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BeardRex.6739

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  1. With all the ground targeted AOE abilities, Scrapper now feels more like a mage than many of the magic users.
  2. Yes and No. I do like, flavor--wise, that they will feel more like separate entities to the scrapper, but I prefer my own vision for how thy should work. 1) Dropping the gyro away from you, will leave it stationary like the new change. 2) Dropping the gyro on top of you, will attach it to you like the old way. 3) Using the toolbelt skill detach the gyro from you and leave it stationary. (no more moving projectile block from bulwark) Now, 2 and/or 3 could also be trait related, OR there could be a trait that makes gyros operate as they do pre-patch. I just think having them one way or the other is boring, and if we're looking for more skillful ways to play, or tradeoffs for powerful effects, I think changes in the vein of what I have suggested would be more interesting.
  3. I do like, flavor--wise, that they will feel more like separate entities to the scrapper, but I prefer my own vision for how thy should work. 1) Dropping the gyro away from you, will leave it stationary like the new change. 2) Dropping the gyro on top of you, will attach it to you like the old way. 3) Using the toolbelt skill detach the gyro from you and leave it stationary. (no more moving projectile block from bulwark) Now, 2 and/or 3 could also be trait related, OR there could be a trait that makes gyros operate as they do pre-patch. I just think having them one way or the other is boring, and if we're looking for more skillful ways to play, or tradeoffs for powerful effects, I think changes in the vein of what I have suggested would be more interesting.
  4. I really don't like it. It's very awkward looking. The old jump shot looked like you were being propelled by the blast.
  5. Agreed. The flipping looks really dumb and out of place in my opinion.
  6. Yep. That's it. Just to make it a little more interesting and versatile.
  7. Maybe my original post wasn't clear, but you'd still be able to place the gyro on yourself to attach it to yourself as it is now.
  8. Yeah sorry I didn't mean that I wanted them to be like minions again. My idea would make them more like ground targeted AOE spells. The gyro itself would just be an animation like it is now. Your idea would work well too I think.
  9. Do ALL SAB vendors remain available after Festival is over?
  10. Ever since the Scrapper rework, I've missed gyros being more than just AOEs always centered on the scrapper. I do see the benefits of having the gyros following us, so I've been trying to think of a way we could have both player-centered gyros, and remote gyros. I was playing harbinger and it made me think: What if we made gyros ground targeted, and if we placed the indicator on top of ourselves, the gyro would stick to us, and if we placed it away from us, it would activate at that location and remain there? Am I crazy? Even if you hate my specific idea, let me know if you miss anything about how the old gyros worked, and what you could be changed to make them more interesting.
  11. I was really hoping the mech would operate more like ventari tablet so it would be positioned where we want it and it would be a platform to use skills from, but it is what it is I guess. If we are going with pet AI, then we need better pet AI and better tools. Here's my feedback. We need bindable attack and return buttons. Add a "guard location" button that roots the golem in place and attacks targets that come in range. We need a way to teleport the golem back to us. Remove the golem legs and just make it float like a jade construct. It looks weird transitioning from jets to walking. It already floats on top of its legs so not really sure why it has legs at all. Would be better to just have it zip around with the jets constantly. It's very very cool that the arms change when you select the first trait. I don't want to sound like I don't appreciate that, but it's weird that the 2nd and 3rd traits don't change the way the golem looks. That would really be the cherry on top of this concept. We need toolbelt skills back. Mace is floaty and boring. skill 2 feels really out of place. Skill 3 needs more oompf to the sound and animation. Sounds could be the biggest problem. Sounds like I'm hitting someone with a pillow. Overall this feels less impactful than guardian mace (which I've always had a slight beef with). It's almost like the animations were designed to be faster but slowed down for balance reasons. I like the idea of a "techy" mace. So why not make skill 2 mess with gravity or something and apply a float when it lands or something interesting. Rolling Smash/Explosive knuckle - Increase the ranges. It's very annoying having the mech take 30 minutes to waddle over to the target. Crisis Zone - This skill has no animation?
  12. A lot of other people here can focus on numbers, balance, etc. So I wont really dip into that. My feedback will mostly be based on "feel". The problem with giving elite specs offhand weapons is not only that it's 2 skills vs 3, but that they are high cooldown. A mainhand or twohand weapon will always feel more special than an offhand. It's partially made up for by the fact that we get the gunsword, but it still kind of sucks. If you move or get interrupted from dragon trigger, I would like for ammo to fade rather than empty instantly. It can fade rather quickly. In general some method of using the gun powder smoke to blind enemies would be great. Similar to engi flamethrower's smoke vent. Tactical reload should work while dragon trigger is active. Dragon trigger should be accessible while using your normal weapons and should instantly swap you to the gunsword. Lower the coooldown on the swap by a lot, or get rid of it entirely. The gunsword look needs to be enhanced a little. Not saying it should be really flashy, because a lot of people don't like that, but right now it's a little boring looking. Either way, the way it is held needs to be worked on a bit as well. Overall this is my favorite of the EoD specs so far. It's very creative and just feels cathartic to play.
  13. Okay maybe I was doing something wrong. When I get back online later I will check it out, but it seemed like it was turning off dragon trigger as soon as I let go of the button.
  14. My original comment was about being forced to press-and-hold dragon trigger. I logged back in the next day and it was working as people say (a toggle). Not sure if I was bugged, but I am unable to replicate the issue.
  15. "At significantly lower cost" I'm sorry, but what price are you planning on selling a couple extra spikes or extra dye channels for? 400 gems sounds about right.
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