Last Engineer Update - Meaningless

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Posted by: Elfo Bianco.3786

Elfo Bianco.3786

Last update:
Engineer – The engineer’s turrets are now affected by conditions and critical hits.

Really!?!? Engineer’s turrets are so OP in pvp (said not by me) and this is the ArenaNet’s solution!?!?
A turret = a non-living item that can be affected by conditions… and critical hits too… totally meaningless.

Ok if engineer’s turrets are OP, please fix them with more logic… otherwise let everybody to affect by conditions and critical hits walls, gates, siege weapons and every non-living items …

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Posted by: Warcry.1596

Warcry.1596

Walls don’t apply boons to nearby allies.
Walls don’t apply conditons and crowd control.
Walls don’t heal nearby allies.

“He shall make whole that which was torn asunder.
Restore that which was lost. And all shall be as one.”

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Posted by: Excludee.3850

Excludee.3850

Excuse me? How much HP do you think these turrets have? You crit them a couple times and they explode.

Crits do what, 200% bonus damage with some ferocity? 150% at the lowest? Making them vulnerable to crits was a huge nerf lol…

EDIT: Oh, I see what you’re saying. Turrets were dumb, this was deserved. That’s why they were nerfed. As an engineer main, they had it coming.

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Posted by: Crimson Clouds.4853

Crimson Clouds.4853

I can understand some of the reasoning behind it. Pets and minions can be affected by conditions, it seems strange that engi turrets aren’t just because the engi follows a particular visual style (because they’re mechanic, not living).

It doesn’t take much imagination to describe “immersively” what the conditions are doing to the turret though, especially compared to other inanimate objects.

Chill- obvious enough, the mechanisms are frozen in place
Poison- chemicals in the poison have a negative effect on the chemicals used in the turret (it degrades them)
Burning- another obvious one, the metal gears start to melt or perhaps the grease that lubricates the mechanisms gets burned away
Blind- the sensors on the turrets get covered/slightly damaged (how else do they know where you are/where to aim?)
Vulnerability/Weakness- You’ve damaged the turret in a particular way… perhaps the casing is damaged or you’ve damaged the mechanism so it can’t attack as well as it could previously.

Critical hits also make sense, I’m sure a mechanism has a weak spot.

Any CC/Torment seems a bit more difficult to explain (considering turrets don’t move), but I would assume these don’t affect them… otherwise, I’m sure somebody else has a creative interpretation.

(edited by Crimson Clouds.4853)

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Posted by: Healix.5819

Healix.5819

Burning makes sense, the other conditions not so much.

Being able to critically hit a turret makes more sense than being able to crit a wall. You could crit a wall, if it had a weak point or defect. Turrets though, simply tip them over or wreck the gears/parts. Other objects should also be able to be crit, but they should be hard to actually crit, as in a -80% crit chance modifier.

If they wanted to be realistic, walk up to a turret – press f to kick. Now it’s partially disabled.

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Posted by: Mireles Lore.5942

Mireles Lore.5942

I think the making sense ship sailed when the decision was made that offensive shouts and skills like stomp can be blocked or miss from blind.

Director – Xunlai Heroic Service Agents [XHSA] | Yak’s Bend
http://xunlaiheroes.wix.com/xhsa

(edited by Mireles Lore.5942)

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Posted by: Sorin.4310

Sorin.4310

I don’t think there’s much to gain by applying realism. We can burn fire eles, chill ice foes, poison undead, bleed ghosts, etc. This change was purely mechanics, and a necessary one to nerf the cheesability of a build.

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Posted by: Rozbuska.5263

Rozbuska.5263

It will affect only noob engis I am glad they did it

Tekkit Mojo – Engineer
Tekkit’s Workshop

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Posted by: Gern.2978

Gern.2978

Last update:
Engineer – The engineer’s turrets are now affected by conditions and critical hits.

Really!?!? Engineer’s turrets are so OP in pvp (said not by me) and this is the ArenaNet’s solution!?!?
A turret = a non-living item that can be affected by conditions… and critical hits too… totally meaningless.

Ok if engineer’s turrets are OP, please fix them with more logic… otherwise let everybody to affect by conditions and critical hits walls, gates, siege weapons and every non-living items …

Why does it not make sense for a non-organic object to be effected by burning? Last I checked, wooden gates should burn, even metal turrets can burn, have you ever seen what thermite does to metal? Or even poison because you could argue that the poison is highly corrosive, especially to a metal turret. As far as confusion: well that’s magic, so you can’t use logic to explain it anyways. Blinds: turrets shoot at targets on their own, so they must have some form of visual targeting system that could be blinded. It makes perfect sense for turrets to be effected by conditions. Bleeding is the only one that really doesn’t make sense, but you could argue that they are not “bleeding” but instead are leaking oil or something.

I think the making sense ship sailed when the decision was made that offensive shouts and skills like stomp can be blocked or miss from blind.

Or grenades “missing.”

