(edited by Ameno.6813)
"Vacuum Turret" from EotM Dev Preview
It would be handy if you ask me. When I drop my supply crate, The net turret is often invaluable. Having another CC turret might be handy.
https://www.youtube.com/watch?v=6q3em9s5I4c
It would certainly dovetail nicely with the Thumper turret and Flame Turret as a “This spot is a bad place to be” Turret.
I’m not sure if this is going to be something that players will get, though – that’s an NPC using it, and NPCs get all sorts of strange things they do. If they give it to us, great, if they don’t…well, I won’t be surprised.
Just another thing for me to bugtest, anyway, in all likelihood.
(edited by Anymras.5729)
It would certainly dovetail nicely with the Thumper turret and Flame Turret as a “This spot is a bad place to be” Turret.
I’m not sure if this is going to be something that players will get, though – that’s an NPC using it, and NPCs get all sorts of strange things they do. If they give it to us, great, if they don’t…well, I won’t be surprised.
Just another thing for me to bugtest, anyway, in all likelihood.
I don’t think they would just throw us a random new turret in willy-nilly without first having a serious discussion about the existing turret suite and traits – which frankly I would be more excited about. Hasn’t there been trait/utility re-works for other classes before?
I doubt that the engineer class never crossed the dev teams mind as they were developing this new heavily turret-based NPC.
My first thought watching that fight was “why is he standing in the fire fields?!”, second was “do ANet wants us to play on the brink of death constantly?”.
As for the vacuum turret, reminds me of the pull attack that reef drakes do after putting down a confusion field. And i actually would not mind seeing us get a pull option, as we have a pile of knockback and launch options already (something that can be interesting for those bridges. Get a bunch to give chase, drop a BOB, watch them rain down).
It would certainly dovetail nicely with the Thumper turret and Flame Turret as a “This spot is a bad place to be” Turret.
I’m not sure if this is going to be something that players will get, though – that’s an NPC using it, and NPCs get all sorts of strange things they do. If they give it to us, great, if they don’t…well, I won’t be surprised.
Just another thing for me to bugtest, anyway, in all likelihood.I don’t think they would just throw us a random new turret in willy-nilly without first having a serious discussion about the existing turret suite and traits – which frankly I would be more excited about. Hasn’t there been trait/utility re-works for other classes before?
I doubt that the engineer class never crossed the dev teams mind as they were developing this new heavily turret-based NPC.
Oh, they might have a serious discussion about the existing Turret suite and traits – in fact, I hope they do, so they can perhaps actually fix them. I really doubt they’ll have it with us, though.
After all, they messed up “Make Turrets attack user’s target” in such a way that it rarely attacks the user’s target, still don’t let them attack World Bosses, and completely ignored them when improving the HP of Minions, because apparently a Turret is not a Minion, somehow. They also don’t let them scale to anything but Compassion and Malice, which, considering the recent start of their ‘Condition meta reduction’ project, leaves them even more gimpy than before.
We also have…I think the last count was twenty-two, but it strikes me that there’s one or two bugs I need to test more in-depth…let’s go with twenty-two Turret Bugs.
Most of these are on Rifled Turret Barrels, involve Overcharge malfunctions or both.
The other set, comparatively quite small in number but potentially massive in terms of effect, is a series of inaccurate fire rates, which might or might not be bugs but they won’t tell us. So far, precisely one of these has been addressed, and that was to go “The tooltip is in error,” and if that’s what they all are, it might be nice to actually be told this so it’s at least easy to tell what they’re supposed to be doing.
Should they talk to us about drastic changes to the skillset? I sure think so. It might have gotten a more functional Turret targeting system in.
Will they? I doubt it. Very much so, I doubt it. They just don’t seem to care enough to.
It’s a cool idea, the extra cc is certainly welcome. Having said that, I doubt it’ll be a new turret. It would be a bad idea. If we get an additional skill (even if it is in our generally seen as broken turret line), the other subforums will flood with requests for new skills for their profession. So unless they are adding additional skills for every profession it seems unlikely. It might however replace one of our turrets, but I can see people not liking that either.
The devs are working very hard and it’s not like they broke our turrets on purpose. The devs also are only human. They will fix it, but it’s going to take some time. I agree it’s taking long, but that’s the price you pay without subs. Even without subs, they are stepping out and opening the collaborative development topics in an attempt to interact with the community to make this game better.
BTW, the map is even more interesting. Look at those tiny choke points, imagine how many people we can push off those ledges with our cc skills :P
It’s funny, last week or so, I stated that perhaps more choke points might offset the difference in manpower between wvw servers and now some wvw map with more choke points has appeared. This map might be great for smaller more tactical teams.
