Jump to content
  • Sign Up

Baltzenger.2467

Members
  • Posts

    41
  • Joined

  • Last visited

Everything posted by Baltzenger.2467

  1. Please Cal, reconsider this, some links are in a really bad shape, this is not a good time to this kind of things.
  2. Has it been mentioned that grenadier effect (grenades travel faster) should be baseline?
  3. @"Stephane Lo Presti.7258" This are issues I have with the current system: Since the original gear setup and build setup has been replaced with templates, you cannot change equipment or traits/skills without changing a template. I think this should be corrected ASAP, templates should be aside the original system, not replace it, what's the point of registering templates if every time you swap something (without wanting that change to be permanent) you are changing something that is supposed to be a stored setup? Beyond being able to setup buttons for swapping gear, I believe each gamemode (PvE, WvW and PvP) should have some sort of "memory" as to which template or setup you used the last time you entered that mode, so we don't need to manually change setups each time we swap modes (given that previously the system had this memory, it's easy now to forget that you need to re-select your build when you enter each mode, leading to annoying mistakes) I think that by this point is clear that I expect this new feature to add to what we previously had, without replacing it. Additionally, things that I would like to see added or changed about the new system: The price is too high, I find no point for account-wide build storage, and the price of templates is just too high for what it is, while yes, you can compare a gear template with a bag slot, it has both pros and contras against just adding a new bag slot, on one side it allows you to quickly equip what you have stored, on the other hand, it can't be used for storage of any class of items, so I think that pricing it above a bag slot is bad, if anything, for good faith, it should be priced less. In a dream world, you could keep the price but make it an accountwide unlock. Build templates on the other hand have no reason to be priced so high, it is basically a macro, that offers no advantage at all beyond convenience, please consider pricing it fairly instead. what's the point of account wide build storage? the build templates are just a text, I don't understand this feature, I mean is nice to have it integrated, but at the same time, why are your charging for it? That's it for now, I support you guys, but you should be more careful next time, you had an entire month to listen to the concerns of players, and you went with it anyways, of course people is pissed.
  4. @Swagger.1459 that sounds really good! But I don't think that the scope of the next balance patch involves such mechanical changes, I remember that the devs posted the parameters that they're working with (such mechanical changes are beyond them). @"Cal Cohen.3527" Hey!Good to see that you are looking at this issue. I'd say that reducing the target cap back to 5 will affect compositions on wvw, but I don't know if it will ultimately work as a band aid before the big shake up. Reducing the cap is important, but I'm inclined to think that the treatment to such high AoE fighting styles should be similar to what you have done with spellbreaker. If the shade skills "debuff" enemies in such a way that they cannot be affected twice (or thrice) by shades, as in, once you hit them, they get the debuff and if another scourge plants a shade on top of yours, their skills will target the same enemy, but won't affect it, that would greatly reduce the impact of having 10 shades on top of a group, in the same way that stacking Wind of Disenchantment is of no use, spreading out shades offers better counterplay, and promotes diversity within squads. I've no idea if adding or removing "debuffs" from skills is within the scope of what you're working with though, if not, I hope that you can both get the skill to a manageable level before the big shakeup, without alienating necromancer players too much, we need every player that we can get on WvW right now!
