[Suggestion] Gyros
It could be cool if they made the healing from the Medic Gyro scale massively with your missing health. So like, if you were under heavy sustained fire and were low on health for the whole time it was active and pulsing heals, it would be the best heal, but it would be pretty meh if it was healing people who are already pretty well off. That way it would reinforce the ‘what would work now?’ element to the Scrapper by making you save your heal when you really need it. They could also make it the only stun break on heal in the game.
With the Purge Gyro it would be nice if it granted Resistance only if it cured two conditions. Idea is it would help you out with a condi cleanse and then temporarily relieve you of a little condi pressure so long as you were in real trouble. They could make the chemical field from the tool belt remove boons per pulse as well.
I would be glad to use them then..
(edited by Treetoptrickster.4205)
I believe for healing over time the Med Gyro should be the best choice, hence the proposed changes, whereas for burst healing Healing Turret is still the best choice.
I think they should be ranked as this (1 is best):
1. A well timed AED.
2. Healing Turret kept out (It can not move so the risk it higher than Medic gyro)
3. Medic Gyro kept alive (High risk yet you can give it protection or Aegis to survive)
4. Healing turret blast/placement combo
5. Bandage self (would be above healing turret if you use the medpacks)
6. Elixir H (benefits in boons, RNG should be gone)
7. Medic Gyro Killed instantly
8. Healing turret killed instantly
On your suggestions, I feel like the Gyros cooldown should start the moment they are summoned, so you are rewarded more for keeping them alive and not just blowing them up. Managing to keep them alive for their entire lifespan should leave you with little downtime.
It could be cool if they made the healing from the Medic Gyro scale massively with your missing health. So like, if you were under heavy sustained fire and were low on health for the whole time it was active and pulsing heals, it would be the best heal, but it would be pretty meh if it was healing people who are already pretty well off. That way it would reinforce the ‘what would work now?’ element to the Scrapper by making you save your heal when you really need it. They could also make it the only stun break on heal in the game.
This is interesting. Something like…
Heal self for 4000. AOE heal over time based on player’s amount of health (could be different for each player affecteD). Interval: 1 second. Duration 10s.
—-
20% or less health: 1500
20%-50%: 1000
50%-75%: 700
75% or more: 500.
I like it.
Jade Quarry
My best idea for Gyros in general right now is a permanent Endure Pain buff (no direct damage). Call it Gyro Armor or something. They can still take bleed damage, be CC’d, get conditions, and be killed… it just likely won’t be a spike and they’ll live long enough to at least get the majority of their effects off. If not then buff health, but I think this is the route we should go. I prefer invulnerability with ability to be CC’d only but I don’t see that as realistic. I think Endure Pain buff is the best most realistic option. I really don’t want to see turrets round 2.
Jade Quarry
On your suggestions, I feel like the Gyros cooldown should start the moment they are summoned, so you are rewarded more for keeping them alive and not just blowing them up. Managing to keep them alive for their entire lifespan should leave you with little downtime.
That could work, but from what I recall a long time ago a summon skill used to work like that but was the result of bugs and thus “fixed”.
And even if it did, the healing would still be bad.