(edited by Miltek.2104)
Hey that’s my idea/thread
I’m glad you love it.
Here are some bigger proposed changes by me (mostly needs some balancing):
https://forum-en.gw2archive.eu/forum/professions/engineer/My-Engineer-Balance-Patch/first#post6567793
Cheers
We know how usefull scrapper is in sPvP content. This elite specialization was designed directly to be effective in this mode, forgetting about being competetive in PvE – versus other elite specializations. Making Scrapper ONLY elite specialization, which isn’t used in end-game content.
In the past there were countless topics/threads with sugestion of bigger or smaller reworks to scrapper, some were OP, some required to much work or some where wonderfull. I’ve decided to try making Scrapper “competetive”, or meta as you say with minimal ammount of work, without huge buffs, or changing class concept, so here we go.
Expert Examination – Stuning or dazing enemy applies Examination – increases damage the target takes by 10% for 5 seconds, (stacks in duration). Now here’s a trick, to not ruin balance of existing world bosses and raid bosses, this effect is applied only when enemy is succeptible to crowd controll efects – meaning enemy doesn’t have stability or his Defiance Bar/Break bar is in teal/green state.
Blast Gyro Tag and Shredder Gyro – both of theese gyros now scales with player stats.
Now here’s small explanation how it will work in action. In raids and fractals, scrapper will now focus on breaking Defiance Bar with his dazes and stuns, to apply as highest uptime of Examination. Good Scrapper player, will save his stuns and dazes to this moment of fight when boss is succeptible to CC. Shredder Gyro supposed to be combo field spreader but… he’s kinda useless, so his functionality is changed into dealing direct damage (like Well or Symbol).
Of course everyone one of us has ideas how to rework Function Gyro to make it more usefull in combat scenarios, but such big reworks requires realy big ammount of work, time and testing before releasing them.
For bigger ballance changes ideas, i invite you to my huge thread here <-
(edited by Miltek.2104)
Predator. You lack legendary rifle ;p (maybe someday it will be meta)
Yeah it’s pretty much confirmed info about Mech/Golemancer (not joking).
However… I’m kinda happy they went other way. Mechomancer/Golemancer would be same story like Scrapper – tanky brusier which doesn’t bring anything to team.
While Holomancer can be viable support (based on healing icon in his master mirror trait), which engineer lacks. Nowadays engineer (like Necro and Thief) can’t be support, they can be Power, Condi, Tank(not thief :P) but they lack supportability. With holomancer being as succesfull as chrono/druid in PvE I would be happiest engie in da world
Anyay still waiting for Function Gyro rework, it’s terrible outside of sPvP!
I would prefer some level of clipping.
Nowadays everyone is used to clipping issues and there’s no simpy answear how to fix it. Even weapons clips through backpacks and noone makes big deal of it.
Bigger problem than weapon/backpiece clipping (which is understandable) is charracter model clipping. Mainly i’m talking here about Charr tail in medium armor, horns and ears in all helmets and cut of ears in asura case.
Clipping > floating
Let it clip, floating looks 10 times worse
To be worse based on Leakozaurus (guy who posted Ele and Guard skillbars) Holosmith isn’t even close to be completed. Previous itaration of Engineer’s elite spec was scrapped few weeks ago (doesn’t this sound like Scrapper, and his heat and fuel mechanics?). Holosmith is still owrk in progress.
Previous engineer spec used Mech/Golem which you could pilot
@insanemaniac
You are looking wrong way on flamethrower Flame Jet change.
Current iteration of Flame Jet inflicts 4 seconds of burning at the end of the chain – which has 2 second cast time. So if you stop attack in the middle of Flame Jet as condition build, you will loose tons of your damage.
Let’s compare it to my idea of Flame Jet. It applies 1 second burning on every second hit. We know that Flame Jet consist of 10 separate hits, so it’s 5 seconds – 5 ticks of burning spread through 2 second cast. In this way Flame Jet is much less clunky to use and achieves 100% of it’s dps in second hit. You are no longer punished for dodging while mid-animation or getting stunned.
Let’s quickly compare:
Old:
4 seconds of burning on last hit
New:
5 seconds of burning aplied through full flame jet durration
-33% physical damage.
I think you will now understand.
@Ardid
Oh, I forgot about it! :P Big returner there. Added
If you like those changes I may continue with Scrapper changes. However I would love to see some big changes to how Function Gyro works and I don’t know if my opinion would be objective enough
@Coro
Same stuff happened with Guardian’s Greatsword. Whrilling Wrath was under button 3 and symbol under 2, later it was changed to Whriling Wrath on second button with reduced cooldown.
(edited by Miltek.2104)
reserved space for Scrapper trait, utility and class mechanic changes
Traits
Explosive:
- Evasive Powder Keg(Minor adept) – Increased damage by 25%, reduced cooldown to 8 seconds.
- Thermobaric Detonation (Grandmaster) – This trait has been renamed to Blast Maniac
- Blast Maniac- Evasive Powder Keg is now blast finisher. Blasting combo fields now grants you Blasting Delight- Increases your physical damage by 4% for 15 seconds, stacks up to 5 times.
Firearms
- Skilled Marksman – This trait no longer increases attack speed of rifle, instead increase damage of Rifle skills by 10% and reduces cooldown of them by 20%.
Inventions
- Medical Dispersion Field – this trait has been reworked.
Medical Dispersion Field – support packs (bandages, stimulants, accelerants, antidotes) now also affects allies in small AoE(300) when picked up.
Tools
- Kinetic Battery(Grandmaster) – this trait is now Major trait. Reduced cooldown from 40 to 30 seconds.
- Excessive Energy(Minor grandmaster) – Deal 10% more damage after using toolbelt skill, this effect last for 8 seconds.
- Gadgeteer – Build static charges when hitting enemy or struck. At maximum charge level, your next gadget skill is overcharged and recharges faster.
- Rocket Boots:Breakes stun, increases range to 1200.
- Slick Shoes : Increases oil slick duration to 5 seconds.
- Throw Mine: Now explodes 2 times before dissapearing.
- A.E.D: Increases duration to 8 seconds and removes all conditions.
- Personal Battering Ram: Increases cone radius and launch range to 600
- Utility Googles: Increases unblockable and unblindable effect to 8 seconds - Streamlined Kits(Master) – this skill now has separate cooldown per kit, no longer grants swiftness. Reduced cooldown to 15 seconds.
