Finally, turret engi has been fixed
Oh look, another one. Must be the last of the QQ finally dripping off. Maybe we can merge it into one of these many other threads….
Well, enjoy your undisturbed celestial meta.
I’ll be off to PvE and come back once the specialization patch comes along and nerfs celestial.
The mob has spoken and the turrets shall be burnt at the stake.
Well, enjoy your undisturbed celestial meta.
I’ll be off to PvE and come back once the specialization patch comes along and nerfs celestial.
Judging by the changes I’ve seen, I think something much more terrifying than three professions using an common amulet is on the way. The new meta will drive people in mass to the forums to QQ.
If an annoying meta makes you hide in PvE, we won’t ever be seeing you in PvP.
Well, enjoy your undisturbed celestial meta.
I’ll be off to PvE and come back once the specialization patch comes along and nerfs celestial.
Yeah because turrets actually affected celestial meta? Not only that but turrets actually a better meta?
i think now it would only be fair to give turrets tiny jetpacks and wheels to follow their master.
Well, enjoy your undisturbed celestial meta.
I’ll be off to PvE and come back once the specialization patch comes along and nerfs celestial.Judging by the changes I’ve seen, I think something much more terrifying than three professions using an common amulet is on the way. The new meta will drive people in mass to the forums to QQ.
If an annoying meta makes you hide in PvE, we won’t ever be seeing you in PvP.
As long as the new meta isn’t defined by people just rolling in with lots of pressure and sustain, spamming AoE and boons left, right and center, while drowning you in conditions, I don’t mind.
I for one am for a return to a meta with more defined and diversified roles. Currently it’s a wash, with cele rifle, cele dd, shoutbow and medi guard all being different flavors of the same concept.
If we can get back to a meta with more diversified builds, I won’t kittening care, how obnoxious those builds are. I just don’t feel like playing, when it seems everyone is running the exact same build… Even, when they run totally different classes.
Whether you fight a shoutbow, cele rifle, d/d ele, meditation guard… While they all have their strengths to some degree, there’s nothing remarkable or special about them. They charge in guns blazing and do their healy burning AoE thingie of doom.
I want builds with character.
The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)
die heimerdinger die!!!
It took so much time to fix this broken and braindead AI build… It was about frekin time.
I cant believe people actually tried to defend this garbage? Who would defend such a kittened build beside from the people who abuse it themselves?
Anyway im glad its gone. Solo Q wont be hell anymore.
It took so much time to fix this broken and braindead AI build… It was about frekin time.
I cant believe people actually tried to defend this garbage? Who would defend such a kittened build beside from the people who abuse it themselves?
Anyway im glad its gone. Solo Q wont be hell anymore.
brain dead people with lame arguments like “learn to adapt”, “learn to rotate”, “this is not a balance issue, its a l2p issue” and “if you are a thief and see a turret engi, use the go away tactic on him”
(edited by rastaman.1905)
Well, going to the forum, crying “muh meta build iznt wurkin. Nurf turretz plx” is any less lame?
Just sayin’.
The mob has spoken and the turrets shall be burnt at the stake.
Lol @ the thought of a turret running away when feared. Has anyone tried fearing a turret?
http://xunlaiheroes.wix.com/xhsa
nerfed or sbooned, not fixed.
Just sayin.
nerfed or sbooned, not fixed.
Just sayin.
What do you mean, it’s not okay to shell a village where a terrorist is hiding with artillery?
The best way to fix a problem is to make sure, the problem will never occur again, right?
The mob has spoken and the turrets shall be burnt at the stake.
Fixed usually means that it was broken and they repaired it. Fixed doesn’t mean destroy it.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It took so much time to fix this broken and braindead AI build… It was about frekin time.
I cant believe people actually tried to defend this garbage? Who would defend such a kittened build beside from the people who abuse it themselves?
Anyway im glad its gone. Solo Q wont be hell anymore.
brain dead people with lame arguments like “learn to adapt”, “learn to rotate”, “this is not a balance issue, its a l2p issue” and “if you are a thief and see a turret engi, use the go away tactic on him”
Usually because it actually works.
