Showing Posts For Kodama.6453:

We have been deceived!!

in Ranger

Posted by: Kodama.6453

Kodama.6453

A skill with 2s evasion, constantly porting to the enemy so you can’t run away and able to hit for 27k? This is the essence of overpowered and needs to be nerfed.

Screenshot or it never happened.

Watch the vid of the OP.

I know ranger needs help and all, but seriously you already got a video in here and no one wants to admit this skill seems to be a bit too powerful?

(edited by Kodama.6453)

We have been deceived!!

in Ranger

Posted by: Kodama.6453

Kodama.6453

A skill with 2s evasion, constantly porting to the enemy so you can’t run away and able to hit for 27k? This is the essence of overpowered and needs to be nerfed.

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: Kodama.6453

Kodama.6453

hammer 2 just gives 1 whirl finisher projectile, that’s way too low and should be improved
and give shredder gyro more projectiles too, if it is standing inside of an enemy it just can hold 4 stacks of a conditions…. that’s too low for all downsides

it is destroyable, can be reflected and just pushed away from the combo field
make it like a little version of old tom. (not THAT much projectiles but you get the idea).

(edited by Kodama.6453)

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: Kodama.6453

Kodama.6453

Delete the golem icon of Expert Examination. This trait doesn’t have an ICD, so there is no need for us to have this icon to show it is “ready”. And there is no need to warn our enemy we are using this trait. Why is it a golem icon anyway?

Bug? "Rise!" The Army of Shambling Horrors

in Necromancer

Posted by: Kodama.6453

Kodama.6453

I hope they will add a cap for the total number of shambling horrors active. A friend of mine tested it too with a druid by his side to heal the horrors. They had like 20 horrors at the same time. With all the traits to improve minions ->life leech, extra toughness, immunity to conditions, poison field on death … that is just too much.

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: Kodama.6453

Kodama.6453

my feedback so far

- gyros are too slow, if you walk outfight you are permanently outside of their buffs
- radius of toolbelts of purge and medic gyro are wrong, toolbelt sais both 300 but purge toolbelt is bigger than medic toolbelt
- function gyro doesn’t have an own skin, bulwark got recycled
- reconstruction field moves with the scrapper (intended?)
- rocket charge move is too random
- still no stun break on gyros
- no double protection when double using medic gyro
- medic gyro tooltip shows no interval for healing
- shredder gyro has not enough projectiles
- bulwark gyro gives buff too late after deploying
- final salvo no cd reduction as said in blogpost and no stun for destroyed gyros → grandmaster minor trait useless

Hammer itself is great so far

More communication about the Scrapper please

in Engineer

Posted by: Kodama.6453

Kodama.6453

Hey fellow Engis,

I am reading here and the ranger forums heavily. As others have called out (accurately), working on the last two elite specializations to be revealed is taking up the vast, vast majority of my time, even with assistance from the rest of the team.

This weekend you’ll be able to test out a lot of the theorycrafting (some of which had my eyes widening – in a good way) that you’ve been doing and offer even more awesome feedback.

Things you’ve brought up, like the Scrapper’s lack of a stunbreak on either their utilities or traits is getting acted on, as well as a few more changes to core Engineer and bugfixes.

Thanks for giving us the feedback. I’m glad to hear that.

Can we please get some information about the class mechanic? There are engineers which mainly play PvE are worried about this, cause it doesn’t give us the feeling of something new and playstyle changing. So, are there plans to add something to that or don’t you think there is the need to change something?

More communication about the Scrapper please

in Engineer

Posted by: Kodama.6453

Kodama.6453

Yeah, don’t worry. Ranger is getting lots of attention. Enough attention to warrant beating one of the few fun new things we got in Tuesday’s patch into the kittening ground within 24 hours of getting it. That’s what getting Anet’s “attention” is apparently worth.

I don’t get the WHaO rage. I can’t remember rangers saying WHaO was useless before the patch, but I remember many of them saying it is one of (if not THE) best healing skill of the ranger. And all rangers are complaining about this skill become useless? Even after the nerf of the skill, it is more powerful than before the patch. So it is still a buff to it.

We won’t get an answer before BWE, but I hope the devs are reading this and there will be work for the scrapper class mechanic. And I hope all you guys who can participate the BWE will give feedback to improve our profession.

Since the Scrapper Reveal

in Engineer

Posted by: Kodama.6453

Kodama.6453

You guys realize there is a trait that gives you eight seconds of stability when you activate a gyro, right?

