any tought on buffing engi turret again?
Back then, Anet ignored the split balance concept, and they wanted to balance around all the gamemodes with the same balance patch, if the split-skill concept was embraced back then, we would probably not see Turrets in a concerning state in all game modes.
That said, I agree with that anet has to break the fear of not balancing turrets and make a start.
Fat chance, Anet they have just put Engineer in too hard basket, The Engineer class has been almost nerfed to death by complaints about it being overpowered , Engineers hole point was to hold areas with the turrets in all parts of the game but now the class have no purpose. turrets are useless now once lvl 80 our specialty skills gadgets, kits, are all watered down so almost all of them are usless and the new Defiance on monsters stops half the attacks we do.
Plz no more brain dead turrets
Small nerv to some kits. small buffs to weapons and gadgets. Thats what i’m hoping for.
I dont care to much about turrents. They are just no fun for me.. even if they would do any dmg.
Small nerv to some kits. small buffs to weapons and gadgets. Thats what i’m hoping for.
I dont care to much about turrents. They are just no fun for me.. even if they would do any dmg.
Well you should care about, even when they arent of your taste in the first place, they exist, and they are taking space on our utilities slots, if they are worthless right now, better discuss a replacement or a rework at least.
The only way i could see turrets working its either :
1.You make them ,the mechanic of the engi/scrapper ala ranger pets ,can carry two ,can only have one active.
This will allow individual stats for turrets/gyros independent from the eng/scrap.
Will also allow turrets to recive boons and buffs.
Can be buffed individualy to a point they are not trash.
Could also ad specific traits for each turret ,and general traits like the beastmastery line in rangers,making inventions the turret traitline.
But this means changing the mechanic and traitlines of the engi, so its very unlikely to happen.
2.The other option is keep them as utility ,but limiting the number of turrets tha can be active at a time.
This will also allows to give them individual stats and be able to recive boons and buffs.
Other than this options i dont see the turrets been usefull in any way other than the everpresent healing turret or rifle for static discharge builds.
So 3 turrets sux, all gadgets sux, elixir u sux, 2 gyros sux
So why do you want a dumb ai things to be buffed? Gadgets are in much worse place and they are not about “ai to carry bad players”.
Btw supply crait is also a turret
So 3 turrets sux, all gadgets sux, elixir u sux, 2 gyros sux
So why do you want a dumb ai things to be buffed? Gadgets are in much worse place and they are not about “ai to carry bad players”.
Btw supply crait is also a turret
I would say Elixir R sucks way more than U.
Oh, yea, I meant R ofc
A different Idea to fix turrets:
1- Give all turrets a big buff, including player stats for them, better damage, more frequent attacks, etc. Let them crit again, and buff their lifebar too.
2- Make them all ground positioned, except HT. (Maybe they are like this already, I haven’t check)
3- Reduce their attack range to a 500 radius max.
4- Make impossible to put 2 turrets closer than 400 units.
Basically, the idea is to make area defense possible, but not cheaply easy or passive. By forcing a wide gap between turrets, this makes possible to buff individual turrets without making them op when side by side: it will require careful positioning and much more activity from the engie to keep the turrets up and defending if you want to use them together.
Off course it will require a major intervention on Supply Crate and turret related traits, but IMO this could return turrets to a viable AND FUN state.
Edit to include critical restoring into the “big buff”.
that it makes every other class in the game boring to play.”
Hawks
(edited by Ardid.7203)
A different Idea to fix turrets:
1- Give all turrets a big buff, including player stats for them, better damage, more frequent attacks, etc. Buff their lifebar too.
2- Make them all ground positioned, except HT. (Maybe they are like this already, I haven’t check)
3- Reduce their attack range to a 500 radius max.
4- Make impossible to put 2 turrets closer than 400 units.Basically, the idea is to make area defense possible, but not cheaply easy or passive. By forcing a wide gap between turrets, this makes possible to buff individual turrets without making them op when side by side: it will require careful positioning and much more activity from the engie to keep the turrets up and defending if you want to use them together.
Off course it will require a major intervention on Supply Crate and turret related traits, but IMO this could return turrets to a viable AND FUN state.
An addition to your idea (and an idea i always say when people talk of turrets) for make sure it holds something in pvp…
Add a condition cleansing for the turrets with your toolkit aa, 1 per hit, 2 for the last hit.
3- Reduce their attack range to a 500 radius max.
No thanks. This would make turrets even worse they are now. Should have turret range increased instead. Rocket turret 1500 range like good old times.
Can’t buff turrets too much, though some buffing can happen. Stuff like:
- Reduce Turret active cooldowns of Rifle, Flame, Net, and Thumper to 20s.
- Reduce cooldowns of Thumper Turret to 40s and Rocket Turret to 45-seconds.
- Increase Flame Turret’s burning stacks from 1 to 2.
- Reduce Flame Turret’s Smokescreen duration from 5s to 4s.
- Replace Autodefense Bomb Dispenser with a new Turret trait: Turret rate of fire is reduced by 1-second.
- Adjust Turret ranges of Flame to 450, Rifle to 900, and Rocket to 1200.
- Increase Turret Repair of “Thwack” on Tool Kit from 5% to 10%.
I think those changes could make turrets a bit more decent. Still would be kinda “meh” on their own and would require traiting into them to make them slightly more effective.
Will update once Path of Fire releases.
(edited by Wondrouswall.7169)
You need to make turret weak in some aspect, or they will NEVER change them. IMO weakening the range in behalf of buffing everything else is the best deal we could reasonably get.
that it makes every other class in the game boring to play.”
Hawks
You need to make turret weak in some aspect, or they will NEVER change them. IMO weakening the range in behalf of buffing everything else is the best deal we could reasonably get.
Isn’t the aspect of not being able to crit and that its vulnerable to condi damage already a weakness?
You need to make turret weak in some aspect, or they will NEVER change them. IMO weakening the range in behalf of buffing everything else is the best deal we could reasonably get.
Isn’t the aspect of not being able to crit and that its vulnerable to condi damage already a weakness?
Exactly, but is a weakness that kills turrets flat out, because is absolutely contrary to the basic funtion of the turrets: area denial.
When I talk about buffing everything else, I’m also talking about restoring the turrets ability to crit, and giving them a decent lifebar to prevent them from dying in seconds. The price I’m willing to pay is range and turret aoe overlap: I think is a much more interesting and practical way to balance the problem.
that it makes every other class in the game boring to play.”
Hawks
we need pre nerf turrets witth some better offensive options and have them take 50% damage all around
flame turret even pre nerf was useless