Anyone else hate the new HT?!

Anyone else hate the new HT?!

in Engineer

Posted by: Skorm.4897

Skorm.4897

The reason i ran HT was because i had good control over what the turret did. i hate the Auto spray mechanic an really messes with AOE fields like smoke or fire. Why did this need to change? Now idk how new or old this change is im a recent returning player. Its just really frustrating.

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Posted by: Tiilimon.6094

Tiilimon.6094

Wonder why the devs just couldn’t turn it into a what people used HT for.. A healing bomb.

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Posted by: Panda.1967

Panda.1967

Wonder why the devs just couldn’t turn it into a what people used HT for.. A healing bomb.

because MOST OF US PLAYERS wanted our turrets to ACTUALLY BE USEFUL AS TURRETS!!!!… Many of us went Engineer for TURRETS… we wanted to use Turrets… if we wanted bombs we’d use bombs… we don’t want bombs… we want turrets.

The change was good and bad… it was good because it finally let us use our toolbelt skills with turrets which was a much needed change… but it was bad because absolutely no one wanted to lose our control of overloads…

they really need to find a way to give us our toolbelt skills and overload control back…

Please stop assuming I’m a guy… I am female.

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Posted by: Tiilimon.6094

Tiilimon.6094

Turrets haven’t been useful as turrets for a couple years now, and I haven’t seen a healing turret planted on the ground for more than 2 seconds for ages either.

It seems to me that most of the engineer players actually used healing turret because there was no better alternative for a fast aoe heal+clean+waterfield+blast, and if there would have been a skill that did all of this without being a turret, people would have used that instead.

I too would like to see turrets working, but they have only become weaker since launch, so I wouldn’t have my hopes up.

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Posted by: Panda.1967

Panda.1967

Turrets haven’t been useful as turrets for a couple years now, and I haven’t seen a healing turret planted on the ground for more than 2 seconds for ages either.

It seems to me that most of the engineer players actually used healing turret because there was no better alternative for a fast aoe heal+clean+waterfield+blast, and if there would have been a skill that did all of this without being a turret, people would have used that instead.

I too would like to see turrets working, but they have only become weaker since launch, so I wouldn’t have my hopes up.

people who play to “meta” use it as a bomb… but, contrary to what some might think, they are not the majority mind set. In fact, a large number of meta players don’t even like the way their meta plays, they want to leave turrets up and use them as turrets. This sentiment was expressed over and over again over the years. This recent change was meant for those of us who wanted to use Turrets as turrets… but ANet missed the mark when they decided to remove manual overloads as well. As I said earlier… they need to find a way to let us keep our toolbelt skills with turrets while also letting us manually overload our turrets.

Please stop assuming I’m a guy… I am female.

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Posted by: Tiilimon.6094

Tiilimon.6094

The only ways I can think about to achieve that, is to add more hotkeys.

There’s simply too many functions crammed under too few keys in the current turret system, either you lose control of tb skills, overcharges or detonation, think of having tb and oc, but having to pick up all your turrets manually and no blast finishers..

I don’t play meta, medkit 4 lyfe, but I still have to say that I never see anyone keep a healing turret on the ground, and I never did keep em down myself either, it was simply so much stronger when used “wrong”

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Posted by: Ardid.7203

Ardid.7203

I used to keep the HT while playing with comrades, specially when teaching newbies or when fighting continuous dmg foes and challenges. Now I can’t. I also canĀ“t insta explode the turret to blast another fields. It was a heavy nerf to my playstyle.

IMO they should make it so the turret auto overcharges half a second after planted (so you can still inta-blast it if you need) and then it auto overcharges again periodically on the same CD it had before.

No need for so many commands, people who want to keep the turret for the overcharge can, people who want to use only the blast can, and people who want to bomb heal can do it too.

“Only problem with the Engineer is
that it makes every other class in the game boring to play.”
Hawks

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Posted by: Liewec.2896

Liewec.2896

Wonder why the devs just couldn’t turn it into a what people used HT for.. A healing bomb.

because MOST OF US PLAYERS wanted our turrets to ACTUALLY BE USEFUL AS TURRETS!!!!… Many of us went Engineer for TURRETS… we wanted to use Turrets… if we wanted bombs we’d use bombs… we don’t want bombs… we want turrets.

The change was good and bad… it was good because it finally let us use our toolbelt skills with turrets which was a much needed change… but it was bad because absolutely no one wanted to lose our control of overloads…

they really need to find a way to give us our toolbelt skills and overload control back…

it was a very VERY bad change, turrets are REALLY bad as turrets now, once they have been deployed (and usually wasted their overcharge) they do nothing but low damage that cannot crit…
they can’t effectively be used as turrets anymore.
i lost 2 potent CCs and access to stealth from my rocket, thumper and flame turrets and all i got in return was 3 damage skills with lengthy CDs…

if they really really want to give us access to overcharge and toolbelt then here is what they should do:
keep the current mechanic of turrets automatically overcharging when deployed,
but make turrets begin cooldown when placed.
placing a turret that is already in use will explode the first one.
and for QoL make turrets throwable once again.