  5. @"Irenio CalmonHuang.2048" Very happy with the proposed changes, but is it possible that you give us a little bit more information about changes on warrior's tactics line? I think that it's a bit hard to assess the impact of the changes on warrior's warhorn without knowing the direction tactics will take. I already started theoricrafting with what we've seen, and I find it unsubstantial, tactics line is just too subpar, even if you want to go on a full support route with warrior (which could be cool), there's not much space for more support on current compositions, and it's not really a matter of not having competitive options, the thing is, as long as we are constructing the metagame in wvw in terms of 5 ppl groups (say, FB-SCRAPPER-NECRO-NECRO-X) then there's not much space for new or different roles. If you nerf scrapper to the point where it won't be used, we will just replace it with another FB or another Scourge, if you nerf FB to the point where it becomes really weak, we will just take more FB to compensate. Stability is too important. If more effects affect 10 players, we might start running less of those classes (as they will cover more people) and open new slots for different roles, but it has to be done in such a way that we won't be tempted to keep the same composition but gain double the benefit. (no idea how that could be achieved in wvw, might have to do with a wider look over the metagame). It's a similar problem to what we have in PvE raids in fact, and right now there is quite a bit of diversity there, at least on the more casual groups, where you see a firebrand for quickness, a renegade for groupwide alacrity, a chrono for both tanking and quickness, a druid for heals, might and spirits, and warrior for banners.If you want to achieve similar results on WvW, you should probably look at that. I would be tempted to bring tempest auramancer if I don't have to compare it directly with scrapper, for instance. Maybe make Gyroscopic Acceleration make wells affect 10 players, make auras more powerful or give something extra (the potential of auras is that they are not boons, so it's hard to interact with them). Same with warhorn and warrior, if I want to bring a support warrior, that maybe strips boons with spellbreaker, I have to ask myself, "do I prefer whatever warhorn/tactics brings, or do I want a perfectly decent damage dealer that also stips boons?" Or maybe we don't want it to take spellbreaker's slot, maybe something else, but you need to think in terms of not just what they bring to the table, but what we will take away to give it space. I liked that warhorn will increase damage on the next 2 hits for allies, that's a somewhat unique effect that with coordination can make interesting gameplay. At this point all I need is that the tactics line offers something worth building around. The obvious direction is making something with shouts or making something with combos. Combos are very outdated in the game, outside of some niche situations (like blasting for stealth), people don't care much for combos anymore, and shouts are in a tough spot. They compete with stances, which the warrior tends to need in order to stay at melee range with enemy groups, and they themselves don't bring anything that you already don't get plenty of from other classes. I hope that as you look at tactics line, you too look at shouts. On the other hand, phalanx Strenght does need some love. It doesn't have many synergies with the rest of the line, and the effect is outdated by current standards. Maybe make it so that aside from sharing the might, when you gain might you heal around you for each stack (not yourself tho, to not compete with Might Makes Right), and when a threshold is met, you give stability to allies? Move it to master column and you could have a build between warhorn trait-phalanx strength-vigorous shouts. I would care about blasting fire fields with the warhorn, and about using For Great Justice (it should cover the threshold and give stab around you, you can give the trait an internal CD so it doesn't compete with Stand Your Ground!).Well, this are just some ideas, hopefully you can share a bit more about your plans with the Tactics line. edit: I would love a take on phalanx Strenght that cares about how many warriors are on your group, that's an effect unexplored on the game.
  6. You get it @Matoro.9708 , core engi does have a cohesion on its aesthetics, is just that the skills are so bad. Like, for example grenades, why is there a trait that makes them travel faster? Do rangers need to aim their arrows? Do deadeyes need to calculate the wind resistance and ballistics of their proyectiles? No, of course not, it's a fantasy game, why not make grenades connect easily? Make traits something interesting, not about fixing the flaws of base design. Of course, we could go on and on about different engi skills, we should, maybe, but that's it for now.
  7. I disagree with barrier being "godmode", it's a form of sustain, and more often than not, a bad one.
  8. Sometimes I think that this attempts at exposure and "teaching" end up making people more angry at each other, and separate them further.
  9. Would your gameplay change as a result?In regards to engineer, not really, reducing the amount of cleanse on cleansing gyro like this won't kill the support build, granting it reveal is actually pretty good because stealth got really predominant after last patch. Increasing the CD of stealth gyro kind of makes it worse for the rest of the players, because stealth bombing strats were being used because the CD was short enough to use it more than once during a long fight, now this might make it either unrealiable enough for commanders to not consider it, or it stays the same, overall not a great solution (if stealth bombing is something that should be checked on, I think bringing more reveal is the right kind of solution, not really making stealth gyro feel even more underwhelming, the skill outside of organized group fights is now pretty bad tbh).Changes on warrior seem good, but still not enough to even build around them, I think tactics as a line needs a good rework, maybe shift away from the "reviving allies" effect, and bringing old traits on par with current standards, as of now, I want my spellbreakers and berserkers to both be damage oriented, and leave the support to other classes. Do you feel these changes would improve or worsen the state of the game?For the most part improve, except for the change on stealth gyro, which I think is the wrong way to address its usage. Are you looking forward to these potential changes?To be honest, I'm always interested in balance changes, so yes, but I could look forward for them even more if more meaningful things were addressed. What are your concerns with this set of changes?As of right now, I think change on stealth gyro might slow things down a bit (having groups waiting for the CD to re enter a fight), which is not good. What consequences do you expect would come from these changes?As said before, some of the changes giving reveal on demand will be good (good counterplay to stealth bombing), others might make waiting between fights longer. Overall I think though that this are pretty minor changes, so I'm a bit disappointed.
