so...you managed to make turrets worse.

so...you managed to make turrets worse.

in Engineer

Posted by: Liewec.2896

Liewec.2896

congratulations Anet!
as one of the few people who (before today) still used turrets in pvp for fun i didn’t think you could possibly think of a way to ruin them further,
clearly i underestimated the power of your staggering incompetence!

set up turrets…they immediately overcharge,
whether you want too or not,
and when an enemy actually does come along you’re left with weak attacks without the option to overcharge…

someone actually pays you guys to come up with this stuff?!

so...you managed to make turrets worse.

in Engineer

Posted by: Rezzet.3614

Rezzet.3614

the turret change i actually like , the problem however now is that thumper and rocket turrets are way too underpowered for their cooldowns as they lost their cc ability wich was via over charging, rocket turret was my go to for boss break bars
along with blast gyro

the other problem is turrets are still too weak to be used as anet wants us wich is keeping them alive and using toolbelts , turrets need their condi imunity back or a 60% damage reduction as well as being uncritable

so...you managed to make turrets worse.

in Engineer

Posted by: Liewec.2896

Liewec.2896

the idea of turrets is that you set them up preemptively to defend an area with the intention of them staying alive,
this change goes against that entirely since if you set them up preemptively you lose their overcharge, and if they stay alive they’re simply tickling the enemy.

so...you managed to make turrets worse.

in Engineer

Posted by: Panda.1967

Panda.1967

Maybe they should have made overcharge function on an automatic interval…

Please stop assuming I’m a guy… I am female.

so...you managed to make turrets worse.

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

They could even just get rid of overcharge, and make the baseline turrets have less crappy stats

so...you managed to make turrets worse.

in Engineer

Posted by: Vagrant.7206

Vagrant.7206

Maybe they should have made overcharge function on an automatic interval…

Yeah, I don’t understand why they didn’t do this.

The great god Lagki demands sacrifice.

so...you managed to make turrets worse.

in Engineer

Posted by: Electro.4173

Electro.4173

Maybe they should have made overcharge function on an automatic interval…

Still wouldn’t fix the fact that most of the turret overcharges should not just be spammed and should actually be used strategically. There’s no strategy in an automatic overload at X interval.

But that would have been something at least. Better than what we got, with one single overcharge per use to further encourage you to never actually use the turrets as turrets but drop them, leave them up for a couple seconds, then blow them up immediately.

so...you managed to make turrets worse.

in Engineer

Posted by: OriOri.8724

OriOri.8724

Maybe they should have made overcharge function on an automatic interval…

Ok so I like the flavor that overcharging turrets has, but wouldn’t it just be better to remove overcharging completely and buff the actual turrets themselves?

so...you managed to make turrets worse.

in Engineer

Posted by: Iozeph.5617

Iozeph.5617

What they’ve done is take away the uniqueness of turrets. Now, what we have is essentially a poor man’s signet with not one, but two lousy actives. Guardians get to have signets and virtues.

By tying our belt skills to turrets on the right bar it means that we have changeable virtues but otherwise have a button on the right we’ll never use, providing nothing but taking up a slot for another ability we would otherwise want to use- this until we deploy it, it automatically overcharges, and then is exploded(and who in hell is going to want to do that?).

Due to this change, rather than increasing use, Anet is making certain Turrets will feel even more wonky to use and become even more vestigial. Especially healing turret. Making us pay with two slots for having one dubiously marginal ability on the belt bar isn’t an improvement. Even slotting a kit you never use, even all buttons as kits, is at least as beneficial as this and that’s wrong.

Normally I wouldn’t want to have to compare our abilities with other professions(signets) but it seems right here. What we now have seems to be the unwanted child of virtues, signets, and necromancer wells and marks but with terrible timing and no way of making the damage or effects from them unblockable. Yay?

It’s similar to the old Xzibit memes- where ANet says, ‘Yo dog, we heard you loved turrets. SO… After we ruined them the first time so you put them on your bar more for the belt skills and only sometimes deployed the turrets – Check this… Now we’ve ruined them even more so you only use the belt skills and never deploy the turrets!’

(edited by Iozeph.5617)

so...you managed to make turrets worse.

in Engineer

Posted by: Liewec.2896

Liewec.2896

some good suggestions here,
i’d have kept them as they were (though i was actually hoping for a buff, not a nerf)

if a change had to be made however then i would have simply removed the detonation.
ta-daa! we can use toolbelt skills but you haven’t made the turrets themselves useless.
it’d mean that you have to pick them all up when you plan on moving,
but i’d rather that than having my turrets do NOTHING except low damage.

(obviously they’d have to give healing turret a tinker since its main use is to spawn it, overcharge it and blow it up, removing detonation would make that impossible.)

as a pvper i rely quite heavily on overcharging at specific times,
so i call BS on their excuse that we simply spam them when they’re off CD.

flame turret overcharge gives gave me access to stealth, saving my life many times.
i can could combine rifle 4 knockback with rocket turret overcharge and rifle 2 to keep enemies off point for a very long time.
losing these thing has completely destroyed turrets for me, and what do i get in return?
2 toolbar skills, both do nothing except damage, perfect to spam when they’re off CD…
the whole excuse that they used to ruin turrets.

