The Elephant in the Room... Healing Turret

The Elephant in the Room... Healing Turret

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Posted by: Anodyne.5724

Anodyne.5724

Healing Turret. King of Healing Skills. Grandmaster of Multi-purpose.

It heals, it regens, it cleanses, it creates water fields (two!) and has a cooldown. It even explodes on demand. Too Strong?

It literally makes everything look bad and played by almost everybody, all the time. No skill should be so strong it has this much universal appeal – if you have to maximally trait out an alternative for it to be competitive, then we have a problem. And the irritating thing is the alternatives are good [except Med Kit]. AI issues aside the Medic Gyro does an good amount of healing but the automatic comparison is -> no condi clear, less water fields, less on demand healing -> not worth playing. Which is a shame!

In my opinion the most painless solution is that it loses a water field and/or the on-demand cleanse. Leave Elixir H for boons and (traited) condi clear, Med Kit for dedicated * targetted* group healing [needs work!] with Bandage Self for strong (and short CD) self healing and AED for the clutch healing for jokes. Medic Gyro for “strong self/weak others” and Healing Turret for “good self/good others” healing. Each one has a place to call their own but none universally dominant.

Thoughts?

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Posted by: Tyaen.5148

Tyaen.5148

Leave it alone.

Tyyaen – Engineer (80) [SS]
http://camelotunchained.com/v3/

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Posted by: Ricky Rouse.1583

Ricky Rouse.1583

The real problem with HT is the cooldown. 6.5k heal with regen and some cleansing isn’t bad until you see that it’s on a 20 second cooldown.

Just double turret cooldowns, and make Advanced Turrets reduce turret cooldowns by 50%. Healing Turret’s CD, untraited, would be 40s (30s on a pickup) but back to 20s with the trait.

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Posted by: Basaltface.2786

Basaltface.2786

….or we just leave it alone and have one nice thing that works for once and works better then what others can bring to a team? How about that

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Posted by: ANort.1425

ANort.1425

Ideally, they should leave HT alone, and instead buff Elixir H by lowering the cooldown and/or removing the randomness with the boons- just have it apply all 3, possibly lower the protection duration since HGH+Recovery Matrix might be a bit too good. If they’re gonna nerf HT at all, it should be related to the overcharge, maybe give it a cast time of a few seconds and reduce the radius so you actually have to stay near it for a couple seconds before picking it up or blowing it up? If they did this they should raise the initial heal and lower the overcharge heal.

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Posted by: Yashuoa.9527

Yashuoa.9527

Leave it alone.

Indeed.

You could leave healing turret alone and buff the other heal spells that we have to its lvl?

At least dont touch the condi cleanse.
Its not like we are great vs condis so really dont touch the cleanse.

Me loving kits, I would love med kit to be just as good a choice, however not because of nerfing healing turret. Just make the other heals more of an option by improving them.

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Posted by: RustyMech.9876

RustyMech.9876

I’m so glad that those other healing abilities can be destroyed and force you to camp one spot.

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Posted by: BeardRex.6739

BeardRex.6739

I wouldn’t want them to just straight up nerf Healing Turret, but I would love for them to change it to be less multi-purpose, but then buff whatever niche they decide it should have.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Leave it alone.

+1

[EG] Ethereal Guardians

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Posted by: Adamantium.3682

Adamantium.3682

Nerfing HT because our other healing skills aren’t good is backwards thinking. Power creep is a thing because you have to keep progressing and improving throughout the life of a game. No one is going to play your game if you just keep nerfing everything down to the lowest common denominator.

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

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Posted by: Rocknull.2986

Rocknull.2986

Healing Turret. King of Healing Skills. Grandmaster of Multi-purpose.

It heals, it regens, it cleanses, it creates water fields (two!) and has a cooldown. It even explodes on demand. Too Strong?

It literally makes everything look bad and played by almost everybody, all the time. No skill should be so strong it has this much universal appeal – if you have to maximally trait out an alternative for it to be competitive, then we have a problem. And the irritating thing is the alternatives are good [except Med Kit]. AI issues aside the Medic Gyro does an good amount of healing but the automatic comparison is -> no condi clear, less water fields, less on demand healing -> not worth playing. Which is a shame!

In my opinion the most painless solution is that it loses a water field and/or the on-demand cleanse. Leave Elixir H for boons and (traited) condi clear, Med Kit for dedicated * targetted* group healing [needs work!] with Bandage Self for strong (and short CD) self healing and AED for the clutch healing for jokes. Medic Gyro for “strong self/weak others” and Healing Turret for “good self/good others” healing. Each one has a place to call their own but none universally dominant.

Thoughts?

YO what the hell are you suggesting? Its not overpowered. Its strong. It does a little bit of everything while maintaining the engi centric theme. It heals some it clenses some and drops a water field (a very short one, the shortest one in game in fact).. Why the hell would anyone suggest this? What is wrong with you? lol why? Nothing painless about losing the water field. Ug I want to verbally assault you.. but i dont want any more pm’s from forum mods.. gaw!

