Minor Gyro tweaks that would go a long way

Minor Gyro tweaks that would go a long way

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Posted by: Yashuoa.9527

Yashuoa.9527

Gyros are not well received in general.

To get changes for the Gyros and make them more useful and more liked,
I think the best way is to mostly come up with minor tweaks, like number changes.

This would make it more likely that our suggestions are heard and considered.

Here are some suggestions:

All Gyros:
They all should have super speed and/or always be able to keep up with your movement (maybe with the exception of Sneak gyro).

The self destruct part should be instant.

All of the Utility slot Gyro toolbelt skills should break stuns (meaning excluding the heal skill and Elite skill toolbelts).

Purge Gyro:
Change its toolbelt Chemical field from only a poison field, into a poison field that removes x number of boons and/or conditions on activation (it would still have the poison dmg).

Make the Purge gyro purge more frequently.
Make it purge 2 conditoins on activation and 1 condition every second afterwards.

Shredder Gyro:
Change the finishers from whirl finishers into blast/projectile finishers or make it just do whirl, blast and projectile finishers at the same time.
It should go crazy on the shredding.

Bulwark Gyro:
It needs to take as much dmg as the Engineer/people who it splits dmg with
and not way more due to its lower defensive stats.

Extra Kit:
When equiping 3 or more Gyros, you can equip an extra kit in the weapon swap slot.

Please share your views on this and feel free to add stuff of your own.

(edited by Yashuoa.9527)

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Posted by: Coolster.2536

Coolster.2536

Not really sure about that Gyro Kit. Personally, I’d like to see Reconstruction Field be a Stun Break and have Bypass Coating AoE cure Immobilze (and/or cure Crippled and Chilled too). And yeah, maybe turn Shredder into our DPS Gyro. And I would love it if Chemical Field stripped boons too.
Also, I’m not sure about putting blast finishers on Gyros because of Final Salvo, I feel like they would bug out at trying to Blast a field and drop one down at the same time. I like your ideas though

You Can’t Be A Genius, If You Aren’t The Slightest Bit Insane. B)

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Posted by: Yashuoa.9527

Yashuoa.9527

Not really sure about that Gyro Kit. Personally, I’d like to see Reconstruction Field be a Stun Break and have Bypass Coating AoE cure Immobilze (and/or cure Crippled and Chilled too). And yeah, maybe turn Shredder into our DPS Gyro. And I would love it if Chemical Field stripped boons too.
Also, I’m not sure about putting blast finishers on Gyros because of Final Salvo, I feel like they would bug out at trying to Blast a field and drop one down at the same time. I like your ideas though

Thanks.

Yeah Bypass coating curing immobalize and/or cure crippled and chilled too would be nice. It would make it more different from the Slick shoes toolbelt too.
I am not sure about a stunbreak on a healskill. Could you elaborate on that?

(edited by Yashuoa.9527)

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Posted by: Coolster.2536

Coolster.2536

Not really sure about that Gyro Kit. Personally, I’d like to see Reconstruction Field be a Stun Break and have Bypass Coating AoE cure Immobilze (and/or cure Crippled and Chilled too). And yeah, maybe turn Shredder into our DPS Gyro. And I would love it if Chemical Field stripped boons too.
Also, I’m not sure about putting blast finishers on Gyros because of Final Salvo, I feel like they would bug out at trying to Blast a field and drop one down at the same time. I like your ideas though

Thanks.

Yeah Bypass coating curing immobalize and/or cure crippled and chilled too would be nice. It would make it more different from the Slick shoes toolbelt too.
I am not sure about a stunbreak on a healskill. Could you elaborate on that?

I meant the Extra Kit, sorry for the confusion and I had to put the Stun Break somewhere, but seeing that no other heal Stun Breaks, maybe giving it to Spare Capacitor or Defense Field would be more sensical

You Can’t Be A Genius, If You Aren’t The Slightest Bit Insane. B)

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Posted by: Yashuoa.9527

Yashuoa.9527

Not really sure about that Gyro Kit. Personally, I’d like to see Reconstruction Field be a Stun Break and have Bypass Coating AoE cure Immobilze (and/or cure Crippled and Chilled too). And yeah, maybe turn Shredder into our DPS Gyro. And I would love it if Chemical Field stripped boons too.
Also, I’m not sure about putting blast finishers on Gyros because of Final Salvo, I feel like they would bug out at trying to Blast a field and drop one down at the same time. I like your ideas though

Thanks.

