Why the turreteer is overpowered currently.
The spvp is so imbalanced it is embarrassing. They have had 3 years to get it in some sort of tournament ready shape and they have done virtually nothing. All of the serious spvp players have long since moved on.
Don’t get me wrong, I love Guild Wars 2 but the current state of spvp is a joke. Full of flavour of the week builds, Turret engie is just another example of it.
the expansion with FIX EVERYTHING!!! Engies will be put out of the meta by “The Revenant” hell he will push every other profession out of the meta!
after the patch matches will be like 4v5 Revenants or even 3v5 Revenants!
so worry not, the engi god dais will be over “soon” !
The EU top leaderboards is all about engineers -> thiefs -> warriors -> elementalists -> rangers -> mesmers. that have about 54% to 70% win rate guardians is somewhere between. i don’t really know their names from leaderboards. after that comes the necros as last with about 51% to 57% also playing premades.
maybe im wrong but can’t find any necro names that have more than 57% win rate even with premade gaming.
An active forumer guy said in necro forum that good necromancers can do about 60% solo ranked.
so every necromancer players that bad then cant do 60% with premades?
i only play solo and i only have 51-52% win rate usually.
Why there aren’t any necro with 70%-80% win rates but every other class have! Someone should look at it something is wrong! Maybe only Nos or Zombify can do something better but they have kitten good teammates that really boosting them. but they are playing NA so i don’t know what they are able to do in EU as i hear EU is stronger than NA. maybe i’m wrong.
(edited by Rolisteel.1375)
Careful what you wish for. Imagine turret engies with turrets benefitting form their vitality and toughness stats. How ’bout them apples?
The EU top leaderboards is all about engineers -> thiefs -> warriors -> elementalists -> rangers -> mesmers. that have about 54% to 70% win rate guardians is somewhere between. i don’t really know their names from leaderboards. after that comes the necros as last with about 51% to 57% also playing premades.
maybe im wrong but can’t find any necro names that have more than 57% win rate even with premade gaming.
An active forumer guy said in necro forum that good necromancers can do about 60% solo ranked.
so every necromancer players that bad then cant do 60% with premades?
i only play solo and i only have 51-52% win rate usually.
Why there aren’t any necro with 70%-80% win rates but every other class have! Someone should look at it something is wrong! Maybe only Nos or Zombify can do something better but they have kitten good teammates that really boosting them. but they are playing NA so i don’t know what they are able to do in EU as i hear EU is stronger than NA. maybe i’m wrong.
There are good Necromancers in EU.
But most of them play other professions currently, don’t have time for tournies, lack initiative for serious gaming and such.
EU meta for the most part is copy-paste of top teams compositions and incredibly stubborn.
And always lacked in Necromancers with some more experience than fotm reroller.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
Turrets are not affected by amulets.
I repeat. Turrets are not affected by amulets.
You can run a super zerk build as a turreteer and still have your healing turret spike for an extreme amount of healing asif your
Rocket turret does zerker damage even if you have a basestat of 0 power.
This is why the turret engineer actually is overpowered at the moment in pvp. There is no changed to how turrets work with various amulets and ussually in most matches you see full bunker turrets setups.
This gives them the strongest multiclass roling there is ingame. This is why they are broken.
Arenanet isnt listening at all to the community this is also why PvP will never become a thing. when 50% of the leaderboard consists of turret engi’s
The healing turret does scale with healing power. Since when is hitting for 1698 zerker damage.
The turret engi is not really OP since it has no strun break, terrible mobility, cannot guarantee a stomp, and is very vulnerable to conditions. This basically allows you to zerg through the capture points.
The community does seem extra annoyed by this build. The thing is how do you change this build, which is not OP, without just getting rid of it from pvp. The devs do not seem interested in doing this.
I personally think the issue is not with the build and is with soooo many bad players. The turret engi just seems to only be effective because it takes advantage of the weaknesses within the community. One of the biggest being lack of communication before and during games. Another being people thinking they should be able to 1v1 every build. The last issue is people do not know how to out rotate turret engis. This is one build that it is not really a good idea to 1v1. You can do it, but it usually takes too long. Instead you should zerg through the points, starting with the point with the fewest turret engis. Make sure to destroy the rocket turret. Keep your interrupt for downed player on your team, turret engis cannot stomp effectively. You should always be able to rez the downed player during a team fight. Most turret engi teams at this point become staggered, make sure to always +1 points. It is also good to determine who the two most bursty players with excellent mobility are before the match starts. These two should stick together and make sure to kill any lone turret engis. Decide which of you two will lead and which will follow so you actually stay together during the match. COMMUNICATE MORE PEOPLE!
Also, anet really needs to lower time it takes to place turrets so you cannot do floating turrets. Do not lower placement time on the healing turret, maybe toy with making it 3/4s rather than 1/2s. Any turret that does not do aoe damage should only attack the person targeted by the engi. This makes it so the turret engi must be a bit more active and makes it so a thief decapping a point will not get destroyed.
(edited by someone.7485)
Rocket and rifle turrets die in 2 seconds when attacked by a zerker class and then turret engi does absolutely no damage.
What is so overpowered in that?
Although i doubt any zerker class can kill rifle and rocket turret in 2 secs, especially with engie rifle cc, the point is the engie does less although i would not count it as no damage, fire turret, plenty of heals and all that protection still a threat to any zerker
(edited by Lexiceta.4156)
Rocket and rifle turrets die in 2 seconds when attacked by a zerker class and then turret engi does absolutely no damage.
What is so overpowered in that?
Not in 2 seconds, not at all.
1 well placed turret behind a zerg and up on a highground versus you and your team. Wich if you fight equally is unwinnable because of said turrets.
people seem to forget that not all turrets go cap close or far alone, a reall turret engi plants his turrets on zerg points or has communications with there team when an enemy zerg is inbound, for extra support healing CC, you name it.
Turretsteams give you the ability because of there tanky nature to outrotate you faster then you can outrotate them. Because if your rotating correctly between 2 turret engis, You will always have to kill the engi. Or overcommit to capping.
Turrets should definatly require amulets if they ever want to be competetive. “Oh ur running zerk turrets? atleast i can one shot you”.
“Oh your tank turrets? Atleast i wont have to bother with your damage turrets”.
The flaw with turrets is the base stat, wich is too high and too effective. Also the cast time is too high, Because it doesnt just pop CC or DPS, it does it at the same time dependant on where you started to engage from and mutliple times during a fight. At a steady rate of fire at all times. Never missing a beat. Aka AI.
Most posts ive read about ‘howto beat engi’ is considering they dont have a team backing them up or understanding turret placement.
Wich i understand that most people at soloQ do. But at higher ranked play, a turret team knows howto rotate. And because of the tankyness of turret engis and turrets themselves, once they cap a point it takes too long to recapp unless your fully organised and can get the engi before he moves to his target. without engaging in a zerg. at the same time. Wich one some maps is impossible. And due to the sheer “doesnt matter what amulet X is using” Turreteers ussually go full ham on defensive amulets. Making them a perfect target to tank a whole lot of damage with. Combining this with CC turret And they can escape nearly anywhere and leave you on cooldowns.
Berseker will do the same damage vs turrets as soldiers…
https://www.youtube.com/AilesDeLumiere
http://www.twitch.tv/ailesdelumiere
1 well placed turret behind a zerg and up on a highground versus you and your team. Wich if you fight equally is unwinnable because of said turrets.
people seem to forget that not all turrets go cap close or far alone, a reall turret engi plants his turrets on zerg points or has communications with there team when an enemy zerg is inbound, for extra support healing CC, you name it.
Turretsteams give you the ability because of there tanky nature to outrotate you faster then you can outrotate them. Because if your rotating correctly between 2 turret engis, You will always have to kill the engi. Or overcommit to capping.
