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.
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.
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.
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.
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.)
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.
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.