Yeah Bypass coating curing immobalize and/or cure crippled and chilled too would be nice. It would make it more different from the Slick shoes toolbelt too.
I am not sure about a stunbreak on a healskill. Could you elaborate on that?

I meant the Extra Kit, sorry for the confusion and I had to put the Stun Break somewhere, but seeing that no other heal Stun Breaks, maybe giving it to Spare Capacitor or Defense Field would be more sensical

Thanks clearing stuff up.

Through the opening post suggestions there would already be stunbreaks on all Gyro toolbelt skills except the Elite Gyro and the heal Gyro toolbelt. Wouldnt that be enough?

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Posted by: Tizzle.4283

Tizzle.4283

Great tweaks, I would like to see them happen!
Small changes that could make a big difference.
Gyros need it

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Posted by: Ragnarox.9601

Ragnarox.9601

+

why gyros don’t transform into submarines underwater?….Anet lacks originality and imagination.

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Posted by: Yashuoa.9527

Yashuoa.9527

People if you want Gyro changes, NOW is the time.
With changes being made in JANUARY,
especially now is the time to let yourself be heard by the devs.
It will likely have bigger chances now.

Please comment on my suggestions and/or provide some of your own
in this thread.

Lets avoid too big overhauls because those are less likely to happen.

Also Merry Christmas to everyone.

+

why gyros don’t transform into submarines underwater?

Haha :P.

Great tweaks, I would like to see them happen!
Small changes that could make a big difference.
Gyros need it

Thanks.

I hope that we see some Gyro improvements in January.

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Posted by: Klonko.8341

Klonko.8341

Only tweak needed : remove stealth gyro. Thats kitten OP.

Raining Rainbows lvl 80 ranger ~~~~~ SBI server

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Posted by: Ragnarox.9601

Ragnarox.9601

Only tweak needed : remove stealth gyro. Thats kitten OP.

Your Thief loses with or without that gyro

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Posted by: Are.1326

Are.1326

Here is a small addition that would probably solve the whole “gyros keeping up problem”:

Every gyro gets an ability that is a like like rifle #5 except:

  • Instant cast
  • no damage
  • no range limit
  • very short cooldown
  • no pre/after cast

The gyro will only use this leap ability to get to your character, and only when you are outside it’s effect range.

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Posted by: miriforst.1290

miriforst.1290

I think making med gyro and cleanse gyro work would be a good step in the right direction. since wintersday patch the gyros themselves do nothing and just follow you passively (meaning they just stare blankly at you and then explode). the reason i have waited so long before talking about this is partly because i think it would be interesting to see how many that actually uses the things also check if they are having an effect at all (meaning they are more of a fashion statement than a impactful part of the class) and partly because i already detonate the medgyro on placement (better uptime super speed fields and procing traits more often and thus i am not that affected by it. Hello healing turrets daft brother.

The bulwark armor bug is somewhat compensated in pve by the increased pve health (around 40k) while in pvp it really get creamed faster than lightning.

Shredder gyro is as good as can be expected with all that it implies. We saw this one coming.

Blast gyros detonation area is often walked out of and it got trouble catching up even with super speed not to mention it exploding on closest target instead a lot of the time.

Function gyro in my humble opinion is a neat trick sometimes in pve due to it being essentially unkillable there, very situational in pvp unless further traited (upon which it becomes situational) and really, really worthless in wvw (i might use it as an extra daze bomb or super speed field but the odds of it ever doing its job is so minimal that if i created a drinking game where every time it stomps or revive someone during actual combat i drink, i would be sober the entire night.

Sneak gyro is very, very strong and an actual rival to X, crate and mortar.

Also can we please stop minions and pets from picking up medkits, the alchemy grand master stimulant is ruined by your healskill stealing your heal (try it, its fun).

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Posted by: Xyonon.3987

Xyonon.3987

Can confirm that the purgy and medi are broken atm. They just wait for their death :/ Well maybe it’s a good thing, since ANet will be forced to work on them, since it’s a serious bug, leaving 2 skills completly useless.

