“Gyros now start their cooldown upon summon rather than upon gyro death. Medic, Shredder, Purge and Bulwark gyro now have a 35s cooldown, up from 30s. Sneak Gyro needed a cooldown that was longer since it would otherwise have potential 100% uptime, so it now has a cooldown of kitten , up from 30s (its 30s duration remains). This should encourage players to keep them around to gain their benefits for longer.”
From the sticky “Post BWE3 Scrapper Changes”.
While they apparently thought simply lowering the cooldown on the gyros would work, the one frequently used gyro is now going to experience a doubling in its cooldown.
So can we maybe bring this up again? Regardless of if the noncommunicated change of plans occurred because of lack of time or if they considered it to be the superior option i personally think it should still be still on the table for discussion.
For example this means that the new 40 sec cooldown on sneak gyro would not affect as heavily the ones who uses it in situations where it would actually survive for a while (smart skirmishing), while still punishing place and explode panic button usage where it becomes troublesome (if you are getting a lot of focus and need to gtfo you always get the 4 sec stealth/ 20 sec cooldown as of now which would then be 40 sec cooldown). And it would leave the pve people largely unaffected.
The current cooldown mechanic also extends to other factors.
The grandmaster trait and only gyro affecting trait we got encourages place and detonate gameplay (hello healing “turret”), with more uptime if you destroy everything on placement. Of course this only becomes a factor when you got the master trait to make it usable but still lets say you want to use this trait. If gyros cooldown started on placement the number of final salvo uses between the one using his gyros and making sure they stay alive and do their thing would be the same as for the one detonating them for dazes and damage.
In extension this also means that it is really tempting to detonate med gyro just like healing turret for more dps, dazes, super speed regen, protection uptime, condition clear (via traits) and rune effects than leaving it out and hopefully catch a pulse or two of healing.
It also means that the frustrating sluggishness of the blast gyro results in that every second it gets second thoughts and run back and forth is a second longer cooldown on your launch skill.
Anyone else thinks its reasonable to have the cooldown start on deployment?
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