The devs fear if they buff the turrets engis will deploy them and kill all easily.
So to allow for stat improvement we need to balance the scale with some down sides.
A while back I seen a suggestion to change turrets to function much like mantras.
You have a long channel time to gain a single charge, this charge can be behind the scenes, we have no need to see it. Once you have it you can deploy your turret quick and easy like now.
But thats not all, the turret’s cooldowns need to be normalized like the ranger’s spirits where. With the same cooldowns each turret will have the same “worth”. I think somewhere in the 50sec cooldown range would be enough. maybe lower.
“Ouch a rifle turret with a 50sec cooldown, these seem like some major nerfs.” -You
Ah but the best part that ties it all together and even solves the “mobility” issue of turrets while still allowing them to be strong when stationary has yet to come.
Picking up a turret right now refunds a mere 25% of the cooldown, often not worth the effort, especially if you use deployable turrets trait.
So instead when you pick up a turret you get the charge back, but the turret saves the HP it had when it was picked up. So picking up a near death turret means your going to deploy a near death turret. Time for the tool kit’s repair to shine! That or the auto-repair trait or simply detonate it and wait on the cooldown.
This way turrets can be moved from PvE fight to fight and be used in each And the repair function of the toolkit finally has a purpose
These are just mechanical changes to allow for improved stats. Theoretically if these changes were to happen(and thats a long shot at best) without significant stat improvement on the turrets it would be one major nerf.
Alternatively if being able to save the turrets HP when picking it up isnt an option just return the “charge” and make it a 20sec cooldown so people can still travel in PvE with turrets but won’t be able to pick them up and redeploy in combat for a free full heal.
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