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

Minor Gyro tweaks that would go a long way

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Posted by: Yashuoa.9527

Yashuoa.9527

Anyone wanna comment a bit more on the improvement suggestions I made for several Gyros
and on the extra kit on the weapon swap slot, when equiping 3 or more Gyros?

Here is a small addition that would probably solve the whole “gyros keeping up problem”:

Every gyro gets an ability that is a like like rifle #5 except:

  • Instant cast
  • no damage
  • no range limit
  • very short cooldown
  • no pre/after cast

The gyro will only use this leap ability to get to your character, and only when you are outside it’s effect range.

Would be nice.
Either this or faster Gyros that can keep up, both or whatever works.

Can confirm that the purgy and medi are broken atm. They just wait for their death :/ Well maybe it’s a good thing, since ANet will be forced to work on them, since it’s a serious bug, leaving 2 skills completly useless.

Lets hope that we can benifit from broken Gyros like you say.
It will hopefully make Arenanet have a serious look at all our Gyros.

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Posted by: Yashuoa.9527

Yashuoa.9527

Late happy new year everyone.

Around the start of the new year, Anet will do balance changes.

So lets make sure we are at least noticed until than
and hopefully we get to see some improved proper Gyros.

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

Only issue i have with gyros i use at least (bulwark and sneak) is their pathing. that thing tends to get stuck a little too much for my liking.

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Posted by: Xyonon.3987

Xyonon.3987

Anyone else slooowly getting tired of medy and purgy still being bugged after such a long time now? ö.ö’’

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

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Posted by: Holesale.2640

Holesale.2640

I forgot purge gyro existed.

Minor Gyro tweaks that would go a long way

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Posted by: Yashuoa.9527

Yashuoa.9527

Balance patch will be soon.

https://forum-en.gw2archive.eu/forum/game/pvp/Upcoming-Changes-for-PvP-League-Season-2/first

We’d like to encourage all of you to please keep sharing your constructive thoughts with us so that we can continue to make PvP Leagues (and PvP in general) even better together. From all of us here on the PvP team, we wish you all a happy New Year and we’ll see you in the Mists!

Lets hope that we are heard
and of course pve people too.

(edited by Yashuoa.9527)

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Posted by: Xyonon.3987

Xyonon.3987

Please gyro QoL and bugfixes, please QoL and bugfixes, please AT LEAST BUGFIXES Q_Q!!

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

Minor Gyro tweaks that would go a long way

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Posted by: miriforst.1290

miriforst.1290

Anyone else slooowly getting tired of medy and purgy still being bugged after such a long time now? ö.ö’’

Oh but surely gyros are in a good state?

Healgyro: Inactive, the gyro does nothing.

Purge gyro: Inactive, the gyro does nothing.

Bulwark gyro: takes 2-3 times the damage it should take (depending on your toughness). Does not work like similar damage transfers like “rise!” and phantasmal defender for a disadvantage.

Blast gyro: If we turn a blind eye to the wonky tagging system and pathing we are still left with a gyro that is sluggish to react, slow and that frequently detonates on targets you did not even tag (hit a ranger a 600 range away, the gyro instead explode his pet standing next to you slowclap). And the detonation area is often walked out of even if it reaches its target, so can we increase the area a bit. It does have a short cooldown but with all the requisites for it to hit you would think this would hit like a fatman.

Shredder gyro: I wish this was a finisher animation instead. It would be more useful. The extra rage gathered from your opponents would help you more than what this skill would. I know gyros are not meant to be our best skill type and im okay with that. But this is taking it a bit (a lot) too far. Its hilarious that it even got a cast time. The sad thing is that this skill preforms exactly as well as could be expected. It whirls.

function gyro: Useless for some parts of the game, unreliable for the rest. Unless you spend yet another trait on this thing its more or less a taunt kill. And even if you do, its hardly impressive for a specialization mechanic in my opinion although the extra stability every now and then can be nice.

Sneak gyro: This thing is very good. Honestly its really good. Solid. Good work.

So the elite is nice.

