why are turrets on such long cooldowns?
They’re not well designed. Simple as that.
Rocket Turret would actually be good (with the condition damage scaling) if it was on a 20s cooldown right now. Of course, they need to look at the entirety of scaling when it comes to turrets in addition to their survivability in PvP and cooldowns.
Tirydia – Scrapper
was there ever an explanation for this? i mean with turrets being such garbage anyway why do they need 20+ second cooldowns?
i mean i know whenever i go into PVP i hear people saying “omg watch out for the engineer turrets” or if i go into a dungeon my group always says “thank god for those engineer turrets this fight would have been tough without them”
but even with that there is still no reason to have them on such long cooldowns.
Personally, i think rockets and thumpers are WAY to long of a CD, i think that 40s should be the max on all turrets…
That being said, i don’t know why so many engineers think turrets are garbage, from my experience they’re REALLY powerful, especially with trait points in them.
PS: Supply Crate + Elite Supplies = OP with a turret build, the fact i can win a 3v1 just by dropping that thing onto a point and dropping down my other turrets is kinda stupidly awesomely OPish…
As their mother, I have to grant them their wish. – Forever Fyonna
If you think the turrets themselves are bad about cooldowns (and ho, boy are they), take a gander at their toolbelt skills. What’s that? a shockwave of mediocre damage? And it’s a blast finisher? 90 seconds.
Only one of those that even really makes any sense is the Surprise Shot, and that’s a weak additional attack every ten seconds.
As for why people might think they suck:
They’re fragile, immobile, and on long cooldowns. Until recently, they didn’t scale to any player stats that were gained from gear – the only difference between a naked Turret Engineer and a clothed Turret Engineer was their opinion of the weather.
(edited by Anymras.5729)
Imo if u pick up the turret it should cut atleast half of the cd and turret agro should be reduced seems mobs are always focusing on them.
They’re not well designed. Simple as that.
I agree, when you get down to the nuts and bolts of it.
Its like they were so affraid of making them Op that they made them massively UP just to be safe. Now they are extremely slowly building them up one small change at a time so they do not over do it.
I wouldn’t mind turrets being so crappy so much if they were worth having, like a Might Turret, Quickness Turret, any-boon turret.
Or even conditional turrets, like confusion and poison would be nice. I can deal all the damage I need to with my kits, but turrets would be a marvelous thing to have if they could buff and de-buff. It’d also bring engineers up to the God-Tier Guardians, if they could throw down boon turrets.
Can you imagine if you were a whiny player of another class, you killed a turret and the engineer was able to put down another before you stomped him? The rage would be unimaginable.
Also It’s more interesting if turrets are more clutch and persistent. It’s better to have one powerful cool useful thing than a bunch of cheap junk you can dispense in rapid succession. The thing is they’re weak and pathetic which completely nullifies it.
Can you imagine if you were a whiny player of another class, you killed a turret and the engineer was able to put down another before you stomped him? The rage would be unimaginable.
Also It’s more interesting if turrets are more clutch and persistent. It’s better to have one powerful cool useful thing than a bunch of cheap junk you can dispense in rapid succession. The thing is they’re weak and pathetic which completely nullifies it.
Yeah i’m more of a fan of the whole “Turrets should be really strong, but should have a long CD and be immobile” thing myself, i personally don’t think they’re far off from the really strong point, if they scaled slightly with power and crit/crit damage as well as the condi stuff i feel like they’d be in really good shape.
PS: they’d need to watch the scaling on the power/crit/crit dmg though because that could make it really OP if it’s tuned too much.
As their mother, I have to grant them their wish. – Forever Fyonna
The reliability would still be awful. You could have a good turret that falls apart easy or a good ability that works all the time. If they were much much beefier but about as effective as they are now, things would probably be much improved.
Best suggestion I saw was Turret CD based on Turret health.
A destroyed turret is on full cooldown. But a turret that is fully healed and then picked up gets virtually no CD.
Think of it as though a turret gets whisked away to some nether-realm where it has to auto-repair itself to full before it can be brought back into the playing field.
