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Luche Lenardon.4951

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  1. sadly we won't ever know what it was at the time. btw would you mind pointing the time lapse where they show the alpha gyro?, I'm really interested in seeing it, but I can't gind when it was shown in the vid.
  2. The 1st iteration of every gyros were not Well skills that follow you, but pet-summon-to-do-something skill, like guardian's Spirit Weapon and Renegade's Kalla Legend stance., They're pretty much scrappers commanding the small gyro that fly over their shoulder to do something for a duration, they then became targetable units with health and no defiance bar... so they are very, very, prone to any kind of CC, which was very much the most complained of the skills at the time. Shredder and Purge used to summon gyro to spin/cleanse at target location. If they were CC or/and killed before the duration ended, they're instantly explode, doing ignorable damage Blast used to summon a bomb-attached gyro at YOUR location, it then ran toward your target at the speed of OOC character in swiftness.... and yes it had pathing issues like every pets in the game. not to count that ANY cc will disable it and make it exploded at lower damage with no stun at all. The best out of the bunch was Bulwark Gyro since it took 33% damage on behalf of 5 allies in its AoE, it tends to die very fast tho since its HP is very limit. Edit : Forgot to mention Sneak, it summoned a VISIBLE gyro that follow scrappers around and grant stealth in AoE. it used to have a very big duration, like 30s stealth, but the gyro flew slower than players with swiftness and have a bit of delay on following scrappers' location so you ended up walking > pause for gyro to follow > walk when using it in most contents. It was also useless in PvP/WvW because, you know, enemy could see the fricking gyro and oh, when any gyro was on the field, the small one on your shoulder vanished, very cool role-play design on that. Now a day, it's you small gyro on the shoulder doing everything in a circle around you.
  3. they removed it after scrapper reworks years ago in the past. Scrapper used to have normal engi F5 before it was changed into AoE function Gyro.
  4. scrappers used to be able to press F when targeting a downed ally/enemy and resurrect/finish them from 1000 unit range while still retaining F5 toolbelt. it was later changed into the F5 we all know today.
  5. if the stat is just too low on them, then yess we may see the return of Ruby Orb on gears...
  6. I'm one of the few who didn't follow the hype train and pre-order SotO right away. This is due to he quality of EoD contents, that show a lot to be decided (Especially at launch when there were a LOT of game-breaking bugs that fixed like half a month later). The mini-expansion story is pure laziness if you ask me with a lot of reused contents and barely anything interesting in there, other than showing some weapons and armors gate behind material sink. heck I'd dare say that some of the older LW shows more dedications in making than this. My last straw is now the current 18th July patch tho. It is very clear they stopped listen to us for long ago for any balance/gameplay and only adjust the number instead of the feeling of gameplay. Many classes after rework feel very clunky to use with with people cry out for change reverts (Berserker's sluggish new Arc Divider, Druid has to use their burst healing to drop boons, Scourge shade nerf, Scrapper sluggish combo quick, Mech is also overnerfed to the point of feeling punished just to play the class while Condi Virt is pretty much doing the same shite and isn't touched) Now I'm glad I hold off my wallet on the pre-order, I guess it's time for me to leave for something better.
  7. Wouldn't the amount of blast be the same tho? number of Blast finishers in current quick scrapper build, compare to the pre-patch build with gyro (if you count as if gyro having blast finisher) is pretty much the same. You'll be swapping out Healing Turret > Medic Gyro, and Throw mine > Shredder, heck even quick duration gonna get a tad lower too, but it give back more super speed coverage and finishers with less clunky animation, giving back the smoothness feel of the old one in trade of damage and boon duration.
  8. I feel replacing Leap with Whirl will also incur the same set of problem in different way. Now instead of able to use other weapon set and utilities, you'll be locked to Hammer and Shredder Gyro in every quick build. Engi just doesn't have many whirls to give variety of choice. Adding more choice to the finisher we could use tho feel legit since engi players love using the right tool at the right place and time. By adding more blast into gyro it means we got more choice instead of changing the 2 choice of leap > choice of whirl.
  9. As title says. It's the general consensus now that the main argument of old vs new qscrapper is due to how the update trade the smooth speedy feeling of scrapper for more DPS. While I myself find the old one more to my liking, I can't deny I do love both version of it. So instead of choosing one or another, we just keep both by making all Gyros blast finishers. Since every gyro (except Shredder) are already combo field, it will give people who run the old LI build the old version feeling. The vet who want to push more dmg can still go with the current build with more dps but harder rotations as well.
  10. they're talking about quickness since scrapper in solo openworld kinda clunky in applying them for gathering.
  11. the only gripe I have with the new scrapper, is due to clunkimess of engi's blast and leap finisher skills in general. they kills most of the smooth feel scrapper used to have. - Big 'Ol Bomb has large delay before the blast proc. - Throw Mine and Shield 4 requires 2 botton presses and loves not registering the 2nd one. this is very apparent in 200 ping or above. yes Throw Mine can explode by itself if there is an enemy in the radius but you want to double press it anyway in case it somehow doesn't go off. - turrets also sometimes have the same problem as Mine but to a lesser degree. and most turrets you want them to just stand there, not exploding them out right. only healing turret kinda usable in this case bit it's a heal skill that you usually want to keep.. - Acid Bomb requires weapon swap cancel, which is pretty clunky in itself. - Rocket Charge doesn't scale with quickness, which makes it feel slow in general. also trying to use it out of combat tend to make you overshoot most combo field . its cd also not align with most of the gyros (why do all gyro cd comes in multiply of 5 instead of 4 unlike most engi weapon and kit skills is still a wonder...) There is only 4 leap/blast finishers that's feel good to use. Mace's Energizing Leap (which is a month'ish away mind you) Rifle's Jump Shot, Blast Gyro, and Function Gyro. Now, if whirl finisher is included, that's another story, the only 2 whirl finisher scrapper have, feel very smooth to weave into the rotations.
  12. What heal warrior really needs in PvE is a good sustain allies heal. Currently we only have Banner of Defense for regen, and maybe Shrug It Off for condi heavy fight. Our healing pretty much relying on spamming shout on CD and spamming burst for like 2.5k with healer gears.. Most meta healers have really low commitment passive team healing (HB symbols. Engi with heal share and boon-heal from elixir trade) while having regen on top. currently you're either force to forego regen to get more shouts. (because you don't wanna lose Banner of Tactic ever.) Not to count you have to choose between Warhorn trait or Soldier's Comfort. Maybe make Mending Might affects allies would help quite a bit since we generate more than enough might to cover the heal. (With pvp/pve split ofc)
  13. if you choose this trait, your F1 will use the old pre-buffed number and reduce your dmg.
  14. Game seems to randomly crash a lot within the crowd and seems to effect everyone within the area (me and my party crashes alongside each other at the same time when it happened), Please check on this. IMO, it's probably some glitches with skill effects, but possibly not.
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