(edited by Jett.1239)
Simple Fix to Turret Problem
This is actually a good idea.
Perky – 80 Norn Guardian
Soapie – 80 Human Ranger
Definitely sounds like a good idea.
Windows 10
The 2 skill isn’t the be and end all of the skill of using a turret. if all you do is spam 2 on recharge you’re denying the attempt increased DPS and condition removal.
The 2 skill isn’t the be and end all of the skill of using a turret. if all you do is spam 2 on recharge you’re denying the attempt increased DPS and condition removal.
2 and 3 are vital to survival of the zerg.
Maybe something along the lines of cleansing once every 30 seconds or get booted for 3 minutes.
They really need to something about the turretts that is the only problem. I don’t mind the difficulty but seeing an afk on a turrett makes me crazy.
I agree that something should be done since the turrets are integral to the success of the encounter. This method would certainly work.
Spirit of Faith [HOPE] – RIP
Agreed, something needs to be done about the turrets. JQ got turret trolled, 2 guys grabbed the turrets and spun them around and fired at the ground for the duration of the fight.
I’ve noticed that many turret users are trying to do too much. By this I mean they are trying to play the whole battlefield. They need to stick to using turrets in say a 30 degree cone towards the dragon.
I propose a mechanic similar to the Cliffside fractal hammer: players using the turret accrue negative charges that down them at a certain level.
Alternatively, firing the #2 skill and making contact with Tequatl deplete these “bad” charges, meaning a player doing his job can sit on the turret indefinitely.
This would be an amazing and great idea. It would solve the problems of sleeping people on the Hylek turrets, AND make sure they at least are somewhat doing their job.
[AoD]- Commander Vars Wolf
The turrets can be a confusing mechanic for certain players, and they are also susceptible to trolls.
I propose a mechanic similar to the Cliffside fractal hammer: players using the turret accrue negative charges that down them at a certain level.
Alternatively, firing the #2 skill and making contact with Tequatl deplete these “bad” charges, meaning a player doing his job can sit on the turret indefinitely.
This would solve idling on the turrets, train new players, and stop trolls.
This is a really good idea.
Just wanted to pop in and add my support for this. I dont really care what arbitrary reason the devs come up with, the mechanic’s effectiveness would be enough for me to allow for suspension of disbelief. Make it “BECAUSE ALIENS” for all I care (and normally I would care about lore reasoning. this idea is just too good.)
I also support this idea.
Anything to get rid of turret trolls, also can’t hurt to make people cycle off turrets as they get NO LOOT for using turrets.
It’ll add more coordination that will be needed. People will not be paying attention and you’ll have turrets not in use if no one doesn’t say anything.
When doing cliffside fractal, the hammer can often be dropped and remain there noticed because people are busy fighting or just not paying attention. This is what will likely happen. You’ll see someone go down but you won’t know they were on a turret. What’s to stop them from getting right back on the turret after they are revived?
Suppose you get someone competent on the turret, who will replace them once they get close to max stacks? Are there that many people who know what they’re doing and how to use the turrets effectively? How will you coordinate this on all six turrets?
I do not see them having one of the skills remove stacks if this were to be implemented.
(edited by Ayrilana.1396)
It’ll add more coordination that will be needed. People will not be paying attention and you’ll have turrets not in use if no one doesn’t say anything.
When doing cliffside fractal, the hammer can often be dropped and remain there noticed because people are busy fighting or just not paying attention. This is what will likely happen. You’ll see someone go down but you won’t know they were on a turret. What’s to stop them from getting right back on the turret after they are revived?
Suppose you get someone competent on the turret, who will replace them once they get close to max stacks? Are there that many people who know what they’re doing and how to use the turrets effectively? How will you coordinate this on all six turrets?
I do not see them having one of the skills remove stacks if this were to be implemented.
I think OP’s idea was to have Skill 2 deplete stacks on the player as well. As long as he’s firing on Teq, he should be ok.
Seems like an elegant solution.
Or we should just make it that trolls on turrets die if they don’t have 2,3,4,5 on cooldown.