My opinion: Turrets - So Much Potential - yet so broken!
Turrets need to share defensive stats with the player.
I mean even the trait that boosts them gives the player toughness, yet they die too quickly
Turrets being able to crit won’t change anything. They’ll still be garbage.
Turrets being able to crit won’t change anything. They’ll still be garbage.
Absolutely not! With the spec I have the rocket turret would crit multiple people and nock them down for close to 3k-4k and the rifle would crit for 1k a shot….. thumper would also crit multiple people for 3-4k not sure how that is garbage….
my biggest problem with turrets is their targeting, they should make them target the target you have attacked last or sth like that, not that i place turret with 4 minions chasing me, and it pulls another random group of mobs, or it starts attacking wall …
I’m honestly fine with the turrets with the way they are now, I only use Net, Rocket and Healing. And the rocket turret with it’s burning is more than good enough for me.
Cooldown is way too long on turrets for them to be useful IMO. Only one worth using is healing turret.
Cooldown is way too long on turrets for them to be useful IMO. Only one worth using is healing turret.
I agree Grizor. The cooldown time forces you to either stay in one spot or stop using them altogether. A ranger would never be able to use a pet under similar conditions.
My opinion: Turrets - So Much Potential - yet so broken!
in Engineer
Posted by: Signet of Forums.4397
Cooldown is way too long on turrets for them to be useful IMO. Only one worth using is healing turret.
The rocket turret’s activated ability causes a knockdown (actually, two knockdowns, if you time it right), and most knockdowns are on a long cooldown, if you didn’t notice. Then on top of that, it has to be dealt with (or the engineer does) or it’s just going to keep doing quite a bit of damage.
Rifle turret is 20 seconds, which is very fast (kind of the thing that makes it worth using over other turrets), and I really don’t know what you expect the others to be, considering what they do. Let’s also not forget the toolbelt skills they give you when they are down, particularly the net turret’s. The toolbelt skills always need to be factored into any engineer utility skill.
Healing turret is the worst of the 3 class heals available to engineers.
Range too small, Survivability too low. Elixir H’s bonuses and cool down are better for solo play where as Med kit is better for team play, especially because you can throw it, med kits are low cool down, and the burst heal benefits from the tools passive that resets all tool belt skills when you fall below 25 percent HP
(edited by Tigger.8035)
Turret survivability needs to go up, and the time required to re-place them should go way down.
I really feel that you should be able to instantly reposition your turrets by picking them up, and get a significant penalty to re-placing them if they are destroyed or your blow them up.
Maybe a good trade off would be to keep turret health constant between placements until it blows or is killed?
For example, I could place a rifle turret, it takes a beating down to 50% health, then I pick it up, run twenty yards further up the field, drop it again, and it’s still at 50% health?
They need to scale with the player, right now they don’t in any way except your level, non-scaling skills are a big fail. Engineer turret, Necro Pets and Guardian Spirit Weapons don’t get any of your stats as a bonus and its moronic.
Healing turret is the worst of the 3 class heals available to engineers.
Range too small, Survivability too low. Elixir H’s bonuses and cool down are better for solo play where as Med kit is better for team play, especially because you can throw it, med kits are low cool down, and the burst heal benefits from the tools passive that resets all tool belt skills when you fall below 25 percent HP
Healing turret is the best brah. You put it down, get the heal, get the regen ticks, and pick it up, on a 15 second CD without any need to trait for it to be any good. Elixir H suffers from RNG which is a p.i.t.a when you want protection but get swiftness, and the actual kit of the med kit has QoL issues with F1 becoming heal, you can’t press Q again to drop the kit, the packs you drop are hard to notice unless you scream at someone which direction to run based on their current position.
Healing turret is boss, and you can detonate it in its own spray for water field blast, or put it in a fire field for might, etc. It can support quite well based on field access, which you have more control over then Elixir H’s “66% chance to frustrate the user” effect.
[quote=60966;Graywolf.6513:]
[quote=61210;Echelon.5384:]
Cooldowns should be reduced when you pick them up, and increased when you explode them (and make the explosion more powerful).
When I first saw the turrets, I thought of the Ritualist’s spirits in GW1. The biggest difference is that the Rt Spirit Spammer could summon the spirits and move them along with you. Turrets, not so much.