Skills of different kits have been altered:
- Med Kit: Throw Accelerant: Throw out an accelerant that heals, grants swiftness, and removes 2 movement-impairing conditions (with it you have still pernament swiftness but in different way)
- Bomb Kit: Magnetic Bomb: Set a timed charge that pulls nearby foes.
- Granade Kit: Drop Shrapnel: Drop a mine that deals damage to enemies that trigger it and cripples them.
- Tool Kit: Magnetic Aura: Grants Magnetic Aura which reflects incomming projectiles.
- Elixir Gun: Glue Trail: Leave a trail of glue behind you that immobilizes enemies
- Flamethrower: Smoke Vent: Vent smoke from your flamethrower, blinding nearby foes.
- Elite Mortar Kit: Static Field: Manifest an electrical field that dazes foes crossing it
(edited by Miltek.2104)
Turrets – Turrets are hard to balance corectly becouse they are AI based. Making them critable and susceptible to conditions made them to easy to destroy. Overcharged skills will be now responsive and allow for skillfull play. Turrets will scale from offesive stats in PvE only. We are nerfing healing turret supermacy in all game modes, promoting keeping turret set instead of blasting combo.
- Increased Health Points of all turrets by 40%
- Overcharge Skills – are now instant cast and will cancel current turret animation/cooldown time between attacks.
- Thumper Turret -(PvE only)- now scales from player’s Power, Precision and Ferocity.
- Rocket Turret -(PvE only)- now scales from player’s Power, Precision and Ferocity.
- Rifle Turret -(PvE only)- now scales from player’s Power, Precision and Ferocity.
- Net Turret – Now scales from player’s condition durration.
- Healing Turret – Increased deployment cooldown from 20 to 25 seconds. Reduced deployment heal by 33%. Increased Cleansing Burst heal by 10%.
Gadgets – We are increasing purity of purpuse of each skill, making them very strong in one specyfic department, instead of increasing damage
- AED – Now removes also confusion when taking lethal damage, reduced cooldown to 25 seconds.
Static Shock(toolbelt) – This skill is now called Defibe. Now inflicts 1,5 second daze in small PbAoE radius and partially revives nearby allies in downed state. - Rocket Boots – This skill no longer deals damage and causes blast finisher. Now evades attacks while in skill animation.
- Rocket Kick(toolbelt) – Now evades attacks while in skill animation. - Slick Shoes – This skill now has 2 seconds cooldown between knockdown procs, allowing for two knockdowns when used correctly.
- Personal Battering Ram – Now has cone-shaped attack radius, allowning to hit multiple enemies with it. Reduced cooldown to 18 seconds.
- Utility Googles – Now makes your attacks unblockable (5 seconds).
- Throw Mine – This skill now works like Trap – it’s cooldown starts in moment of placing mine, it also has 1 second arm time, also you no longer can manually detonate this skill. Reduced cooldown to 12 seconds. Increased proximity radius to 180.
- Mine Field(toolbelt) – This skill now works like Trap – it’s cooldown starts in moment of placing minefield, it also has 1 second arm time, also you no longer can manually detonate this skill. Reduced cooldown to 15 seconds. Increased proximity radius to 180, increased explosion radius to 240.
So I was bored, and I’ve decided to create my dream balance patch for engineer.
Brace yourself for wall of text!
Bug fixed and features:
- Kits now properly scale from Ascended quality gear
- You can now switch between visable Hobosacks and disabled
- While switching to kits, player no longer looses legendary weapon effects – aura and footsteps.
Pistol – pistol lacks of strong auto-attack also glue shot feels unimpactfull with it’s low duration of immobilize.
- Fragmentation Shot – now inflicts bleed in explosion part of skill. Increased bleed duration to 5 sec.
- Glue Shot – increased immobilize to 2 seconds.
Rifle – I like to compare engineer’s rifle to Ranger’s greatsword. They both have weak auto-attack, but have strong burst cooldowns. However engineer’s rifle is locked behind much higher cooldowns. Jump shot locks engineer in animation, allowing to be shutdown in mid-air, this shouldn’t have a place becouse you can’t react to anythig while in casting animation.
- Blunderbuss – this skill is swapped with net shot in places on the skill bar. Removed bleed from the skill. Increased skill damage by 10%. Reduced cooldown to 4 seconds.
- Net shot – this skills is now under 3# slot. Improved projectile speed.
- Jump shot – evade attacks while in air – leap animation.
Hammer – there’s lack of clarity when using electro whril. You deal damage in the first part of the skill and second part is only reflect based, which leads to misunderstandings where attack accur. Now skill does three impact through all of it’s attack animation, with reduced damage per single impact – however overall damage is buffed.
- Electro-whirl – increased number of impacts from 2 to 3. Reduced single impact damage by 20%
Bomb kit – Bomb kit auto-attack simply out-dps all of other damage oriented skills in raid scenario. Reduced power scalling by a bit and increased effectivnes of big-ol bomb
- Bomb – Reduced power scalling from 1,25 to 1,05.
- Big Ol’ Bomb – Increased damage by 20%, increased blast radius to 400.
Flamethrower – Goal to changes in flamethrower is increasing it’s purity of purpose. Flame Blast were to clunky to use, so now it’s ground targeted skill which hit’s 2 times – as projectile pass through enemy and detonation part.
- Flame Jet – Reduced power damage of this skill by 33%, now inflicts 1 sec of Burning every second hit.
- Flame Blast – Now is ground-targeted skill, like elementalist’s Phoenix skill.
Med kit – Med kit felt realy underwelming as support kit. We are buffing it’s condition removal abilities. New Grandmaster trait will increase it’s usability in group scenario (read about it bellow)
- Throw Stimulant – Now removes 2 debilitating conditions (weakness. blind, vulnerabilty). Increased cooldown to from 10 to 15 seconds.
- Throw Accelerant – Now removes 2 movement-impairing conditions (chill, immobilize, cripple). Increased cooldown to 15 to 16 seconds.
- Throw Antidote – Now removes 2 conditions and grants 3 seconds of Ressitance. Increased cooldown from 20 to 25 seconds.
Toolkit – Toolkit uses mace attack animations, however it was forgotten when maces recieved their animation improvements. Toolkit skills now hits up to 3 targets
- Smack – Improved chain attack speed and animation. Now hits up to 3 targets.
- Prybar – Now hits up to 3 players.
- Throw Wrench – Increased cooldown from 17 to 20 seconds. Wrench while returning now pulls enemies by 100 units.
Elite Mortar Kit – Orbital strike didn’t do enough damage, as traited elite attack – so we are increasing it’s attack. In compensate delay before hit has been increased
- Orbital Strike -Increased Power Scalling from 1.33 to 2.00, increased delay time between cast and impact from 2 to 3 seconds.