(edited by Redfeather.6401)
The biggest problem I have with turrets is how fragile they are. One AoE from a champion or boss and all your turrets are down for the count. Turrets cannot dodge, and the ultimate metagame in PvE is all about clever positioning and timed dodges to avoid damage. If turrets are going to stand there and take it, they should at least be able to actually take it.
I also feel that actually using turrets is too passive since you do give up your utilities to equip them, but that may be more a matter of personal taste than anything else.
How about:
Remove detonate turret from the toolbelt when the turret is placed, change it to the overcharge.
The turret button itself stays where it is, and the cooldown is started when you place it, not when it dies, you may not have more than 1 of the same turret if you activate again, the old one just despawns or detonates.
And interacting with the turret detonates it instead of just puts it away.
Why are turrets so flawed? That’s easy to answer! Jon Peters designed them. -.-
How about:
Remove detonate turret from the toolbelt when the turret is placed, change it to the overcharge.
The turret button itself stays where it is, and the cooldown is started when you place it, not when it dies, you may not have more than 1 of the same turret if you activate again, the old one just despawns or detonates.
And interacting with the turret detonates it instead of just puts it away.
But what if i want to detonate my turret to launch all the enemies off of my capture point, grant AoE stealth, AoE healing, or another blast finisher effect i can’t cause by my own design?
I personally haven’t had issues with turrets at all, but then again i’ve been mostly using them in PvP and world events and have yet to bring them into a dungeon…
As their mother, I have to grant them their wish. – Forever Fyonna
How about:
Remove detonate turret from the toolbelt when the turret is placed, change it to the overcharge.
The turret button itself stays where it is, and the cooldown is started when you place it, not when it dies, you may not have more than 1 of the same turret if you activate again, the old one just despawns or detonates.
And interacting with the turret detonates it instead of just puts it away.But what if i want to detonate my turret to launch all the enemies off of my capture point, grant AoE stealth, AoE healing, or another blast finisher effect i can’t cause by my own design?
I personally haven’t had issues with turrets at all, but then again i’ve been mostly using them in PvP and world events and have yet to bring them into a dungeon…
Alternatively leave the buttons as they are and just have the cooldown set off when placed not detonated you just can’t place a new one until you detonate the old, but I’m guessing everyone else will scream foul for some reason.
I use the traited turrets myself in pvp quite fun to blast people around.
As they are now they are practically worthless in pve and wvw, you have little mobility because of the terrible way the cooldown works now.
How about:
Remove detonate turret from the toolbelt when the turret is placed, change it to the overcharge.
The turret button itself stays where it is, and the cooldown is started when you place it, not when it dies, you may not have more than 1 of the same turret if you activate again, the old one just despawns or detonates.
And interacting with the turret detonates it instead of just puts it away.But what if i want to detonate my turret to launch all the enemies off of my capture point, grant AoE stealth, AoE healing, or another blast finisher effect i can’t cause by my own design?
I personally haven’t had issues with turrets at all, but then again i’ve been mostly using them in PvP and world events and have yet to bring them into a dungeon…
Alternatively leave the buttons as they are and just have the cooldown set off when placed not detonated you just can’t place a new one until you detonate the old, but I’m guessing everyone else will scream foul for some reason.
I use the traited turrets myself in pvp quite fun to blast people around.
As they are now they are practically worthless in pve and wvw, you have little mobility because of the terrible way the cooldown works now.
…I’m not going to scream foul about that idea. It’s actually not a bad one, in my opinion.
All pets need the 90% reduction in AOE damage, and they need to reduce the cooldowns on these seriously because how hard is it really to plunk down a turret and hit the on switch? should it really take a whole minute? Also, the timers on the toolbelt abilities need to be seriously adjusted because they should not take as long as it takes to plunk down a turret (the time they use now not the actual time it would take in reality) to fire those abilities off in a toolbelt skill.
And I would love a serious explanation on how it has come to pass that people think it’s perfectly normal that explosives don’t automatically cause fires? Why is it that so many of our abilities that are supposed to burn don’t actually burn for more then 1-2 second or don’t burn at all? weird.
