Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD
If the healing turret is destroyed, then whatever timer there was left on the Cleansing Burst overcharge is lost. The main problem is that if you deploy your turret and then overcharge and the turret is destroyed when the overcharge has 0,1 second left, then you have to wait 20 more seconds to use it again. This is the longest cooldown for a healing skill in the game (35 seconds).
This has to change and I see two solutions for it.
Solution 1: Make the healing turret indestructible.
Solution 2 (better solution): Make the cooldown for the healing turret start from moment you use it and have it restart it everytime the overcharge is used. So if you used your overcharge 13 seconds ago (2 seconds left to use again) and the turret is destroyed, then you´ll have to wait 7 seconds for your next heal instead of 20 seconds.
It´s unusable as a turret in this current state.
If the healing turret is destroyed, then whatever timer there was left on the Cleansing Burst overcharge is lost. The main problem is that if you deploy your turret and then overcharge and the turret is destroyed when the overcharge has 0,1 second left, then you have to wait 20 more seconds to use it again. This is the longest cooldown for a healing skill in the game (35 seconds).
This has to change and I see two solutions for it.
Solution 1: Make the healing turret indestructible.
Solution 2 (better solution): Make the cooldown for the healing turret start from moment you use it and have it restart it everytime the overcharge is used. So if you used your overcharge 13 seconds ago (2 seconds left to use again) and the turret is destroyed, then you´ll have to wait 7 seconds for your next heal instead of 20 seconds.
It´s unusable as a turret in this current state.
Correct. It’s designed to incentivize being either picked up or detonated .5 seconds after deployment.
Whether if it’s now ‘working as intended’ by developers, I don’t know if I think it is. I feel like it was intended to be a viable option if left deployed.
Only time will tell.
Correct. It’s designed to incentivize being either picked up or detonated .5 seconds after deployment.
Whether if it’s now ‘working as intended’ by developers, I don’t know if I think it is. I feel like it was intended to be a viable option if left deployed.
Only time will tell.
If I remember correctly, the developers stated the changes to the healing turret were to see if they would actually be used as a turret. But leaving it as a turret is probably the worst healing in the game because of this bug. I call it a bug as I don´t think this long cooldown was intended.
I´ve complained about this before but the post was long and not straight to the point. No changes were made by Anet. I´m hoping a cleaner post will help bring this to their attention. I do want to use the healing turret as a turret. It´s just not usable like this currently.
They treat the turret like pets from other classes. I only play engie so I don’t really know how the other classes worked in terms of pet cooldowns. Looking at the necro and the ranger on the wiki, it seems their cooldowns to resummon only start after they die. I think this is a mistake to treat the turret as one because the turrets effectiveness is completely negated by moving out of its range unlike pets who can move.
They treat the turret like pets from other classes. I only play engie so I don’t really know how the other classes worked in terms of pet cooldowns. Looking at the necro and the ranger on the wiki, it seems their cooldowns to resummon only start after they die. I think this is a mistake to treat the turret as one because the turrets effectiveness is completely negated by moving out of its range unlike pets who can move.
Turrets still have problems to become viable. But this problem with the healing turret is worst than with the other turrets. Average healing with a 35s cooldown is not viable by any measure in this game. And even if they fix the cooldown, it would still need a survivability boost to be viable. Their hitting box is still bugged as previously reported and still not fixed. They are also destroyed way too easily.
If they ever want more usage of the turrets they need a resistance % to AOE damage and all turrets that are picked up need a universal 10 second cooldown because we’re picking them up. That’s the difference. If they are destroyed then that’s a different story but when we pick them up they should never have more then a ten second cooldown.
They treat the turret like pets from other classes. I only play engie so I don’t really know how the other classes worked in terms of pet cooldowns. Looking at the necro and the ranger on the wiki, it seems their cooldowns to resummon only start after they die. I think this is a mistake to treat the turret as one because the turrets effectiveness is completely negated by moving out of its range unlike pets who can move.
Turrets still have problems to become viable. But this problem with the healing turret is worst than with the other turrets. Average healing with a 35s cooldown is not viable by any measure in this game. And even if they fix the cooldown, it would still need a survivability boost to be viable. Their hitting box is still bugged as previously reported and still not fixed. They are also destroyed way too easily.
