Gyro's tweak suggestion to Irenio...

Gyro's tweak suggestion to Irenio...

in Engineer

Posted by: kevvy.5081

kevvy.5081

As it currently is, a sizable number of Engineers(probably) and I would like Gyros need to be reworked. I’m not saying it has to be changed to follow our suit, but a balanced rework that works for everyone. Some people might want it to stay the way it is and I could understand that, but still hear me out.

One way could be like some people have suggested, to have the healing, bulwark, cleansing and sneak gyros permanently fixed in a close radius of the engineer at all times that pretty much acts like a signet and any difference in elevation like what we’re mostly experiencing in the jungle won’t be a problem. However some people do want the gyros to be ‘lagging behind’ so they won’t be hit by any attacks by opponents who aim at the gyro and use this to their advantage as sort of a strategic use. This is mostly the view in PvP I guess, since PvE monsters never have attacked my gyros so PvE players won’t see value in that.

Another solution, is to keep the gyros in the current state and have them beam or shoot a projectile to the engineer.
For healing, this acts pretty much like Elementalist’s Staff AA in water. Heals the engi and those around.
For Bulwark, it shoots a projectile that gives its buff to the engi and those around.
For cleansing, it shoots a projectile that cleanses condi on the engi as top priority and then others.
For Sneak, it shoots a projectile that gives aoe stealth to the engi and those around maybe like toss Elixir S skill – though it would have to be a quicker toss to be reliable…

This way no matter where they are, unless strictly LoS’d by a wall or really bad elevation, this should allow the engineers to fully reap the benefits and leave the current gyro’s movement functionality where it is if it is too much to change.

Bit of a weird function for it to be a projectile some might think, but of course it doesn’t have to be that way. As long as there is some form of link with the gyro and engi to happen be it some sort of beam/projectile/whatever without the gyro to physically touch the engi to work(which is the case with healing/cleansing, bulwark and sneak stays close but sometimes we can outrun them easily so they will need to be changed nevertheless), that would be great.

Another idea – just bloody increase the effect radius of healing/cleansing/bulwark/sneak gyro massively and have the gyros effects apply to engineer passively without needing to make any contact. I’m talking at least 1200 range, give or take with a bit of future feedback.

Lastly, we could have the gyro ‘teleport’ to the engineer when it is about to pop its effect and apply the appropriate effects without fail.

So that’s my take. Feel free to add/argue/whatever.

Also – Thank you Irenio for your ongoing support for the Engineer and Ranger community and please continue to do so.

Gyro's tweak suggestion to Irenio...

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Projectiles are always a bad idea, since gyros move quite randomly around you and are simply too stupid to take LoS into consideration when moving. I mean, they “improved” the AI for the HoT mobs, but even tho these mobs are quite a challenge now, the ranged mordrem feel like they were all cloned from the same sylvari… the one that fell on its head right after leaving its blossom. They charge their longshots even when I’m standing already behind terrain obstructions and keep shooting at me for minutes, before making up their mind and finally running around the corner.
Don’t trust A-net when it comes to AI design. I vouched for signets as scrapper utility, but now that we have this junk, we definitively want as little function as possible left to AI decision. And since their positioning is the big bane that makes them so horrible, people want them tidally locked to us.
A small anecdote: Turrets were worthless trash, before a-net decided to ditch the targeting AI of turrets and let them strictly attack the last target we dealt dmg on. Just because of this change, a buggy mess of scrap transformed into the bane of pug-queuing for over a year, filling countless buckets with scrub-tears, and plastered the PvP subforum with daily respawning threads of QQ how stupidly broken OP turrets are. Not a single stat got changed on them, nor a single bug being fixed. By just dumbing down the AI, and making it less independent, they turned pure turret-builds into borderline competitive.

Anyways, lets continue with your suggestions. Letting gyros teleport on you with each tick would definitively solve all mechanical issues, but be a rather ugly, and – more important – prone-to-bugging-out solution. You can be sure that they completely bug out and do nothing if they attempt to port to you, while your position is invalid (i.e. mid-air(gliding, jump-dodge)) or no valid path can be found (ehmagherd, he jumped over the fence, can’t find a way over this 20cm high obstruction).
Also, it would nullify the nice confusion we get from sneak-gyro in PvP.

Dramatically increasing their range also comes with big balance issues, especially with the sneak-gyro. I mean, confusing our enemies with its wonky movement is one thing, but usually they are able to at least cleave on us with their rather big aoe’s. If the sneak gyro applies stealth in a too big area, it just can stealth itself as well, since its visible presence will not even allow a rough guesstimation of our position anymore…

So IF A-net has some valid technical or balancing reasons against tidally locking sneak, bulwark, purge & medic to our character, my alternative suggestion would be this:

Create lines like the chak-pioneers do to the chak-vets. You can use the mechanics of spear of justice for that. If one of the above 4 gyros spawns, let them project thin beams towards us, that ensure that the gyros apply their effect to us, regardless of LoS or range. Additionally they still perform their effect for allies around their actual position. Just make sure that these lines are invisible for enemies as well, IF we have stealth, else you can tidally lock sneak gyro to us right away.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

Gyro's tweak suggestion to Irenio...

in Engineer

Posted by: kevvy.5081

kevvy.5081

Create lines like the chak-pioneers do to the chak-vets. You can use the mechanics of spear of justice for that. If one of the above 4 gyros spawns, let them project thin beams towards us, that ensure that the gyros apply their effect to us, regardless of LoS or range. Additionally they still perform their effect for allies around their actual position. Just make sure that these lines are invisible for enemies as well, IF we have stealth, else you can tidally lock sneak gyro to us right away.

This sounds like the best workable idea, thanks for the input.

Gyro's tweak suggestion to Irenio...

in Engineer

Posted by: Magoslich.6857

Magoslich.6857

I also really like the idea of the line providing constant benefit.

Gyro's tweak suggestion to Irenio...

in Engineer

Posted by: David.5974

David.5974

Function gyro meaby can res DEAD. Not to full hp, but 50% ( or less, 25% is still be good). I am rlly sad that i cant use It on dead. Yea cd is awesome, sorry guys but 30 sec is nice. Targeting is the thing two and I not put my suggestion.

I love shredder gyro. I see many potentional, if we can use it on any field(from any player) now It’s too hard to use effective (and why use this gyro, if we have simpler and meaby better )

“Doctor suggest me, to stop play with engi because my fingers are broken.
So.. I start play scrapper. "