Engineer turrents in pvp

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Posted by: baylock.1703

baylock.1703

It only shood apply to pvp gamemode and my idea is yea the dmg shood stay as it is but health of the turrents need to be reduced and you shood be able to crit on turrents beacose they are way too tanky atm

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Posted by: Apparition.1576

Apparition.1576

I believe the problem is the King of the Hill style gamemodes. PvP is completely one dimensional and promotes non skilled bunker builds. If they had gamemodes that required defending/assaulting and maybe some mobile elements this would not be an issue.

One day.. all of you shall submit to the Flame Legion…. to me… I AM BLADABOS

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Posted by: coglin.1867

coglin.1867

The turrets are easily distroyed, so I completely disagree with the OP. I suspect the reason players complain about them is because turrets do not take condition damage.

I see no actual reasons posted here to make a change. What about them is too tanky? What’s wrong with a very tanky build and Iit’s components not dieing at your will?

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

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Posted by: Sagat.3285

Sagat.3285

I suspect the reason players complain about them is because turrets do not take condition damage.

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

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Posted by: DesertRose.2031

DesertRose.2031

In the next patch the trait knockback from turrets will be reduced from 300 to 150.

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Posted by: mPascoal.4258

mPascoal.4258

Turret engi roles
I know kitten about Engi and I destroy with this build

This is like the god of all cheese builds. And I still have to try MM Necro

Well this build also does really well because if you place the turrets well enough, they will not be destroyed by AoE because they will not be close to the engi, except for Thumper. Rifle and Rocket turret should never be close to the engi. That destroys. I hate Skyhammer and with this there I can 1 v 1 anyone on point, and unless they knock me out of the map I will not lose

Phask - Guardian/DH | Phaskk - Warrior | Phaask - Revenant

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Posted by: Anymras.5729

Anymras.5729

I believe the problem is the King of the Hill style gamemodes. PvP is completely one dimensional and promotes non skilled bunker builds. If they had gamemodes that required defending/assaulting and maybe some mobile elements this would not be an issue.

I am in agreement with this – well, that PvP pretty much promotes bunkering down more than anything else. I’ve had an idea for a new PvP mode, that would bring mobility back into the game, though.

Here’s the basic idea:

  • There’s a golem or dolyak, something that needs to be escorted.
  • When escort objective reaches a goal point, the ‘round’ is won.
  • It can be hijacked by the opposing team at any point, as long as they can defeat the defenders and stay within the Capture circle.
  • It proceeds along a grid, or through various paths, with the controlling/escorting team directing it at each intersection.

With this idea, bunkers would need to be able to stay mobile, and would rely on recon party members to guide them. If the mode found itself just turning into Thief Warrior Wars or something, then there’d need to be secondary/support objectives to hold – maybe an artillery emplacement, or a barracks that spawns NPCs for each side, or both.

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Posted by: Apparition.1576

Apparition.1576

I believe the problem is the King of the Hill style gamemodes. PvP is completely one dimensional and promotes non skilled bunker builds. If they had gamemodes that required defending/assaulting and maybe some mobile elements this would not be an issue.

I am in agreement with this – well, that PvP pretty much promotes bunkering down more than anything else. I’ve had an idea for a new PvP mode, that would bring mobility back into the game, though.

Here’s the basic idea:

  • There’s a golem or dolyak, something that needs to be escorted.
  • When escort objective reaches a goal point, the ‘round’ is won.
  • It can be hijacked by the opposing team at any point, as long as they can defeat the defenders and stay within the Capture circle.
  • It proceeds along a grid, or through various paths, with the controlling/escorting team directing it at each intersection.

With this idea, bunkers would need to be able to stay mobile, and would rely on recon party members to guide them. If the mode found itself just turning into Thief Warrior Wars or something, then there’d need to be secondary/support objectives to hold – maybe an artillery emplacement, or a barracks that spawns NPCs for each side, or both.

