Fuel system - what it should have been

Fuel system - what it should have been

in Engineer

Posted by: Inexor.7804

Inexor.7804

So Fuel was acutally just marketing-blabla for the active time span, which is pretty dissapointing.
Basically Gyros are spirit weapons, neither special nor new nor amazing.

This is what I imagined, when I heared of “Fuel” and Gyros the first time:

Somethin like a tweaked life-force-system from the Necromancer or the energy-system from the Revenant.

Scrapper would have a fuel-bar and AA or attacks in genereal as Scrapper generate Fuel, filling up your fuel-bar.
Gyros would consume this fuel steadily over time while active – like the Revenant’s facets drain energy.

Gyros function similar like kits:
You deploy them, they start doing their job (cleansing, spinning, etc) and consume fuel.
If wanted you just stow/deactivate them like kits.
They could even get some kind if control panel for its behaviour, which opens up like kits: Attack my targets, stay near me, support teammates, self destruct.
While fighting and therefore generating fuel, it should be possible to maintain the upkeep of one or two Gyros – depending on how powerful they are.

They would be invulnerable and limited due to fuel.
They remain cc-able, maybe some effects would have to be tweaked – like only 1 condition every three seconds, and for the Bulwark onyl ~20% dmg-reduction.
If they run out of fuel they explode and go on cd.

The Stealth-Gyro itself obviously can’t be maintained, so there would be a maximum time window for stealth.
It could still be countered by fearing, pulling, slowing or knocking it back.

After a long development phase like the Scrapper had, I expected a smart new class mechanic with heaps of synergies to the existing trait lines, cool utilities and stuff.
Something like the above mentioned, not just copy and paste spirit weapons and a F-Gyro which attempts to finish someone, dies in 2s and goes on 30s!!! cd.
But since the HoT release is in a month, there will be no major overhaul, even if ANet would be willing.

They should had revealed all Specialisations earlier or at least the idea for it, even if they where unfinished. In this way the community would have been able to make suggestions or ideas how to improve the choosen mechanic.

Now we have just another underwhelming set of utilities and no possibility to make major adjustments anymore.

Hail to the kits!

Fuel system - what it should have been

in Engineer

Posted by: Are.1326

Are.1326

So… if you ran no gyros the fuel bar would do what?

Fuel system - what it should have been

in Engineer

Posted by: miriforst.1290

miriforst.1290

Ye, it feels like there wasn’t enough time for them to design a fuel system without making it only useable with the scrappers bots so they slapped on a finisher/rezbot which they still have not demonstrated in action. “TBD”.

A resource management game for the engineer instead of a short limited duration would have been interesting indeed.

I would still allow them to be damaged though, just as long as toolkit heals them and they get a major stat boost.

Fuel system - what it should have been

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Posted by: Apolo.5942

Apolo.5942

Gyros should just be summons like the necromancers.

The term Exploit means nothing in GW2 –
Vials Maize Balm Exploit(Halloween) 2014
Locked out of JP (Wintersday) 2015

Fuel system - what it should have been

in Engineer

Posted by: Inexor.7804

Inexor.7804

Ye, it feels like there wasn’t enough time for them to design a fuel system without making it only useable with the scrappers bots so they slapped on a finisher/rezbot which they still have not demonstrated in action. “TBD”.

A resource management game for the engineer instead of a short limited duration would have been interesting indeed.

I would still allow them to be damaged though, just as long as toolkit heals them and they get a major stat boost.

Yeah, this just came to my mind too. Maybe the AA of the Hammer could heal them too, if they are near the Scrapper. This should be possible, if we suggest in for BWE3. Ofc it would still not make them viable for Zerging, just for small PvP-battles.

So… if you ran no gyros the fuel bar would do what?

Few things which just came to my mind:
- Use it as additional fuel for the FT/fire bomb for some extra dmg/burn
- Give your AA a burn, if fuel is at 100%
- +x% dmg while fuel is at 100%
- Release it as a fire field under your feets if ccd, with x sec duration depending on fuel level

(edited by Inexor.7804)

Fuel system - what it should have been

in Engineer

Posted by: Sir Pizza.8342

Sir Pizza.8342

I would’ve been happy if they would be like signets, giving you a passive affect while floating around you. This way I can just go with FT and 2 drones and burn everything.