Elixirs – We are buffing some unused Elixirs and increasing guaranteed effect chances
- Elixir H – Now always grants Regeneration (10 seconds), and one of following: Protection (5seconds) or Vigor (10 seconds).
Throw Elixr H – Now always grants Regeneration (8 seconds), and one of following: Protection (5 seconds) or Vigor (8 seconds). - Throw Elixir C – Now applies Ressitance (3 seconds). Removed condition removal part.
- Elixir R – Reduced cooldown to 15 seconds.
(edited by Miltek.2104)
They actually listen to WP, so there’s hope here.
According to Anet logic next fix for that would be:
Patch 1.01
- Decrased Bomb auto-attack damage by 50% becouse purity of purpose
- Increased Rocket Boots damage by 10%
- Reduced Gear shield durration by 1 second
Problem solved, now all other skills has bigger DPS than bomb and you can use them!.
So this is my take
Hip Shot
- Now is skill #2, swaping places with net shot.
- Reduced cooldown to 6 seconds.
- Removed bleed from the skill, now does 10% more physical damage.
Net Shot
- Upon impact immobilizes enemies next to target in small AoE and inflicts 8 stacks of vunlerability.
- Increased cooldown to 12 seconds.
- Increased projectile speed.
Overcharged shot
- Instead of self – knockback, now inflicts self push-back. (Push effect has much faster recovery time)
Jump Shot
- While mid air evade attacks.
(edited by Miltek.2104)
To make it clear:
Cleansing burst is activated on the next spin of the turret.
If you press 6 in middle, or even the begining of the first spin, cleansing burst will activate on second one. This means also that if you have lag or bad ping, this will work kinda random to you.
To do “instant combo”, you need to just “mash” your 6’th healing slot and if you see water or AoE circle F1 it. You need to mash becouse window between placing turret and the first spin is very very short, and if you happen to have bad connection, bad news to you.
Tl;dr. You need to cleansing burst instantly after placing, if you are late, F1 after second spin – Cleansing burst doesn’t cancel ongoing spin – isn’t instant
Hey.
Remember how everyone was upset about Scrapper, like only one elite specialization class is missing unique class mechanic ? Yeah I was upset too (as Engie is my main)
Function Gyro is way to situational and usefull only in small percentage of GW2 content (mostly PvP). You use it while “loosing” – reviving allies or winning – stomping enemies, which means they added mechanic which doesn’t direcly effect combat.
The problem with engineer is that Anet trapped themselves in engineer’s specialization case becouse:
- They can’t simply add weapon swap as people sugest. Engineer has way to small weapon pool to have weapon swap. Let’s say you add weapon swap to Scrapper, your options will be super limited becouse you choose only from 3 weapons, plus one is pure condi while others are pure power based. Means you will be locked with Rifle/Hammer to be most efficient. This sadly means that they won’t be able to add weapon swap and make it somewhat flexible.
- They can’t rid of toolbelt skills. Engineer utility skills compared to rest of clasess are ballanced based on their toolbelt skills. This also means that utility skills are heavly linked to their toolbelt counterpart. Let’s say Mortar kit, it’s primary role is to be combo field spammer but it’s F5 is great tool for power builds and has great synergy with other skills, even it has trait which alone modifies that toolbelt skill (Siege Rounds).
They used all of F1-F5 skill slots allready. Of course adding F6 is always an option, but it would be far from comfortable play
So my idea is to add new class mechanics under “~” – weapon swap key. Since it won’t be used becouse engineer doesn’t have weapon swap.
This brings problem with Kit skills stowing. While wielding kit/bundle skill “~” is always used to drop it, while on Kits it’snt much of problem (you can press Kit skill again to stow it) but with environmental weapons you wouldn’t be able to drop them.
Only solution to this is to make unique class mechanic usable only when you are wielding your primary weapon. Since Engineer kits doesn’t have cooldown it wouldn’t be a problem to simply: stow kit -> use special class mechanics -> get back to kit.
So based on this idea I’ve designed some ideas for Scrapper and future elite specs:
1. Scrapper – Function Gyro. Scrapper will keep his current clas mechanic, but it would have serious changes. While wielding your primary weapon next to your 1 skill (where weapon swap/stowing icon is) there would be icon displaying cooldown of your Fuction Gyro.
- Pressing “~” would change “mode” which Function Gyro is working in. There would be 3 distinct F.Gyro Modes sygnalized by different collor of Gyro in background of this skill:
– Function Mode (yellow): Your Function Gyro is able to stomp and revive allies by pressing F. (passive: Add small health regeneration)
– Scanner Mode (green): Your Function Gyro is able to Scan targeted enemy by pressing F, inflicting Exposed to enemy for x seconds. Exposed: enemy takes 10% more damage from all sources. (passive: Slowly apply vulnerability to all nearby enemies while in combat)
– Disruptor Mode (red): Your Function Gyro is able to daze targeted enemy by pressing F. (passive: Deal additional electicity damage every time you hit – like Vampiric Aura)
2. Scientist (or any other name for future specialization):
- Next to your 1 skill there would be Presure Gauge with new resource Chemicals, which you fill by supporting allies (inflicting boons, healing, removing conditions) and inflicting conditions.
- Pressing “~” will swap your toobelt bar with set of new skills which costs Chemicals. It has no cooldown. Presure Gauge would have 2 states:
– Drug State (Green) 0-75%: Pressing ~, while arrow is between 0% and 75%, will swap your toolbet bar with set of supporting skills. Using those toolbelt skills will consume your Chemicals.
– Toxic State (Red) 76-100%. Pressing ~, while arrow is between 76% and 100%, will swap your toolbet bar with set of condition based skills. Using those toolbelt skills will consume your Chemicals and inflict random conditions arround player.
It’s only an idea, how do you like it ?
I share our pain. I’ve played YEARS GW2, from BWE2 till now, engineer all the time 3k hours + on my engie.
Aaaand it’s the same story all the time!
- Arena.net releases engineer as last class in beta
- People reaction that engineer is clunky and very strange to play. Most of skills seems done only to fill the skillslot.
- Anet promises to keep that in mind and tweak some stuff.
- No stuff was tweaked.
- After launch community outcry that class isn’t ballanced, large part of skills has no use, some skills are hillariously overpowered (nades damage, or 100-nades burst)
- 2 years passes, anet reworks how trait works. Adds new and fun traits – Turreter becoming viable build in PvP
- Community outcries that turreter is to easy to play and counters to many builds.
