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Noe.8032

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Everything posted by Noe.8032

  1. Because this is a game made for fun? I'm not talking about WvW. Also, so what? I'm playing for fun. Each shout heals for 3.4-4k depending on the situation. Shoutsworn starts with seven of them, and can immediately regain three with Tactical Reload on a relatively small cooldown. Ontop of the 4k barrier from Warhorn 5. It's fully capable of sustaining a team, I know this because I've literally been playing it. I'd actually say that Shoutsworn has some of the better raw healing out of the supports because every single shout has a range of like 600 so you can heal allies very easily even when they're running around. It's close because in its current state it can act as a healer with shouts. Which is closer than pre-specter thief who's shadowstep heals were not enough to sustain a team. All it needs now is some additional sources of healing to take pressure off of shouts, and more boons; both of which I've suggested. I never said it was better than other supports, I said was it was close to being a decent support; because it already has the foundation of healing that a support needs. You can't know it's an accident unless you're one of the developers, or otherwise have insight into their team. I literally just provided a full explanation of Shoutsworn and how it could be improved and your response is basically SHOUTBAD. I've been playing this build, I know how it works and how well it works. It's something new to play as opposed to going Firebrand for the umpteenth time. I recognize as an experienced support that it's capable of functioning, and means that Warrior could be a solid support if given more changes. So I come here recommending some changes based off my experience with this build and knowing what it lacks. And a significant amount of the responses are unconstructive whining that completely ignores my suggested changes, completely ignores the current state of Shoutsworn, and just labels it an untouchable build; no discussion or thought attempted. Yeah I'm sorry I actually tried a unique non-meta build then came to the forums hoping to have a critical discussion about improving it instead of just circlejerking about how UnPlaYAblE non-meta builds are. Since this was a waste of my time. Shout-out to Dadnir.5038 and Lan Deathrider.5910 for actually trying to have a coherent discussion though.
  2. Well I never claimed that it was a competitive build, I merely pointed out that it works. Shoutsworn can heal, and besides the offensive advantages it has with Charge, Empower Allies and sometimes Banners it's also a very easy healer to use because it almost exclusively heals with giant AOEs; which is useful for when the DPS are running around. It may not have the boons and passive healing of more optimal builds, but it can function as a healer. Which is all I was saying. I've been using it because it's a change of pace gameplay-wise from other healers, which is ultimately why I play this game is for enjoyment. I don't especially notice any major loss in group functionality however if the alacrity and quickness DPS are providing some of the boons that Shoutsworn lacks. But like with any none-meta healer it will be a struggle to get into groups with, especially fractals.
  3. I've been running it for days in endgame content, so it's amusing to hear you claim I've never played the build I've been playing. I've also played a decent amount of time with at least one heal build on every other class in the game aside from Mesmer, which is why I know the general amounts of healing and the boon requirements set by more optimal supports like Firebrand and Mechanist. My changes reflect this as I make suggestions to give Shoutsworn more healing and boon potential. Shoutsworn is fully capable of healing and provides moderate boons as is, which I have experienced first hand by actually playing it. Currently it is missing a variety of more optimal boons which are explicitly included in my suggested additions. Your post has no substance at all and is basically you just fancifully rambling about how wrong I am, while providing zero explanation of such. So you appear to be the one talking from a comfortable armchair.
