What about nerfing turrets ?
i want to know why the heck the “rangers need some balancing” thread got closed but all of the turret engi threads where there is much harder qq’ing going on stay open.
Turret engies need to take a hit for the sheer fact Anet really needs to steer the game towards a more competitive environment (i.e. have people play builds where AIs don’t do the work for them).
In game turret engineers are more of a nuisance than anything else and if people understand the game they will realize if someone is AFK on their home it leaves a 4v5 on the other 2/3rds of the map.
i want to know why the heck the “rangers need some balancing” thread got closed but all of the turret engi threads where there is much harder qq’ing going on stay open.
One of them got closed, I know for sure. Too many to kill!
Warlord Sikari (80 Scrapper)
i cant enjoy a casual game without a turret engi
Why do you feel the game should be redesigned or on your personal enjoyment? I do not enjoy playing as a turret engie. Tried it to see how it works. I found them to be ridiculously easy to dispatch. I see no reason to get rid of them.
https://www.youtube.com/watch?v=6q3em9s5I4c
Just give it a few months..Then the forums will be 9 posts by noon on how OP Cele Reve is. People will forget about turrets, just like they forget how to learn to counter them.
#1 Player Comoros
Let’s put it out there – people rage against turret engi for two reasons:
1. Their own preferred class/build struggles against turrets (or they dont play well enough)
2. They’re envious that others appear to be getting away with putting in less effort and skill than they are and getting a better result.Turret engi is so limited as a build is laughable to call it OP. Honestly.
The answer to the turret engi is simple – it’s all about the team.
1. Turrets suck as team members because they lack the ability to rotate off their points. Oh the helplessness of sitting on home unable to help at mid because you’ll have no weapons if you leave your turrets.
2. Let classes on your team who are hard counters to turrets go and drop them.
3. Turrets cant retake points as easily as they can hold them. Once they’ve lost it you can mess with them. Engaging them off point when returning from spawn is a win.I play several classes/builds and turret engi is by far the least amount of work and the least useful. If I have a low MMR team with me I’ll play it just for the cheese mode. On a high MMR team I don’t even consider bringing it.
It’s seriously just a LTP and learn to work as a team with adaptive tactics kinda issue.
I can speak for myself only but whatever.
My main is thief and as a thief ( on S/D) i would NEVER lose to a turret engi.
The problem stands to these factors:
→ All current meta builds ( cele engi-war-ele) need proper rotations ( aside war, since u just really need to weap swap properly but that’s a whole another story) to be able to counter pressure.
Turret scrubs don’t. They can just LoS u while using a random Overcharged shot at you, mostly due to high prot uptime, innate tankiness due to traits and tank amulet.
→ All current meta builds die very fast in a 2vs1
This is mostly the reason why cele war, altough braindead, is not really an issue.
A turret engi with crate will take sensibly more time to be killed in a 2vs1 and this is not due to invulns/smart plays/kiting or whatever, but simply cuz it can’t be shotted due to extreme tankiness and due to PASSIVE CCs from turrets detonation.
Turret engies can blast their only water field like 3-4 times and get back again while knocking people up and down without even realizing it.
Decent ones can do it by themselves but if u have literally no clue, you’ll still be TOO hard to fight.
At the end of the day , noob builds can stay but they need to suck hard.
Turret engi can be played at decent level with zero skill ivolved and it’s THE ONLY build able to do so.
There’s no way a point assaulter should say “omg no the point is held by a turret engi, better going elsewhere” cuz its damage/tankiness comes 100% from PASSIVES and PASSIVES should never overcome skill ( and since this game is based on conquest, holding a point for 10-15 seconds more thanks to AI means AI overcomes skill).
This is not right by any means.
If you hate turret engis so much, play a class that destroys turret engi like staff ele, power ranger, condi ranger or power necro.
I don’t even know how to respond to someone suggesting we should all play staff ele to counter a single build.
As long as you are not melee power glass canon zerker you stand a chance lol, sry most pvpers . It has plenty of counters,staff ele is just the best but we have to worry about other specs as well.
The Dhuumfire thread
Just remember, if you’re ever in a hotjoin and the other team has 3+ turret engis, reddit is always waiting for you.
Tyronee Biggums- Warrior SBI
“If fifty people say a foolish thing, it is still a foolish thing”-Bertrand Russell
Just remember, if you’re ever in a hotjoin and the other team has 3+ turret engis, reddit is always waiting for you.
