Flame Turret's overcharge...
This hasn’t been responded to…ever. But it’s a request people have been making for quite some time.
Its a great idea and would def see alot more use if it was implemented.
Highest ranked reached 28 soloq
Isle of Janthir
this! i’ve requested this aswell but we havent gotten an answer to this request which is quite a pitty
Well, good to know I’m not alone in that wish, at least! :P Come to think of it, I’m pretty sure ALL turret overcharges are on a bit of a delay, where they wait for their next firing round. Would make ’em all a good bit more useful at their core if they were less clunky in that regard. X)
Funny facts,
- Devs said it wasn’t possible for props to be vulnerable to condition and crits, but they were able to do it exclusively for turrets.
- Devs said it wasn’t possible for conditions to cap over 25 due to technical reasons, yet we can stack them up to 1500 each now.
- Devs were able to create shield bubles around turrets. Yet, they can’t make our Water Field and Smoke Field instant…
#1: They said it was impossible, they figured out a way to make it not.
#2: They said it was impossible, they figured out a way to make it not.
#3: They said nothing that I know of (aside from maybe clarifying that the OC does only trigger on normal firing cycle), they did nothing that I know of, it’s really most likely a ‘balance’ thing, though their attempts to balance Turrets are laughable at best.
Anymras, those devs are clueless. They don’t even learn from their previous mistakes…
Guess what, I’ve played on my Guardian today and they’ve made every consecrations ground targeted but didn’t even bother to check out if it worked like it should for underwater content. Same has happened when they’ve changed the rocket turret toolbelt ability into a ground targeted ability. Yet they’re always putting the same old crap in a patch or break stuff they’ve previously fixed in previous patch by creating brand new broken mechanics.
I just don’t get it!
(edited by Ambrecombe.4398)
Yeah, me either. They really do seem clueless. Hopefully those drones in the HoT teaser are a rework of Turrets, not just another Minion set to get nerfed into the ground.
Admittedly, I wouldn’t mind a Minion set if the traitline has some of the same passive coolness that the Necromancer gets, with the condition removal and the explode-on-death stuff. X) The lack of movement on turrets makes them partially reliable in regards to positioning, you always know where its effects will occur.
I suppose if the flying-drone aspect were something you could control in order to avoid having to pick them up when you’re moving, as opposed to a constant state, that’d be viable. But they’ve already got Overcharge and Detonation on them, so I’m not sure how such movement commands would work. Maybe it’d just happen based on distance, but then you can’t control where they set down… Unless the Overcharge or Detonation are replaced with “land here” when they’re in drone-mode.