Repost from the PvP subforum:
This thread looks interesting, at least it’s the first time that someone suggests reasonable changes, instead of plain nerfs.
Some ideas already mentioned that would be awesome:
- switch elixir infused bombs with experimental turrets.
As Arrdee pointed out (and others previously in the engi-subforum) this would add great synergy to the alchemy trait-line and reduce the insane trait-stacking one can achieve for turrets. You wanna have increased dmg/range OR refection-bubbles OR ticking buffs to support you/allies? sure, choose freely.
-spawn turrets where the cast was started.
This will fix the current placement-exploits possible with turrets, while still maintaining the option to perform the healing-turret combo with swiftness while keep running, so a fix that would not hurt all the engi specs relying on healing turret as heal.
Appart from that, yes relying too much on AI is a issue, but one you face on many specs from various classes. But fixing it for turrets is iffy since their intended design is to deny an area properly (and recently also to deliver support for allies within their range).
So I’d change the traits as following:
- Accelerant Packed Turrets
turrets self-destruct with a turret specific effect when blown up:
flame turret: blows up in a combustion, dealing minor damage and applying burn to enemies for 3 seconds in 300 range
net-turret (also for its underwater version): releases ripped-apart nets, applying cripple to enemies for 5 seconds in 300 range
rocket-turret (also for its underwater version): releases a big explosion, dealing medium damage to enemies in 300 range
rifle-turret (also for its underwater version): releases a load of shrapnel, that applies 5 stacks of vulnerability for 5 seconds and deals minor damage to enemies in 300 range
thumper-turret: releases a shock-wave that launches enemies 300 away in a 300 range.
healing turret: releases a healing-wave that clears 1 condition and heals allies for 1k
Additionally turrets will count as blast-finisher upon violent destruction, not only on the self-destruct.
(It maybe sounds like a buff at first, but the rather powerful ones actually belong to turrets who go on a 50sec cd upon destruction, and the fact that all these melee-interrupts are gone should balance this change to the current version quite nicely.)
-Metal Plating :
renamed to “Reactive plating”
turrets receive 50% less damage while being overcharged
(l like the idea that the overcharge is protecting them, but this in turn should actually increase the traits’ effectiveness)
-Auto-tool installation:
turrets regenerate 100 health per 3 seconds for allies. The effect can stack with itself and the regeneration-boon.
(instead of 1-uping the tankiness of the turret itself, they now support their owner and allies around them with direct heal. since turrets will not auto-heal anymore that also punishes the playstyle of “place and forget”)
-Rifled Turret Barrels:
Increases turret damage by 15% and range by 20%
(I think choosing to increase the turrets plain dps is a valid decision one should be able to make, but the current range-increase is simply too insane. Allowing the rifle and rocket-turret to hit on 1.2k instead of 1.5k is a reasonable-enough nerf since that is also the range increase one could get for the rifle itself when traited. Now rangers and nade-engis both are able to out-range turrets and therefore forcing the owning engi to actively react to the situation, further punishing to leave turrets completely unattended.)
- Experimental Turrets
remains as is, but switches places with elixir-infused bombs
(since it’s not in the boon-duration line anymore I guess it’s toned down reasonably enough. It is still a grandmaster-trait, that one would need to sacrifice bubbles or dmg/range for.)
- Deployable Turrets:
Renamed to “Tele-Turrets”
Overcharging a turret teleports it straight to the engi’s current position.
(Overcharges are insta-casts, so that would actually add nice active play to the thumper f.e., which would deliver the knockback always under the engi’s feet, even if he happens to be stun-locked, without the need to blow it up to access the actual stun-breaker from its toolbelt ability. Further, insta-casts usually can’t be performed mid-air, so this trait would also get rid of turrets being thrown high into walls, like in khylo clock-tower f.e. Additionally this would increase the mobility of turrets since one can re-arrange their position without needing to blow them up first. Since supply-crate turrets can’t be overcharged this won’t affect the elite-skill, and is also a limited option, since usually a overcharge-cd is 30sec. Spaming all overcharges just creats a pile of junk, perfect to be bursted by aoe, so the increased mobility gets balanced by the fact that one can not simply panic-spam all the overcharges without punishment.)
______
Discuss