  4. Currently Warrior is borderline capable of functioning as a decent healer, Vigorous Shouts acting as their primary method of AOE healing. Bladesworn increased this viability with Tactical Reload, allowing users to refresh their shouts to apply more benefits. Warrior as a healer can provide easy AOE healing, some barrier and massive cleanse along with high amounts of fury, swiftness, vigor and decent amounts of might. They also bring unique benefits such as the attack boost from Charge, Empower Allies, and Banners should one be taken (there is mostly only room for one at the expense of a shout) Unfortunately Warrior lacks stability, protection, aegis, regeneration, perma might and a source of quickness or alacrity. I've heard that the new banner update will give Warriors quickness but since Shoutsworn can only take a single banner before jeopardizing their heals; that update probably won't help much. Honestly this is exactly like how Thief could be a healer via their heal-on-shadowstep trait but it was only with the addition of Specter that they finally were capable of fully functioning as a healer to some extent. So having played PVE Shoutsworn for awhile now Im'ma just post my wishlist on things that could be changed in PVE to make it better, especially in regard to Bladesworn: - Give Mace 2's Adrenaline Rush ability some support capability, perhaps some might and barrier. Currently there are no main hand support options for Shoutsworn. Adding a little bit of support on the Mace would be fantastic, especially since Adrenaline Rush is a pretty lackluster ability right now. - Give Soldier's Focus more might application and an additional boon such as protection or aegis. Using adrenaline abilities to trigger Soldier's Focus is a nice gameplay element for Shoutsworn but it doesn't currently do enough other than provide a little bit of might. Choosing Soldier's Comfort to boost it is problematic as you lose fury and concentration from Roaring Reveille. - Remove the borderline pointless resistance application from Roaring Reveille and replace it with strong regeneration. This would pair well with the skill as you can provide barrier to allies while healing some of their current health damage. - Change “To The Limit!” to be weaker but have two charges. This would give Shoutsworn more healing via shouts, which would make taking banners much more plausible. Also make the group healing from "To The Limit!" trigger faster as currently it is the only shout that heals on a delay. It could also use some boons such as regeneration, stability or aegis. - Give "On My Mark!" some form of boon application such as stability. - Change Unshakable Mountain on the Bladesworn to provide a smaller amount of barrier in an AOE. The skill would still have use as a sustain option but now also would double as a support option. It could also be given the added effect of changing Dragonscale Defense and Triggerguard to also be group AOEs, or Immortal Dragon could be given that effect. - Change Immortal Dragon to pulse protection to allies instead of just the user. Again, it stays as a sustain option but now also can be for support. Additionally it could be changed to heal nearby allies for a portion of Dragon Slash damage dealt. - Give River's Flow an increase to outgoing healing based on your flow. I think there's more options for changes in regards to banners, but right now Shoutsworn can't really afford to take more than one so my ideas are held back by that; maybe if banners applied healing or barrier then that would help. But I don't think changes to banners alone would be enough to make Shoutsworn more potent because as said, they lose a bunch of healing for every banner that they take; and right now shouts are their only form of healing. So I have to desperately hope that maybe the developers will give Warrior some support buffs, such as these, while they're overhauling banners. Currently Heal Warrior basically doesn't exist anywhere so consequently it may not even be on the developers radar despite needing changes. So TLDR Bladesworn's synergy with shouts brings Warrior really close to being a decent healer. It's already viable to some extent because it does provide some unique benefits and has a very easy method of healing. It just needs a little more healing options and a couple boon sources right now, which is something that I think is totally in reach if the developers paid a little bit of attention to it.
  5. Right now the ally targeting aspect of Specter feels completely obsolete, at least as a support. A questionable support by the way, due to the lack of stable boon application; which I think largely comes from having so much of that support tied up in ally targeting. Most of my healing comes from shadowsteps, stealth barriers and consume shadows. There's virtually no reason to deliberately target an ally with the scepter or shadow shroud when I can more easily heal them with AOEs. Scepter/pistol 3 is the only exception and it's not even that impressive of an ability, you can also manually shadowstep with a shortbow or double shadowstep with a sword for weapon-based heals. Meanwhile other classes can apply might, stability and fury with one or two AOEs, Specter has to spam multiple attacks on one ally to give them decent singular support. The whole system just seems half-baked and short-sighted, this is a game largely about group based activities yet they made this mechanic for supporting individual allies like they expect you to be healing a tank in raids or your friend in open world. Okay that's great but I'd really like it to be viable in the ninety nine percent of gameplay I experience which isn't that. I could understand ally targeting if every shot maxed out fury and might while applying eight thousand barrier or something. But even that would be exhausting and tedious to play. There's so little time to react and so much more convenience in using AOEs that most of the time ally targeting seems better off ignored. Or it's impossible to use because of multiple players overlapping each other; obstructing revivals with siphon, which I feel is the only ally targeting ability that's genuinely balanced at the moment. Since at least it has a significant impact and doesn't need to be used exhaustingly often. The bottom line is playing Specter as a support I'm capable of functioning entirely without purposely using what is supposed to be an identifying element of the specialization. And even if I tried to use it, I don't think it'd improve my performance much. Since in the time I spend manually buffing each ally I could be putting down wells or charging consume shadows. I think it'd make more sense for them to just take the ally targeting off the scepter and shroud and give shroud two different versions. One dps and one support, with the version switching based on whether you're tethered to an ally or enemy. Or make it so that the benefits of ally targeting are projected in an AOE from whoever you're targeting. Or something. Honestly anything other than having to manually click or cycle through allies for superficial benefits as they run around the screen would be preferable. Maybe give each well some might and fury, and add brief aegis and protection application onto each shadowstep. Or something, anything to make the class more competitive with other supports. ...Also I think some of the animation choices for Specter are awful, at least on Asura. Scepter 1 and 2 are a bunch of goofy jumpy arm swinging recycled from other abilities, meanwhile Necromancer's scepter has a completely fine attack animation they could of used. Well of Silence and Bounty both have a generic hand wave animation that makes no sense as something you'd do while shadowstepping, even though multiple animations like Harbinger Shroud 5 or Virtuoso's Blade Renewal could have been used instead. TLDR I've been playing support Specter, I find the ally targeting to heal and apply boons to be completely inefficient, tedious and largely obsolete compared to the capabilities of other support classes who don't need to target individuals. Even if it were buffed having to individually target each ally would be tedious, so I think the mechanic should just be reworked and Specter's boon application given a significant overhaul to compete with other supports.