(edited by Liewec.2896)

so...you managed to make turrets worse.

in Engineer

Posted by: Vagrant.7206

Vagrant.7206

(obviously they’d have to give healing turret a tinker since its main use is to spawn it, overcharge it and blow it up, removing detonation would make that impossible.)

Honestly, if they plan on keeping this change, healing turret needs to be changed into healing bomb.

Because that’s what it functionally is now. At the very least have the honesty to admit it.

The great god Lagki demands sacrifice.

so...you managed to make turrets worse.

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

With all the traits and changes they’ve been making, it’s obvious they want engineers to be constantly dropping, destroying, and re-dropping turrets.
I think a solid solution here might be to just have it begin recharging the moment you drop it, rather than after you destroy it.
It has more active gameplay, you can overcharge it repeatedly much like before, it getting destroyed by attacks isn’t as much of an issue, and the traits become less crap.

so...you managed to make turrets worse.

in Engineer

Posted by: Iozeph.5617

Iozeph.5617

So much rubbish. If they’d wanted to make everyone happy the solution was simple-

Our bars aren’t cluttered. They never have been. They could have simply added a UI element above the right bar with a smaller bar for respective turret/gyro destruction buttons. You still get to overcharge or activate on demand. You still have the option to pick up or destroy turrets and then you’d still have the use of the belt skills. Is that so bloody difficult?

As for making it so that players drop them and destroy them we already had a similar/better ability before.

Remember having healing bombs? Where you had access to all those conditions, and healing, and damage? Yeah. They took that away for a mechanic(blasting fields) which ended up being much more fiddly and inconsistent to use. Why? Because reasons apparently.

They could have changed healing bombs to healing explosions and we would have had solid point blank support, ranged support via grenades, and better ranged support via mortar kit. But no. Too easy.

What’s the point of this change without removal of the old turret traits and giving us something new in their place? What good is having more health on a turret you’re going to destroy straight off? What good is the damage shield for the same reasoning? What good is the inventions tree? Go live with the fail, then leave in faulty traits as the parting insult? Grand.

When ‘holo-mancer’ comes with the next ex-pack they should change it to hollow-mancer to reflect there being all of twenty or less active engineers to use it.

Thanks guys!

so...you managed to make turrets worse.

in Engineer

Posted by: Dothl Lai.5829

Dothl Lai.5829

Maybe they should have made overcharge function on an automatic interval…

NO! Those are my turrets and I should gain total control of them. That means I kittening decide when to use what, not automatically kittening overcharge for me

so...you managed to make turrets worse.

in Engineer

Posted by: Liewec.2896

Liewec.2896

I think a solid solution here might be to just have it begin recharging the moment you drop it, rather than after you destroy it.
It has more active gameplay, you can overcharge it repeatedly much like before, it getting destroyed by attacks isn’t as much of an issue, and the traits become less crap.

that would be a good solution if they choose to keep it as it is now,
it’d be much better than the current garbage,
though it would still be an unnecessary nuisance,

i’m sure i can’t be the only person who deploys their turrets in strategic positions with the intent of having them survive, i use them in pvp so i head to a point and deploy them on cliffs overlooking the point for example.

even if we started the cooldowns once the turrets are placed it would still mean we’re forced to either put turrets in impractical spots (like right by capture points were they will get cleaved down in 2 seconds) or we need to repeatedly leave the fight to redeploy them at good spots.

maybe if they once again added the ability to ground target deploy turrets it could be pretty perfect solution.

so...you managed to make turrets worse.

in Engineer

Posted by: Grimwolf.7163

Grimwolf.7163

I think a solid solution here might be to just have it begin recharging the moment you drop it, rather than after you destroy it.
It has more active gameplay, you can overcharge it repeatedly much like before, it getting destroyed by attacks isn’t as much of an issue, and the traits become less crap.

maybe if they once again added the ability to ground target deploy turrets it could be pretty perfect solution.

I’d be all the for that. I really miss tossing them up on ledges and such.

so...you managed to make turrets worse.

in Engineer

Posted by: Panda.1967

Panda.1967

Maybe they should have made overcharge function on an automatic interval…

Still wouldn’t fix the fact that most of the turret overcharges should not just be spammed and should actually be used strategically. There’s no strategy in an automatic overload at X interval.

But that would have been something at least. Better than what we got, with one single overcharge per use to further encourage you to never actually use the turrets as turrets but drop them, leave them up for a couple seconds, then blow them up immediately.

I’d rather have automatic overcharges than the one and done we have now… the only other option I can think of that we even have a remote chance of ANet implementing is for them to overcharge upon detonating… but that’s hardly any better than what we have now… the only difference is that you’d get to choose when you overcharge…

Maybe they should have made overcharge function on an automatic interval…

NO! Those are my turrets and I should gain total control of them. That means I kittening decide when to use what, not automatically kittening overcharge for me

Well how it is now you don’t get to choose nor do you get any real benefit out of the overcharge… Drop your turrets in strategic locations… oh well they just overcharged instantly… and there were no enemies in range yet… so much for that overcharge…

atleast with an automatic interval we have a real chance of our overcharge actually doing something… realisticly the Healing Turret is the ONLY one that’s overcharge even does anything in the current state unless you’re just constantly blowing up your turrets… but that’s completely counter to the reason they said they made the change… they said they wanted people to actually use turrets… but this change just makes people feel required to detonate them all the kitten time.

Please stop assuming I’m a guy… I am female.

(edited by Panda.1967)