(edited by Tulki.1458)
Upcoming net turret nerf [eng]
Frankly, I don’t think it matters. They have buffed immobilize too much and now, every source if it is somewhat overpowered. I know that net turret is probably the worst source for immobilze but they didn’t care for turrets so far, and they didn’t mention any changes to them within the next big patch season. Engineer is in a good place- a bit OP if anything and if you take a look at the current state of ranger, it takes a lot more constructive and negative feedback for even the smallest (or not even barely helpful) changes – all that while ranger is neither considered to be OP nor in a decent place.
It’s just very very unlikely this will be heard by anet at any time and imho it’s impossible to happen before summer. They will nerf them together and that’s hopefully the last thing we hear about it, because fixing stuff is way down on their priority list, regarding professionbalance.
(edited by Escadin.9482)
I dont agree with the supply drop nerf either.
Where exactly is this ability so great? Ow, conquest mode spvp you say? huh, so we nerf it in pve and wvw for the sake of 1 game mode that only has 1 game type?
Yah that sounds about right. Totally not asinine.
Frankly, I don’t think it matters. They have buffed immobilize too much and now, every source if it is somewhat overpowered. I know that net turret is probably the worst source for immobilze but they didn’t care for turrets so far, and they didn’t mention any changes to them within the next big patch season. Engineer is in a good place- a bit OP if anything and if you take a look at the current state of ranger, it takes a lot more constructive and negative feedback for even the smallest (or not even barely helpful) changes – all that while ranger is neither considered to be OP nor in a decent place.
It’s just very very unlikely this will be heard by anet at any time and imho it’s impossible to happen before summer. They will nerf them together and that’s hopefully the last thing we hear about it, because fixing stuff is way down on their priority list, regarding professionbalance.
An entire category of utility skills being severely bugged, ignored in the +71% PvE summon HP patch and having all but one turret trait bugged is not “in a good place”. It’s “in beta”, because none of the problems have been fixed SINCE beta.
Engineer:
We feel that the engineer is in a decent place right now, but we did take this opportunity to scale down a few outlier skills in terms of potency. Net Turret’s immobilize duration has been lowered to reduce the amount of lockdown after a Supply Crate drop, and Poison Grenade’s poison duration has been lowered to account for poison field stacking.
Those are not my words….
Imo it’s because of root stacking. If that wasn’t around this wouldn’t be as big of an issue. As it stands right now you can crate→net shot→etc. That’s the real problem and not net turret. But they are treating the symptoms and not the cause : /
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Imo it’s because of root stacking. If that wasn’t around this wouldn’t be as big of an issue. As it stands right now you can crate->net shot->etc. That’s the real problem and not net turret. But they are treating the symptoms and not the cause : /
Crate inflicts a stun and net shot inflicts an immobilize, which tick concurrently. They don’t stack… so with that in mind, I have no clue why this nerf is happening now. Supply crate doesn’t immobilize people for 2 + 3 = 5 seconds, it immobilizes people for 2 seconds and one lucky target gets it for 3 total seconds.
Imo it’s because of root stacking. If that wasn’t around this wouldn’t be as big of an issue. As it stands right now you can crate->net shot->etc. That’s the real problem and not net turret. But they are treating the symptoms and not the cause : /
Crate inflicts a stun and net shot inflicts an immobilize, which tick concurrently. They don’t stack… so with that in mind, I have no clue why this nerf is happening now. Supply crate doesn’t immobilize people for 2 + 3 = 5 seconds, it immobilizes people for 2 seconds and one lucky target gets it for 3 total seconds.
http://wiki.guildwars2.com/wiki/Net_Shot was what I was referring to with stacking on more immobilize in addition to the turret. It’s the stun + root + other roots being able to stack on top of that which can be problematic imo. Sorry for any confusion caused by my wording.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
Why I hate ppl that justify any freaking nerf? Oh way I hate them AS ENGINEER DOES NOT NEEDS NERFS BUT BUFFS…..
Why I hate ppl that justify any freaking nerf? Oh way I hate them AS ENGINEER DOES NOT NEEDS NERFS BUT BUFFS…..
Not sure if this is directed at me or not, but I’m not for this change. I would be for a change in how immobilize stacks though… It seems as if they’ve started to treat the symptoms but not the cause.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
Turrets are currently seriously underpowered in pve and WvWvW. You can kill the trash mobs using other skills much more efficiently (it makes much more sense to equip a kit).
