like. I don’t think it would pan out though due to the reasons above.
Honestly it is sort of active, it’s just a very boring active. It makes you get hit for it to be effective, you can’t just take it in a damage build to survive the random big hits.
Jade Quarry
I’m worried that if you make this active one of two things happen.
1) Scrappers who are tanking a raid are forced to spam whatever the active effects are, dropping their DPS considerably and putting more pressure on everyone else.
2) The trigger can’t be kept up constantly, or requires us to blow important skills (like stun breaks) resulting in a much weaker trait that exists now and one that could potentially hurt the Scrapper.
My knee jerk reaction was that this is a bad idea, but I thought about it more because the idea of more active defense is something I do like. I don’t think it would pan out though due to the reasons above.
Honestly it is sort of active, it’s just a very boring active. It makes you get hit for it to be effective, you can’t just take it in a damage build to survive the random big hits.
No wait, the active form is good when it promotes a reaction to something, not spam the skill random.
I did the trait war example because you get the heal and the toughness buff only when you use Your Break stun to break kb/daze/stun etc.
If you use Your break stun random you get nothing.
The break stun is only an example, it could be other stuff about your action or enemies action.
For example for engi could be you get a toughness buff if you knockback or interrupt someone.
It’s just an example, can be a lot of things.
I always feel a little bit wary about a feedback discussion of this matter, after I realize the thread creator has 7 pages of post in one professions threads, participating in multiple discussions about buffing that profession ahem thief ahem….Then starts a thread in another profession requesting a nerf on day 1 of its existance. Certainly the feedback is welcome. But you asked for more passive aspects for thief when in stealth, but are against a semi passive trait for another profession.
Remember, the engineer has to take hits in order for this effect to start applying. So it is not always up. It takes receiving multiple hits to reach full eeffectiveness.
I’m worried that if you make this active one of two things happen.
1) Scrappers who are tanking a raid are forced to spam whatever the active effects are, dropping their DPS considerably and putting more pressure on everyone else.
2) The trigger can’t be kept up constantly, or requires us to blow important skills (like stun breaks) resulting in a much weaker trait that exists now and one that could potentially hurt the Scrapper.
My knee jerk reaction was that this is a bad idea, but I thought about it more because the idea of more active defense is something I do like. I don’t think it would pan out though due to the reasons above.
Honestly it is sort of active, it’s just a very boring active. It makes you get hit for it to be effective, you can’t just take it in a damage build to survive the random big hits.
No wait, the active form is good when it promotes a reaction to something, not spam the skill random.
I did the trait war example because you get the heal and the toughness buff only when you use Your Break stun to break kb/daze/stun etc.
If you use Your break stun random you get nothing.
The break stun is only an example, it could be other stuff about your action or enemies action.
For example for engi could be you get a toughness buff if you knockback or interrupt someone.
It’s just an example, can be a lot of things.
In this example it’s a worthless trait if there’s no stuns to break. We’ve seen 1 raid boss and it’s worthless there, who knows what else it would be worthless in. Even with the occasional stun break that’s pretty bad uptime.
I realize this is just an example, but the reason I sort of picked it apart was because I feel these types of flaws will exist for any of these “on skill effect” type of activations. It wouldn’t be as good of a trait I don’t think. As it is now you do have to be getting hit, so tanking, for it to work. I just don’t really see a problem with it.
Is it boring? Sure, but not every trait can be groundbreaking and exciting, you have to have those stable reliable traits. This is the only GM Scrapper trait that works in any build as well, I would really hate to see it changed to only work with certain skills on your bar and limit the way a Scrapper can build.
Jade Quarry
this trait is fine, there is no need to rework it.
and it is not fully passive.
you need to be struck 5 times over 5 seconds in order to receive the extra 500 toughness, 100 of which will expire within the next 5 seconds.
Before we start throwing pitchforks on the things that actually work smoothly with the scrapper lets consider how this can be tweaked to conserve peak performance but increase play and counterplay.
The first option should not be to reduce the maximum toughness stack, this just makes its peak performance worse without actually adding any play, and for a elite specialization grand master that’s not really optimal.
The first course of action in my opinion would be to increase duration and internal cooldown, further promoting burst builds to actually burst down the scrapper before he reaches his maximum amount of toughness and rewarding the scrapper who can take hits in a controllable fashion during an extended fight. This puts emphasis on the scrapper as a mighty glacier, once he gets the ball rolling it will keep moving for quite some time.
And as for the people aghast over how passive the scrapper is, i don’t really see it.
In the adept tree we have a trait that grants super speed aoe when blasting or leaping through a very rare combo field, requiring planning of resources as well as good positioning (to share that with your allies), a protection on heal (requires skill activation of important resource), and a few stacks of stability when activating our very situational class mechanic (with a long cooldown).