  6. Posting this here since the developers haven't made a new feedback thread for the fourth beta, so this would just get buried in the old one. Currently Mechanist can only apply Alacrity to five players, especially since the Alacrity application is tied to barrier application. As a result, Mechanist's Alacrity application is fundamentally inferior to Renegade and Mirage in any content featuring over five players. So... the entirety of metas, raids and strikes. If players want to fit a support DPS Alacrity Mechanist in their group of ten; then they'll need to explicitly stick another source of five player Alacrity in as well. Since adding a Renegade or Mirage in would be redundant as they can already handle Alacrity by themselves. This means that DPS Alacrity Mechanist will only be viable if the group can explicitly find one of the few other five player Alacrity sources in the game. Meanwhile, a support healer Alacrity Mechanist will require another source of five Alacrity AND a DPS Quickness provider to compensate for the fact that a support healer Mechanist is not Firebrand; and thus will be providing Alacrity instead of Quickness. In raids, where healer Firebrand might not be taken, the fact that Mirage and Renegade already have Alacrity fully covered means that at best even if a healer Mechanist is be chosen the Alacrity they provide will be completely wasted. Without the ability to provide Alacrity to ten players, Mechanist as a DPS Alacrity provider is straight up worse than Renegade or Mirage; and will require a pairing with niche additional builds just to compensate. Meanwhile as a healer, Alacrity Mechanist is still going to require that exact same additional pairing while also needing a DPS to provide Quickness as previously a healer Firebrand could of done such. In the current meta, convincing a group to let in an Alacrity healer when Renegade is already so widespread will be difficult and frustrating enough; let alone if Mechanist goes live with only half of Renegade's Alacrity generation. The only way this could be made up is if Mechanist ended up being so powerful that they were worth the inconvenience. Which, with Engineer having to sacrifice all their toolbelt skills for the Mech, including the self heal from their medical kit, and the Mech getting stat nerfs in beta four; Mechanist probably isn't going to be that overwhelming. I for one would actually like to play as a class that won't get me harassed and kicked in half the structured group content available. It would be a really nice change of pace from trying to play as any of the multiple other healers that exist in this game which are spited by a significant amount of the player base all because they don't provide quickness or have spirits. (I'd also like to add that it'd be really nice if the developers decreased the brightness on the rocket punch/prototype green explosion, at least when players have graphical effects lowered, as the current effect is very bright and may irritate photosensitive players.)
  7. Currently the green visual effects caused by the Mechanist's skills and Jade Mech are both really bright even when visual effects are set to low. Especially the Mech rocket punch and mace projectile. It'd be nice if having visual effects set to low made all these visuals much more transparent and less bright, especially for the sake of players that are photosensitive and prone to migraines. Completely losing your toolbelt doesn't feel very good. It'd be nice if access to the toolbelt was regained while the Mech is not around, with the Mech summon/dismiss replacing your elite toolbelt skill. This would also open up more possibilities for builds and rotations if deliberating calling the Mech off to regain access to the toolbelt was viable. If it's a balancing issue, toolbelt skills could be given a longer cooldown while playing Mechanist. The mace needs some more boon application to make Mechanist more competitively viable as a support healer. Giving some group fury to the final mace auto attack or something would especially help as fury is something Mechanist can't upkeep much currently without using boon turrets, which are boring.
