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An Idea To Fix Gyros AND The Theme of Scrapper


Cambot.8132

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I personally feel that the recent changes to Scrapper were a really good step in the right direction, but still keeps the Scrapper feeling...well...directionless. As a spec, it doesn't feel like it fully fits into any role, and I personally believe that Gyros are one of the issues with the spec feeling this way. Gyros are clunky and feel random. Their active abilities are interesting but lack luster, and their Tool Belt skills, for the most part, are random and don't make thematic sense. I have attached a diagram showcasing the changes I think would make Scrapper a viable support-bruiser.

Gyro mechanic change: I personally feel that since the Scrapper is supposed to be an up-close-and-personal play style, that making Gyros create their effects around the Scrapper to fit the feeling and personality of the spec more. Here are my changes: The Gyros (and their effects) will move with the Scrapper and are now un-targetable and create their effects in a 240 radius around the Scrapper.

Gyro changes: I have changed some of the Gyros' abilities and have even created new ones. Remember all Gyros now follow and create their effects around the Scrapper as he/she moves around. The effects are within a 240 radius (unless traited, which is explained in the attached diagram) and always affect 5 targets (foes and/or allies). Changes are as follows:

[Medic Gyro]: This skill stays the same, except in a smaller radius. Tool Belt skill stays the same as well.

Removed [sneak Gyro] entirely and moved an edited [bulwark Gyro] as the new Elite skill. (See attached diagram for description).

Created a new Gyro named [inspection Gyro] to replace the newly vacant utility skill spot left by moving [bulwark Gyro] to the elite spot. Paid homage to [Detection Pulse].

[blast Gyro] and it's Tool Belt skill [bypass Coating] reworked to be more "in your face".

[shredder Gyro] reworked to be potentially viable. (lol). [spare Capacitor] left untouched.

[Purge Gyro] left untouched. Replaced it's current Tool Belt skill [Chemical Field] with [Remedial Pulse] to give the Scrapper more access to condition removal without having to invest in Elixirs or Alchemy/Inventions.

Trait Changes: I have only changed one trait...and by change I mean removed. [Final Salvo] has been removed and replaced with [Augmented Reinforcements] to give Gyro-Scrapper a more support-oriented feel.

Let me know what you all think!

Link To Diagram: https://i.imgur.com/DVXCXGZ.jpg

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So giving up sneak gyro but keeping shredder and implementing shredder 2.0?

And also losing the aoe stunbreak on blasty which is its only hope of viability (scrapper aint the kind of spec that should need to worry about if he deals damage or not, his jobb is to make sure noone dies).

No please.

And what bulwark needs is to only reduce damage instead of transfering it so it doesn't instantly evaporate when you try to help your team.

Oh and before i forget the change to final salvo would mean we cant inherently stability stomp with function gyro anymore so there goes our primary mechanic as well, final salvo is the only thing keeping the piece of junk function gyro together.

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I do agree that sneak gyro is very useful, my problem is that it doesn't fit the theme of what a scrapper is in my opinion. I would also argue that scrapper is supposed to be a bruiser spec mixed with a support spec, so it should have damage options.

I implemented pulsing stability on the elite gyro toolbelt and when exploding a gyro to try and compensate for the Function gyro.

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That's why i suggest having bulwark apply the damage reduction instead of a transfer (as watchful eye states) so it scales with the number of allies.

The core theme of the scrapper leans indeed towards supportive bruiser (medic, purge, bulwark, sneaky and function gyro + defense field, bypass coating, reconstruction field all have a supportive theme). The damage on the hammer isn't extremely high and this justifies us surviving and supporting (the more slots we fill the weaker we need to be in each individual niche). Since the holo can build a pretty decent offensive bruiser with heat therapy and all that jazz improving our damage at the cost of team utility is probably not our best option.

I agree all supportive gyros should pulse their effect though, preferably in a fashion similar to the sneak gyro (which at the moment is one of the few gyros that does its job well for supporting.

Then we could cleanse aoe with purgy, heal aoe with medic and reduce damage with bulwark (without it instantly going up in smoke because of an elementalist fireball auto.

As for purpose i know condiscrapper apparently is a thing for some people (hiding in sneaky i suppose) but sacrificing a gyro for meh bleed and some vuln is about as far from the scrappers "purity of purpose" as you could get without involving dark magic. I think its better to wait out the next spec instead if we want a condi spec. I would never use the skill you suggested in pvp (and indeed it seems more pve oriented) so the reveal would be wasted. But if you wanted it you could easily slap on all it does on the shredder gyro without anyone batting an eyebrow.