That is a very good idea.. its different and it’s fun. I hope that the game devs can see this post.

One day.. all of you shall submit to the Flame Legion…. to me… I AM BLADABOS

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Posted by: Wyrden.4713

Wyrden.4713

I believe the problem is the King of the Hill style gamemodes. PvP is completely one dimensional and promotes non skilled bunker builds. If they had gamemodes that required defending/assaulting and maybe some mobile elements this would not be an issue.

I am in agreement with this – well, that PvP pretty much promotes bunkering down more than anything else. I’ve had an idea for a new PvP mode, that would bring mobility back into the game, though.

Here’s the basic idea:

  • There’s a golem or dolyak, something that needs to be escorted.
  • When escort objective reaches a goal point, the ‘round’ is won.
  • It can be hijacked by the opposing team at any point, as long as they can defeat the defenders and stay within the Capture circle.
  • It proceeds along a grid, or through various paths, with the controlling/escorting team directing it at each intersection.

With this idea, bunkers would need to be able to stay mobile, and would rely on recon party members to guide them. If the mode found itself just turning into Thief Warrior Wars or something, then there’d need to be secondary/support objectives to hold – maybe an artillery emplacement, or a barracks that spawns NPCs for each side, or both.

i support dis

just my ytb channel

FeintFate~

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Posted by: TokyoGhost.6492

TokyoGhost.6492

Guild Wars 2 PvP is not PvP. Its Build vs Build.

When I heard about how balanced this game is…

Attachments:

I made so much mistakes that I now make mistakes without mistake.

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Posted by: coglin.1867

coglin.1867

Guild Wars 2 PvP is not PvP. Its Build vs Build.

When I heard about how balanced this game is…

So what? ALl you doing is stating the obvious that happens in every game in some underhanded way that attempt to make it seem like some unique problem in this case. There is not competitive game with a PvE side in which builds are not relevant. For that matter, I cannot think of a game that is purely competitive that builds are not strongly relevant.

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

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Posted by: Apparition.1576

Apparition.1576

Guild Wars 2 PvP is not PvP. Its Build vs Build.

When I heard about how balanced this game is…

So what? ALl you doing is stating the obvious that happens in every game in some underhanded way that attempt to make it seem like some unique problem in this case. There is not competitive game with a PvE side in which builds are not relevant. For that matter, I cannot think of a game that is purely competitive that builds are not strongly relevant.

But he really has a point.. I completely disagree with the way dev balance pvp in this game. But I can understand why we have the problems that we have. I do like the idea of having certain skills associated with certain weapons per class. But I think if they either added new skills or new weapons would provide much better results.

I feel that they could accidentally create new meta builds and establish more hard counters. This would cause less effort towards so called “balancing” and more towards creating or progressing with the game.

One day.. all of you shall submit to the Flame Legion…. to me… I AM BLADABOS

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Posted by: style.6173

style.6173

Turrets do need a nerf. It all goes back to the comments ANET has made about passive skillplay and how they want to minimize it.

Turrets are currently the easiest to play spec in the game and get they still do very well.

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Posted by: Anymras.5729

Anymras.5729

If they’d reward active play more, that would really help the minimizing of passive play.
As long as PvP revolves around holding static locations, Turrets will do well – and if they’re nerfed in response to actually being good at the one thing they’re supposed to be good at, it will kill them in every other part of the game.

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Posted by: Shaogin.2679

Shaogin.2679

So much fail in this thread. Get out of hotjoin and you will see very little to no MM or Turret builds. lol

Doc Von Doom – Asuran Necromancer
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Posted by: Apparition.1576

Apparition.1576

Turrets do need a nerf. It all goes back to the comments ANET has made about passive skillplay and how they want to minimize it.

Turrets are currently the easiest to play spec in the game and get they still do very well.

I can understand your point but I want you to think beyond your point in regards to the passive playstyle and about the class as a whole (if you actually play engineer). What are the alternatives??

