Sugestion : Turrets Overcharge abilities

Sugestion : Turrets Overcharge abilities

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Hi, I am currently playing an Engineer and I personnaly love my turret orientated build. While yes they aren’t he most powerfull abilities an engineer can use I found them rather usefull for their overcharge abilities and DPS they provide.

My only problem with them commes with the delay from overcharge abilities. Right now overcharge applies a special effect but this one is somehow delayed and does not apply always at the right time, loosing that way a lot of potential and effectiveness in combat.

Let me set this up with some exemples :
- For instance, Healing Turret overcharge creates a small burst heal and condition removal, only problem commes from the fact this effect shares the same cooldown as the healing wave making it very unreliable when facing condition damage because you will some time have to wait 5sec to cure 2 conditions from your team mates.
- Secondly, Net Turret, Rocket Turrets both have problems when it commes to their overcharge abilities, if you use their overcharge abilities a second before they attack, they will shoot twice with improved effect while on the other hand using it after their attack will only trigger the effect once.
- Same goes for the Flame Turret and Thumper, both have good effects on paper but only occures when they actualy attack. Making it very unreliant in a lot of situations.

I don’t ask to make turrets stronger, I think they are fine the way they are right now, but their overcharge abilities could use some work, and let it be honnest, feel less clunky.

My sugestions are simple :
1) Make Healing Turret, Flame Turret and Thumper overcharge instant abilities.
2) Keep Riffle Turret, Net Turret and Rocket Turret buff effects the same, but instead make the duration equal to the overcharge cooldown and put a charge limitation to each of those turrets (respectively 10/2/2).

By doing this you keep the powers the way they are, they provide the exact same advantages whenever you use them, and you make them far more effective whenever it commes to condition removal, control or damage. And you remove the painfull global cooldown micromanadging.

If you agree, please thumbs up!

Many thanks!

(edited by Ambrecombe.4398)

Sugestion : Turrets Overcharge abilities

in Engineer

Posted by: Kardiamond.6952

Kardiamond.6952

Really good idea!

Not being instant is a pain to use them.

Especially with missile turret, which missile speed is really slow and tend to miss a lot when we use the ovecharge.

Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]

Sugestion : Turrets Overcharge abilities

in Engineer

Posted by: Devinchi.2756

Devinchi.2756

I absolutely agree. Why they didn’t make overcharged turrets work like “The next X attacks are overcharged” and instead added a timer is beyond me. I would also like all the turret overcharges to be instant regardless of their rate of fire and how long ago they last attacked, but maybe that’s asking too much. Still, I think it would be cool if you could overcharge your net turret while knocked down to “counter-cc” your opponent, and have it fire the second you command it to.

Heavy Charrtillery – lvl 80 Engineer
Sorrow’s Furnace

Sugestion : Turrets Overcharge abilities

in Engineer

Posted by: derekgrant.6504

derekgrant.6504

I think I like overcharges the way they are. They are very situational and you choose when to use them. I like that idea.

That said though, it would be nice if the turrets survive enough to give you a lot of opportunities to choose to burst your enemies, defend yourself, heal you allies, etc… They do need a survivability buff.

Sugestion : Turrets Overcharge abilities

in Engineer

Posted by: Wolf.5816

Wolf.5816

I like this idea, but I would also like the ability to still input turret commands while downed. Like Ranger pets.

Veteran of The Mists & Professional Engineer
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King