Shield, Turrets & Raids: Combined Suggestion

Shield, Turrets & Raids: Combined Suggestion

in Engineer

Posted by: Professor Sprout.1560

Professor Sprout.1560

Aloha GW2 forum! New poster here, had a quick ponder about whether there’s an elegant fix for at least some of the problems with the engineer that the playerbase allege that could be attractive to our lovely game masters. This was the best I could come up with so feel free to question, critique or throw things ::)

Turrets

Increase base health, nerf base toughness if necessary.
Turrets gain stacks of “Dug In” over time up to a given maximum. These grant
+X% outgoing damage, +X% outgoing condition duration, -X% incoming damage and -X% incoming condition duration.
For example: 1 stack every 10 seconds maximum 5 stacks. X=10
Turrets from Supply Crate spawn with max stacks.

Inventions

Remove Overshield, Expermental Turrets and Advanced Turrets. Replace with:
Adept: Turrets gain stacks of “Dug In” faster and create shields1 when built.
Major: Turrets grant bonuses to each other and to summoned allies2, for example:

  1. Healing: Recover health over time
  2. Flame: Chance to inflict burning on hit
  3. Rocket: +Y% damage, +Y% condition damage
    &c.

Grandmaster: Increase condition damage for nearby allies3 when wielding a shield.
Inflict torment when blocking or reflecting an attack (ICD 3 seconds).
1 as per Advanced Turrets
2 http://wiki.guildwars2.com/wiki/Summon
3 as per traits like Assassin’s Presence or Empower Allies

Ideal Results

Untraited turrets become viable once enough time passes and they become “Dug In”.
Pistol and Shield + Inventions becomes a viable option for condition builds that want to be more durable and supportive without giving up too much DPS.
Turrets + Inventions becomes viable as a support build for allies who make use of summons.
A set of unique buffs just for summons will make certain underloved skills and runes/sigils slightly more attractive.
Fielding Pistol and Shield, Turrets and Inventions will give an engineer that is attractive to certain raid compositions via unique group buffs.
Turret balance could be refined in PvP by tweaking in that mode only how many stacks of “Dug In” a turret can gain and how quickly.
Balance in this area can be generally be refined from this starting point over time.

Shield, Turrets & Raids: Combined Suggestion

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Posted by: DragoTheWise.7256

DragoTheWise.7256

I need some more thought about some of the traits, but in regards to the turrets, I think the ‘Dug In’ ability would be more incentive to have them up longer and thus not a means to place, overcharge, detonate all the time. I wouldn’t nerf base toughness as they are already very squishy.
Also, outgoing condi duration doesn’t really help unless you are using flame turret. There is already an overabundance of vuln application. Perhaps allowing them to crit and increasing their %chance over time instead. Of course, this may put a bit of a dent in your ‘Flame’ trait.
I will say that despite this change, it wouldn’t help too much in regards of a more wanted raid spot, but may help bring them more so in PvP.

Shield, Turrets & Raids: Combined Suggestion

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Posted by: Ranael.6423

Ranael.6423

If anything, your “dug In” buff should be opposite, that is decreasing turret efficiency with time in order to provide an active and clever gameplay. I am quite sure the game does not need more passivity….
But having turrets with high summon burst and decreased DPS over time would be hellish to balance.

Shield, Turrets & Raids: Combined Suggestion

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Posted by: Ardid.7203

Ardid.7203

Increasing turret efficiency over time would make people attack the turret, and will force the engi to defend and heal them. Is not a bad playstyle, or at least, its better than popping and exploding turrets in an instant.

“Only problem with the Engineer is
that it makes every other class in the game boring to play.”
Hawks

Shield, Turrets & Raids: Combined Suggestion

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Posted by: Toolbox.9375

Toolbox.9375

Yes yes yes yes yes. XD I’ve been disappointed with turrets since beta. And I’ve made quite a few suggestions myself about letting them become more powerful the longer they’re alive, so that you can actually utilize them as a form of pre-planned area denial. I would LOVE to see this.