Oh well, I’m to bad to give him a serious opinion.

Fuel system - what it should have been

in Engineer

Posted by: fluidmonolith.3584

fluidmonolith.3584

Ye, it feels like there wasn’t enough time for them to design a fuel system without making it only useable with the scrappers bots so they slapped on a finisher/rezbot which they still have not demonstrated in action. “TBD”.

A resource management game for the engineer instead of a short limited duration would have been interesting indeed.

I would still allow them to be damaged though, just as long as toolkit heals them and they get a major stat boost.

Yeah, this just came to my mind too. Maybe the AA of the Hammer could heal them too, if they are near the Scrapper. This should be possible, if we suggest in for BWE3. Ofc it would still not make them viable for Zerging, just for small PvP-battles.

So… if you ran no gyros the fuel bar would do what?

Few things which just came to my mind:
- Use it as additional fuel for the FT/fire bomb for some extra dmg/burn
- Give your AA a burn, if fuel is at 100%
- +x% dmg while fuel is at 100%
- Release it as a fire field under your feets if ccd, with x sec duration depending on fuel level

But how would a build without Gyros spend fuel? Or do you just build up your fuel bar with AA’s and then have a perma burn on AA’s, or +X% damage or whatnot? Other utilities would have to spend fuel just as Gryos do, in order for it to be a fun or meaningful mechanic. I’m not sure this would be so simple to implement.

Maguuma
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)

Fuel system - what it should have been

in Engineer

Posted by: Inexor.7804

Inexor.7804

So… if you ran no gyros the fuel bar would do what?

Few things which just came to my mind:
- Use it as additional fuel for the FT/fire bomb for some extra dmg/burn
- Give your AA a burn, if fuel is at 100%
- +x% dmg while fuel is at 100%
- Release it as a fire field under your feets if ccd, with x sec duration depending on fuel level

But how would a build without Gyros spend fuel? Or do you just build up your fuel bar with AA’s and then have a perma burn on AA’s, or +X% damage or whatnot? Other utilities would have to spend fuel just as Gryos do, in order for it to be a fun or meaningful mechanic. I’m not sure this would be so simple to implement.

Wouldn’t have to such an high effort solution with adding fuel costs to every utility. Just something like:
With Gyros slotted: Fuel only used for Gyros
No Gyros slotted: If e.g. 20% fuel have been built up your AA releases a flame burst or does x% dmg extra.
So you have to make a choice: Gyros or some extra dmg every few hits.

Its not impossible to find usefull solutions, I mean when did we see the first HoT trailer with the Engineer executing an possible early version of the rocket jump and some Gyros around him? January? That are 8 months and all we got are copy and paste spirit weapons, which have the same minion-problems the community complained about in the past 3 years and a niche-niche F-Key-mechanic with a huge cd, which wasn’t even shown in the PoI.

I really expected a more thought-out result. There was enough time to create a good concept without mindless copy and paste.
All ANet had to do was asking: “Hey folks, for Engineer we think about something with a Hammer and flying drones/minions. Any suggestions for a funny mechanic and potential problems?”
They still could have come up with the F-Key-Gyro as an additional goody, but then there would have been a solid and promising concept, no uninspired, reskinned spirit weapons with all their well-known problems in WvW/big Events.

Now we only can do minor adjustments to make Gyros halfway useful, it’s too late for big changes.. sadly.

Fuel system - what it should have been

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Posted by: lorddarkflare.9186

lorddarkflare.9186

I think there are real problems with Gyros and the new class mechanic that are not going to be solved by a clunky fuel mechanic.

Our class is complex enough to use with out adding even more to it.

Gyros need Invln, evade, or blocks at least part of the time. Enough to allow them to have an initial effect on the field, but allow some level of counter play.