If you see a thief, most of the time the go away tactics doesn’t work.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
You can thank NA for that from getting Turrets to get streamed live. I actually had the goal of getting it nerfed by getting it streamed a few weeks ago on that Apex match.
Schwahrheit, #1 Fuhrer NA, Just your everyday typical rager
If they make Turrets strong they need to make Guardian Spirit Weapons, Mesmer Phantasms and Beastmaster Ranger pets strong again.
You can thank NA for that from getting Turrets to get streamed live. I actually had the goal of getting it nerfed by getting it streamed a few weeks ago on that Apex match.
Yes no coincidence they push this out so soon after the recent Go4s.
Now that turrets can be affected by conditions, do condition cleansing skills also work on them? I would hope so.
(Note: I do not play a turret engi and I found them annoying, just speaking for the sake of balance)
Zulu Ox Tactics [zulu]
I want builds with character.
Turrets have no character, and they have no soul.
[NA]Rank 71 before April 15th, 2014 Feature Patch OG Moltres, 10k Champion Brawler, Team PZ
http://www.twitch.tv/yourfriendmarvin
You can thank NA for that from getting Turrets to get streamed live. I actually had the goal of getting it nerfed by getting it streamed a few weeks ago on that Apex match.
Yes no coincidence they push this out so soon after the recent Go4s.
Look, engis have builds other than celestial. The only problem is that those builds aren’t as good as other classes running similar specs. Engineers have a burst, bunker, and condi builds but other classes run them better. Celestial is only meta because for now, it’s the best build. This change doesn’t impact how I play HGH burst engi or how I play condi p/s engi. Perhaps it will force people to play or experiment with other engi builds. You can still win with other builds. I do.
I think people got comfortable with turret engi. It’s still viable but not in the way it was used before. People also admitted that it didn’t impact their play style. No one agrees it was the best solution but it was “a” solution. This is the third time they have nerfed engi, it won’t be the last.
Fixed usually means that it was broken and they repaired it. Fixed doesn’t mean destroy it.
is it actually destroyed…? its not like any of the turrets were hard to kill before, except thumper, it was more that the engie could be tanky af and still have turrets that hit hard. This is a pretty silly fix
Look, engis have builds other than celestial. The only problem is that those builds aren’t as good as other classes running similar specs. Engineers have a burst, bunker, and condi builds but other classes run them better. Celestial is only meta because for now, it’s the best build. This change doesn’t impact how I play HGH burst engi or how I play condi p/s engi. Perhaps it will force people to play or experiment with other engi builds. You can still win with other builds. I do.
I think people got comfortable with turret engi. It’s still viable but not in the way it was used before. People also admitted that it didn’t impact their play style. No one agrees it was the best solution but it was “a” solution. This is the third time they have nerfed engi, it won’t be the last.
The reason, nobody plays condi or burst engi isn’t that other classes can do that better.
The reason, nobody plays condi or burst engi is, that nobody runs condi or burst anything these days. Everyone runs healing tanky builds with passive condition application and good physical damage, condi clear, lots of AoE spam and boon application.
Most of them are celestial, except for the guardian, which can stay in the meta on the power of meditations alone, without having to abuse overpowered stat combinations.
Then there is thieves, which will find a way to fit into every meta, no matter, what you do to them.
Condi ranger or trapper? Driven out of the meta by shoutbows.
Shatter mesmer? Driven out of the meta by hard to kill builds and thieves.
Powermancer, Terrormancer? Driven out of the meta by shoutbows and meditation guards.
If those builds weren’t part of the meta anymore, because people found other classes, which can do the job better, there’d be no reason to complain. But that isn’t the case. They aren’t part of the meta anymore because nobody needs dedicated builds. People want to have their cake and eat it. It’s the celestial meta. A build needs to be able to do everything equally or it is unworthy.
