Turret Buff Discussion

Turret Buff Discussion

in Engineer

Posted by: SpaceCowboy.1398

SpaceCowboy.1398

I thought I would start a thread about what we as a community think turrets need to be viable.

Issues:
1. Turrets don’t have high enough health and are easily destroyed, especial in AoE.
2. There is no mechanism skill to easily redeploy turrets as engagement areas move. Turrets aren’t very mobile.
3. Turrets cool down timers start after the turret is destroy, not when it is placed. Thieves and Rangers placing traps have their cool downs start on deployment, not when the traps are triggered.

Solutions:
Perhaps issues 1&2 can simply be solved by reducing the cool down on placing turrets. I don’t think any turret should have a cool down greater than 30 seconds. Now, perhaps such a buff requires that a cool down reduction be a trait, well that’s fine with me too. But, then globally turrets should not have a cool down longer than 40 seconds in that case.

Issue 1 could be addressed by increasing health / toughness on turrets. Giving turrets AoE immunity -or- perhaps a greater reduction in damage from AoE could really help.

Issue 3 just simply needs to change. Turrets cool down starts on deployment.

Any other thoughts or suggestions?

Darmon, Asura Thief | Darmx, Asura Engineer
[EU] Gandara

Turret Buff Discussion

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Posted by: irakai.6891

irakai.6891

There’s two ways to approach improve turrets.

  • Make them semi-permanent point defense structures. Dial their health and toughness up to 11, crank up the raw damage, add damage on detonation, keep the long cooldowns. Dropping a turret is an important decision, not something you’ll spam off cooldown.
  • Make them throwaway helpers. Keep their stats close to what they are, give them minor damage buffs and more utility, drop their extended cooldown to 30 seconds. Engineers will be encouraged to drop and detonate turrets when the situation calls for it.

Option 1 seems to make sense with the traits we have right now, but it promotes immobility which feels like a huge detriment in this game.

Option 2 doesn’t benefit much from traits and repairing, since you’d rather just pick up or detonate the turret since the cooldowns are short, but it makes playing with turrets more interactive.

Personally, I don’t care what they do as long as it’s viable. I only hope they don’t go for some silly middle ground and screw it all up.

Turret Buff Discussion

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Posted by: Amadeus.5687

Amadeus.5687

Turret Buff Discussion

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Posted by: Kamahl.3621

Kamahl.3621

Turrets do almost zilch damage. The only decent one damage-wise is also the one on a 60 second cooldown. Our worst by a significant margin is thumper turret – the overcharge doesn’t do much more damage, the auto attacks are god-awful damage (I tested it in bloodtide coast, it can’t even solo a marsh drake), and the toolbelt is equally bad (Wow 90 seconds for a blast finisher? Man **** big ol’ bomb). Net Turret’s not in a bad spot right now, given it has a 4s immobilize on a 10 second cooldown, along with a useable toolbelt skill and a nasty overcharge.

Turret Buff Discussion

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Posted by: Advent Leader.1083

Advent Leader.1083

What if overcharge does an effect on both the turret and on you?

Turret Buff Discussion

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Posted by: Kalan.9705

Kalan.9705

Turret ai is hideous.

It hardly matters how much more damage any of them get when they shoot at pointles targets, that have actually been out of range for god knows how long (assuming of course the extremely rare occasions where a turret is hidden enough to last more than 0.1 seconds from placement).

Turret Buff Discussion

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Posted by: PinCushion.7390

PinCushion.7390

The largest frustration I have with Turrets, that I also have with Necro minions, is delay.

Let’s take the Thumper turret. It’s got a knockback ability on it, which is awesome. It’s great for interrupting big damage or getting melee off of you….

Or it would be. The problem is when I press the button to have the turret knockback I need that knockback RIGHT NOW! I don’t need it in 3 seconds after the pretty spark/smoke effect, after the turret finishes its current attack, and after I’ve eaten half of some melee’s burst combo (and the turret’s probably dead anyway). I need it now.

Necro’s Shadow Fiend have the same problem. I see a warrior charging up his killshot, I click the fiend’s blind skill, the fiend finishes its current attack, does a weird animation, teleports, then (maybe) blinds. At this point I’ve already eaten the killshot and either need to heal or am dead.

Give me my skill use instantly please. Turret health is something I can work with using range and placement. Damage is so-so, but not a huge deal. Delay severely limits turret utility and should really be fixed, considering I can’t move them and can barely control what they attack anyway.

Turret Buff Discussion

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Posted by: Sparky Sights.9174

Sparky Sights.9174

I’ve said this from the beginning and I still want it, give turrets tank tracks, make them truly mobile!

Yes, I now this will never happen, but an Engineer can dream, right?