I’m going to provide a little pre BWE3 feedback since we won’t have any environment to test out changes before HOT launches.
Hammer:
Awesome! Great job Irenio, seriously. The hammer looks fun and worth using. For an Engineer having a weapon that doesn’t take a back seat to our utilities is a new concept. I hope that I am not wrong, but I see myself using hammer a lot and not just for the big skills before I switch back to a kit like we all do with rifle/pistols. Kudos.Traits:
I think these look good overall. There are some meaningful choices to be made, and they really seem to change how your build works depending on which way you go. There are 3 pretty distinct and consistent themes in the traits that you can choose, stability, super speed, or tank. I would have prefered to see something a little more varied than stability and tank, something that you could choose for more damage maybe. Before I get my hands on it to play that’s a minor complaint because I do think the trait line is set up well.Specific thoughts on some traits:
Minors are okay but I am strongly against the 30s cooldown on the function gyro right now. It’s the change to the profession mechanic (and by far the most niche of all the elite specs IMO) and if we have to revive 2 allies we can only use it on one of them? I really would like to see this play in BWE3 with no cooldown and see how that feels. I believe Decisive Renown should be an Adept or merged with the first minor trait, it is a very niche trait. I am currently buying into the whole functional gyro thing right now (even though we haven’t seen it… -.-) but additional effects on revives should be a choice, I don’t want that to take up a slot for something else that should be baseline instead. Like… Shocking Speed. Maybe just swap the two. OH! Super Speed duration should totally be a minor. Totally. 33% or something. This is the solution Irenio. Search your feelings, you know it to be true.Adepts are great, I like the choice here and I like that you’re starting on the path of some consistently themed choices. Aside from the swap between Decisive Renown and Shocking Speed I have no issues with the Adepts.
Masters look great as well Rapid Regeneration and Mass Momentum are some serious competitors. Expert Examination would be great for a tank.
Grandmasters that are meaningful! Big kudos for that Irenio, I feel that some of the elite specs have really dropped the ball on this one but not the Scrapper. I have one thing that I think needs to change here, and it’s a cooldown reduction to the hammer trait. That’s not just because there’s a hammer trait anyways, or that most weapons have them. It’s because we can’t weapon swap and kits are already so invasive to every Engineer build that if we’re going into Scrapper and choosing the GM trait just for the hammer, it should make us much less reliant on kits by letting us use hammer skills more often. That’s my $.02 on the matter. I’ve seen a lot of suggestions to add a cooldown here, but I think there’s a really good reason for it not just “well it’s the hammer trait”. Let us use the hammer and not be forced back into kits.
Gyros:
Okay Irenio I’ve given you a lot of props so far and I’m going to continue to be honest… I’m willing to give the Gyros a fair try in BWE3 but I am really skeptical on the health bar. I feel that nothing has been learned from turrets which is very disappointing. You said in the POI they had large health pools, but judging from the numbers they were taking and how far their health was going down that’s just not true. Start with doubling the health pools, but even then they’re toast in WvW or boss level PvE. Ideally they would be invulnerable and we could test how that looks, and I really would like to try that direction, but with only one BWE to test in I’m not sure you want to do something that drastic. As the next best thing I think they should receive all control effects and conditions but be immune to direct damage, basically Endure Pain. Sure in PvP that’s an advantage to condi users, but it’s not spike damage which is the real issue with turrets and it looks like it will be with these as well. With this approach instead enemies can still CC them, blind them, slow them, even kill them with the damaging conditions, but they won’t be smashed to bits in 1 second from Hundred Blades or something like that. This proposed change may not even need an increase to their health pool depending on how it tested in BWE3. Also recharge should start on skill use! We’re really right back into turret territory with these effective 30-50s cooldowns. Not cool man, not cool.Medic Gyro. There’s already a ton of feedback about how this skill just isn’t going to work. A utility that pulses a heal every 3 seconds would be great. A heal skill that pulses every 3s is terrible. Up the initial heal to at least 4k, up the pulse to 1 second intervals. Lower pulse to ~500 if necessary. Maybe just turn it into a Troll Unguent like effect in AOE, stronger for us though of course since it’s our actual heal skill. Maybe add retaliation. I like the toolbelt, good job there.
