Turrets in Teq map need more RANGE

Turrets in Teq map need more RANGE

in Guild Wars 2 Discussion

Posted by: Faith.1485

Faith.1485

I was just thinking today, as we lost Tequatl partly due to North failing to protect battery bc they thought they had to back at 35 seconds left, but also because of what ill discuss now, which is that the turrets range can’t hit half of the poison that hits the people on the crit spot at this point. I can dodge the waves, and his claws, but i can’t dodge a poison circle that stays stationary on the spot i have to be on to do meaningful damage. I believe giving the cleanse and buff skills on the turrets a longer range will alleviate a lot of the issues maps are having right now with the burn phases. Discuss this here, i would like others feedback on this, and please god, a red post in Reply for once.

thanks,
Faith

Turrets in Teq map need more RANGE

in Guild Wars 2 Discussion

Posted by: GrimFace.9571

GrimFace.9571

We also did Teq an hour ago and we were able to beat him. There no problem with Turret. I manned T3 today, spamming 2 and if needed adding 3. True, you can’t reach beneath Teq for skill 3, but those melee guys can survive poison, and if not, they will break for a while and go nearer where they can be reached by skill 3.

35 secs is too early unless you are in North Hill and manning T1 which is probably not right.

Last 3 Teq I joined are all successful with around 3 – 4 minutes remaining.

Turrets in Teq map need more RANGE

in Guild Wars 2 Discussion

Posted by: Faith.1485

Faith.1485

my main concern is that not every player will know to move out and back in, and meanwhile, several players will still sit to the sides and range. If the turrets had a longer range it would show the people that are afraid of the poison that they can go where they need to be. That poison can stack 3 to 4 on top of each other, and kill you within 1 to 2 seconds. With proper turret control and presence, you can pre shoot and make sure that doesn’t happen (that poison doesn’t stack on the zerg crit spot, but, this isn’t possible sometimes because the spot moves out of range). I’m not saying its not doable, im saying that if the turrets have an option to cleanse poison, it should be able to hit all areas, within reason and proximity to the enemy(tequatl) to cleanse it.

please notice i’m not saying that this isn’t an approachable encounter as it is, but, with all the variables we have to deal with, this will take a decent load off of the people that come to give 100% (i.e. the issues with unskilled players, afk’ers, ranged nail clippers ect.) Even with this change, it still wont become a “mindless” encounter again, as you will still need to be mindful of everything around you, and have decent players on the turrets to make sure the right things are happening.

thanks for the reply as well =)