Or Tumblr. :P
Warlord Sikari (80 Scrapper)
I get it, it’s a easy and very effective playstyle and lots of people are complaining about it. Why not just tuning it down a bit, make the turrets with less hp or reduce the fire rate by a bit, and for god sake, make them despawn when engi moves out of range. 3 turrets left behind at a cap point alone can put enough pressure on my thief to deter me from ninja caping the point.
What if the turrets didn`t attack if the engi wasn`t within a certain radius?
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]
What do you have in mind for tuning them down Kuzuryu?
2015-2016
Fort Aspenwood
I disagree.
Turrets and turret engineers are already weak and easy to destroy. Lately, people aren’t afraid to fight turret engineers anymore. No need to nerf them more.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
What do you have in mind for tuning them down Kuzuryu?
What if the turrets didn`t attack if the engi wasn`t within a certain radius?
As mentioned in another thread.
Look at DotA2 and how they handle summons. All summons are player controlled, they’re only as useful as the player. That’s the proper way to move away from dependency on AI to fight for you……..Engi’s Turrets should only attack if Engi is in close proximity.
The build is designed to bunker anyways, so they should be always close to the turrets.
(edited by Akikaze.1307)
I disagree, its a good build but not a great build and i look at 2 things when discussing this
1) New players
It can be really hard for new players to come up with builds that are decent for them when first coming into pvp. Its a good way for them to see a decent build. Its a pain for new people to play against but its also good for them when first starting out.
2) its not op
Lux posted his video of his team hero battle tactics vs the abjured. They had 2 turret engies and it didnt go very well for them. So to me its not a good build for the upper echelon teams in pvp but its good enough to be competitive.
My thing is if they downplay turrets just a small bit they might not be good at all for the new people. Obviously you got some better players using the build crushing people but for the most part its serving its purpose. People atm are asking for rangers dmg to get lowered, asking for mesmers clones shatter dmg to be lowered. This game is running out of dps builds to play with.
I would like to see mbh suggeston so you dont have a engy doing rifle dmg from mid while all his turrets are at home.
The build is designed to bunker anyways, so they should be always close to the turrets.
That was my real problem with turret engi. If you leave a rocket turret at home then it can pretty much win a 1v1 for whoever shows up at that point and the actual engi can be somewhere else being useful.
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]
I get it, it’s a easy and very effective playstyle and lots of people are complaining about it. Why not just tuning it down a bit, make the turrets with less hp or reduce the fire rate by a bit, and for god sake, make them despawn when engi moves out of range. 3 turrets left behind at a cap point alone can put enough pressure on my thief to deter me from ninja caping the point.
its not engineer fault you play berserker and die due to not having defenses or clearing out said turrets
a turret engineer without turrets is a dead engineer so you guys must be really bad to be dieing to unguarded turrets
Again… Not surprised though…
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU
Those who claim AI builds should never be meta or even a thing must realize that such a thing would require Ranger and Mesmer to be permanently disabled in PvP. Why? Both are designed around AI usage, dealing damage with AI and empowering the AI.
Changing the profession’s themselves so they no longer do damage using AI would be so hopelessly impossible to do without breaking them in every mode that disabling them would be the only cost efficient and user friendly solution.
AI is not the problem. People’s perception of skill, most notably their own skill, is the coreproblem.
That AI got less then 1/10,000,000 of your intelligence, yet you struggle to outsmart it.
Think, plan, execute plan. If you cannot think or make up a plan, ask someone else to do it for youI don’t think you’ve ever played mesmer or understand how it works if you’re comparing it to 10k hp uncrittable turrets. Mesmer clones/illusions die instantly and are easily avoidable, mesmers also die extremely fast.
mesmers clones and phantasms on the other hand shatter for up to 6k damage apply confusion when killed and shattered as well as the barrage of conditions while dealing massive direct damage how exactly are turrets superior to mesmer ai units?
i decided to try the turret build player a good 30 games and here was the results
the most kills i got were because players chased me blindly ignoring the bunch of turrets in the middle
however i started having trouble when teams started bringing warriors and guardians who dove into the turrets and wiped them quickly leaving me with the only choice of running away
turrets cant crit unlike mesmers clones so if you got a ranger you can clear them from a safe distance engineer is a middle range class and wont be able to defend against rangers even if the turrets are up theres only 2 turrets with 1500 range and one hits for 450 damage every 4 seconds
The build is designed to bunker anyways, so they should be always close to the turrets.
