(edited by benai.8653)
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I think that the changes are a way forward but it should still be the aim that they are more helpful when they are up instead of blowing them right after summoning.
The passiv boons Frightlight.3796 setup are nice – somehting like Experimental Turrets for gyros would also be awesome boons in an intervall for the gyros, the engi and maybe 5 people.
Another thing would be that they have really low HP and Armor. Could also be a good idea to make them more tankier. With the current changing they stay by me instead of running away (nice changing) but the problem is when someone makes an ae attack like a hammer warrior, ele or staff guard they are kaput within one attack.
Why not give purge and bulwark gyro a small gun that makes 120-170 dmg each attack. Is the Shredder Gyro doing dmg or is he just whirling? (nice for combo fields but with no dmg not so great)
I think the idea of making them untargetable is a bit too much. (I am not against it but the consequences of this could be far worst for the gyros then when they are attackable – weaker effects, higher intervalls and so on)
But for ranger ghosts that would be the best idea. They are no direct offense just buffs and the ghost have even buffed via skill not much life and you cant order them. They follow you or are stationary.
When the Gyros are crit immun and condition immun (dont know why a construction should be able to bleed or be confused, be blinded or be poisoned) including with much more hp and much higher armor that would do the trick also.
(edited by benai.8653)
I think thats the point. They dont what that we have perma pets or pets that do something useful. For example look at the turrets they were nice before the patch still a few thing fixable but still useful and skills you could put inside your bar now they are death skills no one wants them.
The first changed changings would have meant that you coudl have mostly all gyros up all the time so that you had useful followers (expect the worst KI I have ever seen).
Seems to me they took the easy why on the rechanging instead of putting brainpower on this problem.
And like Irenio CalmonHuang said in the changing note that they dont have time to rework the mehcnaic before the release.
(edited by benai.8653)
Hi,
when will the turrets be reworked taht you can use them again?
Since your great balancing patch the turrets are more or less useless.
They need their selfhealing, higher dmg, higher range passiv skills back, the abilties to be of most condition and crit immun and the high CD turrets need a lower CD like gyros. Or they will be death skills like many other things in this game because its not meta or senseless.
greetings,
benai
Greetings,
since this “balancing” Patch (still trying to understand what arenanet thinks when they say balancing – expect the fact we make the warrior and guard better) i havent played the engi anymore because its now nothing more then a 3 weaponkit + gun char – Swap Baby Swap. (or you will not come nearly to the warriors dmg that has autoattack + whirlwind + hundred blades – woah 3 attacks in full dps + phalanx against perma swapping)
Arenanet stolen nearly all abilities that made the Towers useful. But they got nothing in return to minimalize this fact.
When AN had done this to weaken the Bunker Turret engi for PVP why dont you set up two databanks for pvp and pve like in GW1. Cant be that hard.
The Turrets had many disadvantages even when you pick them up instead of blowing them up you have no lower cd.
You cant respawn them to a new location (like the ghosts of the Ritu).
And so on and so on.
English is not my first language so stand above the failures I made.
greetings,
benai