Engineer Suggestion- Making Turrents Viable

Engineer Suggestion- Making Turrents Viable

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Posted by: Deified.7520

Deified.7520

I think turrents need to be buffed, they just don’t have the umpfh that they should.
My suggestion is giving turrents a “maintance buff”. What it does is it allows turrnets to do special things as long as you are in within a certain AoE of them. IF you leave this AoE area by any means and re enter it, it will be on a cooldown.

Rifle- Have a chance to fire a mini mech. They’re about the size of a boneminon and do about half the DPS of the rifle turrent themselves. When the rifle fires a shot, there is a chance that when the bullet hits a target a mini mech will spawn next to the enemy. There can only be a certain number out at once. They dont have a lot of HP and are easy to take down, but have the DPS to matter when ignored.

Healing turrent- Heals nearby turrents

Rocket Turrent- Have a chance to knockdown or stun. Maybe do a fires a flare every X amount of time that will take anyone near the turrent out of stealth.

Thumper – Chance to deflect or block projectiles and AoEs. AoEs are the biggest problem with turrents and this is one way to help that. Basically for every tick of damage of an AoE it can block it. Same with projectiles, there is a chance that it will stop projectiles.

Net Turrent- I think it is really good at where it is at.

Flame- Maybe shoot napalm bombs if targets are within a certain range. like between 30-100 yards or something. What i mean by this is that if it is within range to hit with the regular attack it will, if it is out of range it will shoot a napalm, if it is out of range of the napalm it will do nothing.

I think that is all of them. But yeah, they basically provide “action buffs. Basically actions that are done passively as long as you are near them”

Engineer Suggestion- Making Turrents Viable

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Posted by: Rizzy.8293

Rizzy.8293

what about overload or whatever its called where the rifle turrets shoot twice as much bullets?

And smoke vent for flame turrets where it releases a puff of smoke to blind foes near it?

Waterblast from healing turret to remove conditions…

I dunno about the rest :S

But yeah what about those?
Dont they count? Oo

I mean you also have a self repair thing with your traits that allow turrets to heal themselves….

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Posted by: Deified.7520

Deified.7520

Well they aren’t very that good. They still don’t provide the umph im talking about. I think the major problem is survivablitiy of turrents. They are just too easy to kill to be worth their cooldown. Thats why I suggested doing these buffs to allow them to do more damage and have more utility before they die, which usually isn’t long. I think the healing turrent should stack with self healing to help with them survive. While smoke vent is good, they have to be close. In WvW this isn’t going to happen much unless you place it at a chokepoint. Usually chokes are being spamed with AoE so it wont last long. Net turrent however is amazing. Combined with rifle its major CC. The Rocket turrets is not that good. I’m not sure about thumper, but again its another case of them having to be close. im trying to find ways to make them good in all situations. PvE, sPvP which they are currently pretty good at, and WvWwhat i concentrating on in this.

Engineer Suggestion- Making Turrents Viable

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Posted by: Rizzy.8293

Rizzy.8293

Well they aren’t very that good. They still don’t provide the umph im talking about. I think the major problem is survivablitiy of turrents. They are just too easy to kill to be worth their cooldown. Thats why I suggested doing these buffs to allow them to do more damage and have more utility before they die, which usually isn’t long. I think the healing turrent should stack with self healing to help with them survive. While smoke vent is good, they have to be close. In WvW this isn’t going to happen much unless you place it at a chokepoint. Usually chokes are being spamed with AoE so it wont last long. Net turrent however is amazing. Combined with rifle its major CC. The Rocket turrets is not that good. I’m not sure about thumper, but again its another case of them having to be close. im trying to find ways to make them good in all situations. PvE, sPvP which they are currently pretty good at, and WvWwhat i concentrating on in this.

Well theres your problem, You’re putting turrets as frontline bait, turrets belong in the back, like Pyre Fierceshot said about the seige devourers in the front, good place for scaring people off bad place for actual defense.

And if you’re soloing using turrets its your job to hold aggro while they support you.

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Posted by: Hsinimod.5784

Hsinimod.5784

Rizzy has the right idea, but also is declaring only one correct playstyle.

I find my turrets are fine. I expect them to break at a certain point, and they last long enough for when I use them. But they are VERY weak.

Compare to Mesmer clones. The clones are supposed to be easy to destroy, or do weak damage. But they can take quite a few hits while dealing great damage. And they are on a SHORT cooldown. Simply Amazing.

Now take Engineer turrets. Point for point, strengthening turrets does not not come close. The cooldown is high, mobility non-existent, damage is decent (but I wouldn’t call it great), and their defense is nothing.

They are still a wonderful utility. But they require micromanagement. It’s great and easy to get used to. But once you realize the ease of another profession to generate that same utility… you begin to wonder if there will be an incoming buff to turrets at some point.

My take on it.

Playing Devil’s Advocate since 1990.

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Posted by: Elidath.5679

Elidath.5679

Compare to Mesmer clones. The clones are supposed to be easy to destroy, or do weak damage. But they can take quite a few hits while dealing great damage. And they are on a SHORT cooldown. Simply Amazing.

Unless 5 damages at level 80 seems a lot to you, no, they don’t :P
And they die in at most two hits, more often one.
You might be confusing them with phantasms, which are supposed to be damage-dealing, acceptably resilient illusions, on a longer cooldown than clones, and would make a better comparison with turrets.
I think the main difference between mesmer illusions and turret (outside obviously different gameplay uses) is that mesmers can boost their illusion with traits in a lot of different ways, when turrets have only a few traits linked to them. But, one have to keep in mind that a mesmer without illusion can’t really exist (all weapon sets bring 2 illusions, not using them would like playing with an 8-slots skill bar), where an engi without turret is totally possible.

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Posted by: Warmage Timeraider.5861

Warmage Timeraider.5861

/signed, BUT not for increased dmg… i sign this for increases health/armor .. cause atm it requires 2 hits of an area to take down all turrets

Timeraider- 80 Norn Elementalist – 80 Norn Engineer
epic-timeraider.weebly.com

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Posted by: Raedwulf.3712

Raedwulf.3712

I also mostly disagree with the OP. I don’t think turrets should be buffed in the way he describes. When I was using them, I found them to be fine in offensive terms. They’re supposed to augment your capabilities, not replace you in the fight. The rifle turret doesn’t do huge damage, but does it often; the rocket damage does do a fair slice of damage, but doesn’t do it often; etcetera. It’s all very well balanced.

The one area where I’ve found an issue with them, and is the reason why I’ve switched over to using kits instead, is dungeons. Bosses one-shot them. That makes them utterly useless. Admittedly, I’m not traited to maximise them, but that does still seem rather weak to me. They could do with being buffed up a bit defensively, but they need nothing on offense, in my opinion. When Anet sort out kit-scaling, I have a nasty feeling we’re going to be OP, anyway…

Guild Leader, The White Company, Piken Square