Turrets should definatly require amulets if they ever want to be competetive. “Oh ur running zerk turrets? atleast i can one shot you”.
“Oh your tank turrets? Atleast i wont have to bother with your damage turrets”.
The flaw with turrets is the base stat, wich is too high and too effective. Also the cast time is too high, Because it doesnt just pop CC or DPS, it does it at the same time dependant on where you started to engage from and mutliple times during a fight. At a steady rate of fire at all times. Never missing a beat. Aka AI.
Most posts ive read about ‘howto beat engi’ is considering they dont have a team backing them up or understanding turret placement.
Wich i understand that most people at soloQ do. But at higher ranked play, a turret team knows howto rotate. And because of the tankyness of turret engis and turrets themselves, once they cap a point it takes too long to recapp unless your fully organised and can get the engi before he moves to his target. without engaging in a zerg. at the same time. Wich one some maps is impossible. And due to the sheer “doesnt matter what amulet X is using” Turreteers ussually go full ham on defensive amulets. Making them a perfect target to tank a whole lot of damage with. Combining this with CC turret And they can escape nearly anywhere and leave you on cooldowns.
I am giving information on how to beat a team of turret engis. Me and a bunch of guildies play 4 turret engis and a support warrior. It turn out 5 turret engis are less effective. We push all three points cause this is the most effective strategy with turret engis. Forcing a team of turret engis into a team fight situation is not in their favor most of the time. Just make sure to actually take out the rocket turret and the rifle turret if convenient. I have see so many team fights with rocket turrets just left alone. The teams that effectively zerg us win 10/10 times because we have terrible mobility and are frequently forced to leave a significant amount of our damage at a point that there is no fighting. Teams with too many tanky builds do not do well against us. You should NEVER be out rotated by a team of turret engis. When fighting turret engis over committing is not necessarily a bad idea.
As a person that plays turret engi, I can tell you that you do not want the turret stats to scale with amulet. I run zerker amulet sometimes just for fun and I find it makes 1v1s even easier, but you die too fast in 2v1s. If someone had zerker amulet and turrets that scale they will just put down the turrets then stand back and laugh as the AI wrecks you. You do not want to make it easier for the engi to put all their damage into the AI.
On a sidenote – i still can’t get other engies loving the crate so much. It’s 3 very weak turrets that you can’t even overcharge. Not once has the thought of replacing my elixir X with crate come to my mind, but go figure..
The spvp is so imbalanced it is embarrassing. They have had 3 years to get it in some sort of tournament ready shape and they have done virtually nothing. All of the serious spvp players have long since moved on.
Don’t get me wrong, I love Guild Wars 2 but the current state of spvp is a joke. Full of flavour of the week builds, Turret engie is just another example of it.
Lol Flavor of the week builds? Nothing is OP; everything has a counter
Turret Engies are no different, while stupid easy to play, they are easily countered.
1 well placed turret behind a zerg and up on a highground versus you and your team. Wich if you fight equally is unwinnable because of said turrets.
people seem to forget that not all turrets go cap close or far alone, a reall turret engi plants his turrets on zerg points or has communications with there team when an enemy zerg is inbound, for extra support healing CC, you name it.
Turretsteams give you the ability because of there tanky nature to outrotate you faster then you can outrotate them. Because if your rotating correctly between 2 turret engis, You will always have to kill the engi. Or overcommit to capping.
Turrets should definatly require amulets if they ever want to be competetive. “Oh ur running zerk turrets? atleast i can one shot you”.
“Oh your tank turrets? Atleast i wont have to bother with your damage turrets”.
The flaw with turrets is the base stat, wich is too high and too effective. Also the cast time is too high, Because it doesnt just pop CC or DPS, it does it at the same time dependant on where you started to engage from and mutliple times during a fight. At a steady rate of fire at all times. Never missing a beat. Aka AI.
Most posts ive read about ‘howto beat engi’ is considering they dont have a team backing them up or understanding turret placement.
