(edited by Rezzet.3614)
TUrret rework
I refuse to even call it a nerf. That implies an attempt at balancing the skills, when it was nothing more than removal.
Anyway, there are a couple of threads about this already, and I don’t think the discussion is leading anywhere.
i ve been using turrets quite successfully
so upon said further testing
Rifle turret – Vulnerability on overcharge needs to be replaced for weakness or shots should pierce targets as not only the damage is minimal but it is blocked by even the most minute thing.
Rocket, Flame and Thumper Turrets: For their purposes they get the job done no complaints here
Net Turret:this one is on a tricky spot immobilize every 10s is very powerful
and there is the problem Landing the immobilize net is near imposisble on moving targets specially moving to any side as the net shot is extremely slow
possible suggestions to improve turrets would be :
Increase Base damage by 25-30%
make fortified turrets trait proc a bubble shield every 30 seconds
get rid of rifled turet barrels and increase their base range then fortified turrets trait would be justified for being so bad
increase net turret’s net shot speed by 15-25%
make rifle turret pierce
most importantly :
Cooldowns they are dreadful make cooldowns static as too much turret play involves turrets dieing instead of sustaining them to begin with it makes no sense to be penalized for it. maybe drop rocket and thumper turrets to 35s cd rifle and healing stay at 20s and flame at 25s (sadly cant ask much changing for flame turret as its overcharge is a lengthy blinding smoke field reducing cd would make it nearly perma aoe blind )
maybe make flameturret burns last kitten so it actually punishes players that stay immobile in its range
something to point out outside of condition damage on flame turrets they do Not scale at all with engi stats , turrets cannot crit as well hence why the base damage increase is needed
and there everyone is happy turrets are squishy and useful encouraging active gameplay
(edited by Rezzet.3614)
oh yeah the net turret nerf can you revert that already
the only reason it was OP was cuz players all ran serk gear and no condition nor stun breakers back then . (heck back then all warriors ran were 5 signets and back then they dint have the active effects they do now lol).
its hypocritical that net turret was considered OP because you could do a simultaneous short stun+ immob (they are simultaneous so they wear off at same time)and then the net turret’s extra
but hambow warriors , wolf+spider+root that self reapply immob each second for 10-20s on a 60s cd werent considered even anoying
not saying those are OP as i handle myself just fine just using them as examples to show carelessly things were thought out
Turrets along with so many other minion/summons/spirit lost their effectiveness pve early on in the game and have not really made a come back in my opinion. they may still be effective in pvp or wvw but with the amount of damage that can be dished out in these pve battles they just are not effective. I do hope that the developers are looking into this and working to make them viable in pve again. As for turrets I did have a thought on how to rework them or at least a few grand traits maybe.
Turrets in my opinion as they are now should be used to fortify a position for you and your party members. Though since they die so fast they do not offer any of that. That said perhaps adding some life and toughness to them would be a good start.
Adding a fortified location trait where your turrets buff one another is another thing that would be interesting. The more turrets the more fortified the location gets. thus if you put out one turret it may die but if you put out two both of them have more health, more damage reduction, offer maybe a slight damage boost to one another. When you heal one with your wrench the healing transfer to each of them and they heal more effectivily. If you have three turrets out they should be even harder to destroy and offer more to one another. This should only work with your turrets that you own. I think if I put my effort into upgrading my turrets it should show with more effectiveness.
The second idea was a little different. Turning turrets into a shoulder/back item that when active allows you to continue going with the turret attacking your target from your back. Or dropping a box in case of the thumper turret. They may do less damage but the mobility of them would make up for that. They would stay active till their energy was depleted. the turret skill would flip as normal for the overcharge ability which would take energy to deploy which makes the turret go away faster. once energy is depleted it would need to recharge for a time. Since it is on your back however this would mean no exploding it. Thus the tool kit would continue to be operational. The tool version would not deplete the energy of the turret when used. You could limit it to one turret active at a time or allow all turrets to be active but either way it would be an interesting effect.
in my opinion this could be added as a trait for both and work with other traits already in effect. This could be an interesting and welcome change of course would come with a lot of number reworking. Fortified location or mobilized turret pack.