Not A gyro, just THE function gyro -> “class mechanic”

Sry but I still think a class mechanic which is just a weaker “Seek and Rescue” in PvE is bad.

seems like its a stronger search and rescue to me. we dont sacrifice dps to call it. we dont sacrifice a utility slot. if were using hammer for its own sake, we arent even sacrificing a spec. the cd is 30, not 85.

You are right about the cd, even if I think we won’t need this small cd if all players learned the new mechanics of the encounters. But I expect the function gyro to get MUCH easier destroyed than the ranger pets. So, which one is weaker is situational.

And for me, I see it that way that we sacrifice a class mechanic for function gyro.
All other elite specs got something that will effect their in game decisions and playstyle. How will function gyro change your playstyle in pve?

only marginally unless stomping is in raiding. but it will drastically change my playstyle while roaming wvw. ive always felt unable to rez/stomp, especially since my optimal playstyle for about 2 years was stunbreakless.

Even if stomping is in raids or even all HoT environment. This means there is just one situation in PvE where function gyro will have an impact. I don’t think this is enough.

I understand that Anet wants to improve engineers viability in WvW zergs, but why does this have to mean we just deserve a mechanic which is just about these game modes? Why can’t we get a small little extra feature, which will have an impact in all game modes? It doesn’t have to be something super strong, there were several good suggestions in this forum for small changes which would give us the feeling of having an actual class mechanic change.

Since the Scrapper Reveal

in Engineer

Posted by: Kodama.6453

Kodama.6453

You guys realize there is a trait that gives you eight seconds of stability when you activate a gyro, right?

Not A gyro, just THE function gyro -> “class mechanic”

Sry but I still think a class mechanic which is just a weaker “Seek and Rescue” in PvE is bad.

seems like its a stronger search and rescue to me. we dont sacrifice dps to call it. we dont sacrifice a utility slot. if were using hammer for its own sake, we arent even sacrificing a spec. the cd is 30, not 85.

You are right about the cd, even if I think we won’t need this small cd if all players learned the new mechanics of the encounters. But I expect the function gyro to get MUCH easier destroyed than the ranger pets. So, which one is weaker is situational.

And for me, I see it that way that we sacrifice a class mechanic for function gyro.
All other elite specs got something that will effect their in game decisions and playstyle. How will function gyro change your playstyle in pve?

Since the Scrapper Reveal

in Engineer

Posted by: Kodama.6453

Kodama.6453

You guys realize there is a trait that gives you eight seconds of stability when you activate a gyro, right?

Not A gyro, just THE function gyro → “class mechanic”

Sry but I still think a class mechanic which is just a weaker “Seek and Rescue” in PvE is bad.

Since the Scrapper Reveal

in Engineer

Posted by: Kodama.6453

Kodama.6453

So if you do this your stomp target will get knocked back too or not?

Knock back doesn’t have an effect on down stated enemies. Just launch will change their position on the field.

Getting the new gyros is ok for me, even if it seems some of them need serious buffs like less cd and more hp. But a class mechanic, which doesn’t have an effect on my playstyle at all is just bad. We are able to rez from afar with toss elixir r and the stomp will have no impact for PvE. Please, just give us a class mechanic, which will impact our in game decisions in ALL game modes. Just like all other elite specs.

Druid lockdown > Scrapper lockdown

in Engineer

Posted by: Kodama.6453

Kodama.6453

The devs said the defiance bar will take damage which scales with the “strength” and the duration of the applicated CC. As long as I understood it the right way, a 4s defiance bar will break when you do 4 dazes with 1s duration as like with 1 daze with 4s duration.

Scrapper Mechanic Needs Reworked

in Engineer

Posted by: Kodama.6453

Kodama.6453

Like you said Ardid, it is about personal opinions. I would be happy to get Chaiths suggested changes too, because this means we would actually get something. But for me, I would be happier to get something which isn’t “just” a flat damage modifier. I see many good suggestions in this forum and hope the devs will choose one of them to make it real. ^^

Since the Scrapper Reveal

in Engineer

Posted by: Kodama.6453

Kodama.6453

I believe most of us are worried because a Scrapper that choose to not use Hammer or Gyros still get good traits, but end stuck with a totally irrelevant spec mechanic.
Improving the utility Gyros is way less important than making a better “signature mechanic”, at least to me.

The new class mechanic is the biggest problem for the scrapper, you are absolutely right. I hope the devs will read the many suggestions in this forum for another added class mechanic and we will get something, which will give us the feeling to be different from core engineer.