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Posted by: ozzy.8059

ozzy.8059

it needs the same treatment necro’s consume conditions got… increase the cd of the skill and remove something to make the other look like better options fair is fair.

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Posted by: Dojo.1867

Dojo.1867

People here are biased on a kindergarten level. I made a similiar thread a while ago. https://forum-en.gw2archive.eu/forum/professions/engineer/How-good-is-Healing-Turret-suposed-to-become

Any professional engi player (specifically asked chaith and some others) states that in a vacuum healing turret is absolutely broken OP. Engi needs love. HT needs nerf. You cannot buff all other heals to that level. They need buffs but not to that level. HT is too good. Think outside of your favorite class for just a second and stop with that “don’t take away my candy” attitude.

People here don’t seek balance. They just want their class to be good.

(edited by Dojo.1867)

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Posted by: Carighan.6758

Carighan.6758

Having 5 different classes, yes, I kinda wish I had the turret on all of them. It’s not a problem ofc – classes aren’t supposed to be balanced on a per-skill base – though I do feel it hurts the viability of my non-turret heals on my engineer.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: Mebaru.4513

Mebaru.4513

Every profession has it’s incredible skill. Engineers have HT. Nerfing it won’t balance things. If you expect ANet will nerf HT simultaneously balancing all other skills, traits you’re very naive to say a least.

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Posted by: Banumiel.1926

Banumiel.1926

The guardian has the same problem with Shelter, the necro with Consume Conditions and the warrior with Healing Signet, if you nerf Healing Turret engi will go down, actually.

We need heals with different mechanics, always are the same: heal, regeneration, condi cleans, protect and water field. If only have these options, we pick the best min/max, simply. Give us other options!

.

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Posted by: Nieguen.6235

Nieguen.6235

Healing Turret. King of Healing Skills. Grandmaster of Multi-purpose.

It heals, it regens, it cleanses, it creates water fields (two!) and has a cooldown. It even explodes on demand. Too Strong?

It literally makes everything look bad and played by almost everybody, all the time. No skill should be so strong it has this much universal appeal – if you have to maximally trait out an alternative for it to be competitive, then we have a problem. And the irritating thing is the alternatives are good [except Med Kit]. AI issues aside the Medic Gyro does an good amount of healing but the automatic comparison is -> no condi clear, less water fields, less on demand healing -> not worth playing. Which is a shame!

In my opinion the most painless solution is that it loses a water field and/or the on-demand cleanse. Leave Elixir H for boons and (traited) condi clear, Med Kit for dedicated * targetted* group healing [needs work!] with Bandage Self for strong (and short CD) self healing and AED for the clutch healing for jokes. Medic Gyro for “strong self/weak others” and Healing Turret for “good self/good others” healing. Each one has a place to call their own but none universally dominant.

Thoughts?

I am sorry, I don’t get it, we have plenty of bugs, a spec poorly designed around AI and lockdown possibility fully dependent on gyros, wrong synergy in traits lines (tools, explosion), weird GM, most of the gadgets useless, turrets utilities useless and we still can do the job, and you come here and want to redesign one of our best skills, if not the best?

Seriously??

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Posted by: Xyonon.3987

Xyonon.3987

It’s not that HT is too strong. It’s that the alternatives are too weak. I agree that it is a strong skill overall, but that doesn’t mean it deserves a nerf. There are many good skills out there. If we’d nerf every good one we’d just have tons of same healing skills with different animations.

TL;DR: HT is fine, leave it alone, buff the alternatives.

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

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Posted by: Tiilimon.6094

Tiilimon.6094

I agree with the last posters, HT is fine and GOOD right now, the other tools should be brought to it’s level instead.

If you want to heal your allies, it’s the only option atm, it’s reliable.

For a healer reliable means I will take it over unreliable tools, why would I cast a heal if it doesn’t find its intended target?

Even if you’re the best at throwing medpacks in the world, you depend on your allies to pick them up, and you’re also not doing anything else than throwing packs around the place while everyone else is healing AND pumping out CCs and dmg.

For every pack that spins on the ground without anyone picking it up, you have spent 2-3 seconds for nothing.
Make it 4 packs because someone popped an AOE heal and nobody bothers to lose their position to go pick up a buff, and you’ve just spent sixth of a minute for nothing.

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Posted by: Inexor.7804

Inexor.7804

As many before have mentioned, the other healing skills need serious buffs, maybe even complete overhauls – and not this kind of overhaul the Medkit has recieved which broke it even more.

Right now we only have HT and Elixir H for Elixir builds as viable heals. That’s it, the other healing skills (including current Gyro) are useless in their current state.

