Suggestion: Turret functionality change

Suggestion: Turret functionality change

in PvP

Posted by: Pixels.6532

Pixels.6532

I’m posting this here because I think this is purely an sPvP issue.

Currently an engie’s turrets work regardless of where the engineer is, he can summon 3-7 of them and then go +1 a fight somewhere else but his turrets left on the point will still defend it.

This is annoying more than anything and delays the cap and can (depending on how many turrets are on/around the point) burn your CDs making you vulnerable to attack (esp. if you’re a glass-cannon spec). Unattended AI shouldn’t be doing this kind of thing.

Proposal: If the Engineer who summoned the turrets is not within 450 range of the turret, it will simply sit idle. It won’t work. You could play around with the correct distance to give the engie enough room to LoS and avoid damage on the node but keep him somewhat tethered to where he’s dropped his turrets.

Sanctum of Rall

Suggestion: Turret functionality change

in PvP

Posted by: runeblade.7514

runeblade.7514

No.

Turrets can’t hold points. You can still cap the point even with the turrets sitting there.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Suggestion: Turret functionality change

in PvP

Posted by: Echiel.8196

Echiel.8196

well if something like that would to be added I would say if he gets away for more than 2000 feet or in whatever it is measured there it would get auto destroyed…
as it is with mesmer… when he gets too far clones dies…. why is engi this way? if it would be from gw1 ritualist which could be measured kitten it was when you gotten too far from spirits they died…. so why does the turrets work thru whole map… its funny well… but I wouldnt say engi is op…