4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Turret cooldown
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Turret cooldown should happen after the turret has been deployed rather than the turret has been destroyed. Picking up turrets is no longer possible and one of the turret traits now give a 20% cooldown reduction in using turrets.
I hate to be a grammar kitten, but your change in tense here is really confusing. Don’t talk about your proposition as if it’s already true.
Especially for healing turret. The optimal use of healing turret is to drop it to gain a burst heal, use a water field and then blow the healing turret up. However, the intended design was to drop the healing turret and then it will support nearby allies; however, the way that turret was designed is terrible. With a cooldown after turret has been deployed, engineers are encouraged to drop a healing turret and let it be there to heal allies. This way, engineers do not have to worry about needing a burst heal. Also, it will not destroy the current use of healing turrets as well(Placing it, make a waterfield, and then blow it up.) as players can still use turrets like that.
That the healing turret is intended to only be dropped and left for support is debatable; it offers you a choice in functionality depending on how you use it. “Worrying about needing a burst heal” is exactly the kind of decision that makes gameplay interesting, risking trade-offs and choosing the right one for each situation. These choices should be balanced so they’re both viable, not simplified and dumbed down.
Other Turret cooldown after it has been deployed will affect all aspect of the game positively: PvE, sPvP, dungeons, and WvW. The difference between turrets and other summoned allies is that turrets cannot move. Therefore, all engineers are forced to suffer a downtime. With the new cooldown, there will be less downtime for all aspect of the game.
There’s a big difference in making a skill more effective, and “affecting all aspects of the game positively.” How long do these new turrets of yours last? How does that work with overload function? Reduced tactical choices and 100% uptime on turrets would basically require a complete overhaul of the turrets and what they do to match the new system, and probably result in their actual effectiveness being nerfed even more than they are now to compensate for their new uptime.
Turrets need something, but I don’t think this is it.
Also, summons work the same way—their cooldown starts when they die.
(edited by Weirwynn.2390)
All other summonables do work this way, but they have mobility. Pets and minions can still attack while moving. We have to pick up and lose the use of the turret while on c/d just to stay mobile. I would like to see the c/d reduction on picking turrets increased to 50% to compensate for our handicap. It would allow us to redeploy quicker. This would not apply to healing turrets because it would make it overpowered to have a healing skill on a short c/d.
That the healing turret is intended to only be dropped and left for support is debatable; it offers you a choice in functionality depending on how you use it. “Worrying about needing a burst heal” is exactly the kind of decision that makes gameplay interesting, risking trade-offs and choosing the right one for each situation. These choices should be balanced so they’re both viable, not simplified and dumbed down.
There is already a tactical choice with healing turrets. “Where to place the healing turret to give me the most advantage?”, “Should I place this healing turret on my feet, or run over to my party members and place it on their feet?”, and “Should I blow it up for the extra burst heal or should I keep it there so that allies can get regeneration?”
There’s a big difference in making a skill more effective, and “affecting all aspects of the game positively.”
Yes, there is a difference! “Making a skill more effective” may only improve one area, such as: buff for sPvP but nerf for PvE. But “affecting all aspects of the game for turret engineer positively” improves for all areas for turret engineers.
How long do these new turrets of yours last? How does that work with overload function? Reduced tactical choices and 100% uptime on turrets would basically require a complete overhaul of the turrets and what they do to match the new system, and probably result in their actual effectiveness being nerfed even more than they are now to compensate for their new uptime.
1. 5 minutes.
2. If the turret is gone and has a cooldown on overcharged, and then you place a new turret immediately, the overcharge cooldown is still there.
3. I can make the same argument with every single buffs that people suggest. “Ranger’s longbow auto-attack is too weak, it should be buffed.”, I could reply it with this: “I disagree, ranger longbow will get a higher cooldown in all longbow skills to compensate for the higher auto-attack.”
Also, summons work the same way—their cooldown starts when they die.
The difference is that turrets cannot move. Therefore, if you killed all the PvE enemies, you have to wait for 15-30 seconds before you can lay down on the next group of enemies. Rather than just run through the cluster of mobs and the pets will kill with you.
The difference separates fluid and clunky. The difference is between running while summoning vs. running and then taking extra time to set up the next fight.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Picking up turrets is no longer possible and one of the turret traits now give a 20% cooldown reduction in using turrets.
Huh? I just tested this with rifle and flame turret and picked them up just fine. It reduced the cooldown as I expected it to.
What does this line mean?
Picking up turrets is no longer possible and one of the turret traits now give a 20% cooldown reduction in using turrets.
Huh? I just tested this with rifle and flame turret and picked them up just fine. It reduced the cooldown as I expected it to.
What does this line mean?
As another poster pointed out, he’s talking as if his proposition is already implemented. Disregard the tense change.
Personally, I think there’s one thing about this idea that should have been implemented a long time ago – a cooldown-reduction trait for Turrets. With a cooldown-reduction trait, the cooldown beginning when the turret is placed is redundant.
Implementing a cooldown-reduction trait, however, would give rise to a bit of a debate about the pickup reduction and whether it should stack (for a total of possibly 45% or so) or not; I surmise this is the reason the OP suggests that turret pickup should be removed.
For my part: I think that A ) there should be a cooldown reduction trait (which should affect both Turret placement and Overcharge skills), B ) there should still be a pickup reduction of 25%, and C ) the two should not stack, or interact at all; apply 20% reduction to Overcharge, and to placement if turret is not picked up, while retaining the 25% reduction to placement if the turret is picked up.