Hi, my name is Gern, and I’m an altoholic….

(edited by Gern.2978)

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Posted by: pdavis.8031

pdavis.8031

I think this is a great change. It puts turrets in line with pets and minions. Not being able to be critted and immune to conditions is what made them so “OP” from a perspective of fighting against them. This is basically the change that we have been asking for for turrets for a long time. Although as a necro I didn’t have too much trouble with turrets, although sometimes they could be annoying.

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”

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Posted by: naphack.9346

naphack.9346

I think this is a great change. It puts turrets in line with pets and minions. Not being able to be critted and immune to conditions is what made them so “OP” from a perspective of fighting against them. This is basically the change that we have been asking for for turrets for a long time. Although as a necro I didn’t have too much trouble with turrets, although sometimes they could be annoying.

It doesn’t put them in line with pets and minions.
As a ranger, I can give my pet protection, might and other goodies.
Every minion can receive boons. Heck, thieves can instagib people by using thieves guild and sharing three venoms.

If you truly care about bringing turrets in line with other minions, then go and demand for turrets to be affected by boons and other effects.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

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Posted by: Elfo Bianco.3786

Elfo Bianco.3786

Turrets and necromancer’s minions were always so OP that were always easy to destroy / kill…. Now turrets are useless everywhere, like minions that stuck during combat without fighting…
That’s the reason of my contrariness.
I don’t understand the problem to fight the turrets, with the common dps builds turrets were easily destroyable, for example with my elementalist I always destroy all the turrets in the area with 2 skills in few seconds. Now with the same elementalist I will destroy them with one skill and half the time, oh maybe now some of you say that the elementalist is OP and so on.

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Posted by: Elfo Bianco.3786

Elfo Bianco.3786

I think this is a great change. It puts turrets in line with pets and minions. Not being able to be critted and immune to conditions is what made them so “OP” from a perspective of fighting against them. This is basically the change that we have been asking for for turrets for a long time. Although as a necro I didn’t have too much trouble with turrets, although sometimes they could be annoying.

It doesn’t put them in line with pets and minions.
As a ranger, I can give my pet protection, might and other goodies.
Every minion can receive boons. Heck, thieves can instagib people by using thieves guild and sharing three venoms.

If you truly care about bringing turrets in line with other minions, then go and demand for turrets to be affected by boons and other effects.

I quote naphack.9346 and remember that boons applied by turrets are given thanks one of the last added trait.

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Posted by: Manuhell.2759

Manuhell.2759

They’ve just made them useless and did nothing to address the actual issues.
I mean, what can you expect from a build that can at most have 5 weapon skills, 4 overcharges or toolbelt in any combination, and an elite?
Of course it feels passive, there are just too few skills to work with. And since most of the attacks are autoattacks – either of the turret or the player – there isn’t much that can be done wrong from the turreter.
The lack of active play was the issue to address, not their sturdiness.
It would be fine if this was just a band-aid. But usually they just nerf things to oblivion and leave them there. And i even have to read about people being happy that we just have even less utilities to decently work with, heh…

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Posted by: Rainmaker.7594

Rainmaker.7594

I don’t have the time to test this right now, but since they can be critted on, can they crit on stuff too. Specifically, does fortified turrets now crit?

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Posted by: Ross Biddle.2367

Ross Biddle.2367

During his campaign against Saladan of Islam, Richard The Lionheart had to quickly change his tactics when, during a pitched open field battle, his bow users couldn’t fire arrows while dodging backwards to avoid death by melee, and his regiment of greatsword wielding fighters in the rear were unsuccessfully firing beams of energy from extended arms. These quick, decisive changes lead his campaign to eventual victory.

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Posted by: NitroApe.9104

NitroApe.9104

Sweet, sweet turret tears

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Posted by: RabbitUp.8294

RabbitUp.8294

I can understand some of the reasoning behind it. Pets and minions can be affected by conditions, it seems strange that engi turrets aren’t just because the engi follows a particular visual style (because they’re mechanic, not living).

Pets and minions can move and deal crits themselves.

Now, I’m not saying the nerfs were unjustified, but that logic is faulty.

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Posted by: Snakebyte.2804

Snakebyte.2804

Woah, I didn’t know ANet added a Salt Turret!

Gringo Pls, JQ Engineer

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Posted by: MarkBecks.6453

MarkBecks.6453

I played turret engi to test the new system, and they lasted 10 seconds exactly, nice touch when Rangers kill you from miles away, necros have their horde, and Mesmers can spam clones then leave, ad naseum. I asked when the devs were busy with the idea of changing this if the engi build would be adjusted to compensate but obviously not. I played for 30 secs then switched to finish the game. I honestly think the engi profession is so lacking anyway, and I would have preferred to see the turrets being portable and moving with him like pets. But that’s just me, and fyi, I have all profession, all races so have a bit of insight into builds. I know all builds change to balance them, but just think this was looking at turrets which I agree were OP, rather than the overall engi build. Ex engi

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Posted by: Aidenwolf.5964

Aidenwolf.5964

Played turrets in 2 a ranked to test it and turrets are dead in seconds. They needed a fix but all Anet has done is completely kill a viable build.

