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Do you like the scrapper Spec mechanic?


InsaneQR.7412

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As a "i am so bad with engi i only play holo" player i am probably not the most qualified player to judge scrapper, but i hate pretty much its class mechanic. Not because it had no use, i actually like what it can do, but because it has so few uses and does not really have an impact in the major part of the gameplay.It does not change the profession its just a lame excuse for a mechanic.

So i ask the engineer community: Do you like the scrapper spec mechanic?

Disclaimer: I DONT MEAN THE SKILLS OR THE WEAPON, I MEAN THE SCRAPPER CLASS MECHANIC, WHICH IS THE FUNCTION GYRO!!!

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As a "I am still a noobie in this game" I like the scrapper concept, its cool you get electric fields to disable enemies, and I like the use of Gyros, it feels like you have your own little army of drones.

and I have seen that the elite has it's uses be it as a Bunker on sPvP, or as a support on other game modes. Yeah, I like Scrapper, its just that is not as powerful as meme PoF elite specs.

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@"Wolfb.7025" said:As a "I am still a noobie in this game" I like the scrapper concept, its cool you get electric fields to disable enemies, and I like the use of Gyros, it feels like you have your own little army of drones.

and I have seen that the elite has it's uses be it as a Bunker on sPvP, or as a support on other game modes. Yeah, I like Scrapper, its just that is not as powerful as meme PoF elite specs.

I aint conplaining about the skills, only the class mechanic, namely the function gyro.Some enhancements to it would be more interesting or just straight up change it how it works.

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In theory it's not a bad idea. On paper it could be great and useful all around.

But instead, we have a bit of a lame duck in terms of its "function" which currently only serves to resurrect or finish players you target.

It has no interaction with environmental objects. It doesn't have a "search and rescue" AoE function. It can't gradually rez people from full downed. It's also been a buggy mess for a long time, and there are only a few ways to visually tell that it's ready for use.

All in all, for a spec "mechanic," it's extremely lackluster. Could be made better.

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It could use some more interaction on PVE, because as it is, it looks like its aimed exclusively to pvp content for more intense situations where you have downed allies in the middle of a combat, its a playmaker and I already like it that way, but I reiterate it needs a little more love for pve use.

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The scrapper can be good. But the Function Gyro is not a real spec mechanic.

The Function Gyro:

  • Doesn't change the way you play. Its more like a not very well designed side function.
  • Requires people to fail to be useful.
  • Is barely visible, lacking any aesthetic impact on the profession.
  • Is vestigial in the vast majority of the game.
  • Is awkward to use.
  • Other professions utility skills outshine it.
  • Many ways of making it better have been proposed, and even the devs have addmited it needed a revision, but it has never happened.
  • Some "fun events" make it completely disappear even in the only mode it sees habitual use.
  • The devs are aware of all this and don't give a kitten about it.

Pure. Disgusting. Kitten.

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@"Ardid.7203" said:The scrapper can be good. But the Function Gyro is not a real spec mechanic.

The Function Gyro:

  • Doesn't change the way you play. Its more like a not very well designed side function.
  • Requires people to fail to be useful.
  • Is barely visible, lacking any aesthetic impact on the profession.
  • Is vestigial in the vast majority of the game.
  • Is awkward to use.
  • Other professions utility skills outshine it.
  • Many ways of making it better have been proposed, and even the devs have addmited it needed a revision, but it has never happened.
  • Some "fun events" make it completely disappear even in the only mode it sees habitual use.
  • The devs are aware of all this and don't give a kitten about it.

Pure. Disgusting. Kitten.

I change my answer to this one.

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Personally i would be fine if it would replace your heal F1 and would have different effects depending on heal skill AND it would rez downed players in the area and stomp enemy players in the vicinity.Bonus effect examples:A.E.D : Static Gyro: Stun in the targeted area and produce a lightning field.Elixir H: Elixir Gyro: Heal allies and give them protection, regen and vigor in the targeted area.Healing Turret: Cleansing Gyro: Heal allies in the area and blast finish.Heal Kit: Bandage Gyro: Produce a healing water field in the targeted area and copy your boons onto allies.Medic Gyro: Reconstruction Gyro: Create a giant Lightfield that reduces dmg on allies and increases their healing received.