- After 2 months of turrets being usefull Anet DESTROYS turrets, making them made of paper and die in matter of seconds. Ballance successfull! Nobuddy plays turrets from now on (beside Healing turret combo – which isn’t intended how turrets was played in the begining, same stuff goes with Rifle turret for SD burst)
- HoT is announced. Engineer community HYPED as kitten after seeing ROCKET EXPLOSIVE HAMMER – which was later scrapped to be electric hammer
- Same as engineer Scrapper is released as LAST proffesion. Spec seems to be “scrapped” from their class mechanic – which was later “hinted” by Irenio. Spec seems to be rushed, half of traits are underwellming, utility skills – gyros doesn’t fallow you corectly, toolbar skills from then are trash – beside being combo fields only – to be combo-able with 2! skills which are finishers in Scrapper kitten nal. Whole spec feels to be mess, however ONE build thanks to 2 great traits gets to meta – offtank Scraper whos based on superspeed HP regen and damage mitigation – gets nerfed later date
- Engineer community outcry that class mechanic is usable only in PvP scenario, and spec seems to be unfinished and needs some work!. But there’s no time to do it, HoT is already launching.
- Same story again. Irenio promises some reworks in Future’tm – and that was his last post in this subforum.
- Silience. Spec still is mess, but thanks to it’s offtank ability still is in PvP meta.
- I wonder if the story will repeat itself with #Exp2 which is comming to us soon tm.
kitten, I was so hyped on Scrapper and what I’ve got is only broken promises and scraped Elite Specialization – Scrapper – pun intended.
I still dream that someday we will see some reworks to Engie and his Elite Spec.
(edited by Miltek.2104)
It seems that this balance patch is focused rather directly on raid meta, not on skills and traits which are underpowered thus unpopular.
As engineer it’s sad to see turrets, gadgets and some of gyros in so bad shape for so long. Gadgets and turrets don’t exist in any game mode.
Are there any plans of buffing unused skills rather than 5% slight changes to only meta skills/traits ?
As for damage buff for Shredder Gyro. 50% increase to zero is still zero. This skill clearly resembles damaging necromancer wells, so why it doesn’t scale from our power and critical stats ? Without it it still will be unused in any game mode, even with drastic damage buffs. Same goes for Blast Gyro Tag and turrets.
Same goes for every class. 1-2 utility skill types in each class are underpowered or even useless in some cases, and in 4 years of GW2 they haven’t been touched by devs.
- Spare Capacitor (Shreder Gyro Toolbelt skill) – isn’t affected by Impact Sevant.
It should be 2,5s instead of 2s daze.
Healing turret -> Rocket Charge -> Detonate Healing Turret (while in mid rocket charge animation)
Pretty much 100% heal.
Curently I’m running with something like that:
http://gw2skills.net/editor/?vdAQFASnUUBVXhlYBubBEqil3iie3D+jX8iaik4boiwAA-TJBFABiXGYhHAQL7PAwFAAA
(you can use soldier’s gear, or mix soldier with zerker too)
When reaper is out of reaperform for (has no Stability) use combo:
- ThunderClap(stun) → Granade Barrage → Rocket Charge (still in lightining field, so 3xdaze) for realy high chunk of damage.
(edited by Miltek.2104)
And here it goes, my only reason of playing Zerk Scrapper in PvE goes away (besides hammer).
Brb, going to respec to Sinister/Viper Condi engie.
GJ Anet!
Limiting build diversity is what we need, especially in PvE!
Hey. I’ve just went exploring new maps in HoT and I’ve met Chak Sapper enemy there.
He didn’t do any damage but he was emiting beam at player inflicting Expose (all the mobs just were doing way more damage to me).
So my idea will be simple to add this mechanics to Function Gyro.
Press F when targeting living enemy to:
Scan – Your Function Gyro emmits weakening beam at enemy which inflicts Expose every second.
Expose – Target takes increased damage from all sources.
This effect stacks with vulnerability, making engineers masters of weakening enemy defences.
Combat ability like that would synergize with Decessive Renown and Stabilization Core, without needing enemy to stomp or player to revive. Plus, Scraper will have somewhat usefull mechanic for PvE play.
It’s only random idea based on mob ability from the game so implementing it won’t be time-consumming). What do you think of it ?
(edited by Miltek.2104)
I will make some bump post here, to keep discusion relevant.
After week of playing/testing Scrapper this post is even more true.
Whole Scrapper elite proffesion mechanics doesn’t give player any advantage in PvE or 1vX Scenarios – it’s useless there.
As a player you can use your “elite mechanics” after winning a PvP fight (putting enemy in downed state) or loosing (your ally get’s into downed state). This mechanics is purely useless when playing solo, especialy in sPvP.
Even worse is that we got a 3 Traits(Function Gyro, Stabilization Core, Decisive Renown) that are effecting only stomping or reviving, which is way to situational for class mechanics in all game-modes!
All what Function gyro needs is in-combat role, which will synergy with synergize with rest of scrapper’s trait-lines: Super Speed, Daze/Stun and Stability.
Just bump.
Maybe we will see any rework in the future… (no love for function gyros and gyros).
It’s bad when class mechanic is useless in combat and usable only after winning (stomping) or loosing (downed enemy). It would be nice to have third in combat option. Like press F when targeting living enemy to…
(edited by Miltek.2104)
Hmm. Jebor had Juggernaut on engineer while guesting in POI:
https://youtu.be/EcdUMSq_mdU?t=2473
What about:
Superior rune of Scrapper
- +25 Toughness
- +10% Daze duration
- +50 Toughness
- +25% chance when struck to daze nearby enemies for 1 sec (Cooldown: 30s)
- +100 Toughness
- +20% Daze duration. When you hit dazed/stuned enemy, cause Ligntining Nova (Cooldown: 30s)
Or more offensive:
- +25 Power
- +10% Daze duration
- +50 Power
- +25% chance when strike to daze nearby enemies for 1 sec (Cooldown: 30s)
- +100 Power
- +20% Daze duration. When you hit dazed/stuned enemy, cause Ligntining Nova (Cooldown: 30s)
(edited by Miltek.2104)
- During test I menaged to do 3x leap finisher with Cleansing Burst. It requires perfect timing but it’s do’able. You can make 2x leap finisher in Cleansing Burst without any effort.
(edited by Miltek.2104)
Yet. Another feedback thread.
1. Hammer
- Auto-attack chain: Lacks of any particle effect, compared to the rest of the AA in the game.
