A suggestion on turrets
That could be OP, since that would give them full health.
A possible solution really, could be making them like banners of a warrior, so you and party members can carry them.
Or, simply making it a 50-75% reduction instead of 25% when blown up.
Good suggestion! There is nothing more annoying than moving on to another mob and realising your turret is JUST out of range
I TOTALLY second this. Not really a game that can be compared, but in Team Fortress 2, building a sentry (turret) takes quite a lot of time, and moving it and rebuilding it takes very little of that time.
I think that for destruction, standard cooldown is in place. For picking up, not even close. I didn’t build my turret so I’ll have to wait 45 seconds to build it again when I picked it up fully intact.
A good idea would be to increase recharge time given the health of the turret, and the turret would be slightly repaired. For example, you pick up a fully healed turret, it takes, dunno, 15 secs to recharge, put it down. You pick up a turret that’s almost out, it takes 30+secs to recharge, and it has something around half health (I think full repair would be OP).
Picking up a turret out of combat makes it have no cooldown, picking it up in combat keeps cooldown as it is now. Best fix possible with much less room for exploiting.
If you lower the cooldown on picking up turrets, healing turret would be completely overpowered.
obviously healing turret is a problem since its the only turret that you get something just for putting it down. other than that i think its a great idea. i dont think it would even be op if picking up a turret at full health put the cooldown to 0 so you could just walk somewhere else and cast it again. maybe give it a semi long cast time so that it feels more like “building it” but then once its set up its stronger then it is right now. Idk but i dont like how turrets are right now. they dont feel like turrets so much as weak immobile summons. and healing turret is really in need of some changes because the worst thing you can do with it is actually use it as a turret. its super strong if you just drop it and grab it right back up but leave it on the ground like an actual turret and it doesnt do anything.
The healing turret puts in to effect a aoe regen effect that stays up as long as you are in the area of effect. I don’t mind the cool down on the turrets as I only realy use em for groups of mobs that are in my way or for a skill point fight but ya would be nice to have it so when they are picked up the cool down isn’t as long on the rocket turret.
The healing turret is not really great. You only get your healing bonus off them when you drop the turret. The regen is bad because it’s based off the turret’s own healing score of 0, and you get the lowest possible healing ever.
Don’t use healing turret in group play, either. It overrides everyone else’s regen effects, which means they lose a lot of regen if they are slotted for healing.
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play
Picking up a turret out of combat makes it have no cooldown, picking it up in combat keeps cooldown as it is now. Best fix possible with much less room for exploiting.
If you lower the cooldown on picking up turrets, healing turret would be completely overpowered.
^ this is beautiful.
Out of combat, turrets when picked up should have no cooldown.
The healing turret is not really great. You only get your healing bonus off them when you drop the turret. The regen is bad because it’s based off the turret’s own healing score of 0, and you get the lowest possible healing ever.
Don’t use healing turret in group play, either. It overrides everyone else’s regen effects, which means they lose a lot of regen if they are slotted for healing.
Sounds like a horrible bug that needs fixing.
Turrets ain’t bugged.
Turrets ignoring your stats is intended.
Consequences are: weak regen.
Oh well..