Purity of Purpose
(edited by Nilix.2170)
So, I know we’ve all talked about these kinds of things. But now it’s actually testable. Or rather, it’s been testable and I’m only realizing it now.
It’s just a bug, and only works with the Rocket Turret while underwater, but the cooldown timer begins from the moment you deploy it rather than the moment of destruction. In the Screenshot you can see the explosion of a detonated rocket turret that was left out for about 30s. Rather than a 50s CD, I got 21s.
I’m not really here to announce this bug’s existence. I haven’t checked the bug list and I don’t have much time to see if it’s already listed there. My main point is to bring up the conversation of having turret CDs being like this normally. Why it would(n’t) be a great idea, the consequences of this kind of change and the ways of balancing around it.
(edited by Nilix.2170)
Yeah, that’s one that nobody’s reported yet – and I really do think that would be a good thing to make normal. I’ll add it to the buglist later, probably.
Reasons I can come up with to make it happen:
It would make Turrets more mobile – by making it easier to put them down more often, it makes it easier for a Turret Engineer to run at just the same pace as others.
It encourages leaving Turrets out – by making the cooldown start when the Turret is placed, the drop-and-pop playstyle loses part of its appeal: Starting the cooldown on the Turret ASAP.
It also, interestingly enough, makes Turrets able to be detonated more freely, opening up further strategic opportunities; with the cooldown issues reduced, Turrets would become an even better source of blast finishers and, when traited with Accelerant-Packed, be excellent tools for interruption/crowd-control.
It makes a Turret Engineer something to be concerned about – with cooldowns starting when Turrets are placed, Turret Engineers could become a snowballing problem in combat: Destroy the Turrets, or force Detonation, too slowly…and they’ll just have another one ready.
This also creates options of counterplay: whether to go for the Engineer themselves to stop Turret placement, or clear out their Turrets as quickly as possible.
Reasons I’ve got to not make it happen: Honestly, I can’t think of nearly as many reasons to not do it, though I may be biased.
Turrets aren’t especially damaging (to the tune of ‘our intentionally gimpy main-hand weapon autoattacks do far more damage than they do’), and have well-known issues with survivability.
It is funny, when we were theorycrafting and making suggestions on Anymras posts I actualy gave a very similar idea based on the current “issue” with the underwater rocket turret.
I explained how it could potentialy improve the gameplay of a turret Engineer, by increasing its mobility and synergy with blast finishers.
I find it ironic that I have this previous suggestion confirmed, and see it work as it should be, by a simple bug.
(edited by Ambrecombe.4398)
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