  8. It's so annoying to see how even though engineer, revenant and necromancer all have viable healing builds, most groups will specify that they only want a firebrand or druid. Just really sucks that the support classes are so unbalanced so that firebrand and druid are pretty much the only meta. There's almost never any specifications for damage classes because for the most part every class has a decent damage build, but even though there are nine classes in the game only two are support meta. Yet as said; engineer, revenant and necromancer have healing builds while thief and mesmer have fragments of them. Doesn't seem like much effort has been put into balancing the support meta so that each support class brings a unique benefit which makes them all similarly appealing in end game content.
  9. Some of the newer changes to the shadow arts line gives thieves the potential to heal allies but I don't think it's thorough enough to produce a Healer thief. The main thing I can see is the group heal on shadowstep perk. Then spam the sword 2 shadowstep; which would equal two 900ish heals per 5 initiatve spent. There's also a heal allies overtime on stealth but they'll destealth everytime they attack so that's useless as an actual support heal. Thief also has an on-demand blast finisher with their bow but I don't think thieves can normally spawn any water or light fields to combo it with. There is shadow refuge, which combined with deception reduction and the shadowstep deception skill would add more healing potential I really want to make a Healer thief but even though the developers added in the baseline for one to exist it seems like the concept isn't fleshed out enough to compare to a scourge, druid or firebrand.
  10. Nerfing the damage on CC was completely pointless, the damage was NEVER the dangerous part it's the fact that they can unload massive burst while you're CC'd and they can just spam CC for the entire duration. Some classes have fundamentally more access to CC than most classes have stunbreaks, and their CC recharges faster than most stunbreaks. Stunbreaks take 20-40 seconds to cooldown and a lot of CC recharges in 20 or less. Stability doesn't even matter when it's temporary so they can just hold onto their CC until your extremely brief stability wears off; then they spam the CC. I encountered a holosmith spellbreaker duo that could chain stuns for SIX SECONDS or more straight. It literally wasn't even a fight, my control just gets taken away for the entire duration of my healthbar because they've stacked CC to the point where you would need to exactly dodge every single attack then activate stability exactly before they CC again then stunbreak the remainder of the CC they have every single rotation just to avoid being stunlocked for multiple seconds. But it's not like you can even see what's happening in the middle of all the visual clutter in a game with multiple playable species that all have different half second long animations for their actions anyways. It was a problem before, and it's still a problem now. There needs to be a cooldown on how often players can be CC'd or some kind of inherent failsafe to halt stunlocking, you could program a basic macro or bot to just spam the same CC burst sequence over and over.
  11. There needs to be a cooldown on how often the player can be CC'd. There are no legitimate gameplay elements which would be damaged by it existing, it would exclusively serve to stop stunlocking which is a completely real part of the game now. Even in a 1v1, classes like warrior or even thief can stunlock the player and that's warriors entire gimmick is turning off the enemy player while constantly unloading absurd burst. The moment you get into a teamfight at any point though you are just immediately dead if the enemy team decides to unlock CC all at once as they can completely lock you down. There's no way to stop it from happening, since it would require you to be able to just completely avoid the entire enemy team while still being in combat. It makes playing as a bunker so pointless since having a bunch of sustain means nothing when players can just disallow you from playing the game by stacking constant CC so you physically can't do anything. Even playing as a bunker with lots of stability generation it barely defends against CC spam at all because there's so much of it versus stability generation or stunbreaks. But then again if they were going to fix CC spam they'd also need to fix all the one-shot burst builds, the condition builds that can stack more condition than it's physically possible to cleanse, the perma evade builds, the perma stealth builds, so on.
  12. I recently built a support / bunker build from scratch and I'm curious how much healing support builds, mainly Firebrand, do in a single match on average so I can compare the effectiveness. Over the course of one match I apparently healed for 620k health, and I'm still getting used to the build so its potential is presumably higher than that.
  13. Using a minion build now I realized that an awkward part of it is that you have to consider how your toughness influences whether mobs attack you or your minions. So if you have too much toughness mobs will ignore your minions, which can be good or bad depending on what you want. I'm just wondering how much toughness minions have though to determine the threshold where enemies will start targetting you over them if you have too much toughness. Since Death's Carapace increases your toughness so theoretically if you gain too many stacks of it mobs will start focusing on you.
