(edited by lorddarkflare.9186)
Since we have not yet had the opportunity to play the class, I do not want to assume or presume too much, but there are some issues that I feel must be addressed.
Prime amongst these is the question of the purpose and role of Gyros in Scrapper play.
The biggest issue I have against these is that their design ignores the practicality of their use.
I have seen many suggestions to how they can be preserved for longer, and I find that I disagree with this approach. Gyros should not live longer, they should live shorter more ephemeral lives that allow us to maximize their use. Like Illusions.
The suggestion:
Gyros should ‘run out of fuel’ between 3 – 8 seconds based on functionality.
Their current functionalities should be kept, but compressed to this shorter period of time. I do acknowledge that some balancing may need to happen here to not allow some gyros to be to powerful.
Their recharges should range from 15 – 25 seconds based on functionality.
With this, I think Gyros become thematically consistent (their are utilitary devices, not pets), effective in all game modes, and not too frustrating to play against.
Thoughts?
(edited by lorddarkflare.9186)
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