Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD
Can we get turrets that automatically overcharge when dropped? Why not have two skills available per turret? One that automatically overcharges and one that does not?
Because they can’t get one set of Turrets to function properly.
It was an idea at least to make them a bit less sucky. There are bugs that happen when you don’t overcharge it right away, so it would at least help on that department. It would also help using the Healing Turret which right now should not be used as a turret (ever).
It was an idea at least to make them a bit less sucky. There are bugs that happen when you don’t overcharge it right away, so it would at least help on that department. It would also help using the Healing Turret which right now should not be used as a turret (ever).
Yeah its pretty dumb to have a healing turret that we always blow up/pick up right after overcharging…
IMO, turrets should be fire and forget in much the same way as necromancers do wells. The only place where turrets in current form makes sense is SPVP capture point bunkering. Everywhere else the very idea of keeping turrets up for extended periods is pretty much bunk.
As such, overcharge should pretty much be the default. Picking turrets up should join the dodo, and we should be able to always use the relevant toolbelt skill (bye bye detonate).
IMO, turrets should be fire and forget in much the same way as necromancers do wells. The only place where turrets in current form makes sense is SPVP capture point bunkering. Everywhere else the very idea of keeping turrets up for extended periods is pretty much bunk.
As such, overcharge should pretty much be the default. Picking turrets up should join the dodo, and we should be able to always use the relevant toolbelt skill (bye bye detonate).
I also dislike the toolbelt skills being replaced. Really kills turrets for me.
I also dislike the toolbelt skills being replaced. Really kills turrets for me.
I see what you did there…
Yeah its pretty dumb to have a healing turret that we always blow up/pick up right after overcharging…
Actually, that was a forced situation by the player base. They gave the turret a Water field, then would blow it up for the blast finisher heal. Obviously this was making it the better heal skill with a full heal on application, condition removal, AoE regen, and another AoE heal off the blast finisher.
It was not dumb at all for Anet to make the reasonable way it works now. Otherwise, what would you chose to lose in trade? Because something, if not 2 things would of had to go.
Having said that, I hardly feel it is wise to call it “dumb” for not being overpowered in a bad way.
Yeah its pretty dumb to have a healing turret that we always blow up/pick up right after overcharging…
Actually, that was a forced situation by the player base. They gave the turret a Water field, then would blow it up for the blast finisher heal. Obviously this was making it the better heal skill with a full heal on application, condition removal, AoE regen, and another AoE heal off the blast finisher.
It was not dumb at all for Anet to make the reasonable way it works now. Otherwise, what would you chose to lose in trade? Because something, if not 2 things would of had to go.
Having said that, I hardly feel it is wise to call it “dumb” for not being overpowered in a bad way.
What do you mean forced situation by the player base? I would say it was forced situation by design. If you try to leave it up, it will not survive the 15s for you to recharge a second time. It doesn´t have enough life and the hitting box is bugged. When it´s destroyed, the heal recharge resets and you´ll have to wait 20 more seconds to use your heal again. So by design, if you leave it up, you´ll be screwed.
Anet, please give us two turret skills per turret. One that automatically overcharges and one that does not!!
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