If someone wants to join the discussion for new mechanics:

What new Mechanic would you like

Recovery Matrix + Med-Kit = Perma Protection?

in Engineer

Posted by: Kodama.6453

Kodama.6453

There shouldn’t be an ICD for Recovery matrix. Just make bandage triggering this trait to prevent exploit with med kit. Without ICD we would be able to have nice protection uptime with healing turret and medic gyro.

Druid lockdown > Scrapper lockdown

in Engineer

Posted by: Kodama.6453

Kodama.6453

You guys have better lockdown, trust me.

Druid is able to have a total time of aoe daze for 16 seconds. Requirement? Moment of clarity, Druid traitline, storm spirit and glyphe of equality. Druid just needs 2 utility slots for 16 seconds of daze. Scrapper isn’t even close to that if he is using his whole utility bar.

We have more sources for daze that’s right. But the ranger daze has a duration which is 6 times longer. That’s what makes him simply better at lockdown. I think there won’t be many defiance bars in this game which won’t be broken by a single 6s daze.

(edited by Kodama.6453)

Scrapper Mechanic Needs Reworked

in Engineer

Posted by: Kodama.6453

Kodama.6453

Would be nice if we could get feedback about the class mechanic problem. Are the devs even thinking about adding something? Or do they think the functional gyro is enough?

I would really like to see something added. The suggestion I made would have some cool synergies. The trait which will drop a smoke bomb when disabled (when it is fixed) would give you stealth as another defensive mechanic. The new toolbelt skill Reconstruction Field would fit the name, it would give all allies protection and the allies around you would get healed for a small amount without the requirement of additional combo finishers. We already have a poison field and get another toolbelt skill for that, but this is synergy because we will cast it around us so we already stay inside to give extra condi pressure except the poison itself.

Since the Scrapper Reveal

in Engineer

Posted by: Kodama.6453

Kodama.6453

Scrapper is meant as “lock down”, meanwhile druids will have acces to 3 skills, which will cause 6s, 6s and 4s daze. Each gyro just got 1s daze. Maybe there should be some changes to that.

That is more of a Druid issue I think. Their new CC utilities are a way overtuned.

I think it is a scrapper issue too. If lock down is really our meant role, they should improve that.

Since the Scrapper Reveal

in Engineer

Posted by: Kodama.6453

Kodama.6453

Scrapper is meant as “lock down”, meanwhile druids will have acces to 3 skills, which will cause 6s, 6s and 4s daze. This means a total daze time of 16s for using 2 utility skills and one class mechanic skills while having just one trait equipped. Each gyro just got 1s daze. Maybe there should be some changes to that.

(edited by Kodama.6453)

Unblockable sharing

in Necromancer

Posted by: Kodama.6453

Kodama.6453

Your first and third suggestion are broken, because they would grant too much uptime of the unblockable effect. This would mean the enemy isn’t able to block a single attack the whole time and so negates blocking at all.

Nothing can save you! is the better suggestion, there is already a discussion about this. Actually, I got the feeling reaper shouts have the theme to demoralize your enemy. So it isn’t logical that Nothing can save you! is granting an effect on the reaper making him unblockable. I think it would be better to give the foes struck by this shout a debuff, which will make the enemies blocks useless for the duration. This would fit your suggestion too, because the enemy has the debuff and this means all your allies will be unblockable for the duration. But just for the specific enemies which got hit by your shout.

Scrapper class mechanic

in Engineer

Posted by: Kodama.6453

Kodama.6453

So unless you have a good change suggested, I am not going to care that “you want a change”. I am concerned with what change we would actually want and not simply wanting a change for the sake of wanting a change.

Maybe my suggestions don’t seem to be good, but I’m trying my best to do suggestions which I just hope will be satisfying for some other players.

Here is another one I made in another topic:

A new idea I got for an added class mechanic.

Since Anet seems to want to improve the ability to combo for engineers, maybe something like that:
As long as you don’t use your function gyro, it will encircle you. Whenever you are standing inside of a combo field, it will collect its essence and grant a unique effect

water field: pulsing healing for allies nearby (just allies so we don’t improve the sustain any more for scrapper)
lightning field: pulsing small aoe damage
aether field: pulsing random boons
smoke field: pulsing stealth for 1s each second
poison field: pulsing random conditions
that’s all I had so far, maybe some suggestions for missing fields?

