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Scrapper GYROS


migcun.5240

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Hello .

Gyros don't need to be that complex, I don't know what is this " thriller" behind this mechanical AI system that makes this almost Impossible to make it work and worth .

But can you actually imagine giving the gyros porpuse of the turrets? Flaming throw gyro, shredder gyro, shooting gyro :D and the difference is they move at your side instead of retrieving them eavry time you need to change places,

Is actually like a pet , a mechanical one.

I would be happy if gyros would be an improved version of turrets, but instead of laying on the ground they would move with you, shooting, and shredder your main target.

For me this would be the perfect gyro system. Right now they look like missplaced. They seem so "forced to exist" on this sprapper specialisation that makes them so clunky.

What you think?

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No.

Because arenanet made very clear what they think of ordinary stationary turrets. You might as well make boom boom noises and pretend your gyros are blasting away at your enemies because that's about how strong they would be. For reference see shredder gyro.

Utility drones with useful effects like stealth and damage reduction with good toolbelts is fine on paper. They just lost a big reason for existing with the removal of final salvo.

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@"migcun.5240" said:Hello .

Gyros don't need to be that complex, I don't know what is this " thriller" behind this mechanical AI system that makes this almost Impossible to make it work and worth .

But can you actually imagine giving the gyros porpuse of the turrets? Flaming throw gyro, shredder gyro, shooting gyro :D and the difference is they move at your side instead of retrieving them eavry time you need to change places,

Is actually like a pet , a mechanical one.

I would be happy if gyros would be an improved version of turrets, but instead of laying on the ground they would move with you, shooting, and shredder your main target.

For me this would be the perfect gyro system. Right now they look like missplaced. They seem so "forced to exist" on this sprapper specialisation that makes them so clunky.

What you think?

I think not too. I would prefer Anet give them incoming damage reduction or something with which the gyros could stay more time alive in combat, but with it utility and support

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Not so keen to see Gyros become mobile turrets myself.

I'd rather like Gyro as a utility type to have its unique mechanics instead of being a straight-up functional upgrade from what we have with Core specializations, mostly for thematic reasons. To be honest they are already a bit like that--something players have historically complained about, regarding the similarity of the deployment-destruction mechanics of between Turrets and Gyros. That being said, mechanic-wise there could be things to be improved on the two offensive gyros. The shredder gyro could have a little bit more effect radius, at least in PvE if concerns on its area deniability is in any unlikely case raised, while the Blast Gyro...I am sorry but I just couldn't see the usefulness of this one in any scenario/game mode. But in any case I would not want to see either to become just a 'mobile turret'. As for the support Gyros we have, I consider them fine at the moment. They are pretty much functioning the same as you wish here actually, just without the offensive aspect.

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So like signets, but with gyros. Instead of the usual passive effects seen on actual signets, make passive effects that make sense thematically with the gyros - such as medic gyro giving a passive healing regeneration while a precision buff with shredder gyro doesn't feel right. (I'm all for deleting shredder gyro for a utility based gyro, FYI)

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Gyros need to be changed to act like signets or glyphs. This is a very much needed update. They should have a fixed duration and should not act like minions. They are too easy to kill/cleave, and have trouble keeping up/applying the desired buff. The other reason this needs to be changed is because they lack the ability to daze, their detonation actually hinders scrappers, either revealing the scrapper in stealth, and my two personal favourites, proccing FULL COUNTER or providing necros LIFE FORCE. This means using gyros against a necro is actually a terrible idea because your gyros are so easily cleaved in a team fight, and resummoning them provides a constant supply of life force to an enemy necro.

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@migcun.5240 said:You miss my point, the buff gyros just stick to you, instead of staying behind while you move ahead.

Still what I suggest was only for DPS gyros :) and I still say is the best option

Ah sorry my bad. Its just every now and then people will come suggesting we should remake gyros into turrets on wheels, so the reply was more or less automatic.Do what you wish with the shredder. The blast gyro needs its CC though. Without it a certain annoying new grandmaster hasn't got the slightest right to exist, and the sacrifice of final salvo will have been even more in vain.

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While not beeing used, gyros would fly around you:

-giving you permanent buffs, just like signets, but when you activate them, they would fix on your target ( if it's a DPS gyro) and do their effect

-they could also be affected by your buffs, this would fix the CC on them, if you have stability buff, even then they could use might for even more dmg on their skills or healing power ( or just allow their utility skill scale with our corrent healing / power for dmg)

  • in my opinion blasting gyro should shoot missile or launch a bomb at the target instead of running after it, this is only in case the chase path for this is not fixed because this gyro always stop in the middle of the road , that's why I even suggest it to be turned into a. Shooting gyro instead of a bomb carried one

  • all gyros should leave a combo field when detonation / destroyed

  • after their skill is used, they have a CD like any other signet until they appear at your side again giving you the buffs.

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@migcun.5240 This is exactly what everyone expected from the gyros before the scrapper got fully revealed.Would have loved if it had turned out like that, but it is even more unlikely to happen now that they make these drastic changes....

It really hurts how Anet handled gyros in general. People were already unhappy with getting another set of pets for the engineer when we already had turrets. But they at least had some interesting stuff going for them, like that every not damaging gyro was instacast. That they gave stability on use and lightning fields after destruction. That the explosion was an AoE daze.

But they removed all these benefits...Medic and Stealth Gyro are no longer instacast anymore.Lightning field, stab and super speed is gone.... So is the AoE daze from killing them...

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Im fine with Gyros if they change one thing: Gyros go on cooldown after summoning them (just remove the destroy option). Some cooldowns might be upped a little, but healing Gyro for example is useless cause it goes on cooldown after its dead...This would also give reason to focus on them to kill them in PvP

Unpopular opinion probably though

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@The V.8759 said:Im fine with Gyros if they change one thing: Gyros go on cooldown after summoning them (just remove the destroy option). Some cooldowns might be upped a little, but healing Gyro for example is useless cause it goes on cooldown after its dead...This would also give reason to focus on them to kill them in PvP

Unpopular opinion probably thoughThat was how they worked on HoT release. Anet nerfed them to oblivion. It aint gonna happen.

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