/steps off soapbox
i think turrets should have at most a 30 second cooldown, with the majority being 20-25 seconds. especially since characters are constantly moving sitting in one place is not feasible so the idea of dropping turrets and then having to wait 30-60 seconds to drop another is silly.
was there ever an explanation for this? i mean with turrets being such garbage anyway why do they need 20+ second cooldowns?
i mean i know whenever i go into PVP i hear people saying “omg watch out for the engineer turrets” or if i go into a dungeon my group always says “thank god for those engineer turrets this fight would have been tough without them”
but even with that there is still no reason to have them on such long cooldowns.
Personally, i think rockets and thumpers are WAY to long of a CD, i think that 40s should be the max on all turrets…
That being said, i don’t know why so many engineers think turrets are garbage, from my experience they’re REALLY powerful, especially with trait points in them.
PS: Supply Crate + Elite Supplies = OP with a turret build, the fact i can win a 3v1 just by dropping that thing onto a point and dropping down my other turrets is kinda stupidly awesomely OPish…
im going to be blunt here, youre either talking out of your blast or youre fighting some really bad opponents. turrets suck. plain and simple. they either need more hp or cooldown reduced.
most knowledgable pvpers know that the only turrets that are even remotely viable are net turret or thumper and even on the 2-3 builds worth rolling engineer for they would be hard pressed to take out something more important for a little bit of cc on a 60+ second cooldown.
PS: Supply Crate + Elite Supplies = OP with a turret build, the fact i can win a 3v1 just by dropping that thing onto a point and dropping down my other turrets is kinda stupidly awesomely OPish…
Hey, I need some easy kills. Where are you finding 3 people stupid enough to just lay down and die to your turrets without killing them?
PS: Supply Crate + Elite Supplies = OP with a turret build, the fact i can win a 3v1 just by dropping that thing onto a point and dropping down my other turrets is kinda stupidly awesomely OPish…
Hey, I need some easy kills. Where are you finding 3 people stupid enough to just lay down and die to your turrets without killing them?
Oh they kill a few of them, and it sends all 3 of them flying where they proceed to lay on the ground for a while so I can shoot them before they do it all over again.
@recharge after placement idea, yeah, I think that’d be a MUCH better idea, I mean c’mon, ranger spirits are that way idk why our turrets can’t be.
As their mother, I have to grant them their wish. – Forever Fyonna
Oh, so they stay all bunched up in a group as a slow, slow, SLOW knockdown rocket shuffles over to their spot, and not one thinks to dodge it?
Or are you referring to all 3 simultaneously walking into the thumper’s radius without even considering killing it from outside its range?
Either way, we’re talking industrial-strength stupid opponents here.
Oh, so they stay all bunched up in a group as a slow, slow, SLOW knockdown rocket shuffles over to their spot, and not one thinks to dodge it?
Or are you referring to all 3 simultaneously walking into the thumper’s radius without even considering killing it from outside its range?
Either way, we’re talking industrial-strength stupid opponents here.
I’m talking about the trait where when your turrets die they explode and whenever your turret explodes it LAUNCHES ALL NEARBY FOES, you know, something that no one I’ve seen dodge kittening ever, even in paids.
Seeing as how you, an engi, don’t even know about it I’m not surprised no ones dodged it yet, it REALLY makes turrets a lot stronger because, you know, people stop killing them because all it does is get them mauled especially in team fights.
As their mother, I have to grant them their wish. – Forever Fyonna
Oh, so they stay all bunched up in a group as a slow, slow, SLOW knockdown rocket shuffles over to their spot, and not one thinks to dodge it?
Or are you referring to all 3 simultaneously walking into the thumper’s radius without even considering killing it from outside its range?
Either way, we’re talking industrial-strength stupid opponents here.
I’m talking about the trait where when your turrets die they explode and whenever your turret explodes it LAUNCHES ALL NEARBY FOES, you know, something that no one I’ve seen dodