(edited by Toolbox.9375)
NOW can Turrets be passable defense tools?
Clearly you missed out on the cancerous pvp turret tank meta a few months before traits were changed to specializations.
Plus, there’s that whole afk Engineer farm that’s happening in Lake Doric. ArenaNet may not be too keen to make that stronger…
I would be inclined to think that turrets should possibly be made to repeat the overcharge if they stay out long enough now, but I wouldn’t be inclined to have the cooldown change over time.
Still, it would be nice for them to be more viable for general play.
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
Clearly you missed out on the cancerous pvp turret tank meta a few months before traits were changed to specializations.
Yep. That was pretty awful. As a main engineer, I was pretty ashamed of that meta. It was disgracefully easy.
Buuuuuuut that’s no excuse for their woeful state now. As it stands, only healing turret is of any use, and that’s because it’s a healing bomb. Rifle turret is only taken for the DPS boost of surprise shot.
Clearly you missed out on the cancerous pvp turret tank meta a few months before traits were changed to specializations.
Yep. That was pretty awful. As a main engineer, I was pretty ashamed of that meta. It was disgracefully easy.
Buuuuuuut that’s no excuse for their woeful state now. As it stands, only healing turret is of any use, and that’s because it’s a healing bomb. Rifle turret is only taken for the DPS boost of surprise shot.
To be fair, now that deploying turrets no longer blocks your toolbelt skills, it’s become viable to leave the rifle turret out for the extra DPS it does provide. However, you’re still taking it for the toolbelt skill, actually deploying the turret is an added bonus.
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
Honestly though, they should have stuck a double flip skill on the turret so you have Deploy → overcharge → self destruct (after overcharge recharges it will flip once again). I don’t like that you can’t use overcharge at will.
turrets were weak before the change, but they were useable, now they are absolutely awful, there was no need for such a horrible change, and sadly we’re stuck with it for another third of the year because ANET are the slowest company in the universe to push out balance patches.
personally i’d get rid of detonation,
have the turrets overcharge when placed as they do now,
make them throwable once more,
and have them begin cooldown immediately. (rather than when picked up/destroyed)
so its kind of like manual overcharge, you simply throw a new version of the turret where you want it and it will overcharge (plus you’ll get a nice full health turret again.)
(edited by Liewec.2896)