That’s pretty much my entire suggestion: Scaling for Turrets.
Currently, Engineer turrets are completely (as far as I’m aware; I’ve only tested Power interaction, not Healing Power or Condition Damage) dependent on level – and scale poorly because of this, ending up as gimmicky little things that may as well be made of origami filled with an impact explosive.
Now, obviously, can’t have all the turrets gaining boosts equal to the player from their stats (then you’ve got a potential two healing turrets, two rifle turrets, two flame turrets, one net, one thumper and one rocket, all with high power…and suddenly the Engineer never needs another ally, which is not the intent of this) – but maybe, like, a 10/1 ratio, where every ten points of (let’s say) Power possessed by the player would give the turret one point of Power, and from there work it out as if it was a normal character or something? I haven’t familiarized myself with, or even tried to decipher, the equations used to scale things, but I think that’s about the best I’m going to get the idea across.
So, please: At some point, it would be really pretty nice if A ) Deployable Turrets would work properly (no, I’m not shutting up about that until it’s fixed – the miscellaneous tooltip stupidity is also irritating, but it’s relatively minor) and B ) Turrets would scale.
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