Fractal lvl 80 – 126 AR
turrets - a suggestion
Fractal lvl 80 – 126 AR
One of the primary issues I see with this is that: I’m not sure how you intend it to be triggered, aside from being in PvE, and therefore there’s a concern that it might be forced, which would have a subsequent, deleterious effect on translating knowledge of skills gained from PvE to WvW.
There’s also the “I don’t get to choose? What if I want this thing to be in a particular spot?” aspect of forcing it.
A different method of implementing this that would be usable for sPvP/WvW and therefore evade that effect, while also giving PvE Engineers a choice: Combine Metal Plating and Autotool Installation as an Adept trait, move Rifled Turret Barrels to Master, and insert a Grandmaster trait that would give them mobility (following the Engineer as closely as possible while keeping the Engineer’s target in range, perhaps) at a cost, probably to durability, due to the mobility (as in, if trait is equipped, they maybe take extra damage or have less health, as they’d be harder to hit; Metal Plating would still reduce final damage), and allow it to be used in WvW/sPvP.
a yes good point totally forgot about this
it would be a new set of turrets added along side the standard turrets we have.
the flying turrets would do exact same dmg as standard turrets just it flys and moves with you.
dont know about others but turrets are a big part of engies that does not get to shine much at all due to how they work atm.
hell if i had flying dront turrets id be very happy and use it all the time. but id stills wap out for condi removal etc for fights that need it.
there wouldnt be any forcing and i did say this is not concernign WvW this is purely a PVE point of view so do not bring wvw into a pve suggestion
i did make this very clearly many times in my post
Fractal lvl 80 – 126 AR
Now you’ve got an issue of either buying them (as separate skills), or getting them for free (either as a character-wide toggle, or as a free skill granted upon buying the base Turret).
I’m going to end up bringing WvW/sPvP up, because they can’t just not be brought up. They are a part of the game, and even saying ‘this doesn’t happen in WvW/sPvP’ can create concerns, even if it seems like it would auto-eliminate them.
You’ll see what I mean in a minute. Sorry, but part of the game is part of the game.
Buying them: Now there’s twice as many Turrets as there are of any other skillset, and to get them all, subsequently, requires twice as many skill points. Skill Points aren’t hard to get, once you get rolling, but it’s still an extraordinary expenditure, especially for something that can’t be used in chunks of the game – a cumulative 17 extra points (assuming the Mortar doesn’t count, or it’d be 47, if my math is right) for a secondary version of a skillset widely considered subpar (partially for reasons that this wouldn’t address) in the only area of the game in which the secondary version can be used.
Why bother buying something that doesn’t do anything in large portions of the game?
For free: Now there’s twice as many Turret skills as there are of any other skillset. They’re still considered subpar in the only area of the game in which they’re usable, only now people get them for free. I’m not sure whether this would annoy people, but people get annoyed over silly stuff. I know I’d probably be a bit irritated about not getting to use this shiny new thing if I actually tried to do any PvP stuff.
And then there’s the devs to consider – how do they do this?
First, they’ve got to get new models for player-character Turretdrones, they’ve got to program the Turretdrones, and then there’s the UI work of how to have them be chosen.
Do they put on an Engineer-only, PvE-only toggle in the Hero Panel that sets every single Turret to mobile mode? Now they’ve got to also set it so that the thing turns off when the Engineer goes into WvW/sPvP, and can’t be turned back on until the Engineer leaves.
Do they set up a secondary series of Turrets in the skill-picking-windows on the skillbar and have them just get an X over them like a lot of skills in Underwater combat while the user is in WvW/sPvP? Now they’ve got to figure out a way to show which Turrets are the mobile ones, and they’ve got to program them to have a similar interaction with WvW/sPvP as, say, Flamethrower does with Underwater combat (gets shunted off the skillbar, can’t be rechosen while a particular condition is being met).
If any of this sounds easy, remember, these are the mooks that’ve let the Turret Bug List bloat to 17, if the Fire Rate bugs are consolidated. They didn’t get Deployable Turrets working in PvE for…several months. Either these are not clever people, or Turret code is the Gordian Knot of programming.