That was my real problem with turret engi. If you leave a rocket turret at home then it can pretty much win a 1v1 for whoever shows up at that point and the actual engi can be somewhere else being useful.
See these are the kinds of people who complain about turret Engis! They think people lose 1v1 to an AI Rocket Turret and they think that an Engineer being elsewhere without any utilities spamming Hip Shot is useful! Why can’t everyone just quit qqing and get good!
Wahoo! Bye frands!
The build is designed to bunker anyways, so they should be always close to the turrets.
That was my real problem with turret engi. If you leave a rocket turret at home then it can pretty much win a 1v1 for whoever shows up at that point and the actual engi can be somewhere else being useful.
See these are the kinds of people who complain about turret Engis! They think people lose 1v1 to an AI Rocket Turret and they think that an Engineer being elsewhere without any utilities spamming Hip Shot is useful! Why can’t everyone just quit qqing and get good!
Wahoo! Bye frands!
The biggest reason why turret engis are a problem is because most people quit, when we all knew turret engis are a joke (and still are, hence no “pro” players playing a terrible build).
edit: It accounts for some joke teams in the monthly’s :P
A mesmer clone will hit you for a whopping crit of 20. lol Phantasms hit for 1000s of damage but they are way squishy
“sits back and continues to watch people cry”
The build is designed to bunker anyways, so they should be always close to the turrets.
That was my real problem with turret engi. If you leave a rocket turret at home then it can pretty much win a 1v1 for whoever shows up at that point and the actual engi can be somewhere else being useful.
See these are the kinds of people who complain about turret Engis! They think people lose 1v1 to an AI Rocket Turret and they think that an Engineer being elsewhere without any utilities spamming Hip Shot is useful! Why can’t everyone just quit qqing and get good!
Wahoo! Bye frands!
I don’t see how helping an ally with 1 utility and using 2 others somewhere else = no utilites. I guess this is why I’m drooling with my pants on my head.
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]
If you hate turret engis so much, play a class that destroys turret engi like staff ele, power ranger, condi ranger or power necro.
I don’t even know how to respond to someone suggesting we should all play staff ele to counter a single build.
As long as you are not melee power glass canon zerker you stand a chance lol, sry most pvpers . It has plenty of counters,staff ele is just the best but we have to worry about other specs as well.
I can imagine a gs medi guard with stab can clear them turrets out pretty quickly.
I literally only met one halfway decent turret engi(the one from the esports rocket vid) and he was still losing the fight. Yes the homing on rocket is stupidly broken but it’s really not a huge deal.
Turret engi is basically not a huge deal. Killing them is like taking out the garbage. It has the whole “aww man I gotta do this AGAIN” kinda vibe to it. A mere nuissance.
Apparently having a civil discussion about Turret Engineers is not allowed. All we get is the usual “L2P” responses from the Engi players. Sometimes I wonder how the GW2 community was voted the nicest? It feels the same as any other mmorpg.
Just a reminder to people that with balances, it doesn’t always have to be negatives. Toning down one aspect could lead to another aspect to be boosted to compensate. We’re not even dwelling onto the power level. Simply trying to make the build more interactive than reactive, isn’t that the point of the game?
its not engineer fault you play berserker and die due to not having defenses or clearing out said turrets
By your logic,
Power builds: Too squishy to take out the Turrets due to lack of defenses.
Condition builds: Unable to damage the turrets at all.
Support/Bunker builds: Too low damage to take out the turrets quickly.
Edit: More power to the Cele meta, they can do all of the above =o
(edited by Akikaze.1307)
I feel like this is exaggerated. Turrets heal 5% of their hp/3 sec. They heal about 420 hp (for the tougher ones, like 350 for the weaker ones). That’s like 8400 hp, maybe 10k by time you could kill one. That’s not that long. I mean the alternative is, you blink in and 2 shot all his turrets and he’s totally screwed. Is that the goal here or??? Turrets are a “bunker down” build. They need to sustain some sort of damage or they’d be pointless.
And no, that wouldn’t be a good thing. Build diversity is great and AI can add a unique level of awareness to the game, sorry your glass burst builds have a counter measure.
if turrets are a “bunker down build” and you think its fair then please remove crits and condis from my necros minions because they are meant to be our “bunker down build” what do you have to say about that?
That’s just cause people can’t admit they’re bad and should really learn to play instead of coming here to whine on the forums hoping that devs will nerf their opponents (until they lose to someone else and come back again whining about something else). Heh, there are even people who are unable to defeat a single turret – or at least claim as such – and we should balance the game toward such low standards?