- Electro-whirl: Animation of this skill clearly sugest that it will strike third time after one second. Increase delay between two fast strikes, or add third strike after a second.
2. Class Mechanics
- Function Gyro (and traits attatched to it): Irenio clearly stated that they don’t have now time for serious reworks and we maybe see bigger changes in future.
About this mechanics: It isn’t game-changing feature, it’s too situational, AI dependant, poor compared to rest of the elite-specs. I hold your promice Irenio!
3. Utility Skills
- General: If we are normalizing cooldown of gyros. It would be better to normalize their duration to. 15 seconds duration on all gyros (except Sneak gyro), will make them clearer to menage and easier to understand.
- General: Detonation of gyro is realy unrewarding. 1 second daze is to low to affect gameplay, also each gyro should have it’s own bonus on detonation (at example Medic Gyro would have small healing chunk, a Purge Gyro would have AoE 2 condi removal)
- Medic Gyro: Lacks something beside heal. Any other engineer’s heal is offering something more: Condition removal, boons etc. Adding boon like vigor or regeneration wouldn’t be a bad thing here. -> Reconstruction Field: 4s of protection on 25 seconds cooldown is bad. Increase protection duration to 2s per tick and make it repair gyros (it’s reconstruction field, right ?).
- Shreder Gyro: After testing pure whirl finishers wasn’t that impressive at all. This skill lacks damage. It should realy hit hard, becouse its Shreder Gyro not Fan Gyro ^^. Let it’s damage tick hit for ~800 (and scale from Scrapper’s stats).
- Purge Gyro -> Chemical Field Let’s change this field to light field which inflics blind. With Hammer2 and Shreder gyro it will cleanse conditions like Gyro itself. Keep it simply.
- Blast Gyro -> Bypas Coating Stunbreak, pretty please. Scrapper doesn’t have any stunbreaks.
4. Traits:
- Function Gyro-> Stabilization Core -> Decesive Renown (read above)
- Recovery Matrix – This trait should have internal cooldown. On healing turret with it’s healing combo you can have 50% protection uptime (10 seconds). It would be good to have that protection applied also to nearby allies (gyros – to make them easier to survive)
- Shocking Speed – Cooldown on this trait is unnecessary. Remove cooldown and reduce superspeed duration to 2 seconds.
- Final Salvo – This trait in current iteration is realy weak on grandmaster, especially when compared to Scrapper’s another 2 Grandmasters. Some kind of 25%-33% cooldown reduction on gyros in addition to that superspeed lightining field. It wouldn’t be bad either to let that lightinig field damage enemies standing inside of it (or daze).
5. General
- Super Speed – LET IT GOD kitten SACK
Clap, clap.
And Scrapper won’t have class mechanic on the launch.
(edited by Miltek.2104)
‘allo fellow Engineers,
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.
So you agree that function gyro isn’t “elite specialization mechanics”, and now it’s to late to rework it. kitten about time…
Still I don’t believe in rework after launch of HoT…
Hammer 1 Autoattack Combo
Still no particle effects on only melee auto-attack in the game ?
Good changes, but I’m just dissapointed about them. Now compare Scrapperr’s changes to other elite-specializations, we have only small tweaks, any trait was changed or functionality of utilities wasn’t changes (only fixes to surviability and movement).
Sorry for the saltiness, but Function Gyro as class mechanic is terrible idea… why it wouldn’t be a trait ?
(edited by Miltek.2104)
With recent changes to Dragon Hunter’s F1, Thief dodges and Ele’s Rebound, I regained faith in rework of function gyro.
10 days to launch, Anet HQ must be in fire right now ^^
Wouldn’t it be great to Flamethrower 2’nd skill – Flame Blast be ground targeted skill like elementalist’s Phoenix ?
Both skills have much in common. They are AoE, Blast Finisher, slow flying time and they deal damage when they are passing through enemies.
Problems with current iterration of FlameBlast:
- Projectile tends do dissapear when hit the ground – meaning no damage, no blast finisher
- You need to wait and observe projectiile when it hit enemy then detonate it – meaning you can’t do anything else while casting it and there is lot room for player mistake
- It’s hard to effectivly blast small combo fields under player’s charracter
Solution is super easy – make it like Phoenix (but without comeback route). You simply ground target right behind enemy and you deal 2x damage, or under your feet for blast finisher. While projectile is in mid-air you can do anything you want, you don’t need to wait for projectile to reach enemy, it will explode when it reach it’s pointer. Having ground targeted skill means also it won’t dissapear when hit ground, it will keep it’s flight distance.
Simply idea, but it would fix lots of flamethrower problems.
(edited by Miltek.2104)
Still 10 times better than funcion gyro.
Gimme!
What if, we add some Funcionality to Function Gyro. Function Gyro uses different ability when you press F on different Target:
- When used on downed ally : Defibrillator – function gyro revives downed ally using built-in defibrilator
- When used on downed enemy: Lethal Injection – function gyro injects toxic elixir into downed enemy, finishing his agony
- When used on living ally(can’t use on self): Energy Shield – function gyro covers target ally with High Voltage energy shield which destroys incomming projectiles, and grants stabilty/protection
- When used on living enemy: X-Ray – function gyro scans target enemy, inflicting Expose. Expose – target takes 7% more damage from any source, inflicted dazes and stun duration increased by 33%
With this kind of change Function Gyro is realy functional and as player we need to decide are we going to save it’s cooldown for stomping/reviving or we gonna use it early to expose enemy or support ally.
Anyway, my biggest fear is that tons of feedback players are leaving on engineer forum to make Scapper “elite” specialization won’t be answeared an we will get only changes in numbers like dmg, cooldown etc.
- Why hammer auto-attack doesn’t have any particle effets like rest of the melee auto-attacks in Guild Wars 2 ?
Why would typical engineer pick Gyros instead of Kit or Elixir ?
I’m just curious what’s the purpose of Gyros are in Engineer class.
Engineers instead of other classes doesn’t have weapon swap (or Atument), so their ammount of skills (thus cooldowns) are super limited.
To compate with other classes, engie must sacrafice their utility skills for aditional weapons (which are great).
And now, with Scrapper release, devs decided to give Summons which are even worse than Guardian’s Spirit weapons (where the shield is only usable for reflects in PvE/WvW).
I mean, Why Engineer would have to pick AI based summon, which dies on one hit and has BIG cooldown, when they can pick kits or elixirs instead ?
Kits and Elixirs are designed to be little stronger than utility skills of rest of the classes, becouse engie lacks of that weapon skills.
