@ Manuhell.
Good points.and do all this while wearing a marauder amulet is the problem. If you had to sacrifice damage to obtain that survivability it would be perfectly fine, but you do not. The damage coefficients on hammer along with the passives and survivability of traits + utilities are too much.
I honestly would be ok with engineers being able to take that amount of beating if you cut 30-40% of the damage they could do. Or keep the damage and make kitten sure they are dropping with ease while wearing a marauder amulet like the rest of the game.
Many scrappers run with Paladin amulet.
DH has good survival for a Marauder.
Power herald even uses zerker amulet and has great survival.
Druids with Mender (no toughness) can stay alive quite long and deal good dmg.
So its not like they are the only ones with good dmg and survival.
Reaper has become a dmg + survival tank.
Its not like the rest of the game cant do dmg + survival (all the mentioned ones bar druid maybe, also do more dmg than scrapper and have more range).Also you dont understand the coefficients.
Obviously an instant 1 hit attack, will have a lower coefficient per hit, than a channel multiple hit spell. The coefficients of scrapper multihit/channels are the coefficients of all hits total counted.
A non-scrapper can do multiple, 1 hit attacks, in the duration of the scrapper channel.
If you count those multiple 1 hit attacks, not only do you get more dmg, but also a higher coefficient than the scrapper.There are attacks with lower coefficients than scrapper hammer multi hits/channels and who also do more dmg than the scrapper multi hits/channels.
The scrapper coefficients are misleading.
They are not generally higher than other classes their attacks.Also Scrapper attacks are almost all around the 180 range mark or lower even.
Meaning you can stay out of its range really well.1 Autoattack 130 range.
2 180 range.
3: Multi leap with 240 radius and 1000 range.
4 170 range (and only from the front).
5 1200 range iimmobile pulse field with 240 radus.The sustain you can cut a lot by preventing the overcharge heal turret + leapfinisher combo.
Anyway as earlier said, scrapper should be made a bit less good in 1on1 and better in group support. Playstyle shift rather than nerf.
This would tackle the 1 on 1 complaints.Daredevil, i mean come on, i strong hit and the DrD is so low he has to back out and reset or might even be dead, by your logic that hammer is a close range melee weapon it needs sustain and survivability then why are thieves so squishy (I know why I’m just making a point here)
The discussion about hammer being a close range melee weapon and what it therefore needs (like sustain etc.) was a discussion that started between you and Mov1246. You confuse him with me.
I replied to that, how the comparision didnt work.
If scrapper needs sustrain for being in melee and if Daredevil is melee too,
than it doesnt have to mean that Daredevil needs sustain too.Daredevil deal dmg differently than Scrappers.
Daredevils deal with opponent dmg differenty than scrappers (more avoidance rather than tankyness).
Daredevils have a different role (with their mobility, recap, +1 style) than scrappers and both have different tools.
They are different and need different things, even though both are melee.Also really, daredevil has a lot bigger range on attacks (not only counting gapclosers, which they have more off too). Saying that scrapper has more range in general than Daredevil is just incorrect. Not really a complaint or anything. Just want to point out that its incorrect.
ranged weapons on the thief is either Pistol main hand (which noone will use since it’s bad) or shortbow, which isn’t a bad weapon but if you think you can kill a scrapper using shortbow you are more than wrong
furthermore shadowshot is the only ranged gapcloser that does dmg by default, the other e.g. steal, shadowtrap, Infiltrators signet or shadow step do not do dmg (only steal when traited)
the average dmg is higher on scrapper than on thief while not having to risk as much as thief does since almost every attack is a block or evade while doing dmg, as if every attack on thief was either a staff 5 or sword 3, which it isn’t
furthermore engi has one of the strongest heals in game and combining the #3 leap finisher with the toolbelt heal skill is another good 7k heal on the engies part
the problem with scrapper is that while just trying to survive with block and evade skills you actually do more dmg to the enemey then he does to you, which is bullkitten, if the guardian would be able to do about 4k dmg with every single block he does, he would be more present in the game and would be in need of nerfs
I can understand that scrappers gameplay style is melee and a mix of survive and dmg, but you cannot be that good in both things at once, the arguments that Reapers or Revs do the same is wrong, first of all reaper gets it’s survivability from shroud, once your through that he mostly can’t refill it to 100% before he dies and most Necro heals aren’t strong, Rev the only thing you have to worry about is the glint heal, the shiro heal is sub par, but rev’s survivability isn’t as strong as Scrappers, Rev is just more mobile
The Scrapper trait line is fine as it is, the problem is how op the hammer is, too much reward for too little risk, either hammer dmg needs to be toned done or the CD need to be increased by a bit, but it’s state now is just pathetic
That sounds like a load of bull! Have you ever tried to stay alive as a scrapper? I am going to start to say that yes Revenant is trickier to play than scrapper but a skilled Revenant will survive longer than a skilled scrapper.
I suggest that all who asks to nerf hammer damage tries scrapper for a while and see how strong the hammer is. Then play DH with marauder for example and see how strong longbow is. What should be done (as have been said from many experienced scrappers) is to nerf the amount of blocks and evades. Hammer is strong because most scrappers go almost all out damage. If you nerf hammer damage scrappers will fall out of meta completely and that should not be a goal, we should have more classes in the meta not less. And… a nerf at all to engi I think they will fall out of meta.
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