The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)
Fixed usually means that it was broken and they repaired it. Fixed doesn’t mean destroy it.
is it actually destroyed…? its not like any of the turrets were hard to kill before, except thumper, it was more that the engie could be tanky af and still have turrets that hit hard. This is a pretty silly fix
I’m interested to see if it is still manageable or not. I enjoyed playing Turreteer for the strategic defensive options. The only people who think the build is literally brain dead are those who don’t appreciate the point of the build; to be tanky and successfully defend a point. It is not an assault build.
That said, every single turret will melt now; fast. Experimental Turrets is going to be less desirable, since you will want your turrets far out of range of you (being attacked), and Thumper Turret will probably be affected the most, since it usually lives right on point. I could see this build still functioning, but I doubt it will be anywhere near as effective as it was. I just hope they consider condition clear for them, even if they don’t allow boons to be applied (though they absolutely should, for balancing purposes).
Fixed usually means that it was broken and they repaired it. Fixed doesn’t mean destroy it.
is it actually destroyed…? its not like any of the turrets were hard to kill before, except thumper, it was more that the engie could be tanky af and still have turrets that hit hard. This is a pretty silly fix
OMG ur so funny. It was so bad & so broken that pvp was no longer fun with engies around. The community.. the whole community is saying so. Now it feels way more balance that you guys have to skill somewhat to survive.
So, congratulations. Those who hated the turret build of engineers can rejoice. I did some testing in our guilds custom arena – turrets last mere seconds.
Been playing turrets since release. It was what attracted me to the class. And while it was a build that was slightly OP to those who didn’t understand the counter. Against those who did, they were always fun fights. I built completely around it and really had a fun thing going. For me, this was not a fix. It was a complete decimation.
Not just in PvP either. Mobs march through them like candy and I was always very good at being effective with them in dungeons and open world content. Can’t anymore.
I even ran turrets in WvW. The reflective shield at the right time was devastating. Now? As soon as they’re dropped, they are completely gone to AoE spam.
So thank you for catering to the vocal minority. There’s zero use for turrets anywhere now.
So are you going with fixed as in neutered? I can see that as it seemed like the playstyle was reproducing kind of quickly, but that might have had more to do with engineer being on the dailies a bit more often than it should be.
So, congratulations. Those who hated the turret build of engineers can rejoice. I did some testing in our guilds custom arena – turrets last mere seconds.
Been playing turrets since release. It was what attracted me to the class. And while it was a build that was slightly OP to those who didn’t understand the counter. Against those who did, they were always fun fights. I built completely around it and really had a fun thing going. For me, this was not a fix. It was a complete decimation.
Not just in PvP either. Mobs march through them like candy and I was always very good at being effective with them in dungeons and open world content. Can’t anymore.
I even ran turrets in WvW. The reflective shield at the right time was devastating. Now? As soon as they’re dropped, they are completely gone to AoE spam.
So thank you for catering to the vocal minority. There’s zero use for turrets anywhere now.
As someone who played turrets since release, I’m interested in your reaction to the inclusion of Sentinel amulet to pvp last february.
Did you already see the writing on the wall?
I mean, including the sentinel amulet was very short-sighted of Arena.net.
Also, what’s your view on a fortified turret build in pvp? (and ditching the rocket turret because the cooldown is too long)
The mob has spoken and the turrets shall be burnt at the stake.
Yay, turret-teers have been transformed to turret-tears, i like!
Former turretteers now need to use their wasd movement keys, i guess this completly overstrains them. xD
So, congratulations. Those who hated the turret build of engineers can rejoice. I did some testing in our guilds custom arena – turrets last mere seconds.
Been playing turrets since release. It was what attracted me to the class. And while it was a build that was slightly OP to those who didn’t understand the counter. Against those who did, they were always fun fights. I built completely around it and really had a fun thing going. For me, this was not a fix. It was a complete decimation.
Not just in PvP either. Mobs march through them like candy and I was always very good at being effective with them in dungeons and open world content. Can’t anymore.
I even ran turrets in WvW. The reflective shield at the right time was devastating. Now? As soon as they’re dropped, they are completely gone to AoE spam.