For major we have a trait that grants small healing while under a common boon (which can still be stripped and does require application) or massive regeneration when under the effect of super speed, which due to its nonstacking nature requires us to either interact with our adept trait (which is active as mentioned), our grandmaster (when our gyros die or expire and we stay in or interact with the field and the adept trait), blow a stunbreak (super speed), use the blast gyro toolbelt or save up switching to toolkit with streamlined kits until you need the healing (which prevent you from utilizing the swiftness from it). Then we have a vuln and weakness on stun and daze, best utilized through hitting our skill 5 and landing consecutive leaps in the ensuring field. Mass momentum ill agree is passive, but for a boring stat conversion trait it at least got something requiring trait and skill interaction (stability is a rare boon) and it creates a risk vs reward element to staying in flamethrower (which does impact your performance in lots of ways) with the help of an existing grandmaster trait.
For our grandmaster we got adaptive armor which have a ramp up time, requiring us to take small hits before we take the big ones. When comparing this to the necromancers trait, keep in mind the internal cooldown and that simply being on the offensive isn’t that much more of an active play. The gyro grandmaster is supposed to increase the impact of resource management, but requires the previously mentioned traits to be truly impactfull. And then we get a trait that gives us stability on a successful evade (not not on just performing a dodge roll).
For passive minors we got a stun duration trait and a aoe boost when successfully reviving or stomping for repositioning.
Yes there are some traits that are more passive than others, but this is also the case for all classes, other classes got a new mechanic that is more available and thus it is easier to add “when you activate your X, do Y” traits to those. We already have a problem with minors being tied to very specific situations, if we where to normalize their powers we would have to ascend to another plane of divine existence whenever our function gyro does its job correctly, and then we would have opened another brand of canned worms entirely
You know, there is the other side of the spectrum as well.
Frontlining would require this trait to proc 500 toughness for 10sec on the first hit.
Sure, it works as it is currently, but still not performs good enough for the AoE hate it will endure…
And there were are back at the point when A-net balancing concept fails:
- 3 game modes.
- very distinct requirements on builds/traits in order to be viable in their respective gamemode.
- 1 design plan.
Realistically spoken, I don’t mind adaptive armor as it currently is, it performs “meh”, but it performs. Nerfing it for the sake of PvP tho would just make it non-viable for WvW-zerging…
And if we’re already on the realistic department, 5sec are more than enough time for a decent thief to jump/down a target in PvP. And if he doesn’t, he’s expected to run anyways, regardless if there is a scrapper, guardian or revenant on point.
Honestly this trait is perfect the way it is, besides the fix it needs for being bugged to reduce the condi duration on top of damage. But other than that its pretty much one of the only great traits engi has overall.
The class has always been weaker to conditions versus other classes and this is a great fix, and the toughness is also good considering Scrapper focus was meant to be tanky. Necro’s have the same trait minus 200 toughness but their’s is much easier to upkeep and relies on the Necro and not the enemy, plus as a class they have higher base health and a life force bar, and I don’t see you calling for a nerf to them.
Scrapper as a whole is really in a “meh” place right now, the only thing it really needs is changes or buffs to the utility gyros and the mechanic, because compared to other classes they are really second-rate.
Adaptative Armor is broken cause the scrapper line isnt a tank spec at all, in fact with scrapper/alchemy you can easily stack 25 might, so giving this awesome deffensive trait plus damage on the same spec just makes scrappers so tanky while hitting as a truck, so I totally agree that this trait needs a rework (also its a totally passive trait, which is unhealthy for the game imo).
Adaptative Armor is broken cause the scrapper line isnt a tank spec at all, in fact with scrapper/alchemy you can easily stack 25 might, so giving this awesome deffensive trait plus damage on the same spec just makes scrappers so tanky while hitting as a truck, so I totally agree that this trait needs a rework (also its a totally passive trait, which is unhealthy for the game imo).
Yea, I’m sure the 10% more dmg on hammer, that actually compete with adaptive armor, are so insane dps, compared to the rest of our traitlines…
Or the 10% toughness into power transmute. I guess this extra 50 power completely break the class.
Not to forget the 5-7 might stacks we only get while having stability…
OP PLZ NERF
(For the last one out there, this is meant as sarcasm)
It’s the only worthwhile GM trait, and not because it’s op, but because the other twos are lackluster, the solution is not to nerf this one
This trait is not broken. Scrapper is meant to give engineer the option to be a frontliner. As a frontliner, you have to be able to take some damage. TAKE damage, not blocking or being invulnerable and unable to do damage yourself. With the new specialization system anet took away several defensive traits. There was a reason for that, scrapper is meant to be our new tank traitline. The trait is ok as it is, please let it stay at this state.
The best way to stop EVERY scrapper from using what I admit is a pretty passive trait is to make the other 2 grandmasters more attractive.