But hey we got the hammer so scrappers are fine. ^^


Also maybe if super speed sharing is going to be our unique thing (is it?) we could maybe have it not cancel out its stacks? Take for example the minor trait that gives us a fairly long superspeed on finish or revive. This trait is cancelled out by the grandmaster that also gives us super speed due to the gyro exploding when done and applying a shorter duration superspeed a lot of the time. 4 traits got something to do with the application of super speed + a toolbelt. Alacrity stacks in duration and is not a boon and i would argue that it is more powerful than super speed in a lot of cases so why doesn’t this?. Keep it on a max duration or max number of stacks.

I have had a lot of fun with scrapper but most of it is due to hammer. Ive been running around in wvw with gyros and toolkit and the hammers is strong enough to make it work.

(edited by miriforst.1290)

Minor Gyro tweaks that would go a long way

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Posted by: Xyonon.3987

Xyonon.3987

Healgyro: Inactive, the gyro does nothing.

Purge gyro: Inactive, the gyro does nothing.

Agreed, but once fixed Healgyro is the superior healing skill in raids and openworld for scrapper. Purgy on the other hand needs to be aoe aswell.

Bulwark gyro: takes 2-3 times the damage it should take (depending on your toughness). Does not work like similar damage transfers like “rise!” and phantasmal defender for a disadvantage.

Oh my, I didn’t even notice this! How does it work exactly?

Blast gyro: If we turn a blind eye to the wonky tagging system and pathing we are still left with a gyro that is sluggish to react, slow and that frequently detonates on targets you did not even tag (hit a ranger a 600 range away, the gyro instead explode his pet standing next to you slowclap). And the detonation area is often walked out of even if it reaches its target, so can we increase the area a bit. It does have a short cooldown but with all the requisites for it to hit you would think this would hit like a fatman.

Blast gyro only has 2 issues:
1. It sometimes randomly changes it’s target. I don’t know why, maybe because I throw the tag on something I have no longer targetet later?
2. It has it’s own stats. The gyro is for cc AND DAMAGE. To be working properly, it MUST inherit the stats of the owner like for example phantasms do. I know this is supposed to be “Mesmer exclusive” but the blast gyro is not a real gyro, rather a fancy projectile animation. It must have MY power and MY crit chance / damage. This is the biggest or almost the only issue with this gyro.
About your missing / sluggish reaction point – you know you can detonate it yourself for the full effect? It doesn’t explode like other gyros, it uses it’s attack move when you detonate it yourself. It’s instant so it’s your own skillcap to use it properly. Don’t trust it to find it’s target on it’s own, you have to command it.

Shredder gyro: I wish this was a finisher animation instead. It would be more useful. The extra rage gathered from your opponents would help you more than what this skill would. I know gyros are not meant to be our best skill type and im okay with that. But this is taking it a bit (a lot) too far. Its hilarious that it even got a cast time. The sad thing is that this skill preforms exactly as well as could be expected. It whirls.

You wish this was a finisher animation instead? Wat? ö.ö
I made a good thread of my toughts about this one, since I totally agree with you:
https://forum-en.gw2archive.eu/forum/professions/engineer/Shredder-Gyro-THUMPER-GYRO/first#post5906096

function gyro: Useless for some parts of the game, unreliable for the rest. Unless you spend yet another trait on this thing its more or less a taunt kill. And even if you do, its hardly impressive for a specialization mechanic in my opinion although the extra stability every now and then can be nice.

I think this one is “ok” but could need some minor buffs. It’s just a nice addon, nothing major. I still like it tough.

Sneak gyro: This thing is very good. Honestly its really good. Solid. Good work.

And then there was a cliff. Or it catches up with you and then waits for 3 sekittenil it realized you moved on. The pathfinding is sluggish and it needs to be more reactive with the owners movement. But you can play around with that, it’s just a bit annoying but it works. Best gyro, agreed.

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

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Posted by: Stand The Wall.6987

Stand The Wall.6987

Nah I dont think these changes are very good. Giving all the toolbit skills stunbreakers and an extra weapon slot “cuz gyro” is not a legitimate reason. All of these are far from minor tweaks.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: miriforst.1290

miriforst.1290

I think the purge gyro actually removed condis in an aoe at launch (a small one).

