Suggestion - same turret in multiple slots
It sounds super overpowered. 3 nets or flames nobody will ever reach you and 4x napalm is pretty crazy.
It sounds super overpowered. 3 nets or flames nobody will ever reach you and 4x napalm is pretty crazy.
Do it, Anet. Do it right now.
Purity of Purpose
I don’t like this idea. I’ve occasionally considered how nice it would be to be able to just place more Rifle turrets (low cooldown and all), but inevitably gone “And then they’d nerf them into the ground. Or somebody would use three Thumpers or three Rockets and just cycle the overcharges and then they’d get everything else nerfed. Or three Flames, to cycle the overcharges while also constantly inflicting Burn. Nets to constantly dish out Stun and Immobilize.” Rifle is probably the only utility turret that wouldn’t end up being ridiculous in a set of three.
A trait to reduce Turret cooldown, and a general improvement of Turret effectiveness would be better, I think; with lower cooldowns, more turrets would be more easily usable (with a 20% reduction, Rocket and Thumper turrets would have a 40-second cooldown, Rifle and Healing an 18, Flame a 20, and Net Turret a 24) and with improved scaling (at least allowing them to scale off of all player stats, perhaps having all Turret attacks be treated as if they were done by the user in order to allow easy appraisal of turret effectiveness, use of on-crit traits with turrets, etcetera), possible improvement of baseline effectiveness and AI, they’d be just about taken care of.
I would love something like this but like others have mentioned, there are some turrets that might end up a little too good if we were allowed to use the same turret in multiple slots. However, I think a good alternative could be to have a rifle turret kit: Five cheap turrets unable to be ovecharged for the low low price of one utility slot!
I don’t see the need for this idea, sorry.
Turrets mostly need their traits cleaned up, and I’m extremely disapointed they didn’t do this in the so called ‘turret patch’.
I don’t see the need for this idea, sorry.
Turrets mostly need their traits cleaned up, and I’m extremely disapointed they didn’t do this in the so called ‘turret patch’.
This would also resolve the issue pretty well – turret traits, as noted in other threads, can run 60 or 70 points, depending on whether you take Power Wrench or not, and of these traits, one of them (Deployable Turrets) was only functioning correctly for a month or two until they tried to improve turrets and broke it again in a different way, another (Autotool Installation) is uselessly low healing over too long a period, and the defensive trait (Metal-Plated Turrets) is both a must-have and underwhelming for a turret-user – it’s a must-have because otherwise turrets are as durable as a wisp of smoke, and it’s underwhelming because 30% less damage really isn’t all that much of a help when you’re fighting level 80/dungeon monsters.
As a result of the existence of at least one of the above traits, turrets don’t get something that Gadgets, Bombs, Grenades, Elixirs, Kits, Weapons, and Mines all get (some of the traits even reduce the cooldown of multiple things on that list) – a cooldown-reduction trait.
IMHO…
Excelling at specific times? Yes!
More flexible and useful? Yes!
Useless when the enemy bypass that outpost you’ve sat in for ages? Yes!
Useless when the enemy decides not to play ball and run into the pre-arranged killing zone? Yes!
More useful than say a grenade specced engineer at keep defence? Hmm No!
Last I checked, turrets still die within seconds, their attacks can still be dodged, have a mind of their own and shoot the tanks rather than the glass cannon builds more often then not.
So… Overpowered? No! Still Balanced? Yes!
ps I’d be happy for multiple rifle turrets and leave the exotics out of the equation…
Turrets are still too weak.
Turrets are still far too stupid.
Turrets often have too long cooldowns, even after the patch.
Turret traits are all over the place, and too weak in general.
I agree with all of these concerns.
But letting us equip multiple of the same turrets is not the solution for me.
Solving these issues directly is a better way. The solutions can mostly be simple.
Btw, I don’t currently use any turret builds as I find them weak, annoying and slow for farming. This suggestion though might make them more appealing…
Oh and if any devs read this, regardless what you do… please lose the 5 minute timer… I can’t think of anything more painful then seeing your field of turrets explode as you run towards them with a handful of mobs in tow…
The 5 min timer by itself is silly, but the real pain is that it triggers the FULL cooldown of your turret. And that isn’t right.
It should trigger some minor cd of 5 seconds or so, just so we can put them down again. This would solve the abuse by leaving them for auto-farming, but still won’t hurt the engineer.
The current solution, as many engineer ‘solutions’, is poorly thought through and shows how little experience these guys have on their engineers.