I get the turret hate from non engis but imagine if they’d done this to shoutbow or hambow instead of tweaking them they obliterated the build…

Lazy design lazy fix.

Buy To Play Guild Wars 2 2012-2015 – RIP
Unlucky since launch, RNG isn’t random
PugLife SoloQ

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Posted by: Aidenwolf.5964

Aidenwolf.5964

Sweet, sweet turret tears

You tried your elite or healing turret yet… You should. Your tears will flow as well.

Buy To Play Guild Wars 2 2012-2015 – RIP
Unlucky since launch, RNG isn’t random
PugLife SoloQ

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Posted by: Vieux P.1238

Vieux P.1238

Wow.. turrets engi needs to do like us. Get some skills.

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Posted by: Aidenwolf.5964

Aidenwolf.5964

Wow.. turrets engi needs to do like us. Get some skills.

I played turrets for the past 2 months since I solo ranked que but if you think all players who ran turrets have no skills…. You’re mistaken.

Cele rifle is the actual OP build and now that turrets are dead I’ll head back to that. They’ll nerf that next.

Buy To Play Guild Wars 2 2012-2015 – RIP
Unlucky since launch, RNG isn’t random
PugLife SoloQ

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Posted by: Manuhell.2759

Manuhell.2759

Wow.. turrets engi needs to do like us. Get some skills.

Nice trolling. Skill has nothing to do with it – they just die too fast, and once they’re dead, the engineer can rely on a single weapon and some toolbelt skills.
Let’s assume one picks’em up when they’re almost dead. What use would one have for something that lives less than 10 seconds? It would do one overcharge at most, with a couple autoattacks added in. Followed by a 15s cooldown in the best case (and near 40s for the worst ones).
If they get killed or detonated, times are even longer. They just end up on cooldown for a large majority of the time. And thus useless.
Good luck using your “skill” with a barebone set of skills, anyway. There are just too few skills to work with, due to the single weapon and the actual toolbelts being locked by the detonation toolbelt. The lowest any class can have, as a fact – 10 in total.

Could as well use a kit or some other utility to start with, then. At least they can’t get killed. And you even get a lot more skills to work with.

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Posted by: Vieux P.1238

Vieux P.1238

Well, LOTS of turret Engies bin trolling the community & it’s no wonder that some of us are venting on the forum now that table has turn. I’m not gonna say i’m sorry. It’s a mutual feel that the community does deserve some vindication. & yes we gonna splash about it.

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Posted by: adozu.6398

adozu.6398

btw, by definition a necromancer minion is “non living” too -> can be crit/condied
spirit weapons? no biology to speak of -> can bleed etc

this is just two examples but the list could go on and applies to most of the game’s npcs (like, asuras golem can bleed etc, are those different than turrets?)

if anything engineer turrets were the special snowflake…

(and dredge, why do dredge have blind immunity, which makes sense, but then you can blind stuff that doesn’t even have eyes like oozes?)

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Posted by: Mirrodin.8729

Mirrodin.8729

Last update:
Engineer – The engineer’s turrets are now affected by conditions and critical hits.

Really!?!? Engineer’s turrets are so OP in pvp (said not by me) and this is the ArenaNet’s solution!?!?
A turret = a non-living item that can be affected by conditions… and critical hits too… totally meaningless.

Ok if engineer’s turrets are OP, please fix them with more logic… otherwise let everybody to affect by conditions and critical hits walls, gates, siege weapons and every non-living items …

Tell how many times you can take a 100b blade or hammer f1 in the face before going to the hospital, better, where you packing all those items and turrets? dont call realism on your bad argument

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Posted by: Mirrodin.8729

Mirrodin.8729

Wow.. turrets engi needs to do like us. Get some skills.

Nice trolling. Skill has nothing to do with it – they just die too fast, and once they’re dead, the engineer can rely on a single weapon and some toolbelt skills.
Let’s assume one picks’em up when they’re almost dead. What use would one have for something that lives less than 10 seconds? It would do one overcharge at most, with a couple autoattacks added in. Followed by a 15s cooldown in the best case (and near 40s for the worst ones).
If they get killed or detonated, times are even longer. They just end up on cooldown for a large majority of the time. And thus useless.
Good luck using your “skill” with a barebone set of skills, anyway. There are just too few skills to work with, due to the single weapon and the actual toolbelts being locked by the detonation toolbelt. The lowest any class can have, as a fact – 10 in total.

Could as well use a kit or some other utility to start with, then. At least they can’t get killed. And you even get a lot more skills to work with.

Dude, its called strategy, know what that means? if im a warrior and i dont take berserker stance against a condition team, who to blame? just myself and so on with every class, turret engi CHOOSE to take turrets instead of other skills, so you either deal with it or deal with it, pick any