I appreciate the effort though and its better to brainstorm than to remain passive and silent. Gods that would make this community boring.

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Thanks for you input. You bring up good points about the pulsing. I really enjoy hammer on Scrapper...its one of my favorite, if not my favorite weapon kit in the game. Maybe just make the gyros invulnerable and have pulsing abilities and that would be enough to "fix" the Scrapper?

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I think the destructibility is fine. It's just that it has a problem with scaling with the numbers of allies, which is a big deal in wvw for example.

As for my thoughts about scaling:

 

> @miriforst.1290 said:

I mostly wvw as a scrapper (i still much prefer it to holosmith there). But the mechanic and gyros promotes a supportive play style while the traits do not (outside of super speed share which isn't even necessarily that good or even special nowadays). And speaking of which, if we were to join a squad we will have to fight over taking yet another guardian (vanilla, DH OR firebrand) , rev or warrior. But when it comes to our support they do not scale.

-Damage scales mostly up to 5 targets hit

-Most support of for example a guardian scales up to 5 targets

-Scrapper gyros like bulwark divide their total support over the players, meaning they don't scale (and purgy has to cleanse one at a time). Its support which effectiveness does not increase with the numbers of potential targets! Sneak gyro has 5 targets but instead competes against veil which has no target limit (im absolutely not promoting the idea of infinite targets sneak gyro here). As an added bonus they are also destructible meaning they scale inversely to the number of enemies unlike normal support which is unaffected until facing spell breakers/scourge (hence the rivers of tears from firebrand regarding the golden globe). In short its a case of 6 zenyatas vs 6 lucios.

-Vanilla engineer support like medkit does not scale well either.

-Vanilla engineer support like tossed elixirs have a smaller aoe, weaker effects than their guardian counterpart (looking at b) and can be blocked/reflected, has a cast time etc.

-The scrapper primary mechanic does not scale with the number of allies/enemies and instead scales inversely with the number of enemies (honestly these days a single crit with a sigil proc blows it into oblivion, not to mention corrupts negating the grandmaster required to make it work at all. So it requires fights that are not 1v1, but not too big enough to be negated instantly. Also more and more classes are getting alternatives for rezzing through traits (often vanilla, sometimes aoe). You are much more likely to be teleported and revived by a necro than you are to be revived by a scrapper in wvw. And i don't need to mention the revive power of guardianballs.

-Even stuff like water fields can now be handled by firebrands. Actually CC (including both soft and hard + lines), stability, protection, reviving, cleansing, waters, blasts, might stacking, healing, resistance, projectile reflects, aoe stunbreaks, quickness and surprising pressure from burn (when covered by scourges providing corrupts and barriers to the team) can be provided by firebrands. They still have to rely on mesmers for stealth though i expect the next spec might do something about that.

 

 

My suggestion would be to have medic and purgy pulse their effect in an area similar to sneak gyro whithout the need to stop to cast and that bulwark now properly reduces the damage (as the tooltip states) instead of transferring the damage. That would be a start atleast. Of course you also need to balance the numbers of conditions removed after this etc.

Speaking of scaling this is exactly why the scrapper hammer is such a strong defensive mechanism while stuff like barriers and shroud are not considered strong.

Scaling is also why a scrapper should in theory be strongest at conquest where the fights involve fever people (and also takes place on points where people remain in smashing distance).

EDIT: It should be noted that i will not comment on how the balance should be in regards to the almighty support overlords. I'm just saying why we do not fill those slots as well.

Actually drawing parallels to overwatch i think we are zaryas. Regenerating hp, a single target save ally from doom button with limited hp, long cooldown CC (though no graviton...) with personal shields to punish people who burst us at bad moments (like into a rocket charge or shock shield), ways to prevent CC and with low mobility. We even counter genji- i mean thieves pretty well. Would explain why shes my favorite character to play there... Still scrapper is nowhere as powerful as a good zarya.

 

 

Actually if one were to boost the offensive power of the scrapper a zarya like version where blocking and evading big bursts of damage meant a short term but big damage increase would be neat. In theory triggering perfectly weighted could give you might through mass momentum and also quickness through grandmaster. And if we were to make a damage option build possible it would be vital to make these traits a requirement, however one would rework them as to not allow the stacking of good defense traits with good offense.

Nothing feels better than turning the tables on careless offense heroes in overwatch when you turn around and shred them in little over a second with your big laser of go-home-and-shut-the-door-behind-you-genji. Heck even roadhog starts to sweat when he sees a glowing zarya round the corner.

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