I know this is being beaten to death but the way I see it the more noise that is made the more likely something appropriate will be done about the issue.
First Id like to say the nerfing of grenades was completely uncalled for. It was the one thing that really set our profession apart and it was good at it just as most professions have something they accel at. Yet ANET seems to think rather than fixing our issues they’d rather nerf one of the few reasons the engineer is really worth playing(my opinion). That aside, about turrets.
The new changes are not only not enough but they actually have made the turrets in some ways weaker. In particular in the past they would heal for very large chunks of health yet at a very slow pace. Now they heal for a pathetic and useless amount again over a long spans. For example:
Wychmire Swamp
Level 14 Veteran Mossheart.
Level 80 Engineer with: accelerant-packed turrets, metal plating, auto-tool installation, rifled turret barrels.
-Rifle Turret 58hp per 10seconds
-Rocket Turret 58hp per 10seconds
-Thumper Turret 93hp per 10 seconds
-Flame Turret 57hp per 10 seconds
Clearly those numbers are as good as them not even having regeneration. This is the best they do and that’s out of combat. Skale’s have better regeneration.
Also all but the thumper turret were lucky to survive 2 close range aoe ground smashes by the Mosshearts. Against at level mobs all turrets die pretty much instantly. For example: Meddlers Waypoint in the Cursed Shore a Risen Abomination (level 80) charges you. This charge will destroy, rifle, healing, rocket and net turrets INSTANTLY leaving the thumper turret to literally dies perhaps five seconds later from an aoe ground smash.
I tried this several times. Set your turrets up in a spread out fashion. Pull one of the abominations. Run behind the turrets and watch as it plows through them destroy ALL but the thumper. Then it hits the ground once and its down. The entire group lasting a grand total of maybe 8 seconds starting from the time the mob started to charge.
There is no way someone can honestly think turrets are not broken from the mere fact stated above.
PLEASE consider some(all) of the following:
1)Health needs to be increased across the board.
2)Regeneration needs to be sped up or the amount healed for increased.
3)Can you PLEASE allow us to use turrets underwater!? Rangers pet lions can breath at 500 feet but I cant use my freaking healing nor thumper turrets in the water.
4)Mobile turrets: Either a trait to make the mobile or allow them to be picked up “into” their respective toolbelt slot and then redeployed.
5)Eliminate the trait to allow placement of turrets and just make them always placeable.
6)Have them only attack my target or perhaps make this switchable. A trait?
7)Have our attributes effect turrets(ie: we have more power so they do to etc)