If there is a problem, is in the mentality of people. Not the turrets.
For example, if you have low defenses, you just don’t simply rush toward an engineer and multiple turrets. First you deal with the rocket turret – from a distance if possible- and then you rush (using stability once you are near enough to smash up the engineer). That’s a good approach.
Instead most people – especially the ones that come here to whine – just rush blindly toward the point. And that is exactly what the engineer wants you to do and challenging him exactly as he planned to – a strategical defeat, even before starting the battle. If you dance upon his hands, of course you’ll lose easily.
Something that good players won’t do, and thus the reason why such a build is useless in high-level play.
Thus…yeah, we can sum it up as a “L2P”. Cause that’s all that is.
I just played one match with my little female asura op as hell turret engi. In 4 different cases ppl attacked with 1 or 2 ppl and didn’t focus turrets first from range and just fought me on point. I think there was one guy who was sensible enough to focus my rocket turret and take it out first.
On one instance a single thief attacked and fought me on point. All my turrets up, was not even trying to damage the turrets. Needless to say fight was over pretty fast.
Yes, there are some people that struggle to find a decent way to counter Engi. I agree that we don’t need to hold their hands through every single attempt at fighting the builds. However I don’t think that’s the issue.
For its area denial effectiveness, there is a rather limited approach to fighting the class. Killing the Turret is also situational on your builds. When you direct your attention to try taking out the Rocket Turret from range first, it’s the right approach but also an approach that costs time. That’s where effectiveness comes in, an Engineer could leave their turrets on point and run off chasing the white rabbit, you come to decap and have to spend 4seconds killing and 4seconds decapping. That is 8 seconds compared to any other situation already decapped 4seconds into the cap. Total 8points gained by Engi by doing nothing.
If the turrets didn’t activate while the Engineer was outside its proximity, then its passive effectiveness is countered. Minions follow Necromancers around, Pets follow Rangers around, Clones/Phantasm stop/vanish if Mesmer overrides/loses target/too far away, there’s a trend.
What troubles me deeply is that how easy they’re to play. I’ve mentioned this before in another thread. I have a friend who made a Engi, without prior knowledge of what the skills does at all, simply copying the build online. He has only previously played Thief so not even familiar with Bunker playstyles. Yet he has managed to solo secure a node vsing multiple enemies. Considering it was his day1 on the class and against pugs, both players are bad, yet my friend on his Engi won on multiple encounters.
Who needs to L2P in that situation? The ones who are semi familiar with the class went unprepared against the Engi or the Engi who have yet to learn the class. If the answer is both, then it should had been an even matchup, not one sided.
(edited by Akikaze.1307)
Thank you for this thread. It is important to know some ppl consider stationary turrets of defensless engineer as a problem. There has never been such a thread on this forums so again, thank you. Now we can see what was hidden from us all this time.
I have been playing turret engi with 3 others and a warrior (all turret engi is a disaster). This is effective against many teams. However, as soon as the team realizes that all they need to do is zerg through the points we tend to lose. Turret engi’s cannot stomp which makes team fights go badly. If you can heavily cc the turret engi they can be dispatched quickly. d/d ele can heal right through most of your damage after taking out rocket turret. Even dps guardians can do well against you. A bunker warrior can basically faceroll, no one dies in this case.
Players with very little experience do tend to do well on turret engi and it is a good way to get people into pvp. This is especially the case when most of the people you play with have a good mmr and you have one new player. An inexperienced player still does not know when to dodge and where to be during the game, so they will still lose against experienced players. This build does carry, but not as hard as people want to believe.
Why are people even trying to kill the thumper turret? This turret has a radius of 240, this does not even cover the point. If the turret is at the center of the point just stay at the edge of the point and fight the turret engi. I keep seeing rangers go after the thumper turret which is pointless when they do best for ranged damage. Fighting turret engi’s is really a l2p issue. I suggest trying to play turret engi and learn how to counter it that way. This is the best way to learn how to counter any build you are having trouble with.
Turret engi can be played at decent level with zero skill ivolved and it’s THE ONLY build able to do so.
