A thought on turrets and mobility
Another thing was that you could use the skill again to summon a new spirit even if the old one was still in play. This would result in the old being unsummoned. Not the most effective way at moving them, but still a option. This because the cooldown of the summon skill started on use, not on spirit death.
End result was that you didn’t need to blow up or pick up. You just abandoned and summoned again at the next fight.
Then again, turrets are just a symptom the “designed for SPVP” illness that is plaguing GW2. the cooldowns are not tuned for the run and gun nature of PVE or WVW, but rather for SPVP capture point sieges.
If the silverwaste forts were more like capture points and less “keep this airhead NPC alive!” things may have been more interesting. But as it stands it is just another NPC escort event (where he will happily run right into a ball of griffs just to rez another NPC).
Another thing was that you could use the skill again to summon a new spirit even if the old one was still in play. This would result in the old being unsummoned. Not the most effective way at moving them, but still a option. This because the cooldown of the summon skill started on use, not on spirit death.
End result was that you didn’t need to blow up or pick up. You just abandoned and summoned again at the next fight.
That’s because the spirits back then had duration timers. GW2’s turrets and necro minions don’t have timers (unless it was the necro’s jagged minions). I do admit, having no duration timers on turrets and most necro minions in GW2 is really nice, but I don’t think turret repositioning should be a trade off.
Then again, turrets are just a symptom the “designed for SPVP” illness that is plaguing GW2. the cooldowns are not tuned for the run and gun nature of PVE or WVW, but rather for SPVP capture point sieges.
If the silverwaste forts were more like capture points and less “keep this airhead NPC alive!” things may have been more interesting. But as it stands it is just another NPC escort event (where he will happily run right into a ball of griffs just to rez another NPC).
You mean the lack of splitting between PvE and PvP like in GW1 which caused balance headaches for the devs but made things more enjoyable for me because the skills were, for the most part, useful and didn’t follow too closely to PvP rules (can’t say the same for other players). Of course, this took years for the patches to drop, but I think it went very well—except some of them were released after GW2’s release. Sheesh.
The point I’m trying to make is that I’d like to see some form of turret repositioning in GW2 to return. The thought of being able to reposition turrets can, in my opinion, add a lot of strategic value and any sort of buff to turrets is always welcome.
Turrets do have five-minute timers, and if they were able to be chained (because of cooldown starting when they were placed, for example), I don’t think there’d be much complaint about making them shorter.
A timer that was put in because an enterprising SPVP engineer could bunker a point and then run off with the team and make due on weapon skills only.
Not that it matters much in PVE, because either the turret survives the fight and has to be abandoned/blown up/grabbed, or it gets trashed in seconds.
My thinking in the past is that when we grab a turret we should be given a “boon” that allow us to instantly deploy that turret again (with the health it had when grabbed). While carried like that the option to blow the turret up should remain on the belt, and doing so would produce a explosion centered on the engineer.
that boon must be really short, else engis would be able to drop all turrets, pick them up and face-bomb people with constant insta-cast cc’s (if traited) and damage.
I already can imagine engis shouting alaahu akbar while suicide bombing the kitten out of people xD
I forgot to say that doing such a detonation would set the turret deployment skill to its full cooldown, just as if the turret had been blown up while out.
The primary idea is that you should be able to bring your turrets with you without having to deal with overly long cooldowns (if you take care of them) but without turning the engineer into yet another zoo.
Honestly, digi’s ideas aren’t bad as they are. Going suicide bomber mode would be funny, but it could only be done on the turret cool downs, since turret cooldown starts when destroyed.
Just being able to pick up and move your turrets would be a huge boon, however, there is the possibility that it would make turret engies too strong. Currently the best way to fight a turret engy is range him down, forcing him to engage you outside the turret nest or die to steady poke. The ability to pick up and move his nest to you roaming turreteers a thing, where they cap a point with turrets, let them heal with autotool, and then head to the next point. That being said, all it would take is a bit lower health on turrets to make them more easily destroyed in exchange for being mobile, at least in pvp. Pve, turrets likely would remain unused as they can’t survive many attacks as is, meaning any lower health would make them completely worthless in that game mode. Turret challenges are real guys.
turrets are fun in certain fractal instabilities. (especially the one where hits stack massive loads of some weird retal-buff on you).
Turrets are immune to it, so spam them and make a coffee while they clean the mobs for you (low dmg – therefore long run, yes, but the most hilarious thing if done by 5 engis xD )