[Suggestion] Turret Improvements

[Suggestion] Turret Improvements

in Engineer

Posted by: Liewec.2896

Liewec.2896

as the title says, here are a few of ideas on how to improve the feel of turrets:

Picking Up
picking up should remove or atleast hugely reduce the CD of turrets,
25% reduction just doesn’t cut it!

Self Destruct Timer
currently turrets explode/vanish after 5 minutes, wiki suggests that this was done as a temporary band-aid to fix a bug with the engi being able to remove the turret.
there is no reason now-a-days that turrets shouldn’t last until they are destroyed,
before anyone comes back with worries about AFK farming, necros are already doing that with their minions, and their everlasting pets can be aoe healed with an autocast heal, i don’t think turrets would last very long in an AFK scenario.

allow crits!
being counted as “objects” turrets still cannot deal crits, even if you’re playing a build with mountains of crit, you’ll unfortunately never see your turrets critting.

allow turrets to auto heal slowly over time again
we used to have a trait which caused our turrets to very slowly heal over time, this didn’t grant them any kind of sustain in a fight, but it was really handy between fights so you didn’t have to pick up all of your turrets and put new ones down (or sacrifice a turret for Tool Kit)
i’d suggest that turret auto repair gets built into the Grandmaster trait Advanced Turrets

[Suggestion] Turret Improvements

in Engineer

Posted by: Ivantreil.3092

Ivantreil.3092

Another suggestion to add, remember how our tool kit aa is also meant to heal turrets? it should remove conditions too, 1 per hit, at least traited, or maybe give alacrity/quickness to our turrets by hitting them

PvP Rifle Engi player no matter how dark the meta is.

Metabattle: Drunk Engineer build

(edited by Ivantreil.3092)

[Suggestion] Turret Improvements

in Engineer

Posted by: Kodama.6453

Kodama.6453

Another suggestion to add, remember how our tool kit aa is also meant to heal turrets? it should remove conditions too, 1 per hit, at least traited, or maybe give alacrity/quickness to our turrets by hitting them

The condi remove on toolkit aa is something they should have implemented the moment they removed the condi immunity of turrets.

And turrets should be able to receive boons, too. Turrets are the only pet class which you can’t buff with boons. I don’t see why turrets are not allowed to have the benefits, if they added all downsides pets are able to receive (not able to crit unlike mesmer clones, not able to get boons like every other pet, got ability to receive condis back then, inability to move so they get instantly blown up by aoe, not able to get healed from other sources outside of our toolkit like every other pet).

Seems Anet really wanted to remove turrets from the game completely…

[Suggestion] Turret Improvements

in Engineer

Posted by: Ivantreil.3092

Ivantreil.3092

Another suggestion to add, remember how our tool kit aa is also meant to heal turrets? it should remove conditions too, 1 per hit, at least traited, or maybe give alacrity/quickness to our turrets by hitting them

The condi remove on toolkit aa is something they should have implemented the moment they removed the condi immunity of turrets.

And turrets should be able to receive boons, too. Turrets are the only pet class which you can’t buff with boons. I don’t see why turrets are not allowed to have the benefits, if they added all downsides pets are able to receive (not able to crit unlike mesmer clones, not able to get boons like every other pet, got ability to receive condis back then, inability to move so they get instantly blown up by aoe, not able to get healed from other sources outside of our toolkit like every other pet).

Seems Anet really wanted to remove turrets from the game completely…

Well, after the trauma and outrage unleashed against the unfairness and skilless that turret engi was, Anet did nothing but ensure Turrets never saw the light again (one managed to escape tough, just because the other healing options are cluncky to use), wich also lead to a more bigger dependence to kits.

Turrets needed the nerfs, but these nerfs where Racial skill nerf quality.

PvP Rifle Engi player no matter how dark the meta is.

Metabattle: Drunk Engineer build

(edited by Ivantreil.3092)

[Suggestion] Turret Improvements

in Engineer

Posted by: Kodama.6453

Kodama.6453

The problem back then was the identity of turrets. If you look at the engineer description at release, these turrets were meant to fortify and defend an area. And where do we have to defend a small spot from getting taken by an enemy? PvP.

When turrets were actually doing their job, they were strong in PvP. Because their job was exactly what is needed in that game mode. So Anet nerfed turrets to a state where they are the worst pet class in their own job…. they are so squishy and get taken out by AoE that easily that you can’t defend anything with them.

What Anet had to do back then was not just nerfing the turrets, they needed a change in identity. One possibility could have been to make them able to crit. Instead of creating a bunker, they could have been the artillery. Forcing the enemy to take out the turrets as fast as possible if they don’t want to get rocketed and rifled to death.

But they didn’t change turrets identity. It is still defending a point. But now they simply suck at this job….

[Suggestion] Turret Improvements

in Engineer

Posted by: cyberzombie.7348

cyberzombie.7348

Personally, its the removal of rifled barrel and trown turrets that killed my setups, I was able to strategically set them for decent and reliable cover fire. One thought i always wanted to occur is to be able to modify/upgrade turrets at will. And the tool kit should have had compensation for the removal of auto repair like giving it an extra 5-10% repair buff and the ablility to remove condition per repair.

What good is a medic w/o a patient?

(edited by cyberzombie.7348)