Turrets: Feature and Balance Patch

Turrets: Feature and Balance Patch

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Posted by: digitalruse.9085

digitalruse.9085

Looks like some bugs might finally get squashed.

From the preview thread.

Engineer:
We’ve fixed a lot of turret issues that were causing them to behave poorly or inconsistently (many of these issues have been reported via the bug forums, thanks guys!) In the coming patch, you’ll see quite a few improvements in this area. For example:

  • Fixed the bug that was causing all turrets to have a lower rate of fire than intended.
  • Fixed the bug that was preventing the overcharge for the Rifle Turret from increasing its rate of fire.
Qwerkk – Asuran Engineer

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Posted by: Lupanic.6502

Lupanic.6502

Turret fixes … oh how great. With the new sigils turrets are more useless than ever (no weapon sweap and no condi removal with turrets possible)

I wish that the devs care about our real problems.

Turrets: Feature and Balance Patch

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Posted by: Anymras.5729

Anymras.5729

It’s only been six kittening months since that thread was started and acknowledged.
By the time those fixes are implemented, it’ll have been seven.

Don’t get me wrong, I’m glad they’re being fixed (many of the bugs were reported via a thread I created and still curate), but this has been absurd for a while now. A little more alacrity would be appreciated – if only in making sure that bugs get fixed when a fix is available, not a month down the road.
It’ll still probably end up creating just as many issues, too.

(I promise I can be happy about things. Or at least less irritated. It just requires people to do their jobs, and the QA team probably hasn’t, going by prior experience.)

Edit: Also, if they can actually manage a miracle and not cause twenty more bugs, this would lay the groundwork for eventually improving Turrets.

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Posted by: tigirius.9014

tigirius.9014

These turret fixes will be useless if they haven’t addressed the tendency for them to be insta-destroyed in large groups by the constant use of AOE’s.

In order to fix that problem all pets/summons need a global 90% immunity to AOE damage and the ability to not be autotargeted by single target skills.

They’ll continue to be unwise choices until they are given proper defense.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Rozbuska.5263

Rozbuska.5263

Whole leaked path notes are here:
http://pastebin.com/dmACCzwx

Tekkit Mojo – Engineer
Tekkit’s Workshop

Turrets: Feature and Balance Patch

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Posted by: Linc.6834

Linc.6834

The only thing I’m hopeful for is fixing the hitbox honestly. This is assuming they can fix it without introducing some other bug. Actually scratch that, we already know its going to introduce a whole new round of bugs. I’m just hoping they will be something gamebreakingly exploitable, so that they will be forced to actually do something

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Posted by: Anymras.5729

Anymras.5729

I’ll be spending the first couple days running through the ‘fix list’ and testing, one way or another. I get the feeling they may have gutted the code entirely, but I’m not going to take a bloody thing on that list on faith.

Looks like, going by Rozbuska’s link (which is an example of legit-looking leaked notes) I’ll be checking fire rates, primarily, and continued function of overcharges. I will also be making a trip to Orr to check the hitboxes via PBAoE-wielding enemies.

Hopefully these aren’t really the entire patch notes – there’s still the issue of world bosses being untargetable, for example, though that’s actually a problem that’s shared with the Necromancer’s Marks.

(edited by Anymras.5729)

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Posted by: runeblade.7514

runeblade.7514

These turret fixes will be useless if they haven’t addressed the tendency for them to be insta-destroyed in large groups by the constant use of AOE’s.

In order to fix that problem all pets/summons need a global 90% immunity to AOE damage and the ability to not be autotargeted by single target skills.

They’ll continue to be unwise choices until they are given proper defense.

In large zerg WvW, there is no way that it will need to be fixed.

If you mean sPvP, just spread your turrets out. I spread my turrets to encircle the objective points so that the enemy will aoe me and not the turrets.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Turrets: Feature and Balance Patch

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Posted by: tigirius.9014

tigirius.9014

These turret fixes will be useless if they haven’t addressed the tendency for them to be insta-destroyed in large groups by the constant use of AOE’s.

In order to fix that problem all pets/summons need a global 90% immunity to AOE damage and the ability to not be autotargeted by single target skills.

They’ll continue to be unwise choices until they are given proper defense.

In large zerg WvW, there is no way that it will need to be fixed.