Wich i understand that most people at soloQ do. But at higher ranked play, a turret team knows howto rotate. And because of the tankyness of turret engis and turrets themselves, once they cap a point it takes too long to recapp unless your fully organised and can get the engi before he moves to his target. without engaging in a zerg. at the same time. Wich one some maps is impossible. And due to the sheer “doesnt matter what amulet X is using” Turreteers ussually go full ham on defensive amulets. Making them a perfect target to tank a whole lot of damage with. Combining this with CC turret And they can escape nearly anywhere and leave you on cooldowns.
I am giving information on how to beat a team of turret engis. Me and a bunch of guildies play 4 turret engis and a support warrior. It turn out 5 turret engis are less effective. We push all three points cause this is the most effective strategy with turret engis. Forcing a team of turret engis into a team fight situation is not in their favor most of the time. Just make sure to actually take out the rocket turret and the rifle turret if convenient. I have see so many team fights with rocket turrets just left alone. The teams that effectively zerg us win 10/10 times because we have terrible mobility and are frequently forced to leave a significant amount of our damage at a point that there is no fighting. Teams with too many tanky builds do not do well against us. You should NEVER be out rotated by a team of turret engis. When fighting turret engis over committing is not necessarily a bad idea.
As a person that plays turret engi, I can tell you that you do not want the turret stats to scale with amulet. I run zerker amulet sometimes just for fun and I find it makes 1v1s even easier, but you die too fast in 2v1s. If someone had zerker amulet and turrets that scale they will just put down the turrets then stand back and laugh as the AI wrecks you. You do not want to make it easier for the engi to put all their damage into the AI.
Sure, zerging works, if you have the right team composition. And thats it.
Also any team who runs turrets runs 2 for points purposes. Any more is overkill and makes you immobile as a zerg/vs a zerg as you said.
Best parties ive seen with turrets are people who have 2 turret engis and a solid backbone both turret engis get on points where zergs are most frequent (mid close for example) so there other teammembers who are not turreting can always support if they rotate enough. Wich is effectively the problem i was trying to convey. You cannot outrotate 2 turret engis, since they will always have 2 points. And if one is being zerged your ‘non-turret teammates’ should support any zerg fight vs a turret engi.
Also with the amulet suggestion, its all about moderation. And the damage state should not get buffed ONTOP of what is the damage as we speak. It should revolve around the whole turret.
Zerker turrets should have less life/armor compared to tanky turrets. So theres an actually distinction between the two and one is not overshadowed by the other.
This way, the only way to do high dps with a turret is to trait for turrets that die quickly or trait for CC with bunker ammy.
Either that, or the turrets should get normalized to actuall decent numbers, lower seconds on active cc’s,so there stuns are allot shorter. less damage from rocket, thumper turret reduce active cripple. Numbers should be brought down.
There was a skill called Signet of Spirits in the first game that was akin to Supply Crate – the PvE version of the skill at least. The PvP version was not toned down, it’s functionality was completely different. To be exact here, the PvE version was the same as the PvP version in the beginning, but later they were split and the PvE version was reworked.
Going back to Gw2, Anet should start to balance the three gamemodes separately, otherwise a good balance cannot be achieved. Supply Crate is not OP in PvE, especially because of the long CD, but making it a little weaker in PvP would not hurt. The rate of fire on those turrets could be reduced by x% for example, while leaving the normal turrets as is. I also like the suggestion of making turrets susceptible for bleeds, burns and crits in PvP. Taking the player stats into consideration to determine the actual damage is worthwhile as well.
(edited by Ignavia.7420)
@ErazorZ.5209 The two turret engis with a solid team is a much more difficult one to deal with. It was interesting to watch some of the tournament matches with that composition. The teams without turret engis did manage to counter them, but it was close. The fights seemed relatively fair. No teams that have tried them in tournaments have been successful yet. I think part of the reason they even do alright is because people are still not completely used to fighting those comps. I think we need more really good engis actually playing the builds to determine if they are really an issue or not.. I personally think they are not overpowered, but I would like to see changes made to them.