So thank you for catering to the vocal minority. There’s zero use for turrets anywhere now.
As someone who played turrets since release, I’m interested in your reaction to the inclusion of Sentinel amulet to pvp last february.
Did you already see the writing on the wall?
I mean, including the sentinel amulet was very short-sighted of Arena.net.Also, what’s your view on a fortified turret build in pvp? (and ditching the rocket turret because the cooldown is too long)
The sentinel amulet made me more tanky, but I did fine without it.
I ran accelerant packed turrets, metal plating, auto tool installation, fortified turrets, invigorating speed, protection injection and experimental turrets. The shield is complete havoc.
I ran pistol/shield with the two runes that transfer and remove conditions. I ran travelers runes for boon duration and mobility between points.
Worked really well. Without turrets able to stand up to anything, it doesn’t work at all.
Now to get rid of RTW 2 spamming rangers and shoutbow.
Unlucky since launch, RNG isn’t random
PugLife SoloQ
Yay, turret-teers have been transformed to turret-tears, i like!
Former turretteers now need to use their wasd movement keys, i guess this completly overstrains them. xD
You have no understanding of the class.
Unlucky since launch, RNG isn’t random
PugLife SoloQ
He understands that class spec completely.
Fixed usually means that it was broken and they repaired it. Fixed doesn’t mean destroy it.
is it actually destroyed…? its not like any of the turrets were hard to kill before, except thumper, it was more that the engie could be tanky af and still have turrets that hit hard. This is a pretty silly fix
OMG ur so funny. It was so bad & so broken that pvp was no longer fun with engies around. The community.. the whole community is saying so. Now it feels way more balance that you guys have to skill somewhat to survive.
No i understand turret engies sucked, and yeah it seems like theyre less powerful, but i really think this fix was silly. The only really tanky turret was thumper, but the problem was more that turrets were so spread out it was a pain to go and kill them and it was easier to focus the engie however he was able to take really tanky stats. Made way more sense for them to force turret engies to run zerker to get any real damage from turrets…idk
but yeah thank you for the fix!
Turret engineers were never a problem in WvWvW, where massive AoE is everywhere and the damage is generally much higher. Previously the turrets died in 1-3 seconds, now the time is even shorter, basically making them utterly useless. I really recommend the developers, who are responsible for skill “balance”, to play at least 1000 h of roaming and another 1000 h of zerging in WvWvW.
Turret engineer was a bad build in WvWvW before these changes, now it is just garbage.
(edited by Deniara Devious.3948)
there is no reason to play a roamer with turrets that don’t move in the first place…
roamers generally have mobility and disengages you know.
to play at least 1000 h of roaming
Someone played a Turret-Engi as roamer in WvW? Really???
Every enemy with half a brain could just walk out of the reach of the turrets. The only reason Turrets were strong in PvP was the fact that in PvP you have to stay on the point to cap it.
to play at least 1000 h of roaming
Someone played a Turret-Engi as roamer in WvW? Really???
Every enemy with half a brain could just walk out of the reach of the turrets. The only reason Turrets were strong in PvP was the fact that in PvP you have to stay on the point to cap it.
You are missing my point. I do NOT play a turret engineer (except for supply crate, which most engis use as their elite). Turret engis have been rare as hen’s teeth in WvWvW, because it is a bad build for such map. For roaming you need mobility (turrets give you none) and in zerging the turrets get destroyed very fast.
Now the recent “balance” patch made turret engineer is made into trash category. These spvp focused “balance” updates, which affect all game modes from pve to WvWvW, do NOT make any sense whatsoever.
I also didn’t like turret engineers in spvp. It was a cheap, no brainer build, but the way it was “balanced” in all game modes was just pure laziness.
Arenanet has a very bad track record of “balancing” engineer. For warriors it usually does small 8-25% shaving, but for engineers it completely deletes a build e.g. 100 nades (50% nerf), automated response (who uses it anymore?). Now cele engi is the only thing which works in spvp meta and soon celestial gets ~10% nerf and shoutbow and D/D elementalist can much easier stack might to compensate the lack of offensive stats.