These are all just suggestions and many just copy the old F1 effects but yeah it would atleast be something.

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IMO, the MINIMUM it needs to be worth the effort:

  • To be able to open chests, activate levers, see vistas and in general, interact with normal "F" stuff in the game.
  • To be able to rez truly defeated npcs.
  • To be able to help rez yourself if you are downed.
  • To offer some kind of group buff, bonus or defense while not in use.
  • To be shinier, cooler, more visible and interesting to look at. Let people know there is a Scrapper helping, killing or just passing by them.

IMO, this will make it to transit from lame to great without too much fuzz and with enough control to not break balance.

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I enjoy playing the role of Res-bot in teamfights. I have many fond memories of F-Gyro shining in PvP, when you build and play around it completely.

However, current day environment does not allow F-Gyro does to work, it's always been completely useless unless your rotations, playstyle and build synergizes with it, and now it's near useless even when you are doing those things!

I'm in favor of a full re-work but that's unrealistic at this point. I'd like the Gyro to be good for any Scrapper build/playstyle not requiring you to min/max it for it to be balanced or even a little subpar still.

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I kinda like it but I wish it was reworked at the same time. To be on the same level of design the PoF specialisations are. Maybe 3-4 bots flying around us which function is determined by Grandmaster trait we choose (self buff / AoE small buff+active ress like it's now / offensive option) ?

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@InsaneQR.7412 said:Personally i would be fine if it would replace your heal F1 and would have different effects depending on heal skill AND it would rez downed players in the area and stomp enemy players in the vicinity.Bonus effect examples:A.E.D : Static Gyro: Stun in the targeted area and produce a lightning field.Elixir H: Elixir Gyro: Heal allies and give them protection, regen and vigor in the targeted area.Healing Turret: Cleansing Gyro: Heal allies in the area and blast finish.Heal Kit: Bandage Gyro: Produce a healing water field in the targeted area and copy your boons onto allies.Medic Gyro: Reconstruction Gyro: Create a giant Lightfield that reduces dmg on allies and increases their healing received.

These are all just suggestions and many just copy the old F1 effects but yeah it would atleast be something.

@"Ardid.7203" said:IMO, the MINIMUM it needs to be worth the effort:

  • To be able to open chests, activate levers, see vistas and in general, interact with normal "F" stuff in the game.
  • To be able to rez truly defeated npcs.
  • To be able to help rez yourself if you are downed.
  • To offer some kind of group buff, bonus or defense while not in use.
  • To be shinier, cooler, more visible and interesting to look at. Let people know there is a Scrapper helping, killing or just passing by them.

IMO, this will make it to transit from lame to great without too much fuzz and with enough control to not break balance.

these too are brilliant. we can argue about exact numbers and effects - but the general idea is really something!

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I prefer when professions have their mechanic changed for elite specializations, so the Core profession remains unique.Necromancer is the best example of this, with very extreme changes in their profession mechanic, and unique skills for each of them.Holomancer sacrifices the toolbelt elite skill in the F5 slot to get the holoforge kit, but scrapper just adds the Function Gyro on top of core Engineer, without losing anything, so I would like to see something in the toolbelt skills also changed for Scrapper so the Scrapper toolbelt is different from the Engineer toolbelt.

By giving scrappers an unique feature in their profession mechanic, it would be possible to adjust better their power and abilities without affecting core engineer, as traits alone are not enough.

Scrapper could use a profession mechanic that is actually useful in more of PvE since the you do not usually need to finish enemies in PvE, and you don't need to revive anyone is everyone is doing their job properly.For example, I'd start experimenting with replacing the scrapper's F5 with an "Action Gyro" that stays over the other shoulder of the engineer, and lunges at enemies to deal damage, and that has a bonus functionality and gains charges based on the selected Scrapper Grandmaster trait.

Action Gyro: Deals damage on target enemy, maximum count of 3 charges.