  14. I already posted my full rant on the actual thread but in the proposed upcoming balance changes thread Anet posted, one of the things they want to do is take away Scrapper's Chemical Field and replace it with Detection Pulse. Across all game modes, not just in WvW which is what this change is based on. In the thread they highlight changes that will be WvW exclusive and this one doesn't have that, it's going to be for Scrapper as a whole. https://en-forum.guildwars2.com/discussion/85188/potential-future-balance-changes/p1 So Scrapper won't be able to reduce enemy healing with a poison field, which is a support function that it as a support class can perform. And Scrapper also won't be able to create and use its own poison combo fields anymore, despite it being a class designed around using combo fields. Instead you get a Detection Pulse which is virtually worthless in PVE and is only useful in PVP once every five or twenty matches when you encounter a Deadeye or stealthbomb Holosmith. So they want to take away a skill that serves both core features Scrapper has, support and combo fields; and replace it with something that doesn't really do either of those things, has almost zero applicability in PvE and is only rarely useful in PvP and WvW. I'm not usually so obsessively angry over a change like this in a video game, but Scrapper is the only class I legitimately enjoy in PvP and it has a really unique gimmick which is extremely niche because of how useless so many of its traits are now which have never been balanced. It got buffed, which brought me back into it, then it got nerfed but I kept using it because I still like it. And now the developers who are supposed to be the main authority on this game are suggesting they not only make it worse but also make it fundamentally more shallow gameplay wise. Since instead of having a combo field and anti-healing ability, you'll have a click-to-destealth-that-one-deadeye-you-encounter-every-ten-games-then-do-nothing-about-it-because-bunker-scrapper-has-barely-any-DPS-pressure-so-revealing-stealths-is-only-useful-if-you-have-allies-immediately-nearby-who-can-jump-them. I don't play WvW so I have zero clue how this matters or not in WvW, but in both PvP and PvE this change exclusively only reduces the gameplay variety of Scrapper and makes it less effective at the same time. If you're a Scrapper please go to that thread and tell them to knock it off with these changes. Because that's their feedback thread so basically this is the ONLY chance Scrappers have to stop Anet from making their own game less fun for us.
  15. As one of the apparent few Scrapper mains left in PvP this change is so ignorant it legitimately angers me. Because this isn't a WvW specific change it's a general change. You're exclusively making this class less interesting while simultaneously contradicting its own design all to give it an asinine reveal it used to have. As a bunker and support class Chemical Field actually allows Scrappers to help reduce enemy healing and hinder enemy downs which benefits the entire team indirectly which is the point of support. It also is a combo field which is the mechanic Scrapper is supposed to be built around is using combo fields. The developers are saying they want to take away one of the few synergies the Scrapper's gimmick actually has with combo fields, also taking away their team support via lessening enemy heals; and replace it with an extremely situational reveal that has no combo field synergy and used to be something the Scrapper had anyways before they arbitrarily took it away and replaced it with the currently near useless gutted version of the Function Gyro which barely functions in actual practice if you bothered testing it even at all. Also detection pulse is basically worthless in PVE where at least poison and weakness combo fields were actually useful for something. Taking away one of the support abilities a support class has, and taking away one of the mechanical gimmicks a mechanical gimmick class has; to replace it with a situational reveal that barely benefits anyone as the main classes that currently even use stealth are Deadeye and stealthbomb Holosmith. At least in PvP, which will be affected by this as there is no WvW exclusive disclaimer on this change it's going to be a universal change. I've never been one to resent developers over stuff like this but seeing them make such a blatantly ignorant and fundamentally contradictory design suggestion to a class they've already extremely damaged by refusing to properly balance its many useless traits and the worthless Whirl and Function gyro; on the only class I genuinely like playing just feels personally insulting. I genuinely do not believe they play their own game. Because if they played their own game they would know their new version of Function gyro is literally unusable in most scenarios yet they shipped it anyway. And they would know this specific new change absurdly contradicts two separate roles the Scrapper has; support and combo synergy, in favour of an ability that is only useful against specific classes in competitive modes. After the awful failed hype reveal I was still kind of on board hoping to see what changes would still be made to the class balancing. I was hoping Scrapper would maybe get some buffs even if the developers don't understand how to balance the class, maybe at least it would get some little buffs. Instead I see this which is them straight up making a design choice that is literally contradicting the nature of the class in favour of basically nothing. Unbelievable, enough for me to type up this pointless rant which is generally something I don't do but I legitimately feel so insulted to see developers being so incompetent and incompetent in a way that actually damages my gameplay. Because if this goes through instead of having a weakness and anti-heal combo field I'm gon'na have a useless detection pulse I'll use maybe once every twenty matches all because whoever is balancing PvP literally isn't playing the game. Function gyro is useless now and if you tested it even once you'd of obviously seen that but you didn't and now it's useless while also replacing what used to be the elite toolbelt skill. So now it's time to take away another one of the Scrapper's abilities and replace it with something useless; again. Absolute incompetence, if this goes live there's a good chance I will just stop playing if the developers are straight up going to devolve my main class to be less interesting and more shallow to play as while also being even less useful then it already is in PvP. This is technically such a small change yet it brings such colossal insight into how little the developers understand their own game. There's no point in humoring this game anymore if the developers so obviously don't know what they're doing.