(edited by Deniara Devious.3948)
You are missing my point.
Honestly it is hard to get your point. Turret Engi were nearly exclusively used in PvP, because they were bad in every other game-mode. So there is no real collateral damage here. Instead of removing Turrets “completely” from the game anet should have taken a bigger approach and completely rework turrets to make them viable but not OP in all game-modes.
You are missing my point.
Honestly it is hard to get your point. Turret Engi were nearly exclusively used in PvP, because they were bad in every other game-mode. So there is no real collateral damage here. Instead of removing Turrets “completely” from the game anet should have taken a bigger approach and completely rework turrets to make them viable but not OP in all game-modes.
Bad in every other game mode for those that had no clue how to use them.
You are missing my point.
Honestly it is hard to get your point. Turret Engi were nearly exclusively used in PvP, because they were bad in every other game-mode. So there is no real collateral damage here. Instead of removing Turrets “completely” from the game anet should have taken a bigger approach and completely rework turrets to make them viable but not OP in all game-modes.
Bad in every other game mode for those that had no clue how to use them.
Are you really trying to suggest that some turret engi actually used to have brains?
Nah…nvm…i probably made some mistake while reading your post…
Bad in every other game mode for those that had no clue how to use them.
Please show us this great Turret-Engi Build for PvE and WvW. Last time I checked MetaBattle
http://metabattle.com/wiki/MetaBattle_Wiki
the only viable Turret-Engi build was this
http://metabattle.com/wiki/Build:Engineer_-_Turret
for PvP.
I don’t think machines should bleed. but burning, poison (corrosion), and vulnerability make sense. honestly it would have been enough to make them crit-able. rest was unnecessary. I know this isn’t the popular opinion, but I never had too many issues with turret engies. but I did get annoyed watching my baddie teammates get instagibbed by their turrets and cc. people are just bads in general though.
I don’t think machines should bleed. but burning, poison (corrosion), and vulnerability make sense. honestly it would have been enough to make them crit-able. rest was unnecessary. I know this isn’t the popular opinion, but I never had too many issues with turret engies. but I did get annoyed watching my baddie teammates get instagibbed by their turrets and cc. people are just bads in general though.
I don’t think Fire Elementals should burn but hey, some of them do. As far as the bleeding, if it helps think of it as leaking oil. As for the Turret Nerfs, a rework was needed, but of course….Anet, so a nuke was dropped instead. I guess it’s just easier to take the low road instead.
I don’t play engineer, never had. I have encountered the infamous turret build in pvp several times. Just wanna say they nerfed the build to oblivion. I never liked the idea of letting every single condition affect turrets, like they do now.
Heck Anet, you could have started with the suggestion made by Tron Jeremy – let the burning condition affect turrets. You could have started with that, and watched how things would evolve from there. Especially since you guys have always said you want to take small steps when it comes to balancing things…
Instead of removing Turrets “completely” from the game anet should have taken a bigger approach and completely rework turrets to make them viable but not OP in all game-modes.
Please explain how turrets are viable in WvWvW or pve, because they are NOT. They were bad before this patch and now they are utter garbage, except for the launch from the accelerant packed turrets traits.
I think the general consensus is: Arenanet nerfed turrets to oblivion. Some players are probably happy about it, but similarly some other players would be happy to see stealth or entire professions completely removed from the game.
It is sad that Arenanet is probably repeating the mistake with the grenade kit, making it totally subpar for WvWvW by massively nerfing the range from 1500 to 900. It is “nice” that the rarest profession in WvWvW gets hit by nerf hammer time after time (I know engineers are common in spvp, but NOT everybody’s main game is spvp). After the planned changes, why would anybody consider grenade engineer over staff elementalist, which is already much better than engi in support, burst, dps and utility?
Question for Arenanet developers: Why the turrets were nerfed in all game modes? Was there much complaints that turrets were overpowered in pve or WvWvW?
(edited by Deniara Devious.3948)