  • Adaptive Armor: Action Gyro gains a charge whenever the scrapper loses 33% of their base health, Action Gyro gives barrier to self and allies around the enemy.
  • Final Salvo: Action Gyro gains a charge whenever the scrapper interrupts an enemy, strikes target enemy with a dazing lightning strike. (plus Final Salvo's own effects, of course)
  • Applied Force: Action Gyro gains a charge whenever Applied Force triggers, and it is now an Explosion, a blast finisher, and gives might to allies.
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@MithranArkanere.8957 said:Holomancer sacrifices the toolbelt elite skill in the F5 slot to get the holoforge kit, but scrapper just adds the Function Gyro on top of core Engineer, without losing anything, so I would like to see something in the toolbelt skills also changed for Scrapper so the Scrapper toolbelt is different from the Engineer toolbelt.

A lot of e-specs don't really sacrifice anything for their mechanic, other than simple opportunity cost. Daredevil is a great example of this -- it gets an extra dodge for free.

The difference is Scrapper's unique mechanic is so worthless right now that even ArenaNet didn't think it was exclusionary to render it absolutely useless in WvW for a week.

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I always was disappointed with Scrapper since it was announced, and I honestly wouldn't call the range stomp/rez a unique mechanic at all, it adds nothing except a stronger rez, which is something most classes can do with a trait, and sometimes you can rez people from afar, again most classes have a signet/utility that can rez from range (even though they have a cast time and the gyro doesn't), as for the stomp it's only useful in sPvP/WvW, and pretty much useless in PvE. While I have nothing against an especs performing better in sPvP/WvW than in PvE, I'm really annoyed by the idea of an especs designed primary towards those game modes, and it's a matter of fact Scrapper is the only especs that doesn't really have a place in end game PvE, and I'd argue it's because it has been designed for sPvP/WvW, and even there it's not really good anymore.

Therefore Scrapper never felt anything more than an Engineer with a hammer (which is the strongest selling point of Scrapper), gyros with clunky pathing, and an underwhelming gimmick, while most other especs have at least a somewhat different take on their core class.

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The only thing I like about Scrapper are the hammer and some of the traits that make up the tanky aspect, and some toolbelts. Gyros are bad, Class mechanic is useless in 95% of occasions because it only resses or finishes targets and everything else is kind of uninteresting. If I was to rework it I'd Gyros attach to the engineer and replace the toolbelt, becoming the mechanic themselves and add a new type of skills based on being tanky and more lightning/energizer themed.

  • Medic Gyro: no inital heal but only a small HoT in an area
  • Bulwark Gyro: Now pulses Barrier to nearby allies every 2 seconds for 10 seconds (up to 5), anyone under its effects with barrier take 33% less damage (only works if you have the barrier)
  • Shredder Gyro: Summon 3 whirling gyros around you that deal AoE damage and generate whirl finishers every 1/2sec for 10 seconds (think of it like Revenant Vengeful Hammers)
  • Blast Gyro: Summon a bomber gyro that drops a bomb on the target location dealing heavy damage and launching foes (0 launch distance, just in place), would be similar to how Supply Crate summon works but only 1/2 or 3/4 sec cast time. Also no longer unblockable.
  • Purge Gyro: Cleanse 2 condis every 2 seconds in an AoE around the engi over 10 seconds.Sneak Gyro would no longer be a skill.

Obviously this isn't going to happen, so if anything I'd just like Gyros to not be shitty with pathing, purge gyro actually be AoE and not a little boop machine, and for its toolbelt to not be shit.

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@Arimas.3492 said:The only thing I like about Scrapper are the hammer and some of the traits that make up the tanky aspect, and some toolbelts. Gyros are bad, Class mechanic is useless in 95% of occasions because it only resses or finishes targets and everything else is kind of uninteresting. If I was to rework it I'd Gyros attach to the engineer and replace the toolbelt, becoming the mechanic themselves and add a new type of skills based on being tanky and more lightning/energizer themed.