Almost all Gyros can be replaced with kits, with much better and controlled effect:
Medic Gyro – Healing Turret has by far higher HP/s healing ratio, removes conditions, is blast finisher, has much lower cooldown and can be picked up instantly/or detonated.
Bulwark Gyro – Maan, this one is made of paper ^^. Toolkit with it’s low cooldown block will reduce more incomming damage than this Gyro. You can argue that you can support your allies with this iDefender, but saddly when he affects 5 players his lifespan isn’t longer than 2 seconds.
Shreder Gyro – Ok, combo finisher whirl is nice, but what’s the point of that Whirl Finisher ? You can place it in lightining field for some Brutal Bolts with some chunk of damage (almost none :P), in this role Granade Kit or Bomb Kit simply inflicts huge amounts of damage and vulnerability. Or maybe place it in light field for AoE condition clear for allies ? Elixir Gun with it’s Super elixir and Flumigate will remove conditions better and more controlable.
Purge Gyro – As above Elixir Gun will remove condition better and more controllable. with AoE effect. Purge Gyro removes 2 conditions every 3 seconds from one player only! If he could survive longer than few seconds it could be good for 1v1 scenerios, but nope. It dies from few hits.
Blast Gyro – Big ol’Bomb does higher damage, has longer radius and launch effect, also can’t be destroyed, in comparision to this Gyro. This gyro is my nightmare now, it isn’t even Gyro, it feels like Gadget type skill (which are underpowered), and even Personal Battering Ram does job better than this Gyro.
Sneak Gyro – this one has only toolbelt skill good – man, that AoE reveal is ten times better than this gyro. Besides of problems with bad AI and keeping up with players, Idea of this skill is kinda… bad ? I mean, what’s the point of the stealth when enemies clearly can see where are you going. For suprise attacks ? Where it would work ? In WvW?… naah it affects only 5 players. For PvE?… naah it would just gather mob aggro. For sPvP ? Maybe in first opening of the fight when you split your team, later it becomes useless for “tank” nature of the Scrapper. Why would player pick that skill instead of Great Mortar, Supply Create or Elixir X with it’s rampager form and AoE Moa.
I’m not rage’ing at Gyros right now, I’m just super dissapointed about those skills. In comparision to Engineer’s Kits, Elixirs or even Turrets they are useless.
I’m just curious what’s the purpose of Gyros are in Engineer class.
Engineers instead of other classes doesn’t have weapon swap (or Atument), so their ammount of skills (thus cooldowns) are super limited.
To compate with other classes, engie must sacrafice their utility skills for aditional weapons (which are great).
And now, with Scrapper release, devs decided to give Summons which are even worse than Guardian’s Spirit weapons (where the shield is only usable for reflects in PvE/WvW).
I mean, Why Engineer would have to pick AI based summon, which dies on one hit and has BIG cooldown, when they can pick kits or elixirs instead ?
Kits and Elixirs are designed to be little stronger than utility skills of rest of the classes, becouse engie lacks of that weapon skills.
Almost all Gyros can be replaced with kits, with much better and controlled effect:
Medic Gyro – Healing Turret has by far higher HP/s healing ratio, removes conditions, is blast finisher, has much lower cooldown and can be picked up instantly/or detonated.
Bulwark Gyro – Maan, this one is made of paper ^^. Toolkit with it’s low cooldown block will reduce more incomming damage than this Gyro. You can argue that you can support your allies with this iDefender, but saddly when he affects 5 players his lifespan isn’t longer than 2 seconds.
Shreder Gyro – Ok, combo finisher whirl is nice, but what’s the point of that Whirl Finisher ? You can place it in lightining field for some Brutal Bolts with some chunk of damage (almost none :P), in this role Granade Kit or Bomb Kit simply inflicts huge amounts of damage and vulnerability. Or maybe place it in light field for AoE condition clear for allies ? Elixir Gun with it’s Super elixir and Flumigate will remove conditions better and more controlable.
Purge Gyro – As above Elixir Gun will remove condition better and more controllable. with AoE effect. Purge Gyro removes 2 conditions every 3 seconds from one player only! If he could survive longer than few seconds it could be good for 1v1 scenerios, but nope. It dies from few hits.
Blast Gyro – Big ol’Bomb does higher damage, has longer radius and launch effect, also can’t be destroyed, in comparision to this Gyro. This gyro is my nightmare now, it isn’t even Gyro, it feels like Gadget type skill (which are underpowered), and even Personal Battering Ram does job better than this Gyro.
Sneak Gyro – this one has only toolbelt skill good – man, that AoE reveal is ten times better than this gyro. Besides of problems with bad AI and keeping up with players, Idea of this skill is kinda… bad ? I mean, what’s the point of the stealth when enemies clearly can see where are you going. For suprise attacks ? Where it would work ? In WvW?… naah it affects only 5 players. For PvE?… naah it would just gather mob aggro. For sPvP ? Maybe in first opening of the fight when you split your team, later it becomes useless for “tank” nature of the Scrapper. Why would player pick that skill instead of Great Mortar, Supply Create or Elixir X with it’s rampager form and AoE Moa.
I’m not rage’ing at Gyros right now, I’m just super dissapointed about those skills. In comparision to Engineer’s Kits, Elixirs or even Turrets they are useless.
Some juicy feedback from Miltek:
Hammer:
+ Decent Damage
+ Good defensive tool: Reflect, Block
+ Good combo abilitites
- Garbage auto-attack animation (0 special effects)
- Tracking on Rocket Charge is bad, you miss 50% of your attacks
Class mechanics – Function Gyro
+ Revives allies pretty good
- Super slow stomp (useless in it’s current form)
- Super low amount of health
- Doesn’t feel game changing like other specializations (actually it feels like trait)
- Doesn’t work ad range (as it was intended to work)
- Super situational class mechanics
- Function Gyro icon is kinda hard to see in boons/effects line, especially when you have some traits activated at the moment (requaires special UI above toolbelt – like Glint’s unkeep)
REWORK REQUAIRED (please some other mechanics here)
Gyros – utility skills
- Can’t keep up with player. When player has super-speed, or uses leaps they just stay away from player – clear bad design
- Their AI is kittened. They don’t even try to keep up with player, they run away from player, or stuck on rocks and pillars.
- Their health pool is super low. They die instantly in combat.
- Cooldown is to long. It should start going down after summoning gyro.
- Blast Gyro feels like gadget, I would see here something more sustained. Maybe like Shrerer gyro, but with blast finishers ?
- Overall, I can’t see “Why would I take Gyro instead of another kit or elixir ?”
