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Huck Chaser.8721

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  1. The [Watchwork Wings Package] comes with the [Watchwork Wings Backpack] and [Watchwork Wings Glider]. The Glider skin is dyable, but the Backpack skin is not. Why? It makes it pretty much useless to actually dye the glider, since they'll no longer match. Seems like an oversight/mistake.
  2. The [Watchwork Wings Package] comes with the [Watchwork Wings Backpack] and [Watchwork Wings Glider]. The Glider skin is dyable, but the Backpack skin is not. Why? It makes it pretty much useless to actually dye the glider, since they'll no longer match. Seems like an oversight/mistake.
  3. You're correct that the finishers are the *greater* concern, but the fields are still *a* concern, and we're not doing ourselves any favors by handwaving it away completely. Basically, my main gripe is that this change will mean that scrappers have to weave 5 "rotations" together during any given fight: damage, fields, finishers, superspeed (which is still something most scrappers will want to maintain even though it's uncoupled from quickness), and the specific fight mechanics. Before, we only had 3, which was, in my opinion, a good balance of challenge vs. comfort.
  4. These changes are going to be REALLY rough for solo scrappers. I've seen a lot of commentary on the scrapper changes from a group PVE and PVP point of view, but basically none from a solo PVE point of view. Every post I've seen has totally glossed over the field portion of executing combos, either implicitly by not mentioning them at all, or even explicitly with statements like, "there will always be a field under whatever the group is fighting." This, however, completely ignores the additional challenges you'll see when you're responsible for your own fields AND finishers. Sure, engineer has access to a lot of abilities that create fields, but they're all on longish (20+ sec) cooldowns, and now you have to line up those long cooldowns with the cooldowns of your blast finishers if you want to grant quickness. You're going to have to constantly micromanage your cooldowns to keep quickness up, which means you can't use your abilities based on the needs of the fight. So combat will turn from a fun, reactive encounter that rewards skillful use of the right ability at the right time to just mindlessly executing a rotation to keep up quickness. Lots of our fields are stationary once cast. In a moving fight (e.g. any time you're fighting in the open world), this means you're going to have to choose between keeping up with the fight and waiting behind to execute finishers inside the fields. This is going to feel like absolute garbage to play, especially for a class that's so naturally mobile. Some fields move with you, but that creates its own problems because you'll sometimes have to choose between using a finisher on an enemy at range, or using it at your feet to grant quickness (but wasting the ability's actual effect). For example, throwing a mine at the enemy for the damage and cc but not granting quickness, or just blowing it up at your feet, wasting the damage and cc but granting quickness. Yes, the current system strongly encourages you to take and use certain utility abilities, but those abilities jive so well with the class's overall design and playstyle that those are the abilities you'd be taking anyway. After the changes, we'll theoretically (but not really) have more flexibility in what abilities we use, but we have to use them in a way that is counterproductive to the class's strengths and natural playstyle.
  5. I'd love to see the Magitech medium armor set come back. According to the wiki, it hasn't been available for well over a year.
  6. Every post I've seen related to the proposed upcoming scrapper changes has totally glossed over the field portion of executing combos, either implicitly by not mentioning them at all, or even explicitly with statements like, "there will always be a field under whatever the group is fighting." This, however, completely ignores the additional challenges you'll see in solo play and/or fights involving movement. In terms of solo play, sure, engineer has access to a lot of abilities that create fields, but they're all on longish (20+ sec) cooldowns, and now you have to line up those long cooldowns with the cooldowns of your blast finishers if you want to grant quickness. You're going to have to constantly micromanage your cooldowns to keep quickness up, which means you can't use your abilities based on the needs of the fight. So combat will turn from a fun, reactive encounter that rewards skillful use of the right ability at the right time to just mindlessly executing a rotation to keep up quickness. Lots of our fields are stationary once cast. In a moving fight, this means you're going to have to choose between keeping up with the fight and waiting behind to execute finishers inside the fields. This is going to feel like absolute garbage to play, especially for a class that's so naturally mobile. Some fields move with you, but that creates its own problems because you'll sometimes have to choose between using a finisher on an enemy at range, or using it at your feet to grant quickness (but wasting the ability's actual effect). For example, throwing a mine at the enemy for the damage and cc but not granting quickness, or just blowing it up at your feet, wasting the damage and cc but granting quickness. Yes, the current system strongly encourages you to take and use certain utility abilities, but those abilities jive so well with the class's overall design and playstyle that those are the abilities you'd be taking anyway. After the changes, we'll theoretically (but not really) have more flexibility in what abilities we use, but we have to use them in a way that is counterproductive in terms of how the class is meant to be played.
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