An Idea How To Improve Our Turrets.

An Idea How To Improve Our Turrets.

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Posted by: GuilguiS.2738

GuilguiS.2738

I’ve posted a bit of this on another thread but the discussion went another way and i wanted some feedback on this idea.My main goal is to make turrets viable in a pvp aspect but i believe these changes could improve them in pve too.

The idea is to put all our turrets in turret kit.
Once you place the first turret(it can be anyone of them) every other turret skill can only be used if you stand close to it and it will be like upgrading your single turret. By using all five skills you’ll have a single turret that can net the target every ten seconds, shoot bullets, missiles, flames and thumps. It’s health will increase for each upgrade. There’s no need to make a new toolbelt skill if they give us the ability to select them, and the kit refinement skill could be automatically deploying a riffle turret(that way, when upgraded, the turret would have two riffle barrels).

Problems it will solve: Our turrets are really lacking in terms of both damage and utility, by having all or some of them at the same time it will fix this. It can also fix the targeting issue by making the overcharged skills switch their target to your current one. And it could also help with their mobility issue(If you pick it up it will leave you with only one skill that is redeploying it(with the same health of course), if you unequip the kit it will put them all on cooldown).

Ways to balance it: I believe it is pretty much balanced and would just need a bit more tweaking since it is immobile, can be destroyed from range or if you focus on it, If your opponent does kill the turret it will be a huge hit one the engineer because all of them will go on CD. The casting time of the skills can be increased in order to make it harder for the engineer to fully upgrade it in the middle of battle.

This improvement will make it viable in pvp because a turret engie would be able to carry his turret, his toolkit for repaing it and a stunbreaker. It would also be better in a pve aspect for the utility and mobility it could offer. You kill a mob, grab your turret and then redeploy it fully upgraded to kill the next one. This system rewards the engineer that takes the effort and the time to upgrade and protect his turret instead of using it as a sacrificial piece for KB and Blast finishers. Our turrets were meant to be kept alive and if the are upgraded they can be strong, thats how i think they should work.

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An Idea How To Improve Our Turrets.

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Posted by: Nikked.7365

Nikked.7365

I like the idea as it fits the Engineer model well. Building in the heat of combat is something an Engineer would have to do, as well as repairing the contraptions. It creates great synergy between a new kit idea and the existing tool kit as well. Upgrading the turrets would probably need a longer “cast” time than most other skills, but it’d be worthwhile since we can then leave it and go take care of other things. (Useful in sPvP and WvW). Aside from filling out a few combos, I don’t feel like many of our kits have synergy.

That all said, I still don’t see myself using it. I’m too much of a micromanager to ever fully trust a turret. Anything the turret can do, I can do more intelligibly with a different kit. This would also greatly diminish our Supply Crate (arguably the only useful Elite skill). Working out the timing of the upgraded turrets shots would be a bit weird too. Net+Burn+DD+AoE shouldn’t go off all at once, which leaves us at the mercy of some cycle the turret would use that players would be able to learn and thwart.

Jacked Jackal :: Norn Mesmer :: Giant and Fabulous
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An Idea How To Improve Our Turrets.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I like the idea of a turret kit. Actually, I think if there was just a kit that had an auto-attack and four turrets, it wouldn’t be overpowered. Rifle turret, flame turret, rocket turret, and thumper turret, all in their current state but without the toolbelt skills, might actually finally be used if they were all included in a single utility slot. The only thing that would need adjustment would be knockback on explosion—that would get out of hand if you could have that many turrets available.

I’m not one of the people who thinks that engineers are awful at everything and Anet hates us, but turrets are bad, period. I am seriously suggesting that combining four utilities into one would not be overpowered at all.

I like the idea of being able to create a “super turret” also. That sounds more like expansion material or a major, major patch, though.

An Idea How To Improve Our Turrets.

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Posted by: Gorwe.9672

Gorwe.9672

Me not likey! Just allow up to 50%(?) of our stats. Simple and effective!

An Idea How To Improve Our Turrets.

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Posted by: Toolbox.9375

Toolbox.9375

Anything to make turrets better is alright by me. The problem with this idea, though, is that it consolidates five different skills into one, meaning that those other four would need to be completely redesigned, resulting in a large amount of work for the developers. That alone makes the possibility of this very unlikely.

I’d suggested a turret fix a few days ago that would replace the overcharges of each turret with an “upgrade” function that gives the turret more health and power, and possibly a reduction in fire delay. Such an approach would be far, far easier to implement, as it does not require coding in new abilities and turret models from scratch, just a simple buff application. While I would prefer your idea given that it doesn’t force a player to leave behind two utility slots, the unfortunate truth is that it’d take a lot of extra time and effort to implement. Could you think of four other abilities to replace each individual turret, that doesn’t require a lot of new functionality and animation?

The class is always greener on the other side.

An Idea How To Improve Our Turrets.

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Posted by: Kardiamond.6952

Kardiamond.6952

Like Toolbox said,

I would love to have a turret kit. It should have been like that at start.

Using more then one turret gimp you so much. If you use two, your third skill has to be ether a kit (or else you are stuck with only 5 weapon skill, no swap) or a stunbreaker. I don’t like being stuck without any kits, especially since toolkit is designed to be used with turret, but it’s really bad synergy.

As toolbox said, the problem is you would break the utility balance. We have a number of kit, a number of turret, a number of gadget and a number of elixir. You can’t just remove every turret and add a kit. It would be a lot of job to implement and keep the concept.

Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]

An Idea How To Improve Our Turrets.

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Posted by: Anymras.5729

Anymras.5729

I like this idea. The only issue, aside from dropping a skill category into another one, would come from Turret Detonation – one of the only things that Turrets currently have going for them is that they can be detonated as a blast finisher.

An Idea How To Improve Our Turrets.

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Posted by: GuilguiS.2738

GuilguiS.2738

But with this, the turrets would have much more going for them than the blast finishers, one of the reasons that i made them into one single turret was to prevent this trait to becoming OP.

I can see your points but i believe that as time goes, we will have new skills. When that happens there won’t be any problem with puting turrets into a kit. This is a major rework for the turrets so i wouldn’t really expect it to happen really soon anyway.

(edited by GuilguiS.2738)

An Idea How To Improve Our Turrets.

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Posted by: jassking.7934

jassking.7934

extremely op………..