  • Medic Gyro: no inital heal but only a small HoT in an area
  • Bulwark Gyro: Now pulses Barrier to nearby allies every 2 seconds for 10 seconds (up to 5), anyone under its effects with barrier take 33% less damage (only works if you have the barrier)
  • Shredder Gyro: Summon 3 whirling gyros around you that deal AoE damage and generate whirl finishers every 1/2sec for 10 seconds (think of it like Revenant Vengeful Hammers)
  • Blast Gyro: Summon a bomber gyro that drops a bomb on the target location dealing heavy damage and launching foes (0 launch distance, just in place), would be similar to how Supply Crate summon works but only 1/2 or 3/4 sec cast time. Also no longer unblockable.
  • Purge Gyro: Cleanse 2 condis every 2 seconds in an AoE around the engi over 10 seconds.Sneak Gyro would no longer be a skill.

Obviously this isn't going to happen, so if anything I'd just like Gyros to not be kitten with pathing, purge gyro actually be AoE and not a little boop machine, and for its toolbelt to not be kitten.

Some new utilities would be neccesarry if they would go this route.Personally they could just double dip into gyros IMO and increase the versatility of them.

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@Vagrant.7206 said:

@"MithranArkanere.8957" said:Holomancer sacrifices the toolbelt elite skill in the F5 slot to get the holoforge kit, but scrapper just adds the Function Gyro on top of core Engineer, without losing anything, so I would like to see something in the toolbelt skills also changed for Scrapper so the Scrapper toolbelt is different from the Engineer toolbelt.

A lot of e-specs don't really sacrifice anything for their mechanic, other than simple opportunity cost. Daredevil is a great example of this -- it gets an extra dodge for free.

The difference is Scrapper's unique mechanic is so worthless right now that even ArenaNet didn't think it was exclusionary to render it absolutely useless in WvW for a week.

I am well aware of that, and to me that doesn't mean any elite specialization is fine being like that, but that all specializations that have a profession mechanic that is basically Core+ should have their profession mechanic altered so there's something lost or changed when specializing, not just added.

Berserker, Daredevil, Chronomancer and Mirage, Herald and Renegade, Scrapper, Druid and Soulbeast. All these that just get something added without anything changed or lost need to be more distinct. For example:

  • For warrior, burst usable at 3 stages stage of adrenaline could be unique to core. Berserker could lose the finesse of using Burst F1 attacks with 10 and 20 adrenaline, being it more all or nothing. It would not be horribly game-breaking, since berserkers have plenty of tools to go straight to 30 adrenaline, like Head Butt, and they can use lots of primal bursts in a row in berserker mode.
  • Revenant could have an F2 skill unique to core to get something replaced by Herald and Renegeade's F2 skills. Maybe a bit of energy management like something that makes the next skill cost no energy, or that makes the next few weapon attacks recover energy, or that turns incoming damage into energy.
  • Core mesmer could have an F5 skill that is replaced by Chronomancer and lost by Mirage. Maybe a skill with a long cooldown that clones an ally instead self, or one that dismisses all clones instead shattering them to gain Alacrity, useful when you know you don't need a shatter to finish an enemy but the alacrity would come in handy to recharge one's skills against the next enemy.
  • I already mentioned an example of a possibility for engineer, an "Action Gyro" that replaces the elite toolbelt skill that is more useful than the Function Gyro in combat situations where you do not need to finish or revive.
  • Core Thieves could have extra pockets to store more stolen skills, lost when specializing. Maybe there could even be a change for Improvisation that makes it get more pockets instead using the same stolen skill twice. So core thief would have F2 and F3 as pocket slots, +F4 and F5 with improvisation, while Daredevil and Deadeye would have only F2, +F3 with improvisation. Improvisation would also fill 2 slots when stealing (usually only one at a time would get filled when stealing), since deadeyes lose all stolen skills when they lose the mark, so they get a better chance to use them.
  • Druid and soulbeast add an F5 skill without removing something, Maybe core ranger could have an F5 that is lost or replaced when specializing. For example, a 'tag attack' for one's pets, like those seen in tag team fighting games like Marvel vs Capcom . Pressing F5 instead F4 to swap pets would make the other pet appear, both would do their attack together on the same target, and then the pets swap. This F5 would of course have a longer cooldown than the F4 swap, and it would put both pet attacks on cooldown.
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