Now that utility googles are on a 30 sec cooldown, shouldn’t the trait “reactive lenses” be on a 30 sec cooldown as well ?
Maybe it’s time to think about giving gyros another function instead of destroying them. It was already proposed during the beta weekend. For example, the possibility to give orders to the stealth gyro, chose were it goes. It could bring new strategies.
And for the next elite specs, please this time don’t put engies last.
It’s funny that now we have the option to destroy gyros and that this option does nothing, except preventing them to be on cooldown as soon as we cast them.
“Purity of purpose”. What’s the purpose of destroying gyros early now ? Why do we have this option ?
Edit: In fact I think I know: The purpose is to prevent the gyros to be on cooldown as soon as we deploy them. By leaving a “dummy” second cast on it, they have a reason not to be on cooldown.
(edited by Spleen.7836)
What’s the point to detonate gyros early now ? Maybe it’s time to think about another function to replace detonate.
Also, what happens to this idea:
At this point we’re not going to be able to change the elite specialization mechanic very much. There are still going to be changes to it with the possibility for expansion of functionality post-launch.
After 1 year, function gyro is still nearly useless in pve. Could you think again about the idea of making it possible to activate switch or reanimate dead NPC with it ?
There is a clipping issue with banded pauldron with my human male DragonHunter, especially when he uses a bow. But it also happens during idle animations.
Hello,
I though we would get a refund for amulets we bought and which were removed with this patch, is it the case ?
You can’t use trailblazer insignia in the mystic forge to craft the ascended variant.
I’ve played that kind of build too. Fear the QQ and the nerfs ! Even if it is shut down easily. And if you try to spam, you will not last much. Like someone said it’s more like a bunker build, you have to manage your ressources to stay alive. I’ve been called cheap by bad DH trapper when I killed them. Good ones are a nightmare.
If you want to see Irenio, try the ranger forum, he was there yesterday.
It’s sad to see that after all our feedbacks about gyros, they still take away the only one that was kind of useful. This change shouldn’t affect pve.
Is celestial considered useful in pve or is it a bad idea ?
Like a lot of people, I think gyros should stick on the engineer like the function gyro, even if they can still be destroyed. The AI simply doesn’t work in the new maps… You tried, but it doesn’t work, please, listen to us. Because if there is even 1 cm of difference on the ground, sometimes the gyro make a large detour. Make them stick on the scrapper would solve most of the problems they have.
- Sometimes, even with final salvo, gyros (I’ve seen it on bulwark and blast) don’t give superspeed or lightning field. The gyro is on cooldown, but without detonate and it stays on the map doing nothing.
- Sometimes Hammer 3 still make you jump far from your target.
- Sometimes, even with final salvo, gyros (I’ve seen it on bulwark and blast) don’t give superspeed or lightning field. The gyro is on cooldown, but without detonate and it stays on the map doing nothing.
- final Salvo should always give superspeed even if you are far from the explosion.
- Sometimes Hammer 3 still make you jump far from your target.
(edited by Spleen.7836)
Now that the scrapper is officially released, I though we could give our feedback on it, even if it may change due to the fact that it’s still new.
- first, as expected, gyros still don’t follow you very well, especially in new maps since there are a lot of different layers. And very often even on a flat ground you have to wait for them.
- Scrapper really need a mechanic in pve
- I think the destroy gyro command should be instant. Or at least add it to Final Salvo
- Perfectly weighted seems a bit undertuned
- What about doing something for superspeed stacking ?
Still I like the specialization and it will be my main, fun to play and with great potential.
(edited by Spleen.7836)
Gyros:
- Still cant keep up with the player (u have to stop every 10 seconds)
- wont follow the player on stairs,bridges or Keep/towers door
- sometimes they still zigzag around,not like the last beta…still annoying
Don’t worry, our bugs are getting fixed, proof:
Engineer—Recovery Matrix: Fixed a bug causing this trait to trigger on use of Overcharge. It now triggers just on the placement of Healing Turret.
Don’t worry, Snake gyro can’t follow you either.
I can understand why you would reverse the change for gyros CDs, but the way you handled it seems right. We will see ingame if gyros are reactive enough but it seems promising.
