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CookiesOverCake.1862

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Posts posted by CookiesOverCake.1862

  1. Rev:

    Heroic Command - Energy cost increased from 10 to 15

    Charged Mists - Energy gain reduced from 25 to 20

    Sevenshot - Torment decreased from 7s to 5s , Damage reduced by 10% , Cooldown increased from 7s to 8s

    Bloodbane path - Energy cost increased from 4 to 6

    Spiritcrush - Radius reduced by 15% , I dont know what its currently at but its AoE is bigger than a side node and 9s cooldown.

    Vindication - Increased missiles per Kalla's Fervor: 2

     

     

    Thief:

    Concealing Restoration - Delete it make something else

    Shadow Savior - Completely replace the healing with something , initiative gain/might/endurance one of them

    Cloaked in Shadow: Delete this or remove the blind, nobody likes this including thief players. Watching paint try would be more interactive than a mirror duel with this on

    Dash - Distance traveled reduced from 450 to 400

    Hide in Shadows - Stealth reduced from 3s to 1s

    Choking gas - Radius reduced to 200 , Daze removed , Initiative cost reduced from 7 to 6

    Infiltrator's Arrow - Initiative Cost reduced from 8 to 7

    Signet of Agility - Endurance gained increased from 25 to 50

     

     

    Ranger:

    Juvenile Jacaranda - Call Lightning damage reduced by 15% , Root life time reduced from 5s to 3s , Root Attack Interval 3s. Mainly the root attack interval should be addressed it's beyond ridiculous how not fun this mechanic is.

    Juvenile Fanged Iboga - Narcotic Spores pulses reduced from 6 to 3. // Fang Grapple range reduced from 1200 to 700

     

     

    Guardian:

    Signet of Mercy / Holy Strike + Line of Warding aka Staff 2 and 5 - Make these skills function proper with Ground Targeting set to instant

    Permeating Wrath - Burn reduced from 4s to 2s

    Restoring Reprieve - Base heal increased from 199 to 300

    Shield of Wrath - Number of attacks blocked reduced from 3 to 2 , cooldown reduced from 35s to 29s

    Stalwart Defender - Toughness when wielding a shield reduced from 240 to 200

     

     

    Runes:

    Rune of Citadel - Delete it , do something with it perhaps?

    Rune of Rata Sum - Delete it , do something with it perhaps?

    Rune of the Grove - A rune with a 90s cooldown , why? Again do something else with it perhaps

    Rune of Divinity - Consider making other runes more viable this is one of the most used one due to the +10% Maximum Health bonus

    + All a bunch of other runes with ridiculous cooldowns

     

    All of the traits across each class you've made 300s reduced to 150 , 300 seconds equals 5 minutes, your average ranked match is usually 8mins to 12mins on a 300s cooldown the trait does not even get used twice in some occasions

     

    I really dislike how you guys are addressing things like gutting thief mobility hard making it clunky , when the main issue is stealth duration with shadow arts, or how you just completely ignored the players telling you Explosive Entrance's damage was overtuned so you went ahead and nerfed Nades first even tho both of them needed toned down, It just tells me you guys are more looking at certain builds than rather the class entirely when you make these changes.

     

    These are just some thoughts I've had about the current meta and possible changes, I'm sure theres way more things in the gutter or in peoples mind

     

     

     

     

     

     

  2. Lets talk Scrapper knockbacks, damage reduction and boon removal.

     

    Scrapper can knockback 5 enemies and **strip up to 6 boons in two fields with 240 radius** , when you pair **Gadgeteer** and **Throw Mine** it goes from _15 seconds down_ to _12 seconds CD_, you now also have a second mine at your location when casted.

     

    A unblockable Throw Mine with a 5 player target , 300 knockback , 900 Range , 12 second cooldown and 6 boon removal its a bit too much when paired with Gadgeteer the second mine is left at your location from when you throw it.

     

    What players have resorted is to 'abuse' this small Throw Mine cooldown and rotate abilities with Personal Battering Ram - launches an enemy for 600 has a 16 second recharge count when paired with Gadgeteer stripping 6 boons each 12 seconds so there is little to no counterplay if they take Bulwalk Gyro, they can pop Defensive field giving them 3 Stability stacks of 6 seconds. The node is almost literally free real estate once they step foot on it in a 1v1 situation.

     

    **Gadgeteer** - Gadget skills are overcharged and become more powerful. Overcharged gadgets have reduced charge. Recharge Reduced: 20%

     

    Damage reduction on Scrapper is just as good as the last spec that had tons of it and got nerfed heres why

     

    **Impact Savant** - A percentage of the strike damage you deal is converted into barrier. Your vitality is reduced.

    **System Shocker** - Disabling a foe grants you barrier. Your function gyro dazes foes when cast. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear.

    **Hidden Flask** - Drink a Lesser Elixir B when struck while below the health threshold. ( AKA Gives 5 boons for 4 seconds and when paired with Iron Blooded = -10% Physical and Condi Incoming damage reduction when dropped below 75% HP threshold on top of already having barrier 20% damage reduction)

    **Lesser Utility Goggles** - 90 second Cooldown gives 2 seconds of Resistance and breaks stun and when paired with Gadgeteer it gives 3 seconds of protection. (Amazing more damage reduction added a long with Iron Blooded)

    **Iron Blooded**- Reduce physical and condition damage for each boon you have. **Iron Blooded: -2% Incoming Damage, -2% Incoming Condition Damage**

    **Adaptive armor** - Incoming barriers are stronger. Reduce incoming condition damage while you have barrier. **Barrier Increase: 15% , Condition Damage Reduced: 20%**

     

    You have 100% barrier uptime as long you are doing damage to your enemy or knocking him back/dazing him so that is 20% Condition Damage Reduction from the barrier alone and whenever the Class gets boons it stacks -2% Physical and -2% Condi incoming damage for each boon, every 12 seconds you are stripping up to 6 boons that is UNBLOCKABLE.

    Adaptive armor, Iron blooded and Throw Mine could use some nerfs to lower this obnoxious walking tank Scrapper is.

     

    This class runs around with a whopping 24% dmg reduction everytime it has 1 boon and some barrier on it. This class strips up to 6 boons every 12 seconds , this class has stab, this class knockbacks, this class does damage. Is there anything Engi doesn't do ?

    Fix it engi dev in the back. FIX IT its gonna be 2 seasons of this bs.

     

     

     

     

     

    Here's a version of the build can even take EE do w/e you want with it make sure you have tank amulet/rune and have Adaptive armor . THROW MINE and battering ram.

     

    [&DQMGABU2KxooAQAAlQEAACYBAACIAAAA+RIAAAAAAAAAAAAAAAAAAAAAAAA=]

    [https://imgur.com/a/9tDUZYy](https://imgur.com/a/9tDUZYy)

     

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