Bulwark Gyro. Honestly provided gyros don’t die instantly to direct damage like turrets this one looks like the best of the bunch. Love the effect, love the toolbelt. From the POI we’re guessing about 12-15k health? That’s not even close to enough even if they could be made immune to direct damage. Let’s say 15k, using it in a party where everyone is taking damage means each player has 3k damage reduced before this thing dies. That doesn’t seem very meaningful to me. That’s a crit of an auto attack.
Blast Gyro. Maybe the worst one. Maybe. We guess that you had Rabid gear in the POI if so I’m willing to at least see the damage this guy does, but it seems incredibly underwhelming. The toolbelt seems boring. I would like this to be our source of “long” Super Speed (I know due to the nature of the effect it can’t be like Swiftness). 3s is what we’re getting from blast and leap finishers through traits plus all the cool stuff those blasts and leaps do. If we have this as a 30s cooldown that only works in bomb radius for our allies with no other effects, I want to see at least 5s here.
Shredder Gyro I will again have to go with the caveat of “If This Thing Doesn’t Die Immediately Like Turrets”… (ITTDDILT might become my new short hand). Even more applicable to this guy than any other Gyro because you’re always dropping him right on the enemy. Lots of people are excited for this guy. If I’m understanding right he does a whirl finisher every 1/2 second? If so then I can see how he’s worth using, because it sure as heck isn’t for the damage… that’s laughable! I’m not even sure why the damage is there at that amount, maybe it can proc our on hit effects? Toolbelt damage looks really bad and cooldown a bit long, these are things I want to try before suggesting anything though.
Purge Gyro Okay so ITTDDILT… this one had me the most excited and honestly you delivered with the condition removal part of it (I was worried for something like 1 removed every 20s). But that’s all it does you say? Exactly! This is not worthy of standing on its own. I don’t really want to see it attached to the Medic Gyro though because then we just have another Healing Turret situation. If the heal with purge gyro capability out healed and out cleansed the turret, everyone uses it. If not, no one uses it. Let’s not go down that road, let’s make this skill stand on its own. I would rather see this little guy buffed. I’m not sure how to be honest. How about a 3s Resistance boon on the Engi if there are no valid targets with conditions when the pulse comes? Still would be underwhelming though. Retaliation? Super Speed!? I don’t know but this guy really needs something. Maybe he feeds you an elixir to cure those conditions, so you can get all the benefits of those traits? Meh. I don’t know this is a tough one. Toolbelt? Meh. It’s alright I guess, I’m not that excited about it.
Sneak Gyro. Alright so yeah you can see the Sneak Gyro when it stealths us. I want to play with it to provide more accurate feedback. It’s a neat idea. I can see it being really balanced because of this, or just not worth using. I’m thinking the place where I’m going to land is that the gyro should not aggro NPCs. I get the whole visible cloak thing for counterplay, and I get we have to stay close for stealth, but I’m not sure I’m going to like getting into combat when I try to run by stuff. The Thief can already SR + blast through any dungeon mobs that people want to skip so it’s not like we’re breaking things there. The toolbelt rocks, good job there.
Thanks Irenio! By and large you’ve delivered on this elite spec. Let’s whip these Gyros into shape so we don’t have to say “yeah but…. the gyros”. Scrapper hammer is darn near perfect and the traits are really fun looking. Can’t wait to play BWE3 and for you to start interacting with us here!
I initially felt the same about the Medic Gyro, but my impression now, after having more time to think about it, is that the functionality might not be too bad. It’s just the numbers that need to be changed. I would like to see it turn into a sustained heal mechanism (e.g. keep the initial heal where it is but maybe double the pulse heal). This sounds sort of extreme (1.6k party ally healing every 3 sec?), but it’s cooldown is long, doesn’t start until it’s destroyed, and it rewards you for keeping it alive for a long time (the opposite functionality of healing turret). And if it’s destroyed early, you get very little out of it. So the reward would be proportional to the risk.
I do agree with you regarding Purge Gyro. Engi’s were already not taking Elixir C because it wasn’t worth the utility slot, so I don’t think an Elixir C in gyro form is going to be very popular either. The toolbelt poison field is probably okay, but not enough to warrant spending a utility slot on a Purge Bot when we could slot a kit or a stunbreak.
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)