  16. I am grossly mistakenThank you for openly proving that you have no constructive basis for your opinion other then because you don't want to accept reality, and thus all you can do is be obnoxious for the sake of contesting my point without having any objective counterpoints. I will not be acknowledging you again due to this.
  17. I mean your placement on your team. Unless I am grossly mistaken, at the end of the game you are displayed as being higher or lower on your teams listing based on how well you performed overall. Best player is at the top, worst player is at the bottom. If that is not the case then my point remains the same; you should be graded based off how much you contributed to the team overall. How much were you playing the objective, how many players did you kill while in range of the objective, how much did you contribute to team fights. Top stats only measures how much you did of something mathematically, it doesn't measure how productive what you did was to the game however,
  18. So your only attempt at proving me wrong is saying that when I reach my skill ceiling winning should be random, even though I win randomly at every rank level while almost always getting high placement on my team. Also you completely ignore the entire chunk of my post which points out that winning is not based on your individual skill, yet you are still talking like it does when it factually does not. So basically you aren't saying anything other then you don't want to agree with me.
  19. At the end of the match; your reward, and the amount of rank you gain or lose should be based on your placement within your own team. First second third fourth fifth, with a plus or negative modifier put on based on whether your team won or lost. That way, the main deciding factor in the game is how did YOU do. Not how did your TEAM do. It gets really boring, win streaking one day then lose streaking the next. All while using the same build, same playstyle, in the same rank range. You're playing just as well every match, doing the thing that makes you a contributing valuable member of your team yet sometimes you win ten times in a row and sometimes you lose the whole day and all your progress gets stolen away. Because it's literally all random, did you get put on the team with more or less good players. You are just one player, there are nine others in the match. No matter how good you are the outcome is determined by the sum performance of all ten players. The only way you could consistently influence the match in your favour against the entire performance of the nine other players in the match is if you're using a build that's so broken it literally makes you unstoppable. Which shouldn't be possible anyways. In a game with nine other players in every match; your individual choices are not the game changer. There are nine other people individually influencing the outcome. If your team isn't good, you lose; if your enemy team isn't good; you win. Regardless of how good you are at the game, if your team is that bad or the enemy team is that good it will override anything you can do. Yeah sometimes you will make the right choices at the right times and that sways a balanced match into your favour but that's only with a somewhat balanced match; which do not happen very often, and only some of the time will you even have that opportunity. The logic that you winning or losing is based off your choices in a game of ten people is impossible, because by that logic that means the other nine people also can make the game win or lose by their choices. Which means you only won because your enemies all made worse choices then your allies. So the outcome was still influenced by the sum of ten players; even when using the ridiculous insecure logic that your individual choices entirely determine the outcome and thus if you lose oh it's all your fault and those nine other players had nothing to do with it. Being good at the game literally doesn't matter because there's so many other players in the match that even if you're bad, if you get put on the better team they can still easily carry you. While if you're good, being put on the worse team doesn't matter because you physically can't carry all of them at once against a better enemy team. At this point the ranking system might as well be grading who is the luckiest, abuses the most scummy class pairings with the duo que; and or uses the most hot meta that is so broken it literally can win you the entire match over the nine other players in it. Yes, some people who read this will just try to make up excuses to perpetuate the illusion that the one out of ten players in the match is the sole one influencing the outcome as long as that player is specifically them. Since if they accept that winning or losing is out of their hands then they can't claim credit for all their wins and generate ego from it. Doesn't change the fact that this system is fundamentally based off coin flipping whether you get the winning or losing team regardless of whether you yourself are a good player or not. And after a thousand a five hundred games that's my biggest complaint about this whole system, is you are rewarded based on the coin flip and not your own performance. I don't especially mind going on random, asinine losing streaks. It's the fact that the game steals days worth of rank progress from me while it simultaneously is the one putting me on that losing streak. Just makes the entire process feel totally pointless and miserable because it honestly just is.