Traits:
+ Overall traits are good with some exepctions
- Final Salvo. This trait doesn’t feel like grandmaster trait at all, I would love to see it moved to adept or master. Some CD reduction would be nice here too…
- Function Gyro – wrote everything bad about this trait above
- Descisive Renown. Way to sutiational in my taste to be master minror trait. I would love to see on Daze effect here instead (with 10 sec CD).
- Impact Savant – It should increase daze duration also. (most of Scapper CC are dazes, not stuns!)
- Recovery Matrix – works double on healing turret – unintended. Should have internal CD – 15 seconds, and work on allies.
(edited by Miltek.2104)
I was thinking about something super defensive:
http://dulfy.net/gw2traits#build=AgEEuAO4BlQ~
http://gw2skills.net/editor/?vdAQBU05FLxCmcBavQxygCr+w2qYyCw3B-TpgRgAhlBA2fAA
Sources of heal:
- Bunker Down: Perma Regeneration and Med Packs, every 2 seconds
- Swiftness and Super Speed Healing
- Backpack Regenerator
- Automatic Medical Reponse
- Engergy Amplifier (250 bonus healing power while under regeneration – perm)
- Steam Pack
- Healing Turret (or Heal Gyro)
Melandru Runes + Last minror trait = 50% stun duration reduction.
In other Hand you can go CC-Burst:
http://dulfy.net/gw2traits#build=AgEFdAFUBmw~
http://gw2skills.net/editor/?vdAQBVSRFqpiNeBTuAtXoQaQfl+0reMAN/5A-TpgUQA1yAg9HAA
With last minror trait and mesmer runes we have our daze Duratuion increased by 48%.
Now by using: Thunderclap → RocketCharge→ LunchPersonalBatteringRam we are inflicting stun and 4 dazes which means… 25 stacks of vulnerabilty and 40 seconds of weakness.
Even before you can use double Orbital Strike, which will be secured by Thunderclap CC combo, and then finished by hammer 2# and SD Rifle turret quick burst. Very risky, but may be awsome in practice.
I don’t think so, removing ground targetting will surelly huge nerf to this skill, becouse you know… travel time, spread and explosion radius counts here. Adding automated attack here would end with huge loss in accuracy.
However in game filles, dataminers found option to make ground targeting marker stick to target enemy, which will make life easier for ground targetet skills. especially nades.
Auto-attack comparision (no traits, soldier amulet):
Nades: 3x 331 dmg (1/2 sek casting time) =~1000dmg + perm 15 stacks of vulnerability
Flame-Thrower: 2000dmg (when enemy has burning) + 2 sek o burning
Bomb: 1200dmg + perm 5 stacks of vulnerability
Durring 20 second test:
- Flamethrower – 8 attack chains = 16k damage
- Throw Granage – 20 attacks = 20k damage
- Bomb – 24 attacks =28,8k damage
Players are using Throw Granade instead of bombs becouse you inflict much more vulnerability and more random bleed from multiple critical strikes.
To have same damage as Granade Auto attack, Flame Jet damage needs to increased by +25%.
To keep up with bombs – +60%
Of course my calculations are wrong becouse I don’t use here scalling numbers (which makes difference at 25 might party), but just random thought.
Anyway if you use Flame Jet you will take HUGE damage from retaliation:
- Versus single enemy with retaliation 10×250 dmg =2,500 Damage taken per Flame Jet
- If you menage to hit maximum amount of targets (5) with retaliation (typical WvW scenario) =50 × 250=12,500 damage taken per FlameJet.
10% or 20% damage changes won’t change a lot :P
Becouse we have allready kittenloads feeback posts with some great ideas :/
Chaith’s Idea for Robust Scrapper Identity
Since the Scrapper Reveal
A few trait change ideas
What new Mechanic would you like?
Scrapper Class Mechanics
F-Gyro, Allies’ Aid, & what I Envisioned.
Suggestion Scrapper – unpolished diamond
Lets make Gyros cool together
Gyros/Spirit Weapons Revamp
About gyros and lack of design enthusiasm
Super Speed Stacking
Scrapper-in-Stronghold
Scrapper Design Decisions and Intentions
Complaints about hit points on gyros
Everything S(Crap)per
Final Salvo CD Reduction
Hooray! The worst utilities of any elite spec
How to improve Gyros survibility
Suggestion to make gyros better
Gyro/trait Ideas pre BWE
My honest 1st impression on Scrapper
There’s realy not even half of threads with opinions about Scrapper….
But majority of community thoughts are:
- Hammer is good weapon, skills are fine
- Unique class mechanics almost doesn’t exist, it’s way too situational and non-game changing – almost everyone wants to see it reworked. Engineers feels hurt in this ground compared to rest of the elite specializations.
- Most of Utility Skills are bad (I don’t want to use word “garbage” here) and needs some serious reworks – not fine tuning, or number changes
- Most of traits are good (with some exepctions)
(edited by Miltek.2104)
What if, we add some Funcionality to Function Gyro. Function Gyro uses different ability when you press F on different Target:
- When used on downed ally : Defibrillator – function gyro revives downed ally using built-in defibrilator
- When used on downed enemy: Lethal Injection – function gyro injects toxic elixir into downed enemy, finishing his agony
- When used on living ally(can’t use on self): Energy Shield – function gyro covers target ally with High Voltage energy shield which destroys incomming projectiles, and grants stabilty/protection
- When used on living enemy: X-Ray – function gyro scans target enemy, inflicting Expose. Expose – target takes 7% more damage from any source, inflicted dazes and stun duration increased by 30%
With this kind of change Function Gyro is realy functional and as player we need to decide are we going to save it’s cooldown for stomping/reviving or we gonna use it early to expose enemy or support ally.
Anyway, my biggest fear is that tons of feedback players are leaving on engineer forum to make Scapper “elite” specialization won’t be answeared an we will get only changes in numbers like dmg, cooldown etc.
Freaking great idea 5gauge!
We can have new UI bar above our endurance bar – like druid, but cut in 3 places, representing 3Gyros (something like thief’s tripple dodge). I’ve added some non-proffesional picture below ^^
Also to make them not to “easy” to regain, we can increase it’s resummon rate to something like 60 seconds. And adw to second minror trait “Stuning or Dazing enemies, redues your cooldown on Function Gyro”, which will realy fit to Scrapper identity.
I also made post about Gyros themselves. What’s your opinion about it ?
Scrapper – unpolished diamond
(edited by Miltek.2104)
Since Anet don’t plan to nerf burning atm. I would recommend to get Sinister set.
