Straw Poll: Turret changes
no thanks. neither option sufficiently expresses my opinion: its better now that detonation is not on the toolbelt, but it feels like a work in progress because the changes in general hurt overcharging too much.
head here to discuss wvw without fear of infractions
Mine is more of a preference to have more control over what a turret does than less.
Maguuma – Predatory Instinct [HUNT]
Necromancer
OP: do you mind if I post the poll on reddit? I’m really interested with how wider community feels like about the change.
no thanks. neither option sufficiently expresses my opinion: its better now that detonation is not on the toolbelt, but it feels like a work in progress because the changes in general hurt overcharging too much.
Looks pretty clear to me.
(edited by Samug.6512)
OP: do you mind if I post the poll on reddit? I’m really interested with how wider community feels like about the change.
no thanks. neither option sufficiently expresses my opinion: its better now that detonation is not on the toolbelt, but it feels like a work in progress because the changes in general hurt overcharging too much.
Looks pretty clear to me.
its not better now just different. but i dont want the old back.
head here to discuss wvw without fear of infractions
Better before patch (multiple manual overcharges, toolkit changes to detonate)
Better now (single automatic overcharge on deploy, toolkit skill remains)
I tryed to correct the poll to be more accurate, but I think it still don’t fully reflect the vastness of the difference between the two alternatives, and it also don’t gives the possibility to simply reject both, which is what most Engie players should probably do.
To put it in exaggerated metaphor: What is better, to die from a heart attack, or to die from a cerebral attack?
that it makes every other class in the game boring to play.”
Hawks
the changes were great
Except for the removal of overcharges
if they procced every 20s they’d be great except for thumper and flame turrets
The only problem I see with the turret changes is the removal of cleansebaiting with healing turret. Other than that I really like the changes. Allowing engineers to fully utilize toolbelt while turrets are active is a good design imo.
Can’t speak for PvE players, so I dunno how you guys see the changes. Healing turret was the only viable turret in pvp and wvw, and since it has now been slighty nerfed with the reduced baiting capabilities, my spec has been very slighty nerfed. However it does fix some of the core issues turrets had.
Also I’m entertained about people crying about turret changes like buncha kindergardeners. If you don’t provide proper feedback, you will not get a response from the balance team.
GJ Anet. I think this was a good change.
I prefer the old way as of now. As is I think it feels incomplete and also removes control of various things. They would need to compensate for that.
I like that thumper doesn:t launch away foes though.
for there you have been and there you will long to return.
It seems like they want you to pop the turrets, leave them up for the duration of the overcharge, then pick them up or detonate after a few extra attacks. I like the idea of encouraging more active gameplay personally. It’s not that fun to just place and forget, and you have way more options by maintaining your toolbelt skills. The Overcharge needs to be reliably instant though, with no delays.
I also just like it cause it’s a buff to Static Discharge builds.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
These changes suck!
I don’t even want to play my engineer anymore in this manner.
I want to overcharge my turrets and it just “blows” them up.
Its no fun anymore. No control, less skill
Very Disappointed in ANET
Engi used to be my main, but changes to the game over time left me feeling very underpowered (compared in particular to Mesmer and Necro). Now it seems it’ll sit shelved until turrets get better worked out.
I enjoyed the dance of toolbelt skill, deploy turret, time the overcharge, pick it up, reuse the toolbelt skill, etc. Now I have even less control over the turret than the Ranger pet.
I can’t move it, I can’t tell it when to use a better skill, I can’t tell it what to target.
Engineers complain about turrets, but deep down we all know you’re a triple kit player just making some noise :P
As a 4½ year veteran of the engineer, I can tell you Anet has been systematically destroying turrets since GW2 launch. They’ve been trying to fix something that didn’t need fixing. At launch, we had
1. 1500 range with rifle/rocket.
2. Self repairing turrets.
3. Bleed/Burns on overcharged rifle/rocket.
4. Ability to throw turrets away from us and/or strategically place them.
5. Unlimited lifetime.
If there were any fixes to be made with turrets, it would be their base health and dps, not their mechanics. The only defense I will give Anet for their systematic degradation of our turrets, as well as our gyros, is that they want to reduce load on their servers by making our AI controlled skills less attractive.