So we finally got an explanation on how the Scrappers new class mechanic works in practice durring todays Point of Interest.
Basically, if you try to interact with a downed player on your, or the enemys team you will summon a gyro ontop of them that will attempt to revive or stomp.
The Gyro can be targeted, CCed and killed, It also have a 30 sec cooldown.
Personally I envisioned something more… interactive, that changes or enhances the way you play. As it stands, this is pretty much Rangers Alliesai’ Aid trait with a more squishy body. For those not aware, Allies’ Aid makes the ranger pet start reviving any ally the ranger tries to revive, and will continue so even if the ranger stops reviving.
So if we compare the two we get the following pros and cons…
Function Gyro:
- Gyro can also stomp. <This is pretty big outside of PvE
- Gyro can be used at a short 750 range.
- Tiny and might not be noticed.
Allies’ Aid:
- Pet have a more durrable body than a gyro
No cooldown<nvm, seems like there is a CD unlisted on the wiki- Only takes an adept trait slot and not a whole elite spec mechanic.
- Faster to use
- Also increases revive speed by 10%
- Can be used in melee range
So here is what I Envisioned for this “elite mechanic”.
Interacting with any (or most) interactable objects in the game from a range between the normal interact range and about 1000 will summon a Functioning Gyro on your location that will attempt to move to the interacted objects location and then interact with it. Interactable objects can be:
- Downed allied players
- Downed enemy players
- Loot chests of all kinds
- Bundles
- NPCs
- Doors (rarely found around the open world)
- Switches (or not, if this would cause balance problems in some instances)
- Objects you can channel onto (like the buffs in Temple of the Silent Storm)
- And most hilariously of all: the orb in Spirit watch
If I forgot any please post them in replies.
If you already have a Functioning Gyro summoned, instead of summoning a new gyro, the currently summoned gyro will instead drop whatever it is doing and try to interact with the new task. This means, the Function Gyro have no cooldown, so we can play with it a lot more.
If the task is compleat, the Functioning Gyro flies back to the player and despawns.
By having the Functioning Gyro spawn at your location, buffing it with super speed, stability or other boons adds more play. It also means that it acts like a gyro and not some turret is disguise that magicaly appear on your targets position.
If having no cooldown on the Functioning Gyro becomes a bit to powerfull, they could add a downtime buff that acts as a cooldown if the gyro is destroyed before returning to the player, but nothing as backbreaking as 30 sec.
Now how couBlast ld the Functioning Gyro act with bundles? Pretty simple in fact: It flies to the bundle you targeted, picks it up in a little net (like the BlastGyro), and returns to you with it, dropping it next to your feet (or auto equiping) and then despawns as it’s task is completed. It would act pretty cmuch the same with the Spirit wath orb, first attempting to get to it, picking it up and then return to you with it dangling in a net (slowed down by the orb ofcourse).
So that is pretty much how I Envisioned the Elite mechanic after first hearing about it. I love the idea of a gyro that does mudane tasks for you while you sit back and smash enemies in the face. But thea current implementation don’t seem to be something you can ply a lot around, it is more like an adept trait found on ranger.
Edit: TL:DR, this is already a ranger trait and feels kinda lame, please let the community help fixing it.
Edit2: Typo & info fix.
(edited by Are.1326)