  10. @"Stephane Lo Presti.7258" Regarding WvW:At this stage, you could consider bringing back old practices like collaborative development initiatives, it is clear to me that there is a dedicated playerbase for WvW that is greatly invested in the gamemode, with plenty of opinions and ideas as to what the gamemode needs (and specially regarding things that are needed now, and that are needed in the future). Beyond the vague idea of alliances being a top priority that we will talk about in the future (as you've said, when it does release it will be a transitory process), we need a more concrete roadmap of what your plans are, ideas, or lack of, regarding the mode. A reason to play now, and to keep playing towards the point where world restructuring is implemented. Beyond rewards and moving pieces, the WvW community feels abandoned, even if some updates have happened to the mode, there is a lack of clear communication, and clear direction, to keep players invested. Please consider this, we don't expect you to make something appear out of thin air, we want a reason to believe that if we stick around there are great things to be expected, until you decide to stop developing the game. I personally was expecting at least some talk about new skills or traits in the future being added with the new saga, because that kind of things affect the whole game including WvW, and the lack of that was the source of my disappointment. I want world restructuring, it would improve things in wvw, but that alone is not a solution to all of the problems or lack of incentives that prevent the mode to thrive, so even if you say it is a top priority, what I understand is that it is due to the difficulty of developing it, but not because it is what is most urgent to be improved. Scaling rewards sounds great, the question is "which rewards will be scaled", as you'll quickly notice, wvw players soon reach a point in which there are no new things on the horizon to be excited about. Talk to us, do AMAs, do collaborative development initiatives, tell us what you expect from the mode, what's you plan for it beyond fixing imbalances that are caused by the lack of players (world restructuring). GW2 has confounded epic with emotional, and forgotten how to be epic for a long while.
  11. Put a huge beast/kongor/roshanlike creature at the middle (a big wyvern would be cool), hard to kill, impossible to solo. Kill goes to the last hit like beasts(svanir/uthahein) in sPVP, and those who get the kill get a buff, this buff makes you revive if you die in combat. Yes, this seems both pve like and taken out of a moba, but in games like dota or hon, this type of objective encourages fights around it, makes fights hazardous, while also giving an incentive for groups to get it in order to tackle a difficult objective.
  12. It might come down to the need of having better tells about where the action is beyond the orange swords, contested objectives and marked enemies. Private tag is a great thing to have when you need it, but since it was implemented I've noticed how some squads that used to at least point the presence of allies on a map, have disappeared, and thus the casual player entering a map sees no tag and leaves. If your server is not particularly organized it will suffer because of this, not just because pugs won't know where to go, but because sometimes more than one invi tag is running around, not communicating, not knowing where your allies are pressuring, which does affect strategies. So maybe Arenanet could find some other ways of showing in the map where players are, without spoiling an invisible tag. Current tells tend to point towards the enemy presence, maybe knowing how many allies are inside each controlled objective could help determine presence of allies. Of course this gets also easily solved by just making a community and talking to each other.
  13. remove "presence of the keep" type of effects on objectives, replace with increased rewards not in the form of magic find, but tangible benefits that make players want to control territories. remove dodge on mount, make it cceable, increase hp. It should be a transport that helps getting back to fights faster, not running away from them. iterate on desert borderlands, it can be a good map if fixed. iterate on ruins system. implement alliance system, not just because of population imbalances, but because guilds should be at the heart of the mode. rework wvw related guild missions. They suck. Make tiers mean something beyond just who are you playing against, servers (or alliances in the future) also need collective objectives to want to improve, to want to make the effort to organize and help their less experienced players, you create communities around that kind of things, pride(server) was not enough to sustain the gamemode. Anet has the opportunity to follow their design philosophy of wanting every player be welcomed by realizing that players are the most important resource to any server, if handled properly. When you fester in rangers and taggers that die after one push, you're wasting potential good wvw players. improve shattered aegis, c'mon
  14. Impact savant only works with high power builds, making it compete with quickness and extra power seems like a recipe for making either of the traits never used. At this point we might as well make impact savant give a flat amount if barrier when performing a blast finisher or something like that, so it can interact with non power builds. If adaptive armor is going to give toughness Inthink it should give it only when you have barrier, and add the extra condi damage reduction. Rocket charge imo should be improved in how the skill moves you on the map, because it does not interact well with some lag, sometimes you just jump in place and dont advance at all. If anet fixes thst I dont even care for more evade frames, all I want is tha the skill does something consistent and to know exactly where I'll end up after using it. Missing from your ideas is what to do with function gyro, as it is right now it is a glorified lightning field with the potential extra effect. I muvh rather have the ape reveal, given how rampant stealth currently is on wvw.