One day.. all of you shall submit to the Flame Legion…. to me… I AM BLADABOS

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Posted by: Apparition.1576

Apparition.1576

So much fail in this thread. Get out of hotjoin and you will see very little to no MM or Turret builds. lol

To be honest I play more in hotjoin than I do in solo que (at least as engineer). What are some of the better alternatives in solo que?

One day.. all of you shall submit to the Flame Legion…. to me… I AM BLADABOS

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

Turrets do need a nerf. It all goes back to the comments ANET has made about passive skillplay and how they want to minimize it.

Turrets are currently the easiest to play spec in the game and get they still do very well.

I can understand your point but I want you to think beyond your point in regards to the passive playstyle and about the class as a whole (if you actually play engineer). What are the alternatives??

This ^.

If there were more builds as viable as MM necro & turret Engineer then I think allot of people would be happy to see them nerfed.

Reliance on AI is not very fun anyway.

Really I think what all summons, weather they be turrets, spirit weapons, ranger pets, ranger spirits, necro minions etc.. need to move away from reliance on AI and move towards more command ability.

This would make things happen
1: Skill would be much more of a factor as you would have to know when to command them
2: With skill being more of a factor instead of AI they could merge some of the traits for these summons or make them base line effects… thus allowing for the creation of new traits.

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

So much fail in this thread. Get out of hotjoin and you will see very little to no MM or Turret builds. lol

To be honest I play more in hotjoin than I do in solo que (at least as engineer). What are some of the better alternatives in solo que?

Find some friends or guild mates to run with & preferably a voice chat program.

Requires you have friends or guild mates but the fun that can be had is much more so then solo que.

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Posted by: Sagat.3285

Sagat.3285

Sigh it’s like stealth is not widely used in pvp because of conquest so they are seen in WWW why should the build that never used in WWW nerfed in pvp or at all? The knockback reduction should fix your worries. Strong in one mode unseen in the other one don’t mention pve please.

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

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Posted by: Chicago Jack.5647

Chicago Jack.5647

So much fail in this thread. Get out of hotjoin and you will see very little to no MM or Turret builds. lol

To be honest I play more in hotjoin than I do in solo que (at least as engineer). What are some of the better alternatives in solo que?

You’re going to see some of the same stuff even in solo que, but that’s just because the communication in solo que is so poor so rotations are pretty laggy/non-existent.

People get away with tourettes engie/mm necros because they afk on point and hope people come by to try and kill them. They create a mini death factory that is really only good at that one role: afk on point and 1v1 anyone who comes by because their builds are pretty terrible in a team fight so they afk on a side point. Overall a team that has better communication, and rotation skills, can take advantage of that. So you don’t see it a lot in more co-ordinated play. That being said, they still shouldn’t be so prevalent in soloque and probably need nerfing; but anet stupidly loves buffing its ai builds.

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Posted by: coglin.1867

coglin.1867

People get away with tourettes engie/mm necros because they afk on point and hope people come by to try and kill them. They create a mini death factory

LoL a “mini death factory” ?? How do you call it a mini death factory, when one single skill, can literally destroy all of them???

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

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Posted by: style.6173

style.6173

Turrets do need a nerf. It all goes back to the comments ANET has made about passive skillplay and how they want to minimize it.

Turrets are currently the easiest to play spec in the game and get they still do very well.

I can understand your point but I want you to think beyond your point in regards to the passive playstyle and about the class as a whole (if you actually play engineer). What are the alternatives??

Watch someone like an ostrich eggs play sometime. Highly ranked and doesn’t use turrets. He is on twitch.

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Posted by: style.6173

style.6173

So much fail in this thread. Get out of hotjoin and you will see very little to no MM or Turret builds. lol

Actually, you do see the builds there. They are very effective against anything other than a coordinated team. You do not see coordinated in solo queue, and half the team queues are just pugs as well.

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Posted by: Ross Biddle.2367

Ross Biddle.2367

The turrets are easily distroyed, so I completely disagree with the OP. I suspect the reason players complain about them is because turrets do not take condition damage.

