Hey guys,
Im reading in the Engi forum section nearly every day.
Im aware of all those whiny and/or offensive posts as it comes to turrets and people who try to point out the issues/problems a player has when he wants to use them ( efficiently).
I dont want this post to be another emotional one and i will give my best to write down some ideas i have about the turrets which may help that you ( as a player) or the devs (if they read this) could catch up. As far as i can imagine, its all about communication and helping hands when it comes to an mmo and its progession of just getting better and dish out the problems. So, first of all, english i not my native language, so you may excuse wrong grammar.
For me, the engi is an awesome class. i really love the huge different set ups and the different playstyle experiences we as a player can enjoy, But when it comes down to using turrets, its a bit frustrating in terms of enjoying it.
We have traits that improve our turrets and i think these traits are fine. Some may not agree but i will detail my sight of view which is not about a pve or pvp. its about basic issues with turrets that reduce the enjoying side using or even equipping them.
The Cooldowns.
All our Turret Cooldowns – apart of healing turret and maybe net turret – are way to high. espacially when it comes to internal cds when overcharging them and of course when deploying them. The Rocket turret and Thumper is a good example for this.
We can deploy it once every 60 sec when it is destroyed, the cd will be lower if we pick it up but it still is way to high in a game where it is all about movement and go to another spot ( in terms of running through a dungeon in pve and terms of pvp while getting to another spot. the range and fire rate of our turrets is great as it is.
For example – it we deploy our rocket turret, fight a mob or player, pick it up and move on – we have one of our main dmg and cc turrets on cd for nearly the next minute. If the turret gets destroyed i am willing to accept that in matter of game balancing. we shouldnt be able to pop out a dmg ability every 15 seconds if our enemy (again – mob or player – doesnt matter) destroyed it.
BUT – if we have picked it up, so, saved it – the cd for deploying again should at least be dropped by 50% secs or to 15sec.. Same for the overcharge cds on the turrets when picked up.
It is for the healing turret. and its not imbalanced in any situation in the game – let it be pve or pvp. So may it be imbalanced if this would be the same on our other turrets. ? i dont think so and if i am missing a point please let me know.
To go on. May it be possible to add Turret recharge time via traitline – maybe expanding the trait that increases the turret health by 30% by recharging the turrets 50% faster when the player picks them up ?
Its so annoying to fight a mob or player , move on and straight into the next battle without ur utility spells for nearly a minute.
To prevent folks that argument in a way like “what about class xy that has a 40 or 50 sec dmg utility skill?” well, your spell cant be destroyed. maybe it can be blocked, dodged or absorbed but this can be done to our turret projectiles ( net / rocket/ thumper also) but these turrets can be destroyed. And thats good. They need to be.
Wouldnt it be fine and better if our turrets had no gobal cooldown when we deploy them ? i mean – if an engi wnats to drop lets say – 3 turrets – he had 3 seconds where he can do nothing. 3 seconds of been attacked, 3 seconds of no dmg done or prevent taken. Our toolbelt skills have no gcd, i think it wouldnt be imbalanced if deploying turrets would also have no cd. missing a point again ?
The life or our turrets is not imbalanced. We even can make them tougher for another 30% via trait. good. missing recharge time decrease ? yes. missing scale with players vitality stat – maybe ?
I appreciate every comment or other opinions. Give me some feedback to my ideas or just set up new ones.
So, wall of text for just a few point that would be great
*turrets recharge time lowered by trait only when picked up
*turrets life scale with players vitality stat by xy amount of %
*remove gcd when deploying turrets.
- invulnerable turrets while they are overcharged ?!
turrets are a loveable and enjoyable designed mechanic and its so dissapointing that we cant use this mechanic in a way we could. Full turret engineer. i would love that idea.
have a nice day
Nok
(edited by Nokrum.4691)