  20. From a PvP perspective I'd say Scrapper is in a fairly decent place as not being too overpowered or underpowered, the problem is just that it has a lot of features that literally aren't worth using. My Bunker/Support build works fine but I feel like there's very little room for variation because a lot of its features aren't worth using. At the very least my suggestions are PvP oriented since that is the main mode I play. Function Gyro is absolutely horrible now. It replaces your elite toolbet skill, increases its cooldown based on how many are spawned and it usually dies immediately. I honestly feel like nobody actually tested this skill at all. I think it'd be a lot more interesting if they removed its stomp/revive element entirely, especially since it's useless in solo play outside of PvP, and instead make it so the gyro performs a combo finisher when spawned. Scrapper has huge emphasis on combo fields and it makes it a really interesting class, it makes a lot more sense for the Function Gyro to work alongside that. So you can activate a combo field, and get more use out of it by activating your function gyro on it too. It would have value both as offense, defense and support since combo fields can do all those things. The combo finisher the gyro performs could be based on the last combo finisher you yourself used. Shredder Gyro is supposed to be a damage based ability but it really just isn't very useful in practice as a damage ability compared to all the other options you could pick. It'd be a lot more useful if it was made into a utility based ability instead like the other gyros. So instead of just dealing damage and has the whirl finisher, it also reflects projectiles and periodically knocks enemies back. So it again has offensive and defensive utility functions both as CC and for projectile reflect. The Spare Capacitor toolbelt ability could be changed into a device that periodically generates blast finishers that you can synergize with by placing it inside combo fields. Chemical Field and Reconstruction Field, either or both should be stun breaks. Currently the Scrapper has barely any stun breaks and limited stability depending on its build; which makes it really susceptible to being stunlocked by CC spamming classes like Holosmith and Spellbreaker in PvP. I also think a lot of the Scrappers traits could be buffed since a lot of them aren't very useful. Gyroscopic Acceleration is so useful for both gyro support and survivability by using superspeed to kite enemies, the other two traits in that set are just really lackluster. System Shocker is really niche and honestly contradicts the Scrapper's gimmick by making you biased towards a specific combo field, maybe instead it could give a buff to all combo finishers in general. Mass Momentum seems entirely dependent on Kinetic Stabilizers to even be relevant, instead it could provide the Scrapper buffs everytime they activate a gyro. Object in Motion provides a huge damage buff potentially, which is helpful for contributing DPS even as a bunker, so again the other two traits are simply not very useful. Damage Dampener really doesn't help to mitigate burst when most burst is going to obliterate you regardless, twenty less percent damage on a tiny delay is seldom going to help. Significantly increasing the damage absorbed to like thirty or fifty percent and putting the delay on at least four seconds would actually make it a bunker oriented trait. Expert Examination is only really relevant when using lightning finishers, which is again biased, alternatively it could cause debuffs anytime the player performs any finishers. Adaptive Armor is hugely useful to sustain in general so the other two traits still feel too niche to be worth it. Kinetic Stabilizers, again having it biased towards lightning fields forces the player towards using them specifically even though Rocket Charge is really useful in many other combo fields; so again I'd say it could instead provide buffs anytime the player performs any finishers. I'm pretty sure Applied Force also contradicts the Scrapper's features since the second third and fourth hammer skills are all more effective when their reflect/evade/block is drawn out; so quickness makes it end faster which is bad. Maybe making Applied Force grant different kinds of boons or such at the might threshold, or gives the Scrapper statistic buffs when they have a certain amount of total boons over the threshold; would be more generally useful across all weapons.
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