Showing Posts For foxwazy.2586:

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: foxwazy.2586

foxwazy.2586

I like the scrapper so far but when using gyro’s it feels unfinished.

All gyro’s that follow the player need a tighter leash on the play. Enough so we can summon wile running and change direction all wile staying in the area of effect. Also they should ignore all npc/enemies.

Function gyro would be great if it worked like ‘’Search and Rescue’’ with 1200 range. You get a prompt on screen if there is a downed player in range ( F to res/finish). This solves 2 issues I have. 1 clicking a player can be difficult through groups of players. 2 I never know if I’m in range or not
maybe function gyro could be visible floating around the payer when ready to use just not target-able. This will stop us having to look at our hot bar to see if its ready also will look great Once activated it shadowsteps/teleport’s to the target.

My Idea for Bulwark gyro. Lower the amount of damage it migrates from player so it between 10% – 33%. Remove or increase duration and Increase the HP. Would feel like a mobile protection banner.

Medic and Purge Gyro’s having both health and a duration feels too much. If they have health please can we have them smart enough to move out of aoe’s and try and avoid enemies. 15 seconds it way to short.

Blast gyro’s F skill “Bypass Coating” feels like it should be a stun break for those effected.

Traits imo look good, I would like to see mass momentum have a higher % value like the old trait had but it depends on the pay-off form having the might.

hammer if fun and damage is good. Like every one else has said AA is a bit slow.

overall great job the scrapper will be fun to use when HOT comes out. I only listed the things I feel need changes to get to the point there is a lot of great things about scrapper I didnt mentioned to save time.

Rapid Lacerations

in Revenant

Posted by: foxwazy.2586

foxwazy.2586

I wouldn’t say there was no point to it, Impossible Odds has a big impact on play but with a big price that has no way to be sustained. Rapid Lacerations has a smaller impact yet can be sustained.
Every so often both could be active giving 60% skill speed.

The damage numbers and how it compares to the other traits in the line are not the issue that I have with the change its how the profession feels when played, It was a lot more enjoyable for me with less damage at higher speeds. saying that I’m not asking for a nerf to damage as I plan to play rev as my Main and hoping the ideas that they had when they first made the revenant stays as close as possible to what we fist saw

Rapid Lacerations

in Revenant

Posted by: foxwazy.2586

foxwazy.2586

Rapid Lacerations

Beta 1 this trait gave 2% skill speed that could stack up to 5, This felt really good and not just another damage modifier it was something you could visibly see and fit the whole speedy assassin theme.

Beta 2 changed to give 2% damage and could stack 5 times. Just another damage modifier like many others.

Anet Stop dumbing down your trait system your players want each profession to feel different and traits are a way to expand that. The skill speed made me stay in melee range and keep fighting from mob to mob without stopping, The 2% damage just came and went without me noticing. Traits that change the way we play our characters are amazing and a shame if its doesn’t get reverted.

most people will probably say Assassin’s Presence will be taken over this and I agree in a dungeon/raid I will but for solo play skill speed will be a top pick for most .