’allo fellow Engineers,
Since the beta weekend there’ve been a fair chunk of posts regarding the Function Gyro, Hammer and Gyros… a bit fewer regarding traits that weren’t contingent on those other components. Below are the more solid changes at this point.
At this point we’re not going to be able to change the elite specialization mechanic very much. There are still going to be changes to it with the possibility for expansion of functionality post-launch.
Hammer was generally well received and many of you pointed out some flaws and potential changes that were in line with our intent for the weapon skills.
Gyros are going to be affected by a systemic change that should increase their survivability quite a lot. In addition to that several changes to how Gyros follow you and their rate of travel were made – they shouldn’t zig-zag randomly about anymore even if you’re not moving and try to stay pretty close to you while you are moving.
- Function Gyro – The gyro should appear and begin stomping or reviving more quickly and no longer seek to attack anyone that strikes it, focusing instead solely upon its task of stomping or reviving. The cooldown on the gyro has been reduced to 20s from 30s and its duration has been reduced to 10s from 15s. This is intended to increase the frequency of availability while still giving it enough time to complete its purpose. The range at which the function gyro can be used has been increased to 900.
- Hammer 1 Autoattack Combo: Went in and removed most of the aftercasts from the swings, so this should feel a bit smoother and it is a functional damage increase from the reduced rotation time as well as slightly increased might and vulnerability uptime.
- Rocket Charge: Will no longer leap about once you’ve reached your target, instead leaping ensuring that the gap remains closed and your leaps are more closely synchronized. The leap finishers from this ability now happen at the start of each jump, like other leap finishers. Also smacked the bug of this ability being affected by movement-speed.
- Shock Shield: This skill now starts you blocking immediately upon and will cease blocking the moment the skill effects end, hopefully giving you better control and sense of the block time so your anticipation and reaction time are more rewarded.
- Several Gyros received increased movement speeds to help keep them close to you as you move and some skill changes to make them more effective at their jobs, like increased range on their abilities.
- 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.
- Impact Savant: This trait now affects dazes in addition to stuns.
Well wishes,
~ Irenio
Edit to add additional post for visibility:
Due to a design discussion that arose yesterday the recharge on gyros are going back to starting on the death of the gyro.
To help with the recharge going back to the gyro death the recharge themselves are being dramatically reduced. Below is a before and after to help clarify what is happening.
On Cast Medic Gyro CD: 35s
On Cast Medic Gyro Duration: 14s
CD at full duration: 21s
New Medic Gyro CD on Death: 20s
On Cast Purge/Bulwark CD: 35s
On Cast Duration: 15s
CD at full duration: 20s
New Gyro CD on Death: 20s
On Cast Sneak Gyro CD: 45 seconds, because they’re not cute and furry.
On Cast Duration: 30s
CD at full duration: 15s
New Sneak Gyro CD: 20s
This amounts to an overall buff to gyro recharge as the net recharge time is reduced on all gyros except sneak gyro, which is effectively a buff if the sneak gyro would have been destroyed anytime before the final five seconds of its duration.
Blast Gyro’s toolbelt skill, Bypass Coating, is going to be a stunbreak.
(edited by Irenio CalmonHuang.2048)