Just like combo finishers, it should just provide 1 effect at the same time. So we will not be able to stack multiple combo fields on us to get “super strong buffs”.

Would also have some needed synergy with some of the new utility skills, cause half of them have a toolbelt skill which will provide a combo field. And each destroyed gyro will be a combo field too.

Thoughts?

Still no 'Coated Bullets'.

in Engineer

Posted by: Kodama.6453

Kodama.6453

If we don’t get coated bullets back, why don’t they give back the aoe bleed? As far as I know it got removed, because it was too strong with coated bullets. The aoe damage of the attack is so small, it doesn’t has any sense. Give back aoe bleed for pistol 1.

Buff Idea For Parasitic Contagion

in Necromancer

Posted by: Kodama.6453

Kodama.6453

Necromancer already has 2 small healing portions per attack (life leech as minor and vampiric aura). I don’t know if this is really needed. This would basically mean a third life leech source. And does your 40 healing scale with the number of conditions?

And why should it work in death shroud? As far as we know, no flat heal seems intended to work in death shroud, only life leech does.

Scrapper Mechanic Needs Reworked

in Engineer

Posted by: Kodama.6453

Kodama.6453

A new idea I got for an added class mechanic.

Since Anet seems to want to improve the ability to combo for engineers, maybe something like that:
As long as you don’t use your function gyro, it will encircle you. Whenever you are standing inside of a combo field, it will collect its essence and grant a unique effect

water field: pulsing healing for allies nearby (just allies so we don’t improve the sustain any more for scrapper)
lightning field: pulsing small aoe damage
aether field: pulsing random boons
smoke field: pulsing stealth for 1s each second
poison field: pulsing random conditions
dark field: whenever you get hit in melee range, you steal life from the foe
that’s all I had so far, maybe some suggestions for missing fields?

Just like combo finishers, it should just provide 1 effect at the same time. So we will not be able to stack multiple combo fields on us to get “super strong buffs”.

Would also have some needed synergy with some of the new utility skills, cause half of them have a toolbelt skill which will provide a combo field. And each destroyed gyro will be a combo field too.

Thoughts?

(edited by Kodama.6453)

Scrapper class mechanic

in Engineer

Posted by: Kodama.6453

Kodama.6453

I do not understand the random cry for some sort of change to what I feel is the best professional mechanic in the game.

I know your opinion is different from mine, but I want to explain. Most elite specs, if not all except scrapper, gives the profession the feeling of evolving. They aren’t the core warrior or ranger anymore. They have become different and it feels that way too. The specs are changing the playstyle of these classes and you will always notice the whole time that they aren’t the core spec, they are the new elite spec.

Scrapper doesn’t have something like that. Especially for PvE the scrapper won’t change the way we are playing engineer and we don’t get the feeling of being different from base engineer. It is just some more traits and skills, but other elite specs give you the feeling you playing a profession which is a little bit different from what they were before.

I wish to have this feeling too.

Scrapper class mechanic

in Engineer

Posted by: Kodama.6453

Kodama.6453

Well, coming from a necromancer pov (and having played a good amount of engi), engineer was in an overall pretty good state before the specializations, and if you don’t compare it to the other specializations, it’s still in a good spot after seeing scrapper. So just becuase some of the other classes look alot more awesome than scrapper, that doesn’t mean engi/srapper isn’t any good.

Was it likely that engineer would completly drop all their kits for some new utilities? No. The kits are too good, and a large part of our utility and dps. Some opther new mediocre utilities probably wouldn’t have made the cut either, compared to our kits. We didn’t get a new profession mechaninc, which is good, the one we got is alredy pretty strong and we would loose out on damage and utility if they changed it. We got gyros, but we don’t have to use them, and we still got acess to all the kits we used before, which are way more powerful, and our go-to’s anyway. And now we can also use the hammer for those pesky close-quarter fights. Profit?

If we look at necro, it was in a pretty bad state before the specializations, after the Reaper came along, it looks a lot better. There were alot things that needed change, and we got that. Engineer didn’t have that much of a need for change, since it was already in a pretty good spot. And they still solved (to some extent) the core roblems the class had (bad defense, and bad in close combat). So at the end of the day I think Scrapper will be pretty fun to play and it won’t be outshined be the other elite specializations.

