I like this cooldown change. I was one of the people that advocated making the cooldowns start immediately to avoid rewarding the player for blowing them up early, but I think this feels more “right.” This also helps the Medic Gyro be a bit more competitive. Healing Turret still needs a small-ish nerf to keep from outperforming everything else, but Medic Gyro’s immediate nature and this new “adaptive” cooldown (compared to the previously intended immediate cooldown numbers) really help. I just hope the gyro will be effective enough to keep out instead of immediately detonating it for the shorter cooldown.
My biggest concern is one you’re not going to be able to reassure me about until HoT hits and I see it for myself: gyro intelligence and longevity. If minions take very little or no damage during raids, that’s great and all, but what about dungeons or just enemy-dense world locations like Orr, Silverwastes, or the HoT maps? If the global change for minions is only what we saw in the raids, I’m a little skeptical about their usefulness in the open world. It doesn’t help that we weren’t told any details about it.
Is effort being put into fixing the Superspeed bugs? I realize that is probably outside of your area, but can you at least let us know if someone is working on it or not? The inability to stack it cripples two-thirds of the Scrapper traits, and it would be a lot more desirable if the movement speed change behaved as advertised.
I can’t claim to know what can be done about it, but Decisive Renown doesn’t feel rewarding in PvE. Again, not really your area, but there’s a distinct lack of enemies that need to be Finished in PvE, which means we’re relying on allies going down to get any use out of this trait. Other classes have other traits related to when players go down, but the Warrior ones I can think of are related to making getting someone back up safer, faster, and therefore easier. Decisive Renown has no benefit until the ally is up. I hesitate to ask, but would bonus revive speed be too much?
You haven’t mentioned Perfectly Weighted and Mass Momentum. These skills don’t seem to synergize at all, and half the effect of Perfectly Weighted is underwhelming in general. Dodging is a really unreliable source of Stability, especially if that Stability is extremely short. For the sake of Stability, you have to be targeted by CC within 3s of dodging an attack. For the sake of Might, you need to dodge an attack every 5 seconds exactly in order to squeeze 3 stacks of Might out of Mass Momentum. It’s too reliant on enemy behavior. The Scrapper has very little control over how effective these traits are with the exception of Juggernaut and what it does for Mass Momentum.
I feel like a Juggernaut build is only useful for purposes of tanking, using it and other reliable combat boon traits to maintain a “high” damage resistance from Iron Blooded. To help contribute more to DPS, a Juggernaut build is going to want to keep its Might as high as possible, which means holding Flamethrower during any moment a specific non-flamethrower, non-toolbelt skill is not called for. If there is an ally Might stacker which makes the self-Might superfluous, holding Flamethrower is still preferable to swinging around the Hammer to ensure that Stability is maintained for its 2% damage resistance from Iron Blooded. The blocks, CC, and leaping through Lightning, Poison, and Water fields absolutely make it useful to switch to Hammer on occasion, but the goal there isn’t dealing damage. That doesn’t do anything to make Perfectly Weighted desirable. Adaptive Armor is more useful to Perfectly Weighted to a Juggernaut build.
As things stand, it’s either one or the other for me. Either I’m stacking up Iron Blooded as high as it will go and using Mass Momentum to help compensate my DPS, or Mass Momentum’s contribution isn’t worth picking over assisting my whole party with Expert Examination. What I’m trying to get at here is that I have no desire to use Mass Momentum and Perfectly Weighted in the same build. To me, these traits might as well be incompatible. This is really counter-intuitive, and I don’t think this is what you intended. I assume the Stability from Perfectly Weighted is going to continue to be really unreliable, because I also assume you’re worried about giving Scrapper too much Stability. If I’m right about that, then I feel like Mass Momentum’s Might duration and interval need to be elongated so that it lines up with Perfectly Weighted’s cooldown. A bit more flexibility could, potentially, go a long way.
I’d also like to advocate you talking to whoever is responsible for the auras about having all of them stack in duration. They’re so short that I feel like using Rocket Charge in any of their fields is a waste compared to what Scrapper can get out of Lightning, Water, and Poison fields. I also think “auramancer” Elementalist builds are getting punished for little to no justification by making what auras did stack in duration no longer do so. Engineers and Elementalists alike would appreciate you speaking in our/their behalfs. And Mesmers, for that matter. In fact… do these aura duration stacking decisions have anything to do with why Superspeed was never made to stack duration? If so, this policy really needs to change.