(edited by Sarmach.1547)
The problem with Gyros
The problem runs a lot deeper then that. Its essentially the same problem MM necros had at launch, where AI further complicates the already poor triggered utility. This puts them in a bad place, as they have all the problems associated with Pet AI, Emplacements (IE Turret), and “utility only” skills rolled up in the same package.
One of the 3 above needs to be removed in order for the equation to work. Otherwise its intently fighting with itself, as it fails to execute its utility in light of the unresponsive Pet AI system that drives it.
The Whirl Gyro’s is that its just a whirl finisher… it was never intended to be a source of damage. And if it was intended to be a source of damage, then that Dev is lying through his teeth. The whole concept of it needs to be rethought as either damage centric, or around a new utility function.
Shredder gyro IMO should be just a pulsing AoE attack.
I think the whole new gyro concept needs to change, they should be summoned with unlimited duration and work like necromancers pets they should have an active skill when summoned doing what they are currently doing, and when u don’t use the active they should apply boons, conditions or dmg the enemy. I don’t think that’s broken, there are other skills in the game that are more broken (doing insane dmg, cc, boons).
You shouldn’t try to justify a imbalanced concept because something in game is more imbalanced. We already have long duration pets with the turrets. The Gyros should function as our group support utility. They just come short of that role due to their inability to lock to the scrapper and their lack of survivial. We should not have to rely on boons applied to the gyros for their survival when we aren’t able to give them the boons they need without RNG elixir boons.
Gyros have their own stats wich is a terrible concept for skills that are basicly just fancy animations than actual pets. They should simply inherit main stats like phantasms from their owner – so blasty would deal actual damage, shreddy would deal good burn since it’d have condi dura then. But whirl finishers require a rework themselves to make them good.
About shreddy being a niche skill? That niche has yet to exist XD it’s the worst skill in the whole game…
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
I love using gyros in open world PvE for the ultimate try less build. Bullwrak medic and purge. You just use them drop and forget, then you press 1 on your flamethrower and go afk to make yourself some tea
I’ve always said that Gyros should be simply weapons/effects used by the Engineer rather than pets.
They don’t need a separate NPC identity. They’d be infinitely more tolerable if they just hovered over the Engineer’s shoulder and did their duties:
- Bulwark Gyro just being a pulsing ‘Watchful Eye’ buff Aura to allies for a short duration.
- Shredder Gyro creating a persistent Whirl & damage effect in an AoE that takes on the Engineer’s attributes.
- Blast Gyro as just a slow moving projectile through the air and exploding on impact, taking the Engineer’s attributes.
- Purge Gyro just being a pulsing Condition Removal aura for a short duration.
Instead we have clutter & A.I, sadboys.
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Heh, look at whirl gyro, then look at Precession of Blades trap on DH. Feel good about life. =)
The problem is that Gyros are useless, except for the stealth one. We already have better alternatives to nearly all of them, and they certainly won’t take the place of a kit either.
Rather, the problem is that they designed and balanced them over PvP, and they only care about what is supposedly OP, rather than what gets into the garbage bin.
So whatever is useless remains useless, and whatever is supposedly OP gets tuned down…sometimes so harshly that it gets directly to the garbage bin instead (turrets, anyone?).
Again, splitting balance would solve everything, but well…
I’ve always said that Gyros should be simply weapons/effects used by the Engineer rather than pets.
They don’t need a separate NPC identity. They’d be infinitely more tolerable if they just hovered over the Engineer’s shoulder and did their duties:
…snip
Wasn’t this how guardian spirit weapons used to work? Then they were given an hp pool, and the rest is history. https://wiki.guildwars2.com/wiki/Game_updates/2013-01-28
(edited by Salamander.2504)
I don’t mind you all complaining about the gyros because I wouldn’t mind them being better. Yet I use Medic, Bulwark, shredder, Purge and stealth gyro and I am doing a lot better than the meta scrappers I fight against. Remember it is not just the gyros you get but the toolbelt skills too.
Guild Leader of Alpha Sgc [ASGC]
How do you use shredder in a good way? I agree with the rest, but SHREDDY!?!?
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
How do you use shredder in a good way? I agree with the rest, but SHREDDY!?!?
Well I have been thinking about changing shredder to like slicks shoes but I can’t live without shredders toolbelt skills. But it may be a good alternative. As I said, I wouldn’t mind the gyros to get a buff and especially since so many whines about us scrappers so I expect a nerf to a few traits.
Guild Leader of Alpha Sgc [ASGC]
Gyros unbuffed cannot keep up if the scrapper is going greater than base running speed.
Solution: When any gyro is summoned add an unremoveable buff that applies
speed equivalent to swiftness or superspeed. Also, allow gyros to cast while moving.Gyros can have buffs applied to them currently. In a SPvP situation that feels too strong for something like Stronghold.
Solution: Make gyros immune to boons. Adjust base toughness and vitality. This
would require at least weekly tweaks till a nice range is found.
Shredder Gyro feels too niche.
Suggestion 1: Reduce gyro duration to 6 seconds and raise damage to be on the low
end of other damage wells. The whirling finishers in this game aren’t enough
compensate for the low damage.Suggestion 2: Change the ability to a directional attack like Warrior GS 3. Increase
damage to low end of those abilities. Have it make at least two passes in the
designated area before self-destructing.
I agree with everything except suggestion 1, because suggestion 2 is way better. Although maybe it could do both?
Especially Gyros should be able to cast while moving.
In addition to their speed increase, some could get an automatic teleport, that they can use to always keep up with the Engineer.
Think of how ranger pets appear next to them on weapon swap.
This can come in handy if the Gyros still fall behind for some reason.
Like jumping on/off stairs for example.
If these things would be done, than Gyros would definitely be getting there imo.
A few more having a stunbreak on their toolbelt wouldnt hurt either.
Like on Bulwark gyro toolbelt.
Anyway, how can we make sure that we are heard by Arenanet?
We should have proper working Elitespec Gyro spells, just as other classes have proper working elitespec spells.
(edited by Yashuoa.9527)
make gyros work like signets , problem solved
make them be floaty objects around scrapper like function gyro while they not on cooldown
Buffing AI doesn’t help the problem.
See ranger; either it’s monstrously strong for no reason or it’s extremely weak and inefficient.
The AI just shouldn’t be there to begin with.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
The PERFECT solution: Change all gyros to kits. Use the fuel mechanic to give them a timer when used and a cooldown after use. The cooldown then scales with time used.
The problem with Gyro pathing is not that it’s slow.
The problem is that when the gyro catches up with you, if it touches your character model, it gets immobilized for 2 seconds.
If you zig zag properly and don’t run through the gyro ever it will do a better job of keeping up.
Making them move at the speed of light to follow you won’t help if they stop moving for 2 seconds all the time.
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The PERFECT solution: Change all gyros to kits. Use the fuel mechanic to give them a timer when used and a cooldown after use. The cooldown then scales with time used.
Another perfect solution, delete gyros, make hammer available to engineer as baseline. Everyone wins.