healing turret is just too slow
Previously, you knew exactly when you could blast it because you used the overcharge skill, then could immediately use the detonate, knowing that overcharge had gone off. Currently, it’s really inconsistent and doesn’t always overcharge at the same time it’s deployed, so you have to divert some attention to looking at your turret and trying to figure out whether it’s overcharged or not (not easy in chaotic combat situations).
Personally, I find it takes what was a ~0.75s heal and turns it into a 1-1.25s heal. Huge nerf. If they just fixed that bug, I’d be fine with it. I’ll paste my logic here again..
- you shouldn’t be able to detonate a turret that has not deployed yet
- overcharge is instant, and happens automatically on turret deploy
- therefore, if the turret has deployed and you can blast it, it should have already overcharged.
Yet, for some reason it’s still possible to ‘miss’ the overcharge and blast it too early.
I was hating the changes a LOT but after playing some more now it’s actually not bothering me much. Look for the much-larger water field and detonate once that appears instead of going off of other signals and don’t spam it more than for too long when placing it. The healing turret before still didn’t instantly place the water field on overcharge and you could botch it with a preemptive detonation, however, it was harder to do that and everyone was used to it.
imo these are some of the more legitimate complaints about the skill:
- Cast time (Apr 19 patch aimed at reducing Engi sustain was a degradation of QoL)
- Cannot control when the overcharge happens after casting Healing Turret
Anything relating to premature detonation is l2p because it relates to learning new timing or new cues a sloppy player may have never notice (i.e. looking for the water field animation, but it is a legitimate complaint for WvW players if there are AoE skillspam fields or lag).
You can intentionally detonate a turret to get the blast without triggering the field or use knowledge of field applied last is used. Though the timing is still difficult but some example rotations would look like:
- Smoke Bomb > Healing Turret > Detonate Healing Turret (1 blast)
- Healing Turret > wait for auto-overcharge w/ delayed water field > precast Big Ol’ Bomb > precast Orbital Strike > Smoke Bomb > Detonate Healing Turret (3 blasts)
Being able to do these things take skill that is not being rewarded enough when you also have to pay attention to other mechanics in X gamemode. The neural delay when these skills are ground targeted do not help either.
(edited by cgMatt.5162)
Muscle memory relearning is all it takes. I didn’t like it much at first either but after practice, it feels just the same as it used to. You can even pick it up after it overcharges itself without blasting it to keep the 15 second cooldown instead of 20.
You’ll get it eventually.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
It’s more that the timing is inconsistent. The overcharge activation seems to vary between 0.75s and 1s after the heal. Previously, it was always 0.75s and you knew when it activated because YOU activated it.
..so, any attempt to learn the timing is pretty frustrating when it’s not always the same. See that video posted on another thread where it’s 50/50 overcharge vs not when the button is held down. Some consistency there would be appreciated.
Basically, if it were working correctly the way you describe (“l2p and don’t blast it early”) you wouldn’t have to wait out the water field after casting healing turret. you could just hold down the button and blast the turret. Instead, what we have is this awkward variable time overcharge that sometimes has a field and sometimes doesn’t.
Again, I argue that you should never be able to blast it without the field:
- you shouldn’t be able to detonate a turret that has not deployed yet
- overcharge is instant, and happens automatically on turret deploy
- therefore, if the turret has deployed and you can blast it, it should have already overcharged.
But if they want to allow blasting while it hasn’t deployed, that’s fine. I would be happy with a consistent way to blast other fields and a reliable timing for heal+overcharge in combat.
Also, if they want to put it back to 0.5s, that’d be cool too. Just sayin. They’ve nerfed scrapper sustain a ton since then. I think 0.5s would be fine.
(edited by coro.3176)
works fine for me.
Dunno what all the fuss is about just make adjustment to timing.
And trust me, look at my entire history you’ll find that I complain alot about needed changes to the class but this is not one of them.
As a scrapper I drop the bladed gyro and the healing turret around the same time and get the field.
Used to be able to drop turret, overcharge to clear condi and small heal and pick up again, all without stopping. Can’t do this anymore since the time between drop and overcharge has been increased.
Maguuma – Predatory Instinct [HUNT]
Necromancer
The problem is not really timing. I understand how to get 100% results. The probpem ia its too slow. Before i could quickly hit the buttons to get it off faster now doing the same speed does not get you the blast finisher.
Maybe they should have reduced the cast time with this change i dont know. But for now i switched to gyro.
This is mostly my pvp and wvw view as far for pve i have no problem there.