Thanks for adding a stunbreak. I don’t really like the blast gyro, but well, again, I understand why you would put it on this one.
The fact that is limited to 5 people hurt this functionality in my opinion :/ I still think that the snake gyro should stealth you regardless of where you are, with the possibility to command it (with a maximum range of course), but I don’t think it will happen
Well, except for the big gyro that gives your position anyway of course
I have heard a lot of hate in this thread. Firstly about the AI, then about how the function gyro is not a class mechanic. Yes the AI is a bit of a disappointment. It would be nice if the gyros did not need AI and just circled tightly around the Scrapper giving their effect in an AOE, sadly that is not the world we live in. The gyros do have AI, does that make them unusable, no. Necromancer minions have AI and they see a lot of play. I for one do not see gyro AI as a problem that will prevent me from using them, if they will serve within my playstyle’s quirks, if not then I will not use them.
The Function gyro is what I think that they came up with as an alternative to changing the Engineer’s class mechanic, the Toolbelt. Think about it, what is the Engineer’s class mechanic, a secondary set of utility skills. What have they done with other classes mechanics, changed how they function by either adding an additional effect, see Elementalist, by changing them entirely to a different skill set, see Necromancer, Warrior, or Guardian, or they have added something new, see Mesmer, Ranger, or Thief. Adding an additional effect like the Elementalist would require changing all existing utility skills to have an additional effect would have the same problem as if they follow the Necro, Warrior, and Guardian, changing each Toolbelt skill. There are 28 current non-detonate toolbelt skills, that is 28 skills to remake and if they did that most would complain about that because they might like certain Toolbelt skills that would no longer be available if this elite were taken, dissuading people from even trying it. That leaves making something new like the Mesmer, Ranger, and Thief. The Mesmer and Ranger each got a new mechanic skill that adds to their profession while the Thief is really in the same boat as the Engineer; they only got a marginal upgrade to the dodge. This from an efficiency point of view was the only real choice that the developers had to give us proud Engineers something new, and with all things new it will face its own hardships and trials because nothing new is ever truly met without some displeasure at the change. While I as a PVE player would like the Function gyro to be more than just a remote rez/stomp and to have more usability for my chosen mode of play, like oh say remote channeling/harvesting, does not mean that it will be bad or useless.
I am willing to give the Scrapper a shot and see where it goes from there. In all reality that is all we can do for any of the Elite specs. Venomous complaining without any real substantial constructive feedback now will only damage what it could be and make the devs who truly love this profession grow to dislike working on any improvement for us leading this wonderful, quirky profession of many tricks to become a hollow husk of what it was once. A fun and challenging profession to play.
Thank you for your consideration.
I think everyone here knows that they had to come with an alternative because of the way toolbelt works. The thing is that the alternative they presented is not enough to be considered as a specialization mechanic. And I’m pretty sure it’s not subjective: The fact that it’s only a pvp centered feature is enough to make it lackluster.
Now, the community gave constructive feedback about it, some gave solutions to improve the function gyro, even without completely rework the mechanic. That’s why some of us were disappointed by the response.
By experience, when they don’t say anything about something about the scrapper, it’s because they have their idea and that they will not change it. Look how it went with the gyros skills: for month we asked not to have AI for obvious reasons, they didn’t say anything and we got them anyway.
You only see salty feedbacks here because the constructive feedbacks were already given in the feedback thread, and they seem completely ignored.
Your constructive feedback has been really awesome so far and I trust will continue to be. I understand your concerns with not enough being communicated and I’m looking into getting more information out on some of the more solid changes we have.
That’s all I needed, thanks Irenio
It’s a possibility, but it’s more difficult to find any reason they don’t say anything about skills/traits changes.
As a software developer myself, no it’s not. You don’t tell clients/customers you can do things you’re not sure you can do.
Anet has always tried really hard to operate that way as well.
I don’t want to minimize the work or the difficulties of the task. But as one of the last specialization to be tested, and the fact that engineers said they didn’t want more AI, still got them with every bugs they were afraid to see, and a mechanic that was clearly lackluster, you have to understand that it’s normal for engineers (well, for me, I can’t speak for everyone of course) to be a bit anxious about it.
