Gyros/Spirit Weapons Revamp

Gyros/Spirit Weapons Revamp

in Engineer

Posted by: BurrTheKing.8571

BurrTheKing.8571

I don’t believe I’m alone in disliking the concept behind Gyros and Spirit Weapons because they don’t feel like you as the player are in real control of them. They have minds of their own, and those minds are not too sharp. Having Gyros and Spirit Weapons be an extension of the player would give the player a sense of control and make them much more useful in general.

I’m going to be focusing on Gyros from here on but many of the concepts can be applied to spirit weapons.

  • Gyros stick to the Scrapper like glue. They only leave the players side if their active abilities require it, after completing the action they will quickly return to the players side. Gyros are not targetable or destructible. The bomb Gyro will of course still blow itself up.
  • The self destruct skill is replaced with another active skill. In many cases it could just be their current skill but reduced in effectiveness because now they can’t be destroyed. Bulwark takes a % of the damage but maybe a lower % or a longer CD. The whirl Gyro doesn’t spin for as long but is mobile.
  • The toolbelt skills are generally find as is. The heal Gyro might need a more useful skill.
  • The trait that gives a field on destruction now produces the field on active skill use, maybe with a bit of a ICD to avoid spam.

EDIT:

  • Function Gyros can be used with more interactable objects such as gathering nodes. The function Gyros can still be damaged and destroyed but fly from the Engi to the target and have a lower ICD.

I believe these changes would make the player feel like their more in control while still having the cool theme. Spirit weapons would lose out on toolbelt skills but would have auto attacks instead.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

(edited by BurrTheKing.8571)