  15. I was pretty unhappy with the changes to scrapper, pure melee specs have a tough time outside of sPvP due to how easy is to kite people around. I don't think the spec is dead, in fact I would say that the support build kind of improved, superspeed on blasts and how bulkwark gyro works now is enough to warrant taking scrapper over some core line. Said that, the spec itself doesn't feel support oriented, the infamous impact savant does nothing for either support or condi builds, and the traits are very underwhelming. I've played for the past couple of weeks with a ton of different approaches, from glassy to tanky bruiser, and being a melee oriented spec is tough. A thief should never die against you unless they're focusing on another enemy, a ranger can easily not just escape you in every way possible (from invisibility to the plenty movility skills they have access to) but is also capable of downing you without you even having the chance to produce barrier. Revenants, elementalists and mesmers have an easy time doing the same, and the only classes you can engage in similar combat are warrior, necromancer and guardian, as they are also melee oriented in most current builds. I don't believe that in this game every class should be good against every class, but even when you compare it with similarly oriented classes, the scrapper feels like a niche spec, not very well designed around the strenghts and weaknesses of the core class. See for instance how well flamethrower synergizes with the lower line of traits on scrapper (might on stab, extra damage with superspeed, swiftness and stab, access to quickness on might), all of this works pretty well with flamethrower, it has access to the right amount of stab and might to proc those traits, also swiftness and blasts to produce superspeed. It should be the goto skill to bring with a scrapper, but the autoattack is so diluded in multihits that unless you go full glass, you receive more damage from retaliation than what you do against the enemy. The damage is consistent, yes, but too low to synergize well with impact savant, making the synergies it does have, to feel underwhelming. So lets say that you want to make it work and be the promised juggernaut with scrapper, you bring firearms, it works well with close quarters and flamethrower, and you bring the mandatory alchemist line, to reach the 25 stacks of might, have some stunbreaks and extra stab. It should be a working build, if healing gyro is improved back up, flamethrower gets its hits number reduced and the damage increased, maybe even increase the radius on some skills (FT 2), imo make flamewall be a straight line from the caster and not perpendicular, and a bit wider.I can see it bringing something different from core and holo, with consistent damage output and barrier to compensate for the lack of health and regeneration.
  16. To fix turrets: make them have a considerable amount of HP and damage reduction (should never be one shotted)make them have a defiance bar, If broken it takes a while to start functioning againmake it so you can only can have 1 active turret at a time, if traited you get a second one. if destroyed, it should have a very long cooldown, making repairing them part of the gameplay. Care for your turret, keep it alive. picking it up should have a longer cast time, should make it only a few seconds to reposition them, and turrets should maintain their current hp when placed again, picking them up should be for repositioning only. Turrets should be oriented towards a "tower defense" style of gameplay, so no detonation, and they shouldn't be used just for the overload (this would severily nerf the best healing skill we current have, but its a good trade off if we get meaningful improvements on turrets that open viable new builds)with only one turret at a time, the effects of turrets should be improved around each style: healing turret should react to the presense of conditions and release a cleansing mist, with an internal cd. Rifle turret should release a barrage with an ICD, flame turret a smoke cloud when the engi is cced within its range with an ICD, and so on, for each turret the "overcharge" should be part of its AI and be triggered by conditions that could be managed by being within the range of the turret. Turret elite should obviously be changed, it could be various things, from dropping a more volatile version of other turrets, an omni turret that explodes after a while, a portal like turret (inspired by TF 2), and the tool belt should be about repairing turrets instead of the player.
  17. I've always felt that GW2's engineer is not engi from team fortress 2, it's every TF2 class on one. Where is my machine gun?
  18. Impact Savant -> Adaptive Regeneration-300 vit, you get a moderated Rapid Regeneration effect (20% less health per second now only works with superspeed)Adaptive Armor -> Gyroscopic PrecessionWells affect more allies (5) and give barrier when they end, you receive 20% less condition damage when you have barrier.Kinetic Stabilizers -> Impact SavantYou gain stability and barrier when you CC, when you interrupt you inflict confusion.