Especially when you see that this kind of clarity and changes is possible for other specs:
https://forum-en.gw2archive.eu/forum/professions/thief/Daredevil-updates-post-BWE-3-launch
Again, I don’t blame anyone and I don’t say they will not work on it, but considering the circumstances, it’s normal to be afraid. if they can’t even change anything about traits/skills for the scrapper, something is not right.
Well, would you prefer updates that very well may change now or updates that are polished, finalized and what you will be using on the 23? I prefer the latter because I at least know its finished. I’d rather Irenio and his team get the Scrapper changes finalized before launch instead of updating us on a fluctuating status.
And look toward the bright side, Irenio might make a post on what couldn’t get fixed before launch so we won’t be aggravated when we see them.
I would have preferred something more polished now, and the direction they wanted to take considering our feedbacks. Even something like “We will change some traits/skills that were considered not enough useful”.
Again, I have nothing against Irenio and my posts are not directly addressed to him but to the company as a whole. I know that theses kinds of organizations are complicated.
It’s a possibility, but it’s more difficult to find any reason they don’t say anything about skills/traits changes.
As a software developer myself, no it’s not. You don’t tell clients/customers you can do things you’re not sure you can do.
Anet has always tried really hard to operate that way as well.
I don’t want to minimize the work or the difficulties of the task. But as one of the last specialization to be tested, and the fact that engineers said they didn’t want more AI, still got them with every bugs they were afraid to see, and a mechanic that was clearly lackluster, you have to understand that it’s normal for engineers (well, for me, I can’t speak for everyone of course) to be a bit anxious about it.
Especially when you see that this kind of clarity and changes is possible for other specs:
https://forum-en.gw2archive.eu/forum/professions/thief/Daredevil-updates-post-BWE-3-launch
Again, I don’t blame anyone and I don’t say they will not work on it, but considering the circumstances, it’s normal to be afraid. if they can’t even change anything about traits/skills for the scrapper, something is not right.
Jeez everyone. Calm down. I’m anxious for more scrapper changes too (I mean, the other classes besides druid got week and weeks of iterations), but give the dude a break.
Look, he’s not going to say something like “I’m working on this new class mechanic” even if he was. He wouldn’t even say “We’re looking into adding some changes to the function gyro” even if he was. The fact that he’s not saying anything more extensive then “we’re working on fixing the broken stuff” is that they don’t want to get anyone’s hopes up about major mechanics changes.
My point is, no other specialization designer has spoke to mechanical/balance changes that were tentative.
If they had already decided they weren’t going to do ANYTHING, they would probably say so.
It’s a possibility, but it’s more difficult to find any reason they don’t say anything about skills/traits changes.
I don’t want to be salty but it looks like this is what we feared, it really sounds like our 11 pages of feedback led to 2-3 bugfixs for obvious bugs. But I will keep my rant for the 23, I still have hope I’m mistaken.
regarding a stunbreaker for gyros, it could be added to final salvo (or stabilization core). It wouldn’t force the use of a specific gyro, we could chose which gyro to use, and nobody would take all utility gyros just for stunbreakers.
Suggestions:
- Chemical Field: 1s resistance per pulse.
That’s a great idea, in my opinion
With 3 different and separate leaps which you can activate when you want and where you want, you could still jump in zig zag manually, best of both.
Stealth gyro, as many have pointed out, has several issues with pathing, priorities and movement speed. I think an easy fix would be to have it “insta-cast” a buff on the engineer from range that gives him an aoe stealth effect. This would keep the stealth aoe centered on the engineer and not on the buggy pathing gyro. You could limit its casting range to whatever seemed to work to avoid it simply become Mass Invis 2
Make the stealth gyro aply AoE stealth on the engineer even if it’s not close, and replace the destroy command with a way to order the gyro to move where you want. It would make up for the fact that the gyro is visible, and create some interesting way of using it. You could create diversion for exemple.
I second these ideas, would make the stealth gyro better and more interesting
WOW! Great idea. Have it work just like the Ventari tablet ground target location command.
I have to agree, that does sound like an intriguing idea.