This
Btw i can farm turret guys all day long with carrion condition war, but still it takes way more effort than it should vs someone who has totally no clue, if i get anyone else (Including celestial rifle engi, celestial d/d ele or another hambow/shout/whatever war) who has 0 skill he’s gonna die in no time….while any total nab turret engi usually manages to last way too much due to random passive procs, ai spam, crate and so on…even if he can’t dodge a single pin down
I would like to link helseth video on turret engi vs denshee but i can’t find it anymore…gonna ask him, so you will get an idea of what i’m talking about
(edited by Archaon.9524)
I feel like this is exaggerated. Turrets heal 5% of their hp/3 sec. They heal about 420 hp (for the tougher ones, like 350 for the weaker ones). That’s like 8400 hp, maybe 10k by time you could kill one. That’s not that long. I mean the alternative is, you blink in and 2 shot all his turrets and he’s totally screwed. Is that the goal here or??? Turrets are a “bunker down” build. They need to sustain some sort of damage or they’d be pointless.
And no, that wouldn’t be a good thing. Build diversity is great and AI can add a unique level of awareness to the game, sorry your glass burst builds have a counter measure.
if turrets are a “bunker down build” and you think its fair then please remove crits and condis from my necros minions because they are meant to be our “bunker down build” what do you have to say about that?
Read my thread in my signature and I think you’ll have your answer. :P I main MM, not turrets.
Warlord Sikari (80 Scrapper)
you guys are trolling or too full of your own lies
Hammer warriors melt my turrets in seconds so those saying tht even greatswords are not enough are clearly lieing
long bow rangers and mesmers and necro should have the least trouble as turrets are only lethal from close range
ye we all know they suck in organized team q, point is there’s no organized team q.
They’re lame and not fun, they’re also too effective for the % of brain needed to use them.
Okplsthx
going by your own statement
Lets nerf:
Completely remove stealth from thieves and change the initiative system for cooldown like everyone else
Remove mesmer’s stealth and cut clone damage by half and make them unable to apply conditions
remove necromance’s shroud form get rid of minions and make them only apply 3 conditions maximum at a time
make ranger’s bow no longer gain damage bonus based on range and get rid of their pets
Every Profession has a cheap mode build or mechanic
(edited by Rezzet.3614)
Some idea to tune down turrets
Let’s go over some premises first. Turret engi are used both by new player and vetern player alike and it is very common in unranked matches. Typical playstyle of turret engi is to hold down and camp a cap point (Often home or mid)
- as Mbh and I suggest, make turrets unavailable when engi moves out of range, either by despawning, or inactivate them. This would encourge them to play as the build is intended and discourage them from zerging or roaming.
- tune down the targeting system of the turret, implement an internal cool down for switching and reacquiring target. So player can counter turrets without destroying them by breaking LOS or going into stealth.
- add diminishing return to the CC turrets like net and thumper (You see this system in wow)
Just remember, if you’re ever in a hotjoin and the other team has 3+ turret engis, reddit is always waiting for you.
Or Tumblr. :P
Yes, and if for some reason you can’t get on either of those, there’s always 4Chan……….
Tyronee Biggums- Warrior SBI
“If fifty people say a foolish thing, it is still a foolish thing”-Bertrand Russell
they’re garbage in serious ranked matches and they’re nuisance in pug games. they serve no purpose besides trolling.
The same could be said of any class with a specific build.
Deal. If we removed everything that was a mild annoyance in games, eventually the community would gnaw out most of the core play and whatever they found even slightly intolerable (which is at least one thing in every class) and balance would fall apart.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
For its area denial effectiveness, there is a rather limited approach to fighting the class. Killing the Turret is also situational on your builds. When you direct your attention to try taking out the Rocket Turret from range first, it’s the right approach but also an approach that costs time. That’s where effectiveness comes in, an Engineer could leave their turrets on point and run off chasing the white rabbit, you come to decap and have to spend 4seconds killing and 4seconds decapping. That is 8 seconds compared to any other situation already decapped 4seconds into the cap. Total 8points gained by Engi by doing nothing.
If the engineer is somewhere else he isn’t there doing “nothing”. And he’s doing that “something else” in a weakened state, being without turrets – as they’re still at the point he willingly left them to, and can’t even use their overcharge ability well (as he can’t follow what is going on there, as he isn’t there).
Wherever he is, he is weaker without his turrets. If he was there, you would likely have had to destroy said turret either way. Someone has to deal with it either way.
I can’t see any issue with that.
If the turrets didn’t activate while the Engineer was outside its proximity, then its passive effectiveness is countered. Minions follow Necromancers around, Pets follow Rangers around, Clones/Phantasm stop/vanish if Mesmer overrides/loses target/too far away, there’s a trend.
