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Should function gyro be a well?


Tapps.1479

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Since they removed all the other physical gyros and made them well centered on the scrapper why not make the function gyro a well that stomps/resses and is not cleaveable. The res part would work like necro res skill or the toss elixer res skill. The stomp would be like the buff in coloseum, make some clear (but not that huge) animation for it stomping and it can be avoided with stealth/teleport ect. This way in larger fights the function gyro won't get deleted instantly in cleave.

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@Tapps.1479 said:Since they removed all the other physical gyros and made them well centered on the scrapper why not make the function gyro a well that stomps/resses and is not cleaveable. The res part would work like necro res skill or the toss elixer res skill. The stomp would be like the buff in coloseum, make some clear (but not that huge) animation for it stomping and it can be avoided with stealth/teleport ect. This way in larger fights the function gyro won't get deleted instantly in cleave.

It would certainly be consistent with their last changes.

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There's something about this new skill that I just don't like. For instance not being able to interact with it would certainly help making it more useful, but the receiving part, being stomped, would hate it.
I think if it were to become a well like you describe, it shouldn't stomp enemies then. You can probably increase range and size then, and it could become a pretty good skill to have.

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What I'd imagined function gyro should have been was a two or three ability programmable gyro. With a smaller separate bar above the tool belt. It would have had two or three buttons and you'd be able to slot three conditional base abilities into it.

Some examples:

Utility goggles, which would trigger automatically as per the Reactive Lenses traiting in Tools.

Throw Mine which would be activated and set at the player's feet at intervals once combat's initiated.

AED which would be activated when the player loses a certain percentage of health.

Or one of the many elixirs:

Elixir H -Triggered at a certain percentage of health loss.

Elixir C -if the player is inflicted with a certain number of condition stacks over a certain threshold.

Elixir S -if the player is stunned or dazed.

Even certain turrets could be slotted, deployed, and allowed to use their overcharge abilities before being destroyed. After that they'd be deployed according to their cooldown intervals at the player's feet so long as they're still in combat.

The whole point being that the function gyro performs as a small automated assistant. The tradeoff would be that any ability slotted in the function gyro isn't usable on the regular hot bar so long as it's slotted there. Also that as long as it's slotted in the gyro you won't have the use of its respective belt abilities.

Perhaps that would have been too much but then again they could have just made using the old function gyro a simple matter of clicking a special function button above our hotbar -similar to the buttons used in the living story for the dragon spears that would have become lit whenever someone to be finished/someone requiring revival was near -without the need for targeting before hand.

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