were I ever mentioning MM’s?
No.
Have I ever complained about mesmer clones?
No.
Have I ever complained about spirit weapons?
No.So why do I dislike turrets then?
Because in opposition to the former 3, they are completely independent from the engi, both AI and stat-wise, therefore allow the engi to completely leave the node in case a 3v3 happens, and just keeps his overcharges going.
Turreteers – as players- were providing nothing into a fight other than being a turret spawn-node (extremely low dps, 1 cc, 1 immob, no support other than the standard HT). While all other minions have intricate mechanics build in them, interacting with the player, turrets had nothing but traits to enhance themselves. Even experimental turrets was not interacting with the engi properly since they would give their boons to whoever was in the area to that time, again making the engis presence unnecessary.
Clones can only be summoned on a target, while being shattered at various targets, providing different effects to the mesmer who used them / to the target they got shattered on.
Spirit weapons, while bringing nothing but direct attacks, were bound to the movement of the guardian, therefore requiring the player itself to position himself properly if he wants his AI to perform.
Minions increase life-force when they die, can cleanse condis off the necro who runs them and even reflect them back on attackers, together with the fact that they are also bound to the movement of the necro.turrets are just standing there, targeting random things (unless the engi himself is present to attack something) and act completely independent if necessary.
So yea, a rework would be awesome, but not if they again end up as sturdy, automatically engaging, high dps node with zero interaction whatsoever.
And yes, there are ways to play actively and skillful with turret-orientated builds.
In fact there is a rather unpopular s/d build with utilizes TK and both rifle / rocket-turret, but only as knock-back beacon, blast-finisher, their toolbelts and for the homing kock-down of rocket-turret. This is a turreteer hybrid which actually features mobile and skillful use of turrets, on cost of a proper stun-breaker, but with frequent knock-backs in turn it’s one of the few turreteer builds that actually work quite decently in WvW as well.
And do you know what’s funny about it? It’s performance remains the same after the nerf. All the nerf did was punishing drop&forget gameplay with turrets, which is a very good thing in my opinion.If you want to introduce a rework for making them more skillful in general, be my guest, there are enough topics to discuss these ideas, in fact I posted a couple of suggestions over the past few weeks myself.
Amazingly enough Im glad we could actually agree that a succesful rework would have been better than what has happened. Ill be honest. The way you kept refering to it as PvE. And the multiple times you commented on the AI aspect of it specifically had you pretty well painted as a mindless AI hater.
IF I was wrong I apologize for that. Whether I actually was or not I will leave to time to show. (that isn’t another attack. I have just seen a few too many false agreements in these forums to take them at face value)
Edit: I have to point out that the only turret build you seemed to mention with any sort of approval….Didn’t actually use the turrets as turrets or even minions in any way shape or form. Instead there used as a indirect version of the bomb kit.