The turret hit box is huge (even nearby AoE damage, which is NOT hitting the turret damages the turret!) and health is pitifully low, thus turrets get destroyed in a second.
Instead of nerfing the turrets, Arenanet should make them viable for pve and WvWvW. For comparison the ranger ursine pet, e.g. bear, has over 50k health, has mobility and can heal itself, but turret has around 5-7k health and doesn’t move. Now every time I see some other engineer use a turret, I feel pity for him.
In my WvWvW roaming I have of course fought against a lot of enemy engineers as well. I have never died on a supply crate dropped on me and followed by the enemy engineer burst. Just couple of nades (if you run a power build like I do) and all the turrets from the supply crate are gone, plus it is pretty easy skill to dodge. I have however died against enemy engi + 4 of his allies all attacking me (5 vs 1 = you lose any case).
PS. Remove immobilize stacking from this game. I am myself using immobilize against enemies, but I feel it is really cheesy that it stacks!
The thing that kills me the most in this case is the fact Engineer get a nerf on both his Turrets while the Warrior bola skills works similary without the downfalls, has higher uptime and can be stacked with sword Flurry to lock down ennemies for more than 10sec with enough condition duration. And this every 20sec.
While the Engineer has to rely on a very unreliable uility skill and his ultimate skill to get similar results. And this every 3 minuts for a 1/3 uptime if his turrets doesn’t get destroyed first.
But the Warriors stays untouched. Find the logic…
(edited by Ambrecombe.4398)
Engineer:
We feel that the engineer is in a decent place right now, but we did take this opportunity to scale down a few outlier skills in terms of potency. Net Turret’s immobilize duration has been lowered to reduce the amount of lockdown after a Supply Crate drop, and Poison Grenade’s poison duration has been lowered to account for poison field stacking.Those are not my words….
No, they’re the words of, if I recall correctly, the ‘The script looks fine, Scope’s working properly’ guy. I could be wrong, of course, but I’m pretty sure that’s the guy.
Point is, of course, I’m really not sure he’s somebody to listen to regarding the state of things. Maybe he’s better at balance than he is at realizing something’s bugged when people finally post about it on the PvP boards instead of their profession boards, or maybe he was just having an off day. I guess we have to hope it was one or the other.
In any case: This change is pretty much the last nail in the Net Turret’s coffin. Whether it’s necessary in light of Supply Crate’s other Net Turret, I’m not even going to begin to try to debate. I didn’t use Net Turret before, I certainly won’t now.
Initially, it was supposed to have a 30% uptime, which is a pretty respectable number, I’d say.
Then they changed the firing rate, or it was realized that it had always been slower, and they changed the tooltip (something they’ve yet to do for every other turret with the same issue, of course) – I’m honestly not sure – and currently it has about 23% uptime. Still decent, really.
Now they’re changing the immobilize duration, making it 15%.
The utility skill itself will now be worth less than any other Turret, as it’s a single-target immobilize with a very long firing cycle, reliant upon a slow-moving projectile, with a tiny uptime.
This isn’t saying much for the other Turrets, of course.
And, of course, they’ll probably manage to break the Net Turret again when they make this change. I wonder how they’ll do it this time? Will it just autodetonate?
The fact that placing a turret prevents you from using the toolbelt skill is reason enough not to use them except the healing turret for the quick place+overcharge+detonate combo. This nerf hardly affects Net Turret use as it’s non-existent. Turret fires every 10+ sec, is prone to missing, and you can’t control exactly when it’s gonna fire, non-exact CC loses half its value.
The fact that placing a turret prevents you from using the toolbelt skill is reason enough not to use them except the healing turret for the quick place+overcharge+detonate combo. This nerf hardly affects Net Turret use as it’s non-existent. Turret fires every 10+ sec, is prone to missing, and you can’t control exactly when it’s gonna fire, non-exact CC loses half its value.
The net turret actually fires every 13 seconds. It originally stated every 10 seconds but was bugged and fired every 13 seconds. Instead of fixing this, they just changed the tooltip to 13 seconds which is just about the laziest thing they could have done given how worthless the turret is now.
Also, people are talking about the issue of stacking roots. If that is in fact the problem, then why is the net turret being specifically targeted for a nerf?