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Balancing Scrapper for PVE


Idaeus.9564

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While that's a neat idea, the main problem with Scrapper in ALL modes is that it does nothing DURING combat, even in PvP/WvW if something isn't down its doing nothing. I suggested elsewhere it should replace the F5 and become an upkeep skill and add a resource meter like Heat for Holosmith and make it an ability you can use to give some sort of buff while active, not sure what but something. Barrier stacking wouldn't be bad and it would reinforce the tanky aspect but Scrapper's are already pretty damn tanky so maybe something offensive.

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All I'd want is the gyros to actually become something interesting, say like this:

  • Toolbelt skills are always gyros per-slot if Scrapper is equipped. That is, 1 healing gyro, 3 utility gyros, 1 elite gyro, no access to the other toolbelt skills.
  • There's a shared "fuel" bar. While no gyro is active it regenerates (immediately!) but drains when they're active, depending on how many any which. For example some shredder gyro should basically be able to last forever. The function gyro would drain a certain amount of fuel the moment it is triggered but be independent otherwise.
  • Chain-skills still blow up gyros.
  • Gyros have no inherent maximum lifetime. Depends on fuel.
  • While I mentioned it already, I wouldn't throw out the shredder gyro. If the mechanics were to change like this it's the explosive gyro which wouild be a problem. I'd remove it, and massively buff shredder to compensate.
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The problem with Scrapper is that its supposed to be a bruiser/tank but its (now diappeared) main method of sustain didn't work against enemies with breakbar. And the spec doesn't offer anything interesting any longer.

I also think the balance team should redefine what being the tank means.

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