Some way of moving the turrets along with you would be a great help — that or, as suggested, decrease the cooldown so they’re more easily portable.
You know, when I hear about how bad turrets are suppose to be, it makes me wonder if I am doing something wrong that they work so well for me in pve so far.
The CD is too crippling, i was just in Orr, trying them, loving them, thinking of crazy ideas to use them in dungeons. But then an event came up and i had to destroy 3 targets. To destroy these i had to fend off respawning adds while attacking the objective before the 3 bars ran out. This WOULD have been a simple task for my grenade build, but there was too much time needed before i could be effective in different places, i did too little damage by myself, and while i could survive, i was not effective enough to succeed in the event, because of CD’s on my turrets.
I enjoy them, and in trash killing, dig in and hold out situations they work wonders, but when you have multiple objectives they become a massive liability.
You know, when I hear about how bad turrets are suppose to be, it makes me wonder if I am doing something wrong that they work so well for me in pve so far.
Much of that is probably just from being able to switch and split mob aggro. I love my turrets, and it makes me sad to hear they’re not scaling with my stats.
Turrets need to share defensive stats with the player.
I mean even the trait that boosts them gives the player toughness, yet they die too quickly
they need to share every stat.
How annoying to have lots of condi and have your burns do 700+ and turrets ~300.
cooldowns when you pick them up are too long and there is no way to control them. it sucks alot when they start to shot in random directions or something you do not want them to attack.
The biggest hurdle that ANet needs to deal with on turrets: They are separate and independent form of damage (essentially, an infinite dot so long as it isn’t destroyed) that allows the engineer to run around and do damage on his own.
Turrets count as a Damage Over Time. They are independent damage that the Engineer can apply without having to maintain it. That’s why they have a longer than normal rate of fire.
They are also indiscriminate of targetting. The Engineer cannot control who the turrets target. They will apply this DOT damage to anyone that they feel. That’s why they have an ability that the engineer can trigger to make them more potent.
Engineers shouldn’t count on turrets to be their sole form of damage. They aren’t the TF2 Engineers. They have a MUCH broader choice of abilities than that class, and can switch between kits and weapons.
You have several ways to make turrets more powerful.
You can trait into them to make them more durable, regen their health, become more powerful, deployable, and can also increase your wrench skill so that it heals them more.
Turrets can use a little boost, but the problem that ANet has to consider is all of the above characteristics. If you boost their damage or rate of fire too much, then you can imbalance a turret-using engineer. You could reduce the CD on a turret’s special ability, but you have to make sure that increasing the special ability doesn’t imbalance the damage rate (in PvP and PvE, I expect a Turret to have at most 1 or 2 chances to use their CD ability).
Turret drop CDs are perfect IMO. Also, if you pick up the turret before it dies, then you drop about 1/4 the CD timer off of them.
TL,DR: Turrets are good, but could be better. Very little better, because they are an independent source of damage.
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play
(edited by Sporadicus.1028)
The biggest hurdle that ANet needs to deal with on turrets: They are separate and independent form of damage (essentially, an infinite dot so long as it isn’t destroyed) that allows the engineer to run around and do damage on his own.
Turrets count as a Damage Over Time. They are independent damage that the Engineer can apply without having to maintain it. That’s why they have a longer than normal rate of fire.
They are also indiscriminate of targetting. The Engineer cannot control who the turrets target. They will apply this DOT damage to anyone that they feel. That’s why they have an ability that the engineer can trigger to make them more potent.
Engineers shouldn’t count on turrets to be their sole form of damage. They aren’t the TF2 Engineers. They have a MUCH broader choice of abilities than that class, and can switch between kits and weapons.
You have several ways to make turrets more powerful.
You can trait into them to make them more durable, regen their health, become more powerful, deployable, and can also increase your wrench skill so that it heals them more.
Turrets can use a little boost, but the problem that ANet has to consider is all of the above characteristics. If you boost their damage or rate of fire too much, then you can imbalance a turret-using engineer. You could reduce the CD on a turret’s special ability, but you have to make sure that increasing the special ability doesn’t imbalance the damage rate (in PvP and PvE, I expect a Turret to have at most 1 or 2 chances to use their CD ability).
Turret drop CDs are perfect IMO. Also, if you pick up the turret before it dies, then you drop about 1/4 the CD timer off of them.