  19. I think superspeed is fine as it currently is, specially on scrapper, you get it when you need it. And having to actively make combos for it is in line with what the class has always done.
  20. So far nothing "new" that is good has surfaced. On Holosmith the changes are not very much "build making" ones, on Scrapper they are more "build breaking", the barrier gain on damage has a slight potential for making some type of build (for roaming, no organized wvw potential there, at all), so you can either go full glass cannon, but so far it hasn't been good enough, and condi is out of the picture with the change. I honestly didn't like the changes on scrapper, I liked the previous focus, some trimming there would have been infinitely better, rather than to yet again change the purpose of the spec. On holosmith I think the changes are okay, they should just change Photonic Blasting Module to make it not disable your toolbelt skills. The changes don't affect wvw/spvp builds too much, you shouldn't be overheating there in the first place, so this just reinforces it. If you wanna play roaming, I'm having a blast with the hybrid holo build that's on metabattle, and you can adjust it to your style pretty easily. It feels like old core engi too, so that's a plus.
  21. They will probably wait and see what happens. And that's the thing, I know there was a recent influx of scrapper players, so the decrease might be noticeable, but some people will still play it, why? because we have been playing it despite it being a pretty bad spec in the past, and engineer players being engineer players, will try some gimmicky type of build that does one thing right, but can't really compete on the level of the rest of the classes, and try to enjoy it.
  22. There's something about this new skill that I just don't like. For instance not being able to interact with it would certainly help making it more useful, but the receiving part, being stomped, would hate it. I think if it were to become a well like you describe, it shouldn't stomp enemies then. You can probably increase range and size then, and it could become a pretty good skill to have.
  23. The "purpose" of the class shifted again. Personal hp regeneration was removed (formerly from Rapid Regeneration, the spec on minstrels had about 600 hps with superspeed and swiftness, a portion of which was shared to allies with dispersion field). Barrier gain from receiving hits and using a healing skill was removed, instead Impact Savant (grandmaster minor trait) was changed to give -300 vit (unavoidable since its minor trait) and give scrapper 15% of its physical damage back as barrier. Useless for a support build that has no damage stats and uses a kit with 0 damage coefficients. Removal of F5 toolbelt skills, replaced with "Function Gyro" (previously used by pressing F button), Function Gyro no longer targets players, instead you can put a lightning field, with less range (range reduced), that can spawn "Function Gyros" to res up to 3 players and stomp up to 3 enemy players. I have yet to see it spawn more than one gyro though, and it instantly dies, doing nothing, because of how squishy it is and how logically there is pressure over downed players. This are the things that affected the meta healer scrapper build (there are other changes that affected other builds). It is easy to see why people are upset, the changes are not just nerfs, there are dubious design choices on this changes, and even maybe unwarranted ones, even if you believed that scrapper was "OP", the important question is "what was OP about it", not just the spec by virtue of existing, specially considering that the things removed existed previous to the recent reworks and weren't even enough to give scrapper a place on the meta or anywhere really, other than being the pet build for dedicated engi players. What makes healer scrapper useful comes from engineer, mostly, and from scrapper second (scrapper provided utility, while engi the core condi cleanse and healing). So the patch added more superspeed, but removed survivability on the scrapper, yet what was given to compensate for it (barrier gain) doesn't interact well with a healer spec, so that's really the crux of the problem here, if (big if) the spec is to just adapt to having -300 vit, the 15% barrier "life steal" should be looked at, it doesn't benefit at all the builds that were being played with this spec, on its current state it suggests going glassy, but that heavily overlaps with holosmith, and holo does it better. On top of that, most classes that have such low HP have means of either negating damage or preventing being hit in the first place, scrapper doesn't really, barrier will not save you from a burst spec trying to burst you down. As I've said on the engi forums, beyond the balance issue, it is a very "feel bad" change, it has nothing to do with "true born scrappers" vs "bandwaggoners", that type of gatekeeping doesn't serve anyone. It's the fact that the spec is attractive to some players (has always been), but struggles to find its place on the game, when it works it works too well that other players hate it, the rest of the time it just doesn't work at all. Losing it from the organized meta would be a bad thing imo, it opened the window for medium classes to join and add diversity to the compositions. Unless, of course, we want the condi meta back.