I didn’t start this thread because I think scrapper is “weak” compared to other elite specs. My problem is identity. All other professions got a unique new class mechanic, which has an impact on their playstyle. It feels like an evolution from the core profession. Scrapper didn’t get something like that, our class mechanic won’t change the way we are playing at all. It is just another form of Seek and Rescue! for me. I just want the same feeling all other professions will get, I want to feel different from a base engineer and something I will notice the whole time in the game. Not just when I have down stated players around me and even then it doesn’t feel different. We already are able to rez people from afar with Toss Elixir R.

(edited by Kodama.6453)

Rate the Elite specs!

in Guild Wars 2: Heart of Thorns

Posted by: Kodama.6453

Kodama.6453

1. Druid
2. Reaper
3. Chronomancer
4. Daredevil
5. Berserker
6. Tempest
7. Dragonhunter
8. Herald
9. Scrapper

Scrapper is just anti-synergetic by its whole concept.

Druid Healer Confirmed - Feedback [merged]

in Ranger

Posted by: Kodama.6453

Kodama.6453

I agree that the druid does feel rushed.
Also considering how Anet refuses to get rid of rangers pets as it is part of their core mechanic, they could have done something really interesting with said pets (for example have a set of staff or profession skills that would have interacted with pets differently from shouts) instead they added a simple healer shroud. Aren’t shrouds supposed to be the unique profession mechanic of necromancers ?

The theme and the mechanic seem incoherent hence I question if Anet didn’t rush the Druid to meet release date.

Maybe you didn’t notice, but celestial form is TOTALLY different from necromancers shroud. The resource bar doesn’t work as a second health bar. It seems like you are not able to go in celestial as long as you have some resource, you need to have the full bar. You can still use your utility skills.

Just because you are transforming into another state doesn’t make this a shroud.

About gyros and lack of design enthusiasm

in Engineer

Posted by: Kodama.6453

Kodama.6453

Totally agree, scrapper wasn’t even close to a finished form. There were several things not ready in the scrapper reveal. But it is obvious now, Irenio was too busy to care for his loved child druid and just didn’t care how is scrapper doing. Engineer was just a duty, ranger was his passion. I doubt we are able to fix that, there is just not enough time. And why should Irenio care now, he will be “busy to fix the problems with druid”. We just have to wait for the next elite spec to get any kind of useful.

I was going to post agreement with the bolded, but after giving it more thought, I think I disagree.

Other than the weirdness of the seeing the F-Gyro, the class seems very complete to me. Underwhelming? Perhaps. But otherwise complete.

Also, I do not think it is appropriate to speculate that much into how Irenio feels about the class. These Specs are NOT the responsibilities of single people. They are all most likely designed by committee.

Irenio himself said it isn’t the final form. And by “not complete” I meant that every other elite spec was shown polished. Look at the scrapper closely. The icons of the skills doesn’t match what they are doing. I already stated that in some topics. The toolbelt skill icon of bulwark gyro shows the aegis icon, but it is a reflection skill. The toolbelt skill of the shredder gyro didn’t even had an own icon, they used BoB as a replacement. That’s what I meant, it absolutely wasn’t completely designed, otherwise there would be an icon.

But you are right about speculating what someone is thinking about the scrapper. I’m just really frustrated and apology for that.

(edited by Kodama.6453)

Since Druid reveal

in Engineer

Posted by: Kodama.6453

Kodama.6453

With the trait that heals for 20% of what u got healed which got his ICD removed, u can basicaly synergize the hell with Druid, when u get healed by druid, u also heal 20% of what he heals, and he get heal whenever he heals some1.

The possibility with this buff on GM trait are realy delicious xD.

This trait got changed. It will only spread healings you are doing to yourself. The engineer himself has to be the source, so there won’t be a Druid- Medical Dispersion Field combo.

I really like the change for this specific trait, just wanted to correct this.

So basically monks aren't a profession...

in Guild Wars 2: Heart of Thorns

Posted by: Kodama.6453

Kodama.6453

Anet gave rangers a dedicated healer as an elite spec and that is fine. People got the whole “there isn’t a holy trinity” idea wrong. Anet said you can play like you want, so they meant you are able to fill all roles (healer, tank, supporter, damage deaer….) with all professions in this game. The first elite specs will make some of the professions better at doing some of these roles, but everyone is still able to do so.

It isn’t like in gw1, where a monk HAS to heal and a warrior MUST tank. Just do what you like to do. Future elite specs will give another profession strong healing and maybe ranger is getting more damage or tank potential… we will see.

