Showing Posts For Bomboed.5697:
Most of the Engi’s weapons and kits are focused on melee combat, so there is no need in another melee spec.
What Engineer really needs is a long-range power spec.
The only new weapon that really fits engineer theme is Staff. It could fit a “tesla” theme with thunder and lighting attacks. It should be visually and functionally different from Ele Ait Staff, may be with different color of lighting (more like yellow/orange/red) and with more short CD skills. It should be a 1200 range weapon with good constant damage and a little burst.
The new mechanic of this spec should be a Death Shroud of Necro, but with a twist.
All attacks of Engineer build Energy. When energy is full Engi can enter a Mech and Energy become a second health bar (just like Life force of Necro). In Mech-mode Engineer becomes a Bruiser, with better sustain and slow but powerful attacks. Skills of the Mech are for close- mid-range combat. In Mech-mode Engineer can attack enemies with powerful smashing and stomping attacks with arms and legs of the Meck and also has access to some artillery attacks like homing-rockets and rocket barrages. Mech should also have a Leap attacks like Rocket Stomp to be able to join melee combat from long range. When Mech is destroyed Engineer can Eject from it to escape from melee combat.
New Utility skills are Devices. They acts like Wells, but with engineer flavor.
So basically this spec provide a combat style that is based on cycling long range combat with Staff and melee combat with Mech.
Will there be builds in pvp, where you have descent ranged dmg output on top of your melee hammer stuff as Scrapper?
From kits yes.
Mortar kit or grenade kit comes to mind
And both are ground-target. We have no real long range weapon like ranger`s longbow or mesmer`s greatsword, all of ours weapons and kits work well only in close or mid range.
Asura. Because small scale makes hammer #2 look even more big and epic.
In current state gyros doesn’t fit the fantasy and playstyle of Scrapper. Fragile AI minions are not a good addition for a tanky melee brawler. Melee combat is all about cleave damage, it is very and dangerous for being there. There is no place for weak and vulnerable minions.
So I have a couple of improvements which can fix this problem:
1) CD starts on summon, not on death. Gyro`s duration already shorten then CD, there is no need in addition downside.
2) There is two different ways:
a) Easy and passive one: make gyros indestructible and limited only by their duration. It is a boring way, but it will fix gyro usefulness in melee combat.
b) Make gyros motto is: “Live fast – die with a blast”. Currently gyros only provide continuous effects which can be easily ended by enemies by destruction. There is no clever counter-play. I ask ANet and Irenio personally to add unique on-detonate (on-death) effects for each gyro. Gyro`s life cycle must look like this:
- Summon = initial effect if it exists (healing on medic gyro)
- Life = continuous effect during gyro`s existence
- Death = significant effect on gyro`s destruction or detonation
Just for example:
Purge gyro cleanses a lot of conditions on summon
It periodically cleanses some conditions during it`s existence
It leaves a field which provides resistance for allies if it is destroyed by enemies or manually detonated by engineer.
Shredder gyro creates whirlwind finisher on summon and during it`s existence
It explodes, damaging and immobilizing nearby foes if it is destroyed by enemies or manually detonated by engineer.
Irenio already shown his creativity with Druid – i am sure he is capable to create cool and interesting on-detonate effects for each gyro.
These effects will add more utilities for engineer and more depth to counter-play for enemies. Foes will have to choose between dealing with passive effect of gyros or trying to counter their detonation effects.
To sum up, each gyro will give us:
One summon ability with instant and continuous effect
One detonation ability with significant effect
One toolbar ability
I think it is fair enough to compare with how much cool stuff Druids get.
If you are agree with these improvements – type /signed.
(edited by Bomboed.5697)
Just watched Druid`s preview – it was really good. Druids will get so much good or just insanely great stuff. But the most important thing i saw is Irenio`s passion about ranger class. He talked with such love and enthusiasm about all druid stuff.
And then i remembered Scrapper preview…
And then i remembered destructible gyros…
Don`t get me wrong, Irenio is a nice guy and great designer. But every designer has to be a #1fan of classes he is working on. And our class designer has no passion about our class.
Yep, hammer was great, but all other stuff like gyros just lame. While druids really gets utility, survivability and CC through cool glyphs and traits, we gets
fragile destructible minions on long CD. And they even have no special or unique abilities like turrets, they have no interesting and useful on-death effects or self-detonate abilities. That just feels like a lazy move.
If you make gyros destructible – make it for purpose. Make their destruction less brainless, make it more significant, make it more dangerous for enemies. Make counter-play for gyros about choosing between their less powerful, but continuous effects and more powerful, but momentary effect. And i am talking not about one trait like Final Salvo, but about unique on-death and self-detonate effects for each gyro. This addition will make gyros more significant, more interesting and useful not in spite of, but because of their destructibility.
is this just from charrs/norns or from humans/asuras too? possibly a size thing? since it scales
It seams to be true. My small scaled norn engi have only small glitches with FT, but my smallest size Asura have the most ridiculous light glitches.
It is not a problem with fire animation. Its is a problem with light effect. I think light effect triggers every tick of auto attack and that cause a glitch.
I have the same problem. Vertical Sync make things better, but drops framerate. Without Vertical Sync FT animation glitch can cause an epilepsy.
I think this is great idea. Maybe not with these effects, but overall idea of on-death effects is cool. It will fix the problem of gyro`s uselessness because o their destructibility and will add more utility for engi and some “clever” counter-play for enemies.
Just make grenades range 1500 or 1200 again and turn mortar into a rocket launcher with AoE damage, but non-AoE targeting. This will be our glorious long range power based weapon with some good utility fields.