If this is the last BWE we get before HoT launches, I really wonder if devs will be able to fix all these issues quickly…below are my impressions:
Hammer
After trying the Hammer out, I feel that standalone they’re all pretty good skills, but when you combine and use them together, their cast time just seem way too long, resulting them feeling very clunky to use.
If you compare Scrapper’s hammer skill cast time to those of Warrior & Guardian’s, you can see that other than Guardian’s last hit on hammer auto, both Warrior and Guardian do not have a single hammer skill that goes beyond 1s cast time, while Scrapper has two, and they’re nearly 2s cast time skills.
Also, it could be because of the lack of impactful sound effect, I just don’t get any awesome sensation of me hitting kitten something. A good example is Tool Kit’s last hit auto attack sound.
A particular skill I want to point out is Rocket Charge, I…kinda both love and hate this skill.
It is a very nice skill when you’re trying to close the gap between you and your target, but if you manage to reach the target with just the 1st or 2nd leap, then it gets very messy, it feels like I’m actually leaping away from my target (also it gets very dizzy…)
Gyros
They really should ALWAYS stay close to you AT ALL TIME. Meaning they should not stop even when they perform any action (such as purging conditions or sending out heal).
I was running forward with swiftness on in Heart of Mist and I summoned the Medic Gyro, god it just couldn’t keep up with me, and because it occasionally stops to heal bystander, our gap in distance further widen, then it just dies miles away from me…
This affects usage of their self-destruct skill too, like in battle you won’t even know where they might be because they aren’t sticking to your side, so how am I supposed to have them daze/throw down a light field at location I want?
The ONLY gyro which I have no problem with any of the issues described above is the Sneak Gyro.
I see a lot of people complaining that you have to stop from time to time so Sneak Gyro can keep up with you to apply Stealth. But personally I like how Sneak Gyro won’t/can’t keep up with me, because I can make the opponent wondering whether I’m standing near the Sneak Gyro to stack up Stealth, or already coming toward him with that 4~6s of stealth to ambush him.
And there’s the Function Gyro from the trait too. After trying it out for a day, I have to say I’m not particularly fond of this Gyro. It should try to stomp the target immediately after it get summoned, instead of hovering there doing nothing for a few second THEN started stomping.
Once I summoned it then immediately start my own stomp, guess what, I actually stomp before it does…
I think it would also be better if we can summon Function Gyro right beside the downed target. Right now you actually summon it beside you and it will fly over to the target, meaning that it could get slowed or destroyed when it was trying to reach the target.
If Function Gyro’s slow stomp and to have it fly over are intentional, then I think the Stabilization Core trait should just combine with Function Gyro, as without Stabilization Core it is just not that useful, either Scrapper players abandon the other two traits they could choose, or drop Stabilization Core and make Function Gyro a near useless trait.
So in conclusion, I think Gyros’ AI behavior should be changed, with the EXCEPTION of Sneak Gyro.
Traits
The only issue/bug I have is Expert Examination, the description says it should apply 6 seconds of Vulnerability as well as 6 seconds of Weakness, but in reality you only get 6s Vulnerability + 3s Weakness.