The problem would be that you lose the destroy on demand, and it’s a part of gyros mechanic. As I’m not really satisfied with this mechanic, it doesn’t bother me. I’d gladly trade the self destruct for a way to control the snake gyro and make it always stealth the engineer, because the way it works now is not really useful, you always know where the engineer is and you can cleave AoE in the zone. And it aggros mobs in pve. I really hope they will think about it.
At this point, any change suggested here would do really good to the specialization. I hope that they listen and that they will do something for one of the lowest player base profession.
I hope too. They did a really good job listening to the community for the chronomancer, not only for correcting bugs but also for changing traits and skills. They were really working together to improve the specialization. Let’s hope it will be the same for engineer.
Stealth gyro, as many have pointed out, has several issues with pathing, priorities and movement speed. I think an easy fix would be to have it “insta-cast” a buff on the engineer from range that gives him an aoe stealth effect. This would keep the stealth aoe centered on the engineer and not on the buggy pathing gyro. You could limit its casting range to whatever seemed to work to avoid it simply become Mass Invis 2
Make the stealth gyro aply AoE stealth on the engineer even if it’s not close, and replace the destroy command with a way to order the gyro to move where you want. It would make up for the fact that the gyro is visible, and create some interesting way of using it. You could create diversion for exemple.
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
Just thought of a new idea for Scrapper’s Function Gyro, currently the “mechanic”.
My idea is to make the Function Gyro something that’s always out and hovers close to the Scrapper when not being commanded. It can still do the same things as it does currently, finish enemies and revive allies, but when it’s done it comes back to you. Increase the health quite a bit, mainly because in its current form I’ve had downed players kill it in 1v1’s. Also when the Scrapper were to go down, as long as the F Gyro is still up, it will begin to immediately res the Scrapper unless CC’d or killed. If it’s killed, only then will it go on a 15 second CD (I think 30 seconds is too long, this is the class mechanic).
Some of the traits could be reworked into buffing the Function Gyro, like Stabilization Core, it would work the same way it does now, but the stability would only pop up on you and the gyro when you command it to finish or revive a player. The Gyro when commanded will shadowstep to the position of the player to finish/revive (1200 range).
This is just what I think another good idea might be for this “mechanic”.
I’m all for a function gyro that rez the scrapper when he’s downed. I like the idea of the gyro always following you, but it would suffer the same problems than pets (bad AI, we can see that with gyros in general), and it would probably die too quickly in teamfights/zerg. But I’d love a WORKING function gyro that’s always up unless destroyed which would give some passive buff (like boons: Stability… Or a lesser variant of bulwark gyro with damage reduction ) and rez, it would force the enemies to make a choice, who should they attack first ? But again, I think it would not work smoothly in real teamfights. Well, it’s not like the current function gyro works well in teamfight anyway.
(edited by Spleen.7836)
I fear they will not have enough time to correct all the bugs, and that unlike the other specs like the chrono, we will not see any change in traits/skills/f gyro, apart from number tweaks, despite solid feedbacks. I hope I’m wrong…
After this beta weekend, I’ll explain what I think are the current flaws of the scrapper, and how I feel the specialization could be improved:
Function gyro:
It feels that it doesn’t bring much as a new mechanic, compared to others specializations. Furthermore, there is little to no use in pve.
How to improve this ?
- Firstly, Allow the function gyro to activate anything that the player could activate himself. Any switch, any lever, any door that need a character to channel or activate could be managed by the function gyro. It would make it useful in pve, as the engineer would be free to protect it or to do other things at the same time. A console needs to be activated in a dungeon ? The gyro could do it while the engineer would be able to help the rest of the team. It could also mine nodes.
- Secondly, the function gyro could be activated when the scrapper is downed, to revive him or to stomp an enemy.
- Thirdly and optionally, the function gyro could bring something else. It could, for example, act as a stunbreaker or a condi cleanser.
Of course, every use of any of this function would put it on cooldown, so the scrapper would have to make choices on how to use it.
Traits and gyros:
Scrapper traits line has good synergies with other trait lines, but the synergy between its own traits is limited (not enough stability, not enough lightning field or super speed). Additionally, some of them seem lackluster. Moreover, gyros don’t bring enough to replace other skills, especially because the engineer can’t swap weapons.
