Critical hits/conditions on turrets?

Critical hits/conditions on turrets?

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Posted by: Supreme.7352

Supreme.7352

So, I don’t have any problem with turret engineers. They are what they are. Good bunkers. I just wanted to throw this out here to think what people thought about it.

What if turrets could be hit critically? As far as I am aware they can’t at the moment.

Also what if Turrets could take conditions. Perhaps bleeding wouldn’t make any sense, but what about vulnerability or burning?

As far as I am aware, most pets in the game can take both, but not turrets. Is the fact that they are stationary a huge issue?

As I said, either way I don’t care. Leave them as they are, I just thought I would make a topic for the sake of discussion.

Critical hits/conditions on turrets?

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Posted by: coglin.1867

coglin.1867

As an engineer main (I rarely use more then healing turret) and I can agree that regardless of what the target is, having crit or conditions being negated unreasonable in my opinion. Nothing about a build should be negated by default such as condi or crit.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

Critical hits/conditions on turrets?

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Never really use any turrets on my engineer other then healing turret.

Main reason why is that they tend to die rather easily to ,straight up damage at least.

I can totally agree with letting them be critically hit & be effected by conditions…… but if they allowed it they should either lower the cool downs or increase their base health.

Critical hits/conditions on turrets?

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Posted by: Tim.6450

Tim.6450

I can totally agree with letting them be critically hit & be effected by conditions…… but if they allowed it they should either lower the cool downs or increase their base health.

Turrets don’t need cooldown reductions otherwise we get the problem of healing turret where blowing up the thing is just better (even if they get more condition removal the other way and then they whine about insufficient condition removal). Increasing their base health since the added crit will nullify some. I thought around 10%~20% percent so to completely nullify the boost you need a 20%~40% crit chance quite fair. On the side of conditions I suggest only damaging ones, since that is the core issue with this particular problem and adding debilitating ones will only add more balance issues.

EverythingOP

Critical hits/conditions on turrets?

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Posted by: Sagat.3285

Sagat.3285

They don’t move,don’t crit,don’t receive boons,not good damage condition appliers and you spec most of your traits points to make them worthy and you still only see them in CONQUEST.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

Critical hits/conditions on turrets?

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Posted by: Supreme.7352

Supreme.7352

Sadly, conquest is the only game mode that rewards staying in one place. Which is why you don’t see them in PvE or WvW often.

That said, the fact you see them in Conquest counts for something. A necromancer can trait 100% into minions but they get exterminated really quickly, unlike turrets. It’s a reason you don’t see minions outside of the Flesh Golem. They die super quickly because they can be critically hit and have conditions applied to them.

I am not saying turrets are OP or anything, but why is that the reason they can’t be critically hit or have conditions applied to them? Because they can’t receive boons or critically hit themselves?

Critical hits/conditions on turrets?

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Posted by: FLiP.7680

FLiP.7680

I am not saying turrets are OP or anything, but why is that the reason they can’t be critically hit or have conditions applied to them? Because they can’t receive boons or critically hit themselves?

Because they are objects, not minions. And like many other objects in this game, they can’t be criticaly hit or have conditions applied. Just use a Frost Bow and you are fine. :P

Critical hits/conditions on turrets?

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Posted by: Penguin.5197

Penguin.5197

I don’t think turrets need such a drastic change when they’re not even used anywhere else other then conquest. Such a change would make turrets even less used everywhere else unless they also came with buffs such as power scaling and being able to critical. Nothing would change in conquest but in wvw turrets might become better…so yeah I support this if for no other reason than to see a turret run away in fear.