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Posted by: Tiilimon.6094

Tiilimon.6094

Not to mention that Elixir H is a selfheal and a gamble for groupheals, could probably use it for more controlled group healing if the toolbelt skill created a waterfield and triggered regen every time.

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Posted by: RustyMech.9876

RustyMech.9876

People here are biased on a kindergarten level. I made a similiar thread a while ago. https://forum-en.gw2archive.eu/forum/professions/engineer/How-good-is-Healing-Turret-suposed-to-become

Any professional engi player (specifically asked chaith and some others) states that in a vacuum healing turret is absolutely broken OP. Engi needs love. HT needs nerf. You cannot buff all other heals to that level. They need buffs but not to that level. HT is too good. Think outside of your favorite class for just a second and stop with that “don’t take away my candy” attitude.

People here don’t seek balance. They just want their class to be good.

http://www.merriam-webster.com/dictionary/professional

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Posted by: style.6173

style.6173

….or we just leave it alone and have one nice thing that works for once and works better then what others can bring to a team? How about that

You must not have played engi for long. HT has been good since launch.

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Posted by: Basaltface.2786

Basaltface.2786

….or we just leave it alone and have one nice thing that works for once and works better then what others can bring to a team? How about that

You must not have played engi for long. HT has been good since launch.

2,5 years and what does my playtime have to do with the HT?… That its a good working and relyable thing? Yea? So? Cant we have that one nice thing?

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Posted by: Sold Out.7625

Sold Out.7625

As it’s on the top of the Engineer forum list right now:

Guys, stop posting in reply to this incredibly dumb suggestion. Else someone will end up thinking that this guy is right even though he clearly isn’t, and the faster this thread dies, the better.

Also, stop looking at healing skills in a vacuum. We don’t have something like a water attunement that can just instantly heal everyone in a large area, we don’t have life leech, we don’t have fast stealth beyond our new wonky-at-best gyro. And the reason the healing gyro is bad is that it runs away from the owner.

Leader of the Free Winds – RP, community, and all kinds of fun.
Jara Ariasdottir (Soon all classes proper!)

(edited by Sold Out.7625)

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Posted by: Photinous.4628

Photinous.4628

….or we just leave it alone and have one nice thing that works for once and works better then what others can bring to a team? How about that

You must not have played engi for long. HT has been good since launch.

2,5 years and what does my playtime have to do with the HT?… That its a good working and relyable thing? Yea? So? Cant we have that one nice thing?

“That one nice thing”. LOL. How about all the other nice things Engi’s have? Have you even seen scrapper gameplay? Running around with soldier toughness when using a maurader amulet. Sustaining 450 hp/s. Instant burst heal with HT and the hundreds of leap and blast finishers. Oh, and did I mention you guys have perma swiftness and perma 25 might stacks and a huge uptime on stability with elixir B? Yeah, engi’s only have “one nice thing”.

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Posted by: Anodyne.5724

Anodyne.5724

As the OP I’d like to state the obvious: I’m not an idiot.

My point was that if one skill does everything there is no reason to play everything else. Are our other heals actively weak? No.
Would the sky fall if HT lost a single water field or a condi cleanse? No.
Would people be more tempted to play other skills if one didn’t dominate? Yes.
Do we have lots of incredibly useful skills? Yes.
Do we have access to almost every field and finisher? Yes.

Lastly, do I think they’ll do anything to any of the healing skills… no!
Commenting on a design flaw does not make me naive nor an imbecile. I realise it isn’t a priority, but that doesn’t change the fact that we have a single outlier skill which will eventually be nerfed and I’d rather we had reasoned argument for what we would need to do for the other skills to keep the peace.

I thought the point of a forum was discussion?

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

….or we just leave it alone and have one nice thing that works for once and works better then what others can bring to a team? How about that

You must not have played engi for long. HT has been good since launch.

2,5 years and what does my playtime have to do with the HT?… That its a good working and relyable thing? Yea? So? Cant we have that one nice thing?

“That one nice thing”. LOL. How about all the other nice things Engi’s have? Have you even seen scrapper gameplay? Running around with soldier toughness when using a maurader amulet. Sustaining 450 hp/s. Instant burst heal with HT and the hundreds of leap and blast finishers. Oh, and did I mention you guys have perma swiftness and perma 25 might stacks and a huge uptime on stability with elixir B? Yeah, engi’s only have “one nice thing”.

450 hp/s? I assume you’re talking about the 470 hp/s while we have super speed? That isn’t exactly always active. To get perma swiftness with scrapper, we’d have to give up either condition clears or offensive traits. Your typical scrapper will have ~50% uptime on swiftness, and be moving at baseline otherwise. The might stacking is with a single build: ft with juggernaut, elixir B, and the ever present elixir S. This build is strong, but has short range and limited mobility. Scrapper is pretty strong, but please stop exaggerating it to extremes just to make a point.