If you mean sPvP, just spread your turrets out. I spread my turrets to encircle the objective points so that the enemy will aoe me and not the turrets.

I mean PVE in which even when spread out wide swings still cause turrets to die almost instantly even with Veterans and no amount of extra hitpoints will fix that.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Anymras.5729

Anymras.5729

These turret fixes lay the groundwork for improvement, I think – it’s impossible to balance something that doesn’t work to begin with. If they resolve the bugs, they’ll be more likely to be able to balance them effectively.

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Posted by: Mnemesis.8257

Mnemesis.8257

These turret fixes lay the groundwork for improvement, I think – it’s impossible to balance something that doesn’t work to begin with. If they resolve the bugs, they’ll be more likely to be able to balance them effectively.

This is the focal point many Engineers completely ignore. Everyone is calling for improvements upon a currently broken system when we really need them to be functional before anymore adjustments are made to traits and abilities. What it really boils down to is that we all have to be patient and see how these fixes impact all avenues of the game, then take a retrospective look at what can be tweaked.

P.S.
I sincerely hope I do not see another monster thread generated by you again on the subject of turret bugs… but I will be on the lookout!

Turrets: Feature and Balance Patch

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Posted by: Anymras.5729

Anymras.5729

This is the focal point many Engineers completely ignore. Everyone is calling for improvements upon a currently broken system when we really need them to be functional before anymore adjustments are made to traits and abilities. What it really boils down to is that we all have to be patient and see how these fixes impact all avenues of the game, then take a retrospective look at what can be tweaked.

P.S.
I sincerely hope I do not see another monster thread generated by you again on the subject of turret bugs… but I will be on the lookout!

Couldn’t have put it better – and hopefully there won’t be another monster thread, but I’m going to spend the first few days after the fix-patch testing each fix listed, including rechecking firing rates. With luck…well, with luck, the list won’t grow.

Turrets: Feature and Balance Patch

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Posted by: Brew Pinch.5731

Brew Pinch.5731

The notes were fake. How the biscuit do people STILL not know that?

Turrets: Feature and Balance Patch

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Posted by: MuxyKillin.7036

MuxyKillin.7036

Anymras means the patch notes the devs released before the so called leak, the ones covered in their live stream.

Turrets: Feature and Balance Patch

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Posted by: Anymras.5729

Anymras.5729

The notes were fake. How the biscuit do people STILL not know that?

OP’s actually quoting the devs directly, though the ‘leaked’ notes did feature those changes prominently.
Here’s a link to the post itself, so you can read it for yourself:
https://forum-en.gw2archive.eu/forum/professions/balance/Feature-Build-Balance-Preview/page/16#post3667926

Personally, I’m also not entirely convinced that the ‘leaked’ notes are fake; there’s been several leaks, most of them mostly accurate, with just about all threads about each being shut down.
The staff response to this leak is little different from the staff response to the last plausible one.
I think it’s possible that they’re real, but being claimed as false in order to allow for further modification pending staff opinion, with the first waves of responses here and on Reddit being used to gauge first-look public opinion.

One way or another, we do have some confirmed Turret fixes on the way, according to Karl McLain, and I keep my hopes for fixes restrained to what’s been stated for certain until I see the real patch notes.

(edited by Anymras.5729)

Turrets: Feature and Balance Patch

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Posted by: Shaogin.2679

Shaogin.2679

Whole leaked path notes are here:
http://pastebin.com/dmACCzwx

Brew Pinch was actually referring to this post. These patch notes have been confirmed fake over and over again.

Doc Von Doom – Asuran Necromancer
Gate of Madness
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Turrets: Feature and Balance Patch

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Posted by: kubetz.3058

kubetz.3058

Quote from the recent dev post about hitbox changes affecting turrets.

Another similar issue that has been extremely frustrating in combat is trying to hit objects like Engineer Turrets (I’m still having nightmares of Graveling Burrows). Or, rather, turrets getting hit by attacks that seemingly shouldn’t have hit them, resulting in what seems to be “lag”. This is something that myself and a designer spent some time tuning, and the results are pretty self-explanatory. I believe some of these changes are actually coming as soon as the next release, though this will only affect attackable objects that don’t have navigation-blocking collision (turrets, some siege equipment, etc).