[General][Engineer] Turret Nerf

[General][Engineer] Turret Nerf

in Profession Balance

Posted by: Anymras.5729

Anymras.5729

Well, that was kind of dishonest, calling this thread ‘Turret Nerf’ to get you to look.
But you did, if you’re reading this. So read on, and I’ll show you why it was dishonest.

If I’ve still got your attention… Here’s what I propose, in handy bullet-point format:

  • Reduce Turret Power, Vitality and Toughness. That’s the nerf. Keep going.
  • Make Turrets scale to Power, Vitality and Toughness.
  • Check whether that would make Turrets overpowered/underpowered anywhere, adjust accordingly.
  • No, I’m not going to suggest allowing Turrets to crit; a given character having six total sources of crits would almost certainly be a bit much, so any scaling to Precision/Crit damage and implementation of scaling would have to be so lackluster it may as well not exist.

Reasons for doing this:

  • A full Turret build is currently 10/0/30/0/10. That means 100 extra Power, 10% more Condition Duration, 300 Toughness and Healing Power, and 10% CDR on Toolbelt Skills as well as 10% more Crit damage.
  • Turrets themselves benefit from two of these stats directly (10% ConDur and +300 Healing Power), and the rest of the build is pretty much just to buff the user.
  • This makes building around Turrets problematic – especially with some damaging Conditions being removed making it more difficult to justify a Condition-Turret build.
  • Making Turrets more effective, by any means, would make them more attractive to keep out; the general impression I’ve gotten on the Engineer boards is that they’re best used as drop-and-pop Blast Finishers in the eyes of many.
  • In my opinion, toward endgame, the lack of scaling makes Turrets fall flat while other skills shine – especially with their absurdly large hitboxes and low late-game survivability.

I support doing this, or a version of this, for every single Minion, Pet, or Minion-Like skill-type.
I’m not going to go into the buglist of the Turret skillset, though rest assured it remains substantial (at 26 distinct bugs, it has approximately 4.3 bugs per skill). That is a discussion I’ll leave on the Engineer and Game Bugs boards, and I would appreciate the same consideration from anyone who replies.

[General][Engineer] Turret Nerf

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Posted by: kyubi.3620

kyubi.3620

basicaly your proposing what i myself proposed earlyer in my pet scaling on power and toughness topic but yea enginer turret needs power scaling to be damage viable and so does all pets

Crystal Desert, The Darknest Community P.E.T.A.
BM: I want to present you my lovely jingle bear mia
If pet had voices: Mommy, I did it! :3

[General][Engineer] Turret Nerf

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Posted by: Nomin.5901

Nomin.5901

This sounds great, as long as it Does not affect supply, that would make an already amazing elite, 100% god-mode.

Carmen

[General][Engineer] Turret Nerf

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Posted by: Yoshifxe.8346

Yoshifxe.8346

I read the title and was like….. what? Why is he of all people asking for nerfs. Reads post OHHHHHHH….

Anyhow, I do agree with the turret changes stat wise with what you have been going on about. However, I doubt anything will be done with them any time soon since there seems to be a giant fear of summon builds now-a-days. Still nonetheless I agree with you wholeheartedly, but I would rather they fix the current skillset as is before they do any changes. An entire skillset unviable mainly due to coding for almost a year and a half now is kind of ridiculous.

This sounds great, as long as it Does not affect supply, that would make an already amazing elite, 100% god-mode.

I rather it would for the time because that means less variables for it to call from and thus less bugs.

[General][Engineer] Turret Nerf

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Posted by: Rezzet.3614

Rezzet.3614

give mortar extra 1000 range too ; D ?

[General][Engineer] Turret Nerf

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Posted by: Manuhell.2759

Manuhell.2759

This sounds great, as long as it Does not affect supply, that would make an already amazing elite, 100% god-mode.

Considering that the main problem of that elite is that turrets die far too quickly – making it near useless versus any pve boss, like for any other turret – i would rather see some change there too.

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Posted by: Mighty Favazz.1546

Mighty Favazz.1546

Until they are fixed, any talk about balance is futile.
Unless the dev’s think they are working as intended…..SCOPE anyone?

[General][Engineer] Turret Nerf

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Posted by: Anymras.5729

Anymras.5729

Trust me, I agree that the bugs should be fixed first – I don’t think something can be balanced properly if it doesn’t work, after all.

The devs don’t seem to agree, though, given their incessant “Well, let’s just make these traits better and see if people use Turrets more. There’s so many bugs that the guy keeping track has lost count, but maybe if we make these traits good enough…”
Turrets don’t work, but they’re intent on trying to balance them anyway. This might lead to Turrets becoming overpowered later down the line when they actually get fixed, if they don’t just get replaced. So, I figure…kitten it. Let’s try to get something that might actually help Turrets happen.