Yeah, I definitely agree that this is the right time to tell them what we’d like to see. It can’t be that complicated, because they already have the system in place for both Druid and Herald. Here’s what I wrote in the BWE feedback thread on my idea for Fuel:
Idea for making Gyros as a utility more engaging! (Unique resource mechanic similar to Herald)
Alrighty, I’ve spent a good bit of time on the beta, and I have to agree with the many engineers that claim Gyros, in their current form, are clunky and don’t provide much to the engineer in comparison with kits. Especially when you factor in the AI wandering off, their low HP and getting clobbered easily by a light breeze, and the fact that absolutely NONE of the gyros insult you like Wheatley from Portal 2. (Egregious!)
I have a thought to overhaul them, to make them a unique system that can actually use a fuel bar. This would function similarly to the Revenant’s elite spec, Herald, and the aspect upkeep costs. Please let me know what you think, because I would love to have some new gameplay come out of the Scrapper elite specialization’s new utilities.
SECONDARY RESOURCE: Fuel (30) Located in a bar above the endurance bar, similar to the Druid Celestial Avatar bar. Fuel regenerates at a rate of 1 per second when drones are active, and 3 per second when no drones are active.
Gyro utility line: No longer targetable, each drone has a fuel cost that is drained per second in order to keep the drone afloat at your side. Each drone is merely a cosmetic effect that floats around your character and grants bonus effects to you directly, which fits in perfectly with the melee style of Scrapper combat. All drones have a 30 second cooldown that begins when the drone is launched. You may detonate drones early using the skill button again, and when you run out of fuel any active Gyros detonate. The current toolbelt skills are already pretty awesome, and I think they would fit well with this design.
Medic Gyro – 3 Fuel/sec- 30s Cooldown – Launch a medic gyro that circles you and heals nearby allies. (Same stats as current)
Blast Gyro – 2 Fuel/sec- 30s Cooldown – Launch a Blast Gyro that circles you, occasionally launching darts at your target.
A smaller (targetable) kamikaze gyro is then launched that flies toward your target, functioning like a weaker version of the current Blast Gyro. It also plays “charge” on a poorly tuned trumpet.
Bulwark Gyro – 1 Fuel/sec- 30s Cooldown – Launch a Bulwark Gyro that circles you, granting Watchful Eye to nearby allies. This absorbs 50% of the incoming damage allies receive, but at a cost of 1 additional fuel for every 1000 damage absorbed. (No idea if this is enough, or too much absorption, because I am busy thinking about soup)
Purge Gyro – 3 Fuel/sec- 30s Cooldown – Launch a Purge Gyro that encircles you and cleanses 2 conditions from all nearby allies every 3 seconds. (600 Radius around you)
Shredder Gyro – 3 Fuel/sec- 30s Cooldown – Launch a Shredder Gyro that damages enemies in a radius around you, and constantly activates whirl combo finishers.
Sneak Gyro – 5 Fuel/sec- 30s Cooldown – Launch a sneak gyro to provide stealth to nearby allies. Just like the current implementation, the shredder will still be visible to PVP players, revealing the general location of the stealthed characters.
Alrighty, let me know what you think! I’d love to hear feedback; if you believe this system would help the utilities get some love, or if you just really like white chocolate chip macadamia nut cookies.
P.S.Another suggestion by Chaith would be a fantastic to add Function Gyro… functionality. You can find that here (https://forum-en.gw2archive.eu/forum/professions/engineer/Chaith-s-Idea-for-Robust-Scrapper-Identity/first#content), which is an amazing idea to make the Function Gyro more engaging in all game modes.