No offense, but I could care less what the other sub forums complain about.
Every day guardian mains post complaining that they do not heal enough, warriors post complints about not having enough damage in their CC heavy and very high health regen builds, while thieves post complaining about not having enough stealth.
They are going to complain about every little petty thing regardless. They have been doing so since launch. So letting that be a concern to give anything to the engineer should not even be in the thought process to be totally honest.
https://www.youtube.com/watch?v=6q3em9s5I4c
Yea, I guess you’re right. I haven’t been around this forum very long (<1month), so you probably know more than I do. Having said that, let the new turret come then!
It does seem more plausible now. The boss using those turrets popped out a healing turret, a flame turret and a net turret and on top of those that vacuum turret. I don’t know whether or not the bosses have the same limitations as players when looking at how many different skills they use, but if they do, this could mean it’s an elite turret?
Bosses probably aren’t going to be held to player skill rules – if he drops four turrets, then he’d need an Elite Kit, or an Elite Turret, in order to still be using Grenade Kit…but he’d still be using something else due to having to have some way to create fire fields, assuming they don’t crowbar those into the Grenade Kit.
HAHAAHAHAHAHA another Turrets!!
would be cool if they were good to start with.
I like the concept of a vacuum turret but seriously they are unusable in pve.
Yeah because engineers need another turret for their already impressive collection of useless turrets with more bugs than other classes have in total.
Turrets will be only nice if they create a turret kit. At the moment you cann’t waste a utility slot for a turret.
Yeah because engineers need another turret for their already impressive collection of useless turrets with more bugs than other classes have in total.
As stated, I’m pretty sure they wouldn’t add a new turret without doing some tweaks to the existing trait line. If you’ve ever used net turret in PVP you would know that they’re not all useless. Rifle turret has it’s moments in static discharge builds for that extra bit of damage. The utility on rocket turrets can be great in WvW.
HAHAAHAHAHAHA another Turrets!!
would be cool if they were good to start with.
I like the concept of a vacuum turret but seriously they are unusable in pve.
So? What’s the problem with that? Lots of classes have skills that are only really useful in PvP/WvW situations.
Dev playing a warrior with GodMode On, priceless.
Dev playing a warrior with GodMode On, priceless.
asd how insane is that regeneration? Anet must really be blind to allow something like this to stay in the game..
Dev playing a warrior with GodMode On, priceless.
asd how insane is that regeneration? Anet must really be blind to allow something like this to stay in the game..
I can get almost half of that regen from Backpack Regen trait on top of my healing turret which is already one of the best heals in the game. The pot really shouldn’t call the tea kettle black.
Dev playing a warrior with GodMode On, priceless.
asd how insane is that regeneration? Anet must really be blind to allow something like this to stay in the game..
I can get almost half of that regen from Backpack Regen trait on top of my healing turret which is already one of the best heals in the game. The pot really shouldn’t call the tea kettle black.
We’ve got good regeneration, if built for it, true. Warrior have to take 1 skill and 1 trait (defense 15, which is obliged due to defense IX) and get 760+regen/sec, without healing power but from that traitline. And an aoe won’t break their signet as it breaks our turret..
But i’m letting my war rage taking us off topic here, it’s just that i’m sick of 5+ hambow warriors per match in my r36 solo queue..
But i’m letting my war rage taking us off topic here, it’s just that i’m sick of 5+ hambow warriors per match in my r36 solo queue..
But how else would they play soccer with your body?
Dev playing a warrior with GodMode On, priceless.
asd how insane is that regeneration? Anet must really be blind to allow something like this to stay in the game..
I can get almost half of that regen from Backpack Regen trait on top of my healing turret which is already one of the best heals in the game. The pot really shouldn’t call the tea kettle black.
The HPS from the signet passive match or exceed the HPS of our medkit toolbelt and our elixir H before healing power. Meaning that a warrior just having the signet there can run around healing just as much as when we are hitting our heal skills on cooldown.
Never mind that the signet has a 20 sec cooldown if activated, and again produce a healing spike that can be compared to the medkit toolbelt skill (also 20 sec).
Only when healing power is piled on do our skills begin to pull ahead, but healing power in general is a dump stat (only a few skills in the whole game get anything above 0.5 pr point of HP).
And honestly, the only time the turret is the best heal is when you fill your bar with blast finishers. Making you pretty much a one trick pony.
Elementalists can get similar results from Evasive Arcana and a few other traits combined, and a single skill on the off hand dagger. And most of those will be ready to use again faster than our blast finishers.