Turret Cooldown Trait?
“Picking them up reduces the redeployment recharge by 25%”
Give a man a fire and he’s warm for a day, but set a man on fire . . .
If the trait reduced healing turrets cd, it’d be OP as hell.
It’s already an amazingly strong healing skill.
Personally, I wouldn’t object to increasing the base cooldown of Healing Turret by 20% if it meant being able to get a 20% reduction to all Turret Cooldowns (thereby returning Healing Turret to its current cooldown).
“Picking them up reduces the redeployment recharge by 25%”
I was aware of this, I just wasn’t sure if there was anything else. But the point about healing turret is a valid one. I agree with you that I wouldn’t mind seeing healing turrets base cooldown increased if it meant being able to trait for a decrease on the others.
The problem I have with the picking them up being the only cool down reduction is that accelerant packed turrets counteracts this mentality. If I’m taking the trait, I am most likely going to want to be detonating my turrets more often than not and that means I’m always getting the full cooldown.
(edited by Llanowar.1603)