Druid Healer Confirmed - Feedback [merged]

in Ranger

Posted by: Kodama.6453

Kodama.6453

I think the opposite direction. Druid is one of the best designed elite specs this far. Especially the animations you are complaining about. A healing blossom, I totally love it. They couldn’t have made it any better.

Scrapper Mechanic Needs Reworked

in Engineer

Posted by: Kodama.6453

Kodama.6453

My new suggestions:

Adept Minor: Stays the Same. I like function gyro. Could definitely use a recharge decrease though. Either make it 20 seconds or have Final Salvo decrease ALL gyro recharges by 20 – 33%.

Master Minor: New Trait -Increased(super?) coordination – Super speed also grants 10% attack speed. Decisive renown should be merged with one of the Adept traits.

Minor GrandMaster: Keep the same plus Dazing or Stunning a foe summons a random Gyro. 25 seconds recharge.

Like them. And want to leave an own suggestion here:

Adept: Function Gyro – still the same but merged with Decisive Renown

Master: Protective Gyros – after using x toolbelt skills (with ICD) you will summon 2 of 3 protective gyros randomly. One of them would absorb x damage, one absorbs 1 condition and the last would absorb 1 cc. They can’t be attacked by themselves, they are attached to the scrapper. If they have absorbed what they are supposed to do, they explode and deal x damage in an area around the scrapper. The summon will have a seperated CD.

Grandmaster same as before.

Astral Force Generation Concerns?

in Ranger

Posted by: Kodama.6453

Kodama.6453

Well, seems like they are doing that to get a scale for druid. This way druid will get more powerful in team fights and less powerful in a 1v1 situation. If each heal and hit is providing this Astral force, AoE heal and damage will fill your bar really quick. But single target just doesn’t.

Scrapper class mechanic

in Engineer

Posted by: Kodama.6453

Kodama.6453

How?
Your the one with the complaint here. One that I do not agree with I might add. So detail an alternative, and how it would work. Unless you have an agreeable alternative, making a random complaint is essentially unconstructive.

I said how and don’t get what more details you are wishing from me. Do you want me to show you how to write the code for that? Then sry, I’m not able to do that.

You do not have a problem? The perhaps you should edit your original post, as you specifically make a complaint and decree that you are sad.

I didn’t say I don’t see a problem at all. I said I don’t have a problem about the specific fact that there wasn’t something added to the toolbelt. That’s a difference. I’m fine getting something added which doesn’t have any connection to the toolbelt. The toolbelt addition was just the first what came in my mind while thinking about what we could get.

Dragonhunters as an example is questionable at best in my opinion. Personally I hate the new warrior mechanic. I dislike the revanents.

That doesn’t negate the fact that it will actually have an effect. If you don’t like them, that’s ok. But they will always have an effect. Even if you are fighting alone in PvE. Scrappers function gyro needs down stated players around you.

Scrapper class mechanic

in Engineer

Posted by: Kodama.6453

Kodama.6453

How would you go about attaching it to an ally? Where is the function for that, F6?

Seems to me, that in complaining that they did not change how our tool belt works, that you are trying to create a problem out of an issue that does not exist.

Maybe it still can be tied to the f button, just also usable for allies which aren’t downstate. I’m just making suggestions.

And I’m sorry you are looking at it that way. I don’t have a problem about the fact that there wasn’t something added to the toolbelt. Thieves didn’t get something added (except the 50 endurance per steal), that’s really not the problem. But the new class mechanic of scrappers won’t be noticed 90% of the time in game at least. It is the most niche one of all.

All new class mechanics are noticeable the whole duration of a fight. Reapers can use their reapers shroud, druids their celestial form. Dragonhunters can always use their changed virtues. And yes, daredevil always can use their new dodge mechanic.

Scrapper doesn’t have that. The whole new class mechanic is tied to a specific scenario: there has to be a player in down state (ally or enemy). If you don’t think this is a problem, that’s your right, but if I think it is, I can say it in here.

Druid lockdown > Scrapper lockdown

in Engineer

Posted by: Kodama.6453

Kodama.6453

Just wanted to take it with a joke.

But back to topic: Scrapper was meant as lock down. To achieve that, we need to get the leap finisher daze aoe and we should raise the duration of daze/stun per gyro. Maybe there will be a way to get an extra class mechanic added with another gyro, that will get noticed in fight and will daze too, if destroyed.

Maybe something like what I suggested in another thread:
After using x toolbelt skills, you will summon 3 protective gyros. 1 of them is absorbing 1k damage, another one will absorb 1 condition and the last one will absorb 1 cc. They can’t be attacked themselves, they are attached to the scrapper. After absorbing, the gyros will explode, dealing x damage in an area around the scrapper.

Another suggestion
Function gyro gets reduced cd and can be attached to living allies. If you do so, the gyro willgive this ally an buff, granting him aegis after getting hit for a set amount of hits.

Scrapper class mechanic

in Engineer

Posted by: Kodama.6453

Kodama.6453

I am absolutely thankful that my professional mechanic does not change when using Scrapper. In my opinion, we have the best mechanic in the game, by miles. I would hate to be punished by losing that, when I play as a scrapper.

Who is saying we are losing toolbelt? We don’t, there is too much tied to it. We should get something ADDED to it.

Look what happened to ranger → druid.
They still have their pet mechanic, but now got the celestial form as an extra. THAT’s an impactful mechanic change, Irenio, not something no one will ever notice like the function gyro….

Druid Healer Confirmed - Feedback [merged]

in Ranger

Posted by: Kodama.6453

Kodama.6453

I want to be a ranger, not a monk…

Then just do so. No one is forcing you to play the druid. If you don’t want to be a healer, just play like you did before. Maybe there will be a future elite spec, which will fit what you want to be better. But druid is set, get over it. I would kill to get such a great elite spec for my main character.

Scrapper class mechanic

in Engineer

Posted by: Kodama.6453

Kodama.6453

Let’s get back to topic and think about new class mechanics to add to scrapper. We have to hurry, I don’t think we will get much attention,because “druid has to get fixed first”.

New class mechanic:
After using x toolbelt skills, you will summon 3 protective gyros. 1 of them is absorbing 1k damage, another one will absorb 1 condition and the last one will absorb 1 cc. They can’t be attacked themselves, they are attached to the scrapper. After absorbing, the gyros will explode, dealing x damage in an area around the scrapper.

Another suggestion
Function gyro gets reduced cd and can be attached to living allies. If you do so, the gyro willgive this ally an buff, granting him aegis after getting hit for a set amount of hits.

About gyros and lack of design enthusiasm

in Engineer

Posted by: Kodama.6453

Kodama.6453

Totally agree, scrapper wasn’t even close to a finished form. There were several things not ready in the scrapper reveal. But it is obvious now, Irenio was too busy to care for his loved child druid and just didn’t care how is scrapper doing. Engineer was just a duty, ranger was his passion. I doubt we are able to fix that, there is just not enough time. And why should Irenio care now, he will be “busy to fix the problems with druid”. We just have to wait for the next elite spec to get any kind of useful.

Glyph of Unity vs Medical Dispersion Field

in Engineer

Posted by: Kodama.6453

Kodama.6453

Well, it has a CD of 20 seconds. But still, it is a huge better form of Medical Dispersion Field. The skill balancing changes we will get shown have to be great.

Druid lockdown > Scrapper lockdown

in Engineer

Posted by: Kodama.6453

Kodama.6453

Come on guys have some hope at least sheesh Scrapper is not bad at all gyros need work and he has been paying attention too our input. The only problems engineers have that I have seen is our core specializations with traits that are severely lacking compared to others this new balance change might actually fix a lot of them and that would buff scrapper as well. If you guys didn’t notice one of the changes was already shown in the pvp 101 with scrapper evasive powder keg now deals 25% increased damage in addition to a blast finisher and looks like the icd was removed.

Irenio posted earlier this week here in the Engi forum. The only gyro he said was undertuned was the Heal.

I want to believe that he knows ALL the gyros have some fundamental problems that will keep them off a Scrapper’s utility bar (much like turrets, no… exactly like turrets) but he seemed to think Bulwark Gyro was okay with <12k health and low armor.

I’m sure he’s reading these forums a lot, but I’m not sure that he agrees with the majority about gyros being bad. That is frustrating to me and I can sum up why in one word: turrets. I really hope he sees that gyros need some way to stay alive for more than a couple hits, and some help on the cooldowns.

Ranger glyphs at 15s-20s cooldowns and gyros at more than 30s across the board? Ouch man, major ouch.

After seeing the new druid elite spec, it is clear what Irenio is thinking. Druid is his baby, so scrapper just have to team up with a druid to heal his gyros and keep them alive. XD

Really sad seeing all this. Scrapper needs the most work of all….