I see no actual reasons posted here to make a change. What about them is too tanky? What’s wrong with a very tanky build and Iit’s components not dieing at your will?

Tell that to a Mesmer (main damage comes from phants, and those get eaten alive by turrets, who then regenerate between phant summons).

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Posted by: Bacon.1835

Bacon.1835

you shood be able to crit on turrents beacose they are way too tanky atm

Quote of the year

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Posted by: Cynz.9437

Cynz.9437

The turrets are easily distroyed, so I completely disagree with the OP. I suspect the reason players complain about them is because turrets do not take condition damage.

I see no actual reasons posted here to make a change. What about them is too tanky? What’s wrong with a very tanky build and Iit’s components not dieing at your will?

turrets are NOT easily destroyed if you traited for it, smart engi wouldn’t put turrets on top of each other + each turret is hella tanky even if you try to destroy with direct dmg build… i can probably kill 5 ppl in the time i need to kill 1 traited turret

certanly AI builds may be not so great vs well coordinate top 100 team, but there is thing like soloq, hotjoin and or just wanna be team pvp where everyone just pugs so they don’t have to play on skyhammer

pvp should be about player vs player and not player vs pet, turret engi has almost 0 of “player” and way too much of “pet” involved…

all pets should have their dmg at least halved in pvp, you should be able to crit and put condi on pets… for classes like mes and ranger dmg should be shifted to the caster and not come from his pets mainly

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(edited by Cynz.9437)

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Posted by: Anymras.5729

Anymras.5729

The turrets are easily distroyed, so I completely disagree with the OP. I suspect the reason players complain about them is because turrets do not take condition damage.

I see no actual reasons posted here to make a change. What about them is too tanky? What’s wrong with a very tanky build and Iit’s components not dieing at your will?

turrets are NOT easily destroyed if you traited for it, smart engi wouldn’t put turrets on top of each other + each turret is hella tanky even if you try to destroy with direct dmg build… i can probably kill 5 ppl in the time i need to kill 1 traited turret

certanly AI builds may be not so great vs well coordinate top 100 team, but there is thing like soloq, hotjoin and or just wanna be team pvp where everyone just pugs so they don’t have to play on skyhammer

pvp should be about player vs player and not player vs pet, turret engi has almost 0 of “player” and way too much of “pet” involved…

all pets should have their dmg at least halved in pvp, you should be able to crit and put condi on pets… for classes like mes and ranger dmg should be shifted to the caster and not come from his pets mainly

If you can kill five people in the time it takes to kill one turret, those people are really bad.
Turrets have HP ranging from 7470 to 11950 – traited, the numbers rise (effectively) by around 33%, unless I’m not applying the Metal Plating trait properly for this calculation. Autotool Installation’s a bit harder to calculate for, but it’s basically a high-powered Regeneration that hits every three seconds or so. If you’re dealing more than 373.5 damage within 3 seconds, that’s enough to come even with the lowest repair rates; the highest is still only 597.5/3 seconds.
Also, if an Engineer has both of these traits, their build probably revolves around Turrets entirely, leaving them defenseless against Conditions (barring two removed every sixteenish seconds) and having to eat 50-second cooldowns to access their only Stunbreak (assuming they have Thumper Turret).

They’re not tanky, is my point. The user is tanky, to the point where they have very little they can do besides tank, especially if they have both Turret Grandmasters, and the Turrets will mostly seem tanky if you rely on crits or conditions – a high-damage Elementalist can use Dragon’s Tooth and one or two-shot most Turrets, burning a six-second cooldown for a 20+, with Thumper being the only likely exception. After all, a Turret can’t move out of an AoE or other highly-telegraphed, high-damage effects.

If they’re causing you trouble? Get a party member to come help you.
If you’re not willing to actually work with your team to overcome a very tanky spec, why are you even playing a team game to begin with?