  24. I'm pretty sure most engineer players that have traveled this road for many years share your sentiment. I certainly do. What they did to scrapper is not just a nerf, it feels like punishment. It's not just lowering some values, is making choosing the spec "feel bad". The irony is that if the problem was bulwark gyro (people complaining about "barrier scrapper"), there was so many ways of fixing it without gutting the spec that people was actually playing, it even was a proper meta wvw build! The balance team could've just reverted the skill back to its gyro era. They could've made it so instead of giving you barrier and redirecting damage from allies that approach you (very "feel bad" mechanic btw, because of how little control you have over what happens next) it could've given barrier to allies, there, right there, you fix the complains about it gaining too much personal barrier (it could've been good even if it didn't give personal barrier at all!) and it would've made a more "feel good" mechanic, because of doing something meaningful that you can easily recognize (do you think players notice how much damage they are not receiving due to "watchful eye"?). The function Gyro skill is just bad, clunky and ineffective. When you manage to summon a gyro (I have yet to see more than one) by logic it tends to happen under a lot of pressure, the gyro doesn't do anything then. Either a win more effect or a too little too late effect. It could have just by default spawned gyros that "searched" for downed players, but not even that. Impact Savant is, btw, probably the worst trait currently in the game, and there are many lackluster traits out there, but none to this level. On top of this, we're again with an identity crisis. If you want a tanky spec you don't make it run glassy stats to deal a ton of damage (you want a high damage tanky character?!), if you want it to be tanky you have to give an incentive to people to run tanky stats, there was one with the healer spec, if you want a bruiser one, well a tradeoff could've been reducing the burst potential, making players want to build for longer fights, not asking them to keep a high and consistent dps in order to survive. At that point, you don't want to survive, you just want to kill your enemies, and you run holosmith.
  25. It could be a l2p issue, it could be bad positioning on the part of the squad. What you describe seems like your group is being bombed "even before the tag gives the order to move", which means your group is not baiting bombs and is just standing there reacting to enemy attacks. The other possibility is that you get focused by long range attackers because you're not well stacked (an issue passive invulnerabilities on warrior can somewhat take care of). So my advice is: Check that you're running the appropriate build for wvw organized play, currently it is full minstrels with antitoxin runes, which is very tanky, it might change after the patch, but it wouldn't change too much. Your role as a support scrapper is to direct the cones of your skills towards your team and position supportive areas "where they will be" during a fight, this means that you shouldn't be standing in front of the team, certainly not in ahead of the commander, but rather well stacked behind the tag and always pointing the cones towards your companions, sometimes this means letting them run ahead of you, sometimes this means flanking your team. You have some skills that help you survive during the first engage, whether you are running hammer or shield, you have a block available, you should pair this with bulwark gyro, the effect will be a burst of barrier plus blocks (you'll receive a portion of your allies received damage, negated by the blocks). Dodge! enemy engage often involves Winds of Disenchantment and Sand Shades, this areas are big and noticeable and you should dodge out of them, just remember not to dodge away from your team, if your group is well organized, you'll be dodging to the back of your enemies. Always remember that at this point your allies will have been corrupted and will have tons of conditions on them, so you have two options depending on whether there was an enemy Winds of Disenchantment or not, if there was, it means your allies might have lost their stability to corruption (turns into fear and separates your squad), run cleansing gyro while traversing this damage and chances are you'll clear fear as soon as it is placed. If there are no WoD, place med kit skill 3 "cleansing field" where you'll land, so allies that land there or stand there get those conditions cleansed, and of course, use elixir gun's fumigate on cd, always pointing it towards your group. If you are still being bombed first, check your ping, you might experience high latency before fights (pretty common on wvw), try to position yourself tad bit to the back if this is the case to give yourself more time to react. You do not have the survivability of a warrior, with a spellbreaker you can easily run into an enemy zerg and survive getting out of it, with a scrapper you cannot do that, it doesn't matter how tanky people perceive scrapper to be, it is not immortal, and barrier/high toughness/high hp means nothing when 10 or more people are hitting you, invulnerability is the only thing that matters in that case, and you carry none (no resistance, no physical invulnerability, no elixir s), so you need to change your mindset when playing this class and adapt to its limitations. I hope this helps, I currently have no videos of current builds for scrapper, just one where I was testing a silly build with kinetic stabilizers, but if it serves you, you can find me on youtube by my nickname.
×
×
  • Create New...