Druid lockdown > Scrapper lockdown

in Engineer

Posted by: Kodama.6453

Kodama.6453

I did not watch the stream, and if I do it won’t be until sometime this weekend. Can someone tell me if Irenio emphasized the Druid not being done yet? At the end of the Engineer stream he made it very clear that the Scrapper is not done and he wants lots of feedback and lots of changes to make.

Maybe he planned on practically finishing up the Druid before the reveal this weekend (as it is to a much larger audience than POIs), leaving just time to polish and tweak a few things. Maybe he plans to spend most of the time between BWE3 and launch on Scrapper?

Yes I’m being optimistic. I’ve been optimistic since we first saw Scrapper, but it’s getting harder seeing all the cool mechanics Druid has and Scrapper got a copy of skills that nobody has liked for months.

Well, that’s what makes the whole thing so sad. Engineer is ALWAYS the last profession to get done. We are hearing some things like “tbd” and “this isn’t the final form”.
Maybe Anet should give engineer a higher priority for the next round of elite specs. He even said he was busy doing druid…. well, getting scrapper to a showable state isn’t that important, right?

Scrapper class mechanic

in Engineer

Posted by: Kodama.6453

Kodama.6453

Thief only got a third dodge to be fair. Granted, a third dodge is universally good, but it isn’t very exciting.

A third dodge with a changed mechanic. It is still more than the scrapper got. Sry, but for me it seems like scrapper got a complete redesign some weeks ago and they didn’t had time to think about something interesting, because they were busy doing the druid.

Scrapper class mechanic

in Engineer

Posted by: Kodama.6453

Kodama.6453

After seeing the last elite spec for HoT (the druid) I feel really sad to play an engineer as a main. All other elite specs got huge work for their new elite class mechanic, except scrapper. We got only a destroyable gyro to stomp or rez someone. It will not get noticed for 90% of the time.

I really hope Irenio will see this thread and talk about adding another thing to scrapper. Seems like all work goes in druid and scrapper….. well it is really underwhelming.

Druid mechanic: switchable transforms (kit)

in Ranger

Posted by: Kodama.6453

Kodama.6453

More conditions removed with shorter cd than HS? It is 10 conditions for 24s cd, that’s extremely strong.

Druid mechanic: switchable transforms (kit)

in Ranger

Posted by: Kodama.6453

Kodama.6453

You can’t directly compete engineer skills with ranger skills. They are different and so there is no point in here. Flame trap has advantages, fire bomb has advantages, they are just different.

Examples for advantages of fire trap: it is unblockable, it will trigger if an enemy walks in (this CAN be an advantage), it will trigger rune of the trapper

I say just accept that traps are exactly that: traps. An own utility category and you have to spend a slot for all traps. That doesn’t mean we can’t buff traps til they are worth this slot. But if you really think we should make it a kit, well, why not with other skills too? All kinds of minions in this game aren’t really worth their slot, so why not make a minion kit? A turret kit? Spirit weapon kit?

Most players think venom lack something, so just make them a kit!

And so on. Accept the concept and let’s discuss how to make the seperated traps worth.

That is a decent idea, we really do need more bar compression for other classes and all those skill types mentioned are on classes that need it. As long as you make them all Elite kits, it won’t become OP at all. Good idea, +1.

I cannot accept that traps remain traps, they are kitten without utility. If you tied some stability, stun breaks and condition removal to traps, then they would be fine.

Ok now you are trolling.

The second thing you said is what I meant. BUFF traps, don’t compress them. I don’t see a reason why we shouldn’t give a trap a stun break. Condition removal is already there on healing spring. Stability, well, I don’t know if this is really needed. Stability is a rare effect and should stay like this. Maybe as a trait or rune, but defenitely not baseline.

Druid mechanic: switchable transforms (kit)

in Ranger

Posted by: Kodama.6453

Kodama.6453

You can’t directly compete engineer skills with ranger skills. They are different and so there is no point in here. Flame trap has advantages, fire bomb has advantages, they are just different.

Examples for advantages of fire trap: it is unblockable, it will trigger if an enemy walks in (this CAN be an advantage), it will trigger rune of the trapper

I say just accept that traps are exactly that: traps. An own utility category and you have to spend a slot for all traps. That doesn’t mean we can’t buff traps til they are worth this slot. But if you really think we should make it a kit, well, why not with other skills too? All kinds of minions in this game aren’t really worth their slot, so why not make a minion kit? A turret kit? Spirit weapon kit?

Most players think venom lack something, so just make them a kit!

And so on. Accept the concept and let’s discuss how to make the seperated traps worth.