Just returned, a question about turrets

Just returned, a question about turrets

in Engineer

Posted by: Kajan.7410

Kajan.7410

Hi,

i didn’t play in a while and just returned after about 2 years break. I used to main Engineer, well i still do, as its my favorite class… am i missing something? Where they they hide the Overcharge for our turrets? Do i need some special toolkit now?

I really can’t figure out how we overcharge our turrets.. i mean its still in the tooltip but there doesn’t seem to be a button prompt anymore.. i just can blow them up… why would i want to ever blow them up?! (Unless i was to lazy to run back to pick them up, that is)

Didn’t our toolbelts change to the overcharge mechanics.. but it seems that i am retaining the toolbelt skills and do not have an overcharge?

I am sorry for the noob question, but right now i feel like a level 80 noob :/

Just returned, a question about turrets

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Posted by: Samug.6512

Samug.6512

The latest “balance” patch changed how turrets work – now they overcharge upon deployment, once. After that, they autoattack until picked up or destroyed. This change was made to let us use toolbelt skill regardless of whether the turret is deployed or not.

Most of engineer community (straw poll thread) agreed the previous system was better.

Personally, I think this change is stupid, made turrets uninteresting and even more useless than before (not that they were much of a use before the change…).

[sarcasm] But hey, raid power build got 300 dps more. Everybody looove raids obviously [/sarcasm].

Just returned, a question about turrets

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

Just returned, a question about turrets

in Engineer

Posted by: Kajan.7410

Kajan.7410

The latest “balance” patch changed how turrets work – now they overcharge upon deployment, once. After that, they autoattack until picked up or destroyed. This change was made to let us use toolbelt skill regardless of whether the turret is deployed or not

Meh, that is a terrible idea. Why would they take control away from users like that?! My PvE playstyle depended on the Overcharge effect of the Flame turret… guess they want us all to equip bomb bundle and kite the enemy. I assume that is still the Meta? Bombs for solo pve and grenades for Group PvE? Or did they phase that out too?

My flamethower worked quite nicely with my flame turret for Blind Effects… mumbles, and here i thought i was to stupid and forgot something… was wondering why i couldn’t do the overcharge on my flame turret anymore.

The lack of overcharge of my healing turret is also annoying. I quite like to have that burst effect.

What a terrible idea!

“Most of the time, engineers were taking turret skills and never deploying the turret because the Tool Belt skill was too important to be overridden by the detonate turret skill.”

Screw that! I took turrets for their overcharge skills, i hardly ever used Tool Belt skills! I want my overcharge back!

Just returned, a question about turrets

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Posted by: Llethander.3972

Llethander.3972

The latest “balance” patch changed how turrets work – now they overcharge upon deployment, once. After that, they autoattack until picked up or destroyed. This change was made to let us use toolbelt skill regardless of whether the turret is deployed or not

Meh, that is a terrible idea. Why would they take control away from users like that?! My PvE playstyle depended on the Overcharge effect of the Flame turret… guess they want us all to equip bomb bundle and kite the enemy. I assume that is still the Meta? Bombs for solo pve and grenades for Group PvE? Or did they phase that out too?

My flamethower worked quite nicely with my flame turret for Blind Effects… mumbles, and here i thought i was to stupid and forgot something… was wondering why i couldn’t do the overcharge on my flame turret anymore.

The lack of overcharge of my healing turret is also annoying. I quite like to have that burst effect.

What a terrible idea!

“Most of the time, engineers were taking turret skills and never deploying the turret because the Tool Belt skill was too important to be overridden by the detonate turret skill.”

Screw that! I took turrets for their overcharge skills, i hardly ever used Tool Belt skills! I want my overcharge back!

The reasoning has a lot to do with power discharge builds taking turrets but never using them because the loss of access to the toolbelt skills was a noticeable DPS loss.

I like the change because it means I can actually use the turrets I take.

Just returned, a question about turrets

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Posted by: Kaizoku.1298

Kaizoku.1298

Now rocket turret knockdown is easy to dodge since you know that’s what it does when it is first spawned so :/

Just returned, a question about turrets

in Engineer

Posted by: Kajan.7410

Kajan.7410

I like the change because it means I can actually use the turrets I take.

It has the opposite effect for me. Now i do no longer leave turrets out. Meaning i drop them, i get their overcharge and i explode them.

I even removed Flame Turret from my loadout entirely. It used to be a staple on my build and i relied on it and the ability to control its overcharge for my survivability. (Admittedly this is solo PvE so it doesn’t mean much for most people, but i liked it this way)

My Healing turret i drop let it overcharge and then i explode it, because if i cannot overcharge it again, there is no point in keeping it out. Its heal without overcharge isn’t enough and i need the occassional overcharge. Now i need to tide myself over with the Toolbelt and the Elexir Gun toolbelt skill….

Its definitely a different type of play, but I am not happy with it. I liked coralling enemies with my flamer, draw them to my flame turret, overcharge it, and then BBQ them as they are blinded, dancing in my firewall.

Those times are over… now i am running like a headless chicken in a circle, flaming enemies, because i can’t let them get to close. I cannot rely on my Healing turret anymore, i have to explode it to be able to rely on it…

This update is plain horrible. I still enjoy Engineer, but i can quite honestly say, its no longer mad glee flamer fun. My thief is more fun to play now in PvE outside of events.

I want my mad glee flamer fun back…. i want to be able to control when my Turret overcharges and i want to be able to keep my turrets out and support me with their damage, instead of having to explode them, so they go on cooldown and don’t help me DPS… just so i can bring them back for their overcharge…

This just sucks.

Just returned, a question about turrets

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Posted by: Panda.1967

Panda.1967

AreaNet fixed an actual QoL issue with turrets, but in the process created another one. With any luck they will notice all the posts about this and implement a proper fix in another balance patch. They were right to give us access to our tool let skill while turrets are deployed, but they should have insured that overcharge remained available. Even simply making overcharge on an automated timer would be better than the one-and-done method they took. The preferred route would be to make turrets flip to overcharge (like before), and the overcharge flips to detonate for the duration of its CD. This would impact the fewest play styles possible, only affecting the very few instances where you would wish to detonate a time turret without overcharging first. And even then, it would still be possible to detonate without overcharging since as many people pointed out even before the patch, overcharge takes longer to activate than detonate.

Please stop assuming I’m a guy… I am female.