TL,DR: Turrets are good, but could be better. Very little better, because they are an independent source of damage.
all this is right but they are just painful to use. engineer needs an option to make the turrets attack your target over something else. they have too many downsides and I would rather eat an elixir B & U and do the additional damage by myself.
(edited by CptCosmic.3156)
Soloing I rely on turrets, I die a lot less even go so far as I rarely die as opposed to not using any turrets at all. I got used to blowing em up/picking up when moving. I don’t pvp much so I can’t comment there, still experimenting.
I feel that picking a turret up, as opposed to it being killed or blown up, should allow you to place it again on either no cooldown or a very short one (~3 seconds?). Also, giving them a very slight amount of regeneration, or allowing the Engineer a way to heal them when out of combat would be nice. When adventuring, I don’t want to let my turret get destroyed, but I also don’t want to pick it up and wait out the cooldown before I can get back to the fighting.
However, they should have the longer cooldown if destroyed/blown up, to promote smart turret-saving play.
Ferguson’s Crossing
There is a trait line dedicated to turrets, they should be reliable. Then again, the same can be said for elixirs -_-
I think Turrets are pretty snazzy as they are, but the major CD has actually led to the failure of events where i am needed at multiple objectives because i can not move between 3 objectives and still fight with full force. This is one of the few specs i have seen that will actually fail events because their build prevents them from fighting.
The biggest hurdle that ANet needs to deal with on turrets: They are separate and independent form of damage (essentially, an infinite dot so long as it isn’t destroyed) that allows the engineer to run around and do damage on his own.
Turrets count as a Damage Over Time. They are independent damage that the Engineer can apply without having to maintain it. That’s why they have a longer than normal rate of fire.
They are also indiscriminate of targetting. The Engineer cannot control who the turrets target. They will apply this DOT damage to anyone that they feel. That’s why they have an ability that the engineer can trigger to make them more potent.
Engineers shouldn’t count on turrets to be their sole form of damage. They aren’t the TF2 Engineers. They have a MUCH broader choice of abilities than that class, and can switch between kits and weapons.
You have several ways to make turrets more powerful.
You can trait into them to make them more durable, regen their health, become more powerful, deployable, and can also increase your wrench skill so that it heals them more.
Turrets can use a little boost, but the problem that ANet has to consider is all of the above characteristics. If you boost their damage or rate of fire too much, then you can imbalance a turret-using engineer. You could reduce the CD on a turret’s special ability, but you have to make sure that increasing the special ability doesn’t imbalance the damage rate (in PvP and PvE, I expect a Turret to have at most 1 or 2 chances to use their CD ability).
Turret drop CDs are perfect IMO. Also, if you pick up the turret before it dies, then you drop about 1/4 the CD timer off of them.
TL,DR: Turrets are good, but could be better. Very little better, because they are an independent source of damage.
I don’t understand how being independent makes them more effective. Most utility skills can be used alongside weapon skills, and can be used without concern for mobility. Most of them can also be targeted. I think you’re letting the duration go to your head. Need to be thinking of range, the fact that they occupy utility slots whether deployed or not, that they need to be positioned in a vaguely intelligent manner, often on-the-fly. For all that, how many turrets do decent damage?
How do you define a turret build (or do you think there’s no room for one)? Two turrets? Is that a build? That’s as many as I can have with a kit.
I’m not completely ignorant of your point, they can’t be capable of killing players all by themselves or else an active engineer with turrets would go undefeated. So, if you can’t make them more powerful to compensate for the headache they can cause, remove the headache. Generally clearing content turrets are on cooldown about half the time, for me, because they explode.. and sometimes I have to move. The complexion of my entire build could change with 20-30% reduced cooldown.
As an aside; the durability trait does very little, they’ll survive two hits instead of one.. whoop-de-doo. Still one shotted by champions ofc. The range/damage trait is grandmaster, so for your first sixty levels you’re sol on that one. Maybe more, depending on the build. Finally, the wrench skill is a kit so you’ll sacrifice a turret to get it and your weapon when you’re actually using the kit. If you want a damage kit, too, you’re down to one turret, at which point you’re probably not traiting for turrets anymore and the whole thing falls to pieces.
I’m not yelling about engineers, by the way. Just turret mechanics.
And this is completely ignoring the healing turret because it doesnt really matter that it is one.