Ability Suggestion: Magnetic Pull (turret relocation)

Ability Suggestion: Magnetic Pull (turret relocation)

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Posted by: Haltus Kain.4578

Haltus Kain.4578

I like the concept of specializing in a turret build, but in practice it just isn’t effective.

A big step in the right direction would be to address the mobility issue. We need to be able to move turrets; but without having fully mobile little RC robots running around.

This seems like a nice middle-ground:

Magnetic Pull:
Throw down a powerful electromagnet while simultaneously activating similar devices in your turrets. All placed turrets will be pulled to the electromagnet’s location.

With an appropriate CD, this should take care of the mobility issues without overdoing it.

Only problem is where to include such an ability. If implemented as a skill, a turret would have to be sacrificed in order to even have it on the action bar, which defeats the purpose of a turret build.

Perhaps it could be added as a fifth profession ability (F5) whenever a turret is up?

Anywho, something to consider.

Haltus Kain [BGV] – 80 Engineer Mesmer – Tarnished Coast

Ability Suggestion: Magnetic Pull (turret relocation)

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Posted by: Sporadicus.1028

Sporadicus.1028

I like the idea, but I would prefer it to be a targeted turret that you created. Pulling every turret within a certain range could end up in, you screwing up previous turrets that you didn’t want to move.

Malkin Rawl – Charr Engineer, Tarnished Coast
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play

Ability Suggestion: Magnetic Pull (turret relocation)

in Engineer

Posted by: Haltus Kain.4578

Haltus Kain.4578

Perhaps a trait that replaces the F# abilities that detonate a turret with a targeted pull of the corresponding turret? Detonating would then be done by interacting (right click / F) on a turret, and ‘picking up’ a turret would no longer be an option… since that’s useless anyway :P

Haltus Kain [BGV] – 80 Engineer Mesmer – Tarnished Coast

Ability Suggestion: Magnetic Pull (turret relocation)

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Posted by: Mojo.1930

Mojo.1930

Perhaps a trait that replaces the F# abilities that detonate a turret with a targeted pull of the corresponding turret? Detonating would then be done by interacting (right click / F) on a turret, and ‘picking up’ a turret would no longer be an option… since that’s useless anyway :P

Picking up your turrets reduce its cooldown..

Ability Suggestion: Magnetic Pull (turret relocation)

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Posted by: Weirwynn.2390

Weirwynn.2390

There is already a mechanic in place for ‘moving’ turrets (the reduced cooldown when you pick them up.) True, moving them in this manner refills their HP, but it doesn’t have to, and such a change would be simpler and more intuitive than your suggestion. There is no need to complicate things by adding new skills or uses for skills, only to convince ArenaNet that a change is in order.

Ability Suggestion: Magnetic Pull (turret relocation)

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Posted by: Munrock.3092

Munrock.3092

If you couldn’t detonate your turrets or pick them up… how’s that gonna work? Walk off in the direction you want to go in, pull turrets, walk a bit further, wait for the pull to cool down, pull turrets, walk a bit further….

Ability Suggestion: Magnetic Pull (turret relocation)

in Engineer

Posted by: XelNigma.6315

XelNigma.6315

I die a little inside every time I see an engi deploy all his turrets ontop of each other.

I think just improve the cooldown reduction for picking up turrets would help alot.
having it based on health remaining would be ideal.
Maybe a system like;
100% health returns 80% of the cooldown.
99%-75% heath returns 60% of the cooldown
74%-25% health returns 40% of the cooldown
24%-1% health returns 20% of the cooldown.

This is just off the top of my head, so I doubt it properly balanced. But you get the idea.

Ability Suggestion: Magnetic Pull (turret relocation)

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Posted by: Haltus Kain.4578

Haltus Kain.4578

I die a little inside every time I see an engi deploy all his turrets ontop of each other.

I think just improve the cooldown reduction for picking up turrets would help alot.
having it based on health remaining would be ideal.
Maybe a system like;
100% health returns 80% of the cooldown.
99%-75% heath returns 60% of the cooldown
74%-25% health returns 40% of the cooldown
24%-1% health returns 20% of the cooldown.

This is just off the top of my head, so I doubt it properly balanced. But you get the idea.

That would be an acceptable alternative, and probably easier to implement. As stated previously, the pick up function is currently useless. The time it takes to run to all of them and pick em up, vs the time you save by just detonating all of them simultaneously makes the difference in CD not noticeable; and the later is easier, so… boom.

And for the record, the way I envision the pull, it wouldn’t pull them all in to the exact same location; but rather in a small circle around the magnet. Would still make them vulnurable to AoE, but better than having them out of range of the battle.

Haltus Kain [BGV] – 80 Engineer Mesmer – Tarnished Coast

Ability Suggestion: Magnetic Pull (turret relocation)

in Engineer

Posted by: Spart.6578

Spart.6578

Why not do it as a trait? Perhaps something like ‘Reduces the cooldown of your turrets by 20-25% and you can now pick them up’

When you pick up the turret, it presents the options of placing it down or stowing it away, which would start the cooldown. Perhaps make it an Adept tier trait, and combine the autotool with the metal plating, granting the damage reduction as well as auto repair.