How to improve this ?
- Stabilization Core could work on every gyros. It would help the shredder gyro to be more useful, as it would not be displaced outside of a combo field so easily, and it would synergies well with mass momentum, because at the moment there is not enough ways for the scrapper to get stability for it to be useful, unless you take juggernaut.
- Decisive Renown could lower the cooldown of gyros and/or the function gyro.
- Impact Savant should work on every ways of incapacitate an enemy (daze, stun, knockdown), or at least on dazes.
- Final Salvo should bring something more. I though about copying boons from the engineer to the gyros, as it would help them to stay alive a bit longer,which is another problem. Or add cooldown reduction as they need it, even if it’s a little boring for a GM trait.
- Perfectly Weighted doesn’t bring enough either. Longer stability and/or cooldown reduction for the hammer is a solution, even if I admit it’s a bit boring as well.
- I would add that I’ve not find any use for the snake gyro (the toolbelt skill is great however). As the gyro itself is still visible and easily destroyed. Even if it will probably wont happen, I’ve seen someone proposed to replace it by a gyro which give pulse stability, and I find this idea interesting.
These are only ideas of course, but I feel it would help the specialization to get better and more unique.
(edited by Spleen.7836)
Play a regular D/D ele that is still stronger.
It’s an old bug that happens every time you start quickness when you are already in the stomp animation.
Thanks for your answer !
But it seems that even at minimum settings, I still have the issue. I’ll see if it continues past beta weekend.
As someone already said, sneak gyro follow enemies and try to attack them instead of providing stealth. The AI from Spirit weapons was probably left on this one
Hello,
It seems my fps droped during this beta, even if I had no issue before. I can’t get past 30 fps during pvp, am I the only one ?
Function gyro should work when you are downed to rez yourself or stomp the enemy. It should also work when you are incapacitated
Chemical field shouldn’t exist, it’s really weak and not useful. Maybe change it to a stunbreak, since none of gyro has one.
Gyros should stick to the engi and shouldn’t be able to wander, as expected the AI is not good when they move.
I find it very hard to revive someone with function gyro. Even when not on cooldown, my character always kneels to revive my allies without using the f gyro.
As expected, the spec needs tuning/tweaks:
Gyros: We feared it and it was true, gyros don’t work very well: They don’t follow you, they get stuck, they die quickly. I also feel the cooldowns are too long. It would not be the case if their cooldowns would start as soon as they are deployed. A cooldown reduction on the GM would not hurt either.
Hammer: The idea and the skills are good, but it feels weird to use:
- Skill3 miss often, and you can end in the bottom of a cliff or anywhere you don’t want to end. I think we should have the possibility to use the 3 leap as we want, by pressing the skill each time. And maybe it should be a ground target skill.
- Skill4 doesn’t always block, even when enemies are in front of you.
Function gyro: First, it should have more use in PVE. And even in PVP, ATM it’s not really useful: The cooldown is really long, the stomp is slow, and it’s easily interrupted. Let the gyro try to rez you if you are downed automatically if it’s not on cooldown. It would make it more useful in pve as well . As it is easily interrupted or destroyed, and with a long cooldown, I don’t think it would be that gamebreaking, as it doesn’t do much compared to other specialization mecanics ATM.
Misc: Impact savant only work for stun and not daze, we have only 2 stun. And we have probably not enough lightning field.
Overall, I like the scrapper, but the function gyro mecanic is really weak.
(edited by Spleen.7836)
I’m really wondering how they will manage the elite specialization regarding weapon diversity: Engineer don’t have a second set of weapon because of kits. But new specializations are based on a new skills category. I Fear our new hammer will not be enough to be viable, and we would still be dependent on kits , and it would feel strange for anet to not encourage the use of the new skills. Ofc in practice, it seems other professions feel there former skills are still mandatory too, so I suppose I’m just overthinking this.
I’m wondering if our elite specialization mechanism will simply be a weapon swap.
Hello,
Since healing mist is an elixir, Shouldn’t it benefit from alchemical tinctures ?