Power/Condi engineer, atm does:
- Highest dps in the game after 14 seconds of battle (raid bosses, and tougher enemies in expansion won’t die so easly like in dungeons, so this build going to be top damaging one).
- Lost of enemies in Verdant Brink has Tough Bark ability, which reduces physical damage taken (anti-zerk) but takes normal damage from conditions.
- With increased condition durration you can weaken your enemy in various of ways which standard power build can’t do: perma chill, cripple, blinds, lot’s of immobilize.
Condi engie seems way to go in HoT… if they don’t decide to nerf burning
Hello fellow engineers.
I would like to share my ideas about changes I would like to see in Scrapper specialization.
I have in mind, that we haven’t played this Elite specialization yet, but Engineers and Rangers have least amount of time to have changes.
Before me there were some amaizing sugestions from other players
Fuel – Redesigning the Gyros
Fuel system – what it should have been
Hammer:
From my perspective hammer looks like realy solid weapon, and it doesn’t need any drastic changes:
- Autoattack – what I would love to see here is visual changes. Right now whole chain doesn’t have any special graphical effect on it . Player charracter is just bashing enemy with hammer, even Warrior’s hammer auto attack leaves some sort of trail fallowing hammer’s head and massive thumb at end of the chain. Adding lightining trail fallowing each swing and lightining explosion at end of chain would be awsome – something like Rocket Charge .
Utilty skills:
Gloryfied “Fuel System” looks like being cut at the end of develepment of Gyros, few players before me explained how they would bring back this class mechanics, so I won’t bring up this. However, there’s only one month till launch of expansion and I don’t think Anet has time to apply Fuel Mechanics to Scrapper.
General Changes to Gyros:
- Cooldown of Gyros should start while they are being summoned. With this change, player will be rewarded for keeping your Gyro alive for it’s full durration, meaning if you make them survive for X seconds, their cooldown will be reduced by X seconds.
- Static Gyros – Shredder Gyro and Blast Gyro(which I will talk later) can now be ordered to move like ventari tablet, this skill will be chain ability allowing to destruct gyro right after relocate.
Relocate – command your Gyro to move in target place (2 second cooldown) -> Destruct X Gyro – order your X Gyro to self-destruct. - Nomalize Gyro durration. Now all gyros will last 15 seconds to make them little more streamlined and easier to use.
Gyros:
- Medic Gyro – right now this healing skill looses versus Healing Turret at all fields, even in sustained healing HP/s. I would love to see it as AoE Healing Signet, which has counter play – destroying gyro. My proposition is to:
- Completely remove it’s “personal heal” component at the begining
- Increase it’s pulse rate to pulse/1s
- Reduce pulse healing (to compensate increased pulse rate)
Reconstructoin field – right now this skill works like waterfield only, it doesn’t bring anything beside it. I would add some increased Gyros surviabilty here, to make them easier to survive in mid-fight:
- Increase protection durration to 1,5 seconds per pulse – 6 seconds total (4 seconds of protection, at 25 second cooldown realy looks bad)
- Now repairs nearby Gyros with 10% per pulse
- Bulwark Gyro – idea of this gyro is indeed great – AoE iDefender, but the problem is surviability of this skill. Right now this gyro has about 13k health with almost minimal amount of armor, meaning it will die almost instantly even in 1v1 scenarios. Protection and Repair from Reconstrution field will help this Gyro survive little longer, but this won’t make it industructable.
- Damage taken by Bulwark Gyro from Watchfull Eye abilty is now reduced by 50%. (with this change bulwark Gyro still will be easy to destroy if targeted, but it won’t easly die while supporting allies)
Defence Field – It’s good!
- Shredder Gyro – another great gyro, it has almost 0 damage and it could have bigger radius.
- Damage per strike increased to ~500.
- Increased radius to 240 units.
- Gains chain ability Relocate -> Destruct (you don’t need to continue chain after relocate)
Spare Capacicator – it’s great!
- Blast Gyro – my biggest dissapointment of the show. Personaly I see Gyros as sustained tools of controlling the field of battle. Blast gyro in otherhand feels like one-trick ponny, gadget-like skill with way to much counterplay-ability. I hate to say that but I would love to see that skill being reworked from the ground.
- Blast Gyro – Deploy a blast gyro to drop bombs at a target location, striking foes and using combo fields.
Strike interval: 1,5 seconds, Combo finisher blast interval: 3 seconds, Duration 15 seconds, Cooldown 45 seconds
Bypass-Coating – this skill is designed straight to combo with old version of Blast Gyro. Gyros are lacking of stunbreak, so adding one here would help “pure scrapper builds”.
- Purge Gyro – this Gyro looks realy good. However it lacks little of responsebility:
- Now proc it’s condition cleansing effect right after being summoned
Chemical Field – another toolbelt ability which doesn’t fit to it’s base skill. Changing this skill to light field with addition to some healing/regeneration will fit to “supportish Purge Gyro role”. Additinaly light field in combination with Whirl finisher will grant us huge amount of condition clearing.
- Sneak Gyro – personally, I don’t like this gyro at all (it’s toolbelt is great though). Having stealth doesn’t fit to idea of unstopable juggernaut at all, we have tons of stability and superspeed, so as player we are almost immune to controll effects, so stealth as “elite” of this specializaiton doesn’t fit and combo with it at all! Anyway visable Gyro is bad idea too, there are 2 options here:
- Rework gyro effect only to fit more “frontline” role: like applying blind every 3 seconds to nearby enemies, or some sort of deffensive boon to allies.
or
- Make Sneak gyro also invisible, for true stealth not just “element of suprise”
- Or rework this Gryo to something more “controlish type” like:
Blackout Gyro(realy fitting to scrapper) – Summon Gyro which will remove boon from nearby emies each pulse, and daze them every third pulse. Pulse rate 1,5 seconds.
Detection Pulse – it’s great!
Soon I’ll share my ideas for traits and Function Gyro
(edited by Miltek.2104)
Mighty Dazing Sanic
Or
Please rework gyros
After this week patch, this trait recharges only Healing Turret.
It doesn’t recharge it’s Cleansing Burst overcharge skill.
Which makes strange situations when you place turret and you can’t overcharge it for next 5-10 seconds.
Bug or intended change ?
I just hope mortar can crit I want it to at least be a bit scary for zerk builds
It’s kit now. Every kit can critical hit.
But don’t expect from mortal dps compare’able to granades.
Change enemies into bunnies.
Who doesn’t like slaughter bunnies ?