About the shredder, im just being saltier than the dead sea sorry. I meant in a hyperbolic fashion that the impact it would have on a pvp game as of now would be less than the impact of running a cow finisher or something since that at least had a small chance of making your opponent rage and make further mistakes.

About the function gyro. Ironically enough it seems to work best in pve since the damage reduction makes it unkillable. In any kind of wvw skirmish involving more than one enemy with a brain the gyro very rarely gets it job done due to how frail it is. And for a frontlinish build its more or less a ranged interrupt the majority of the time (deploy and half a second later it is destroyed, meaning it will daze aoe) which when i think of it is not that shabby i suppose. But for it to actually stomp you do need the stab trait which still does not help its low hp and nonexistent armor. Tricks include using sneak gyro instantly after function gyro to stealth it (this goes for stealthed blast gyros as well).

Bulwark gyro i’ve been on about since launch. While “rise” and phantasmal defender splits the damage evenly 50/50 (but before protection) the bulwark gyro transfers half of the potential damage before it is fully calculated, ignoring your toughness, armor and so on. This means it uses its own defenses to calculate the damage. And if i remove all armor and toughness and traits in pvp i still take a little less damage than the gyro. Gyros got nothing for armor. In effect depending on if you are running zerker or toughness gear it will take 2-3x the damage you do. So instead of 50/50 its 50/150. At launch the damage it transferred to itself counted as non directed damage in pve, reducing it by 90%. This have now been fixed. Later it got a big health boost in pve (somewhere around 40k from 16k if the expiration damage numbers are to be believed and this compensates a lot in that gamemode. But in wvw and pvp it still got its old 16k which melt incredibly fast, especially if you consider that this number is split by the number of entities affected. It is annoying that this feels like an antisynergy with other gyros. How often do you want your bulwark to sacrifice itself for another gyro instead of having it applied to you? Still as far as i can remember from our testing at launch the buff applied by it lasts for however long it was going to last regardless of if the gyro dies or not meaning that if you intend to use it to prevent damage for your allies you can still get a few precious seconds off even if its instantly vaporized.

The sneak gyro works better with swiftness, if you apply super speed it will catch up only to wait a second or two when it does so, leaving it behind again. Doesn’t the ranger pets try to constantly position themselves alongside the ranger or even a bit ahead of them if they are running? I got to check that again, but that would be ideal for the sneak gyro.

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Posted by: Yashuoa.9527

Yashuoa.9527

Most Gyros wont work as long as they cant follow the engi well.
They need to be able to keep up with the engi’s speed and maybe even have a teleport to the engi or something like that, to not screw pathing.
Also they need to not die when sneezed at.
All of this at the very minimum.

Maybe most Gyros should become cosmetic (with the exception of Function Gyro, Bulwark and Sneak Gyro)
and previous Gyro abilities being fired/pulsing from the center of the engineer (like pulse and heal Gyro for example).

Would solve A.I issues.

Giving all the toolbit skills stunbreakers and an extra weapon slot “cuz gyro” is not a legitimate reason. All of these are far from minor tweaks.

Feel free to come up with suggestions how to improve my ideas and/or the current gyros.
Either suggestions to my ideas, the current gyros or both.

Btw they are minor tweaks in the sense that they are mostly number changes
and some stuff adding to them that already exists in game.

There is mostly no new mechanic or rework or such added.
Which would be bigger than minor.

If you go gyros in your utility slots, than you need stunbreakers, because you lose the ones that you get with some non-gyros.
For example if you use elixer gun and slick shoes at first (and both have a stunbreaker toolbelt) and you replace those with gyros, than you will still need to want stunbreakers.
So with that in mind having stunbreakers on more gyros than we currently have, would be logical. Maybe not on all, but on more than right now.

Maybe 3 gyros is too little an amount to unlock a kit.
Maybe 4 would be better?
I suggested the kit, to make gyros more popular.
Because we dont have weapon swap, going full gyro would result in 1 weapon and only utility slots left. Being rewarded with a kit if you go heavy on the gyros, would allow you to still have 2 weapons. One from your weapon and one from your kit and
this may make gyros more attractive.

You do agree that gyros need improvement right?
On top of that some gyros dont even work right now.

Which ideas from the opening post do you like?

(edited by Yashuoa.9527)