Provide Destroy effects for Gyros

Provide Destroy effects for Gyros

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Posted by: EdwinLi.1284

EdwinLi.1284

Just a thought that came to my mind while reading post. What if destroy effects were added to gyros. It would demotivate enemy players from wanting them destroyed and give players using them reasons for wanting them destroyed. The “~” means I’m uncertain what would be the base amount so I set it within a range amount.

For example….

Medic Gyro:
Personal Heal: 2,590
Gyro Heal: 820
Number of Targets: 5
Duration: 14s
Radius: 300
(New effect) If destroyed it release a 2,500 ~ 3000 heal within 300 Range to the Player and allies. Either destroyed by enemy player, timer runs out, or self-destruct.

Blast Gyro Tag
Detonation: 1,287
Targeting: 96
Knockback: 450
Radius: 240
Unblockable
Range: 1,500
(New Effect): If destroyed(either by enemy player, timer, or self-destruct) it does the blast anyways. Killing this drone at long range is idea due to melees will get hit by the blast gyro when it is destroyed in melee range. However, if range players don’t kill them fast enough before they get too close…..

Purge Gyro:
Conditions Removed: 2
Recharge Time: 3s
Duration: 15s
(New effect): If destroyed (either by enemy player, timer, or self-destruct) Purge Gyro release a Clense Field with Range of 300 to purge 5 conditions from player and allies.

Shredder Gyro
Damage: 32
Duration: 12s
Strike Interval: 1s
Combo Interval: ½s
Radius: 180
Combo Finisher: Whirl
Range: 600
(New effect): If Destroyed (either by enemy player, timer, or self-destruct) it leaves behind energized spinning saw blades in a small 240 radius that does 400 ~ 500 damage every 1/2 second to all enemy inside it for 5 seconds.

Bulwark Gyro
Damage Reduced: 50%
Watchful Eye (4s): Watchful Eye
Number of Targets: 5
Duration: 15s
Interval: 3s
Radius: 600
(New effect): When destroyed it gives the Scrapper 10 seconds of Protection, 10 seconds of retaliation, and 10 seconds of Aegis

Sneak Gyro

Stealth (4s): Grants stealth.
Duration: 30s
Interval: 3s
Radius: 300
(New effect): when destroyed it release its stealth field one last time providing Stealth for a extra 4 seconds.

(edited by EdwinLi.1284)

Provide Destroy effects for Gyros

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Posted by: Bomboed.5697

Bomboed.5697

I think this is great idea. Maybe not with these effects, but overall idea of on-death effects is cool. It will fix the problem of gyro`s uselessness because o their destructibility and will add more utility for engi and some “clever” counter-play for enemies.

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Posted by: EroticAndHeretic.7398

EroticAndHeretic.7398

I also think that it is a great idea.

IMO, something like this would be better than the actual Final Salvo, as it give each gyro a special effect.

But it should be only upon destruction (by a player, by a mob or self destruct) not when the “fuel” is empty, I think.

(edited by EroticAndHeretic.7398)

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Posted by: EdwinLi.1284

EdwinLi.1284

I also think that it is a great idea.

IMO, something like this would be better than the actual Final Salvo, as it give each gyro a special effect.

But it should be only upon destruction (by a player or self destruct), I think.

Destroy effect only working on Enemy player kills or self destruct would make it too PvPish focused. One current issue with Gyros is the use in PvE so having the destroy effect work when natually destroyed in PvE would provide it PvE use.

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Posted by: EroticAndHeretic.7398

EroticAndHeretic.7398

Destroy effect only working on Enemy player kills or self destruct would make it too PvPish focused. One current issue with Gyros is the use in PvE so having the destroy effect work when natually destroyed in PvE would provide it PvE use.[/quote]

Oh right, I’ll correct that. I was actually thinking about when a mob destroys it too. I’ll correct my previous post.

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Posted by: Haralin.1473

Haralin.1473

They already have on death effect but at the moment all the same AOE (240 Range) 1 Second daze.

So it must be easy for anet to add better effects

Haralin Engineer
[Skol]

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Posted by: EdwinLi.1284

EdwinLi.1284

They already have on death effect but at the moment all the same AOE (240 Range) 1 Second daze.

So it must be easy for anet to add better effects

That AoE daze only works if player take the trait.

Without the trait Gyros are just little things to be killed and the Final Salvo is more for PvP rather than PvE.

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Posted by: insanemaniac.2456

insanemaniac.2456

i like this, but i also like the daze

tailoring the on-death to each gyro seems logical

JQ: Rikkity
head here to discuss wvw without fear of infractions

Provide Destroy effects for Gyros

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Posted by: Haralin.1473

Haralin.1473

They already have on death effect but at the moment all the same AOE (240 Range) 1 Second daze.

So it must be easy for anet to add better effects

That AoE daze only works if player take the trait.

Without the trait Gyros are just little things to be killed and the Final Salvo is more for PvP rather than PvE.

Here

http://dulfy.net/wp-content/uploads/2015/09/gw2-scrapper-gyro-utilities2.jpg
http://dulfy.net/2015/09/18/gw2-scapper-engineer-elite-specialization-livestream-notes/

it looks like it is base line and the trait gives you superspeed and a lighting field.

Ok it says on selfdestruct, maybe this doesnt count for death.

Haralin Engineer
[Skol]

(edited by Haralin.1473)

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Posted by: Rizo.9534

Rizo.9534

daze already really good effect.

Rangers have no effect at all on spirits death.

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Posted by: Loboling.5293

Loboling.5293

I agree that specific effects on destruction for each gyro is a great idea. Although, I have my doubts it would be implemented as there is so little time left before release. I guess a solid suggestion like this will give us some idea if we were right assume there was insufficient time for testing for druid and scrapper.

Provide Destroy effects for Gyros

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Posted by: EdwinLi.1284

EdwinLi.1284

Here

http://dulfy.net/wp-content/uploads/2015/09/gw2-scrapper-gyro-utilities2.jpg
http://dulfy.net/2015/09/18/gw2-scapper-engineer-elite-specialization-livestream-notes/

it looks like it is base line and the trait gives you superspeed and a lighting field.

Ok it says on selfdestruct, maybe this doesnt count for death.

The problem with those is that these traits are made more to build on each other rather than function separately. Yes we got a lightning field from Thunderclap but the main use appears more towards having both Shocking Speed and Final Salvo together for the maximum effect.

Rapid Regeneration adds on to the Shocking Speed + Final Salvo combo by turning Super Speed into a Regeneration buff.

The concept of these destroy effects focus more on the Gyros use beyond simple traits and how each are made to function.

For example, when a Blast gyro is destroyed it doesn’t say the Gyro will perform its blast attack but only mention the blast attack happening if it activates on its own. What happens with the large amount of grenades it carries simply, assumed, disappears if the Gyro is destroyed.

The Medic gyro is a small robot ball of healing water that is squirting at the Scrapper once in a while. However, if destroyed it does not release the healing water stored up in its body but simply disappears.

Shredder Gyro goes around spinning saw blades around at a fast speed to create its whirl effect. Once destroyed it is assumed the Blades just disappears.

(edited by EdwinLi.1284)

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Posted by: SirPrizeBartSachs.4670

SirPrizeBartSachs.4670

Point about sneak gyro; if someone melees it down you’re going to get 3s revealed from the daze applied on them

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Posted by: lorddarkflare.9186

lorddarkflare.9186

-The sneak Gyro effect should most likely be revealed, and the toolbelt skill changed.
-Purge Gyro should remove a max of 2 conditions from each ally in the area.
-The boons applied by Bulwark Gyro should not exceed 5 seconds in duration.