[TTBH] [HATE], Yak’s Bend(NA)
Turret Change Idea
[TTBH] [HATE], Yak’s Bend(NA)
I know…another thread about this…but I saw an idea by Numot.3965 and I liked it but with some tweaks, so this is my (with Numot’s inspiration) idea:
Numot’s initial idea:
Short duration but potent – The turret you plop down doesn’t last long, maybe only 5s, using its skill, but then falling apart afterwards…My tweaks:
For this to work I think turrets would have to be ground targeted deployable as baseline. No point in dropping something that does 1-and-done actions right on top of you.I’d like to have them deployable with a charge. That means you can pre-drop turrets for point defense and they’ll stay (5 min max) until they do their action, then die. Then we can trait em for an extra charge: 2 actions (with ICD of x seconds), then crumble.
Won’t be any more powerful than they are now, but they’ll have reduced cooldowns that will let us drop them more often, not have to worry about picking them up just so we can use them in a reasonable amount of time, and will make them more “mobile” by design.
No detonating, since they fall apart. Toolbelt will need to be adjusted to just keep the non-deployed skill active always.
I will say though that I don’t see this change being beneficial for Healing Turret. HT’s mechanics would have to remain as-is, but I think that’s doable.
TL;DR: short duration, ground targeted deployment turrets with 1-2 charges, do action, crumble. Shorter cooldowns. No detonating.
Discuss…
It might be nice, could improve them, it’s hard to say because several trait choices would have to change as well in accordance (accelerated turrets, deployable turrets, healing turret mechanics would have to be changed again, etc.) but to me, from an sPvP perspective, it doesn’t address the main issues with running a turret build, those being a complete lack of any stunbreak or condition removal in addition to CD rates, turret enemy targeting, and turret hit points.
It’s like knitting a nice sweater for someone who’s starving, I’m sure it’s a nice gift and it’s better than what they had, but they’re still hungry.
the thing is that without smart target, the ability to control what your turrets are hitting, they are always going to be lackluster.
Thats the key issue with them, if you get past cool downs, placement, survivability, and dps.
If it doesn’t what you need it to hit, when you need it to hit, you can’t rely on it.
It’s the same kind of RNG issue we hit secondary effects on potions, and a whole host of other abilities.
Do I get lucky? Does my turret hit the ranger, or does it hit his pet? Does it go for the boss, or some random unaggro’d mob.
There are a lot of great suggestions liek the OP’s but I think without targeting turrets will always be a bit subpar.