Yes, and the trend is that none of those is forced to stand still on a point. According to your suggestion, if the engineer is somewhere else not only he’s limited by not having his utilities available, but they aren’t doing anything even where he left them, and on top of being useless for the time being, they’ll go on cooldown at the leisure of any attacker (probably as soon as the engineer is coming back). Thus raising the time such turrets aren’t either available or working. Where do you see the balance in something like that?
What troubles me deeply is that how easy they’re to play. I’ve mentioned this before in another thread. I have a friend who made a Engi, without prior knowledge of what the skills does at all, simply copying the build online. He has only previously played Thief so not even familiar with Bunker playstyles. Yet he has managed to solo secure a node vsing multiple enemies. Considering it was his day1 on the class and against pugs, both players are bad, yet my friend on his Engi won on multiple encounters.
Who needs to L2P in that situation? The ones who are semi familiar with the class went unprepared against the Engi or the Engi who have yet to learn the class. If the answer is both, then it should had been an even matchup, not one sided.
Anedoctal evidence, uh.
First of all, according to your post, he still had previous pvp experience – even if with other classes – and a proper build – as he searched for it. That’s already more effort that most random people can muster.
If profession ranking was still working back then, he may have been against some completely inexperienced people. If they just tried to rush him without paying any attention to the turrets, i wouldn’t be surprised that he was able to deal with them. Knowing when to use CC requires timing and observational skills, and that isn’t something limited to engineers – previous pvp experience already helped in that regard. Having a single weapon makes it a bit simplier, even if limitative, as he hasn’t got to remember the cooldowns of a second set (not having it to start with).
Thus i would say he was still more experienced than his opponents, and probably also more smart than them. The match probably wasn’t even to start with – but not for the reasons you assume to.
I keep seeing people saying that turrets are OP, garbage, useless, etc. But VERY few people say why exactly. Maybe instead of just complaining that they need to be fixed, reworked, removed, etc. Please give some examples of how they can be fixed, improved, etc.
My take on turrets is:
-They are immovable and have a limited function.
-can easily be avoided and dealt with.
-Can be overwhelming on a point when caught in the cross fire.
-Only have a very niche use.
-It’s often viewed as a “cheese” easy win build.
I sometimes have trouble with them. (If I jump all “YOLO” mode into the middle of them.) I certainly don’t feel they are OP, it’s more of a matter of changing tactics when dealing with them.
It’s the chain I beat you with until you
recognize my command!”
I call them slow and susceptible area denial. Since that’s pretty much a turret build in a nutshell. Nothing wrong with it.
Warlord Sikari (80 Scrapper)
Can’t seem to be able to add it to the previous post. Gotta make a new one for this reply.
- as Mbh and I suggest, make turrets unavailable when engi moves out of range, either by despawning, or inactivate them. This would encourge them to play as the build is intended and discourage them from zerging or roaming.
I explained above why it makes no sense – having them still there already makes the engineer weaker, and the turrets less efficient in their purpose of protecting the area (as the engineer can’t use overcharges properly if he doesn’t know what’s going on).
- tune down the targeting system of the turret, implement an internal cool down for switching and reacquiring target. So player can counter turrets without destroying them by breaking LOS or going into stealth.
Way too easy to abuse – one could just move on and off LOS and kill them without retaliation.
- add diminishing return to the CC turrets like net and thumper (You see this system in wow)
Their hard CC is either active and with moderate cooldowns – done by overcharges, toolbelt detonation if traited- or reactionary (on destruction if traited).
Also, i can’t see why such a restriction should be limited to engineer turrets, anyway.
And seeing that turrets already don’t see any use in high-level pvp, i can’t even see why they should be toned down to start with, anyway. Especially with nerfs that aren’t even coherent with the rest of the game (changing the targeting system only for them? Putting CC diminishing returns only on turrets?).
They could just buff useless skills (like the elementalist elites) instead of nerfing a class, even if that currently has a clear advantage in PvP when it comes to holding points.
Less player aggravation that way.
The turret build is really problematic when there is more than 1 engi in the enemy team.
The build itself is quite irritating when some almost impossible to kill bunker engi with infinite knockdowns is camping on a point.
Until that is resolved the best solution is a 2v1 or 3v1.
i see good turret engis jumping off ledges and placing their turrets floating up in the sky so they can’t even be attacked by melee.
i dont see how floating turrets can be intended by design.