Granted I only play wvw, but the turret is the most amazing heal considering that it creates a water field that you can use blast for AOE heal up to 3 times. With no/little healing power at all you can get a 8k-10k hp heal almost instantly, that is pretty hard to beat. Plus you can use a blast on the cleansing blast for an additional aoe heal.
(edited by Ikarushka.9564)
FYI, I don’t know if this is a forum they primarily look at for bug reports, so you might also want to post it in the suggestions or bug report forums as well.
They treat the turret like pets from other classes. I only play engie so I don’t really know how the other classes worked in terms of pet cooldowns. Looking at the necro and the ranger on the wiki, it seems their cooldowns to resummon only start after they die. I think this is a mistake to treat the turret as one because the turrets effectiveness is completely negated by moving out of its range unlike pets who can move.
Turrets still have problems to become viable. But this problem with the healing turret is worst than with the other turrets. Average healing with a 35s cooldown is not viable by any measure in this game. And even if they fix the cooldown, it would still need a survivability boost to be viable. Their hitting box is still bugged as previously reported and still not fixed. They are also destroyed way too easily.
Granted I only play wvw, but the turret is the most amazing heal considering that it creates a water field that you can use blast for AOE heal up to 3 times. With no/little healing power at all you can get a 8k-10k hp heal almost instantly, that is pretty hard to beat. Plus you can use a blast on the cleansing blast for an additional aoe heal.
It’s true, it is a nice heal still. But the intended use, which is to be used as a turret, is not there.
Other than that, I would mention it still needs to have it’kitten box reduced significantly as it’s huge right now. It also needs to be much more survivable for it to be useful as a turret. Maybe turrets should recieve damage and have life proportional to siege weapons.
Turrets still have problems to become viable. But this problem with the healing turret is worst than with the other turrets. Average healing with a 35s cooldown is not viable by any measure in this game. And even if they fix the cooldown, it would still need a survivability boost to be viable. Their hitting box is still bugged as previously reported and still not fixed. They are also destroyed way too easily.
You’re right to point out that leaving the Healing Turret out is not viable at the moment, but it is pretty exceptional right now when you detonate it while the Water field is active.
It’s probably the best healing skill we have right now. Not only does it heal us, but it heals our allies too and removes 2 conditions on everyone within the vicinity. At the very least overcharge and pick it back up.
It may not be the end-goal of how the Healing Turret should perform, but it’s one of the best healing skills across all classes right now if you pick it up/detonate it.
Turrets still have problems to become viable. But this problem with the healing turret is worst than with the other turrets. Average healing with a 35s cooldown is not viable by any measure in this game. And even if they fix the cooldown, it would still need a survivability boost to be viable. Their hitting box is still bugged as previously reported and still not fixed. They are also destroyed way too easily.
You’re right to point out that leaving the Healing Turret out is not viable at the moment, but it is pretty exceptional right now when you detonate it while the Water field is active.
It’s probably the best healing skill we have right now. Not only does it heal us, but it heals our allies too and removes 2 conditions on everyone within the vicinity. At the very least overcharge and pick it back up.
It may not be the end-goal of how the Healing Turret should perform, but it’s one of the best healing skills across all classes right now if you pick it up/detonate it.
Yes, it is very good and I really want to like it. But recently I’ve been getting skill lag and would get some benefit for it being fixed. Having to press 3 buttons while lagging takes much longer than normal. I would be happy with a drop, overcharge and leave it for the regen which is also good. I even posted another solution here to see if it can become a bit better when I’m lagging. I can’t believe I’m the only one with this issue.
At first, pressing 3 buttons felt very clunky, but I kind of just got used to it, similar to swapping to the Med Kit and going 1-2-3 with the Drop Bandage skills.
Skill lag is definitely an issue at times, yeah—especially if you’ve got all three worlds trying to cap Stonemist at the same time. I guess in such cases it would be nice if the Healing Turret was more useful when left out, but these moments—at least for me—are a rarity.
My second proposal is to do something different to help with skill lag. Have an option on turret skills to overcharge them as soon as they are dropped. That way, it would reduce the burden when we have skill lag.
It does happen in big battles. But it’s also happening to me right now for some connection issues I’m having with my internet provider.
EDIT: not just the burden on skill lag, but the burden in general since there is no need for 3 button presses when only 2 should be needed
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