Turret overcharges changed to "upgrade"?

Turret overcharges changed to "upgrade"?

in Engineer

Posted by: Toolbox.9375

Toolbox.9375

What if the overcharges on each turret were to be replaced with an “upgrade” ability that increased its fire rate and HP? Something that could stack two or three (or more) times, with an infinite or at least very long duration? Heck, could even theoretically keep its overcharge, having it activate for a couple seconds alongside the buff. Seems to me that it would give turrets the role that turrets generally play in other games; area defense with a long setup time.

There’s still the issue that the entire game is very movement-oriented, of course, and turrets are completely stationary. All the more reason to make it so that they can actually be marginally effective in their little area.

Not that it’ll ever get in, of course. Mostly just wishful thinking, a “what if” to make things less painful. Dreaming of the future is what Engineers do, both in reality and in Guild Wars.

The class is always greener on the other side.

Turret overcharges changed to "upgrade"?

in Engineer

Posted by: Lite.3819

Lite.3819

Maybe something like this sounds more reasonable…

Replace Explosion Tier 1 “Acidic Elixirs” with “Turret Refinement”
Turret Refinement: Turrets cast a spell when exploded.

Healing Turret heals for 500 health with 0 healing power.
Rifle Turret fires 6 bullets away from the explosion.
Flame Turret burns nearby targets.
Net Turret immobilizes nearby targets.
Thumper Turret dazes nearby targets.
Rocket Turret does decent damage to nearby targets.

Suddenly a exploding turret build emerges!

Engineer – Street Rag (Black Gates)
Current Build

Turret overcharges changed to "upgrade"?

in Engineer

Posted by: Penguin.5197

Penguin.5197

I like that idea very much. Ill rather just replace explode turrets skill and leave overcharge as it is. Would be cool seeing rifle turret upgrade and go from one rifle barrel to two, then finally three just like the way its icon looks.

and maybe let it explode as an option once fully upgraded

Or even better picked up and moved around

(edited by Penguin.5197)

Turret overcharges changed to "upgrade"?

in Engineer

Posted by: Toolbox.9375

Toolbox.9375

Maybe something like this sounds more reasonable…

Replace Explosion Tier 1 “Acidic Elixirs” with “Turret Refinement”
Turret Refinement: Turrets cast a spell when exploded.

Healing Turret heals for 500 health with 0 healing power.
Rifle Turret fires 6 bullets away from the explosion.
Flame Turret burns nearby targets.
Net Turret immobilizes nearby targets.
Thumper Turret dazes nearby targets.
Rocket Turret does decent damage to nearby targets.

Suddenly a exploding turret build emerges!

Unfortunately, that still doesn’t really make the turrets any different from just random utility spells, and the cooldowns on each turret are still left as a massive problem.

The class is always greener on the other side.