The class is always greener on the other side.

Shield, Turrets & Raids: Combined Suggestion

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Posted by: Rezzet.3614

Rezzet.3614

Turrets’s first problem so far is they do not have scaling stats and most importantly have No armor

so increasing health and giving them negative armor is not gonna do anything

so we should start by giving turrets 1700+ armor
probably replacing healing turret’s regen with Aoe healing pulses

giving flame turret proper burning remember burning damage got nerfed in order to allow it to stack , so it makes no sense whatsoever for flame turret to only apply 1 stack of burning and only with 2 seconds duration

give turrets 60% damage reduction vs condi or overall and scrap the idea of giving them armor

and either bring back turret regen , rifled barrels or make the bubble shield trait give turrets a bubble shield every 20 seconds or give the turrets buff trait better effect for example Thumper turret grants something like Iron hide while near it , flame gives 100 power or something while near it etc.

Shield, Turrets & Raids: Combined Suggestion

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Posted by: Ranael.6423

Ranael.6423

Turrets’s first problem so far is they do not have scaling stats and most importantly have

Yep, I think this is the biggest issue and was mainly the cause of their huge nerf in PvP. They should have a behaviour comparative to the player’s stats. Berserker gear : hard hitting weak turret. Nomad gear : resilient noodle-eating turret. I can understand why, as passive skills, turrets build are not the best PvE build but currently the only time one choose to have a utility turret on his bar is in the case of SD builds.

Stat scaling could make them tools to complete different builds. I don’t know if devs ever tried that solution. In all honesty the suggestion was made so often that I cannot imagine they never tried. Since it never got implemented I wonder what the results of the tests were and why they decided not to follow that path and instead made them obsolete in PvP.

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Posted by: Ardid.7203

Ardid.7203

You a re a very nice person if you think they actually tested anything about turrets, ever.

“Only problem with the Engineer is
that it makes every other class in the game boring to play.”
Hawks

Shield, Turrets & Raids: Combined Suggestion

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Posted by: Aegael.6938

Aegael.6938

Core engineer currently has a lot of problems when it comes to defending themselves, so turret buffs are certainly welcome.

Something that a lot of people don’t realize is that, because autoattacks are so strong in this game, simply defending yourself is a dead end. If all you do is block and evade and heal, you’ll never get anywhere in a fight. At best, you’ll stalemate the enemy if they don’t have the damage to kill you. At worst, you’ll die without having done anything meaningful.

This is why I have a massive issue with the tool kit shield nerf. It was strong, it was long duration and had a short cooldown. But when an Engineer blocks, they’re blocking. When an Engineer heals, they’re healing. When an Engineer attacks, they’re attacking. Sounds stupid and simple right? Not really.

The most powerful specs for each class are the ones allow you to do multiple things at once. A Guardian can put up Shield of Wrath and start hitting your face. He’s protecting himself while hitting you at the same time. A Warrior can enter Berserker stance, or Balanced Stance, or Defy Pain, and cover himself while he goes HAM on your face. They’re instant-cast defensives that can be utilized while continuing the offense. Core Engineer doesn’t have any utilities that really do anything close. Scrapper gets Hammer, which can attack while blocking and has evade frames, and the Scrapper in general gets lots of stability, which covers a lot of weaknesses. But core engineer generally just crumples and dies as soon as it goes on the defensive. Turrets could cover a weakness here, since they act independently of the Engineer, and could provide an opportunity for the Engineer to defend himself while staying on the offensive. I think that’d be decent.

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Posted by: Rezzet.3614

Rezzet.3614

Rifle turret for the most part is ok if devs lowered its overcharge cooldown to 20s giving it 50% uptime

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Posted by: Aegael.6938

Aegael.6938

It’d also be nice if shield stopped getting stuck on terrain and just not returning to me, ever. That’d be a nice QoL update. Mesmer shield 5 is basically the same thing, but theirs almost always returns to them.