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Posted by: schloumou.3982

schloumou.3982

IMO they should make it so the turret auto overcharges half a second after planted (so you can still inta-blast it if you need) and then it auto overcharges again periodically on the same CD it had before.

The problem is not the delayed overcharge but the CD added to the blast. First day after the change you could press the Healbutton 2 times quickly to instablast for knockback or combofields etc. as you were used to just with different buttons before the overcharge goes up. Then a wild bunch of lazy engis or badies infiltrated the forums and complained they couldnt spam their button when they need heal and they were failing their healing combos all the time. So Anet added the CD to the blast and now you cant instablast anymore. I opend a thread back then but it was controversial.
However i found out that you can time a jump to place the HT in the air to avoid the overcharge completely. It doesnt make it as good as quick blast or KB as it was but you can at least keep it from screwing other fields.

(edited by schloumou.3982)

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Posted by: insanemaniac.2456

insanemaniac.2456

@ title:

no, i dont hate the new healing turret. i need 1 less button to use it, and if you were overcharging it multiple times then you were prolly making threads about how hard it is to survive on engi. manipulating the field stack just requires attention that you arent giving if youre screwing up your might/stealth blasts, but i admit that some time at/after hot released they did something to screw up BoB → mortar → fire/smoke → healing and it somehow no longer works properly. but thats unrelated to turrets.

the other turrets though, im not really a fan of only being allowed 1 overcharge per cast with no control over when it overcharges.

JQ: Rikkity
head here to discuss wvw without fear of infractions

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Posted by: schloumou.3982

schloumou.3982

but i admit that some time at/after hot released they did something to screw up BoB -> mortar -> fire/smoke -> healing and it somehow no longer works properly. but thats unrelated to turrets.

They increased the casttime of HT.

manipulating the field stack just requires attention that you arent giving if youre screwing up your might/stealth blasts.

I wasnt talking about my fields. The oldest field gets the finisher hence you create a pretty large area in which noone can use a field. Think OP meant that too.

(edited by schloumou.3982)

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Posted by: insanemaniac.2456

insanemaniac.2456

but i admit that some time at/after hot released they did something to screw up BoB -> mortar -> fire/smoke -> healing and it somehow no longer works properly. but thats unrelated to turrets.

They increased the casttime of HT.

manipulating the field stack just requires attention that you arent giving if youre screwing up your might/stealth blasts.

I wasnt talking about my fields. The lowest field gets the finisher hence you create a pretty large area in which noone can use a field. Think OP meant that too.

then stop using healing turret to blast when you are at risk of underwriting your desired field. or find a safer way to avoid the water field. you can place it super early, or you can place it late. additionally, the blast occurs at you and not at the turret.

the increased cast time is not what im talking about. theres something with short fuse that screwed up the timing. it hasnt been reliable since pre hot. fortunately (/s) weve had ps wars and revs for might batteries, otherwise it would prolly matter.

JQ: Rikkity
head here to discuss wvw without fear of infractions

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Posted by: schloumou.3982

schloumou.3982

then stop using healing turret to blast when you are at risk of underwriting your desired field. or find a safer way to avoid the water field. you can place it super early, or you can place it late. additionally, the blast occurs at you and not at the turret.

Yeah… I just jump as I stated above but it just doesnt resolve the many problems the turrent change has introduced.
For people that only used HT and only in a single way as healing bomb it was a qol-improvement for sure but for anyone else it was a nerf and cut playstyles.

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Posted by: Ardid.7203

Ardid.7203

Nerfing diversity is always wrong. Forcing just one playstyle is bad. Period.

“Only problem with the Engineer is
that it makes every other class in the game boring to play.”
Hawks

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Posted by: tigirius.9014

tigirius.9014

Wonder why the devs just couldn’t turn it into a what people used HT for.. A healing bomb.

I agree with that. Or have one available as an alternative.

We’ve also asked for a healing gun rather than a healing kit. It should shoot bandages at players and sprays similar to the healing spray that the guardians enjoy.

I would like a bomb a turret a bandage gun a better healing gadget and an autoelixirinjector which would heal me at 75% automatically and if I needed it I could manually heal or even set it to be a adrenal injector which causes me to do more damage puts on a large swiftness and might boost for a short duration when used and resurrects me once when I am downed.

At least then I can keep myself from dying since they STILL haven’t updated our downed skills!

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: tigirius.9014

tigirius.9014

Nerfing diversity is always wrong. Forcing just one playstyle is bad. Period.

We’re supposed to believe they believe in diverse builds yet here we are in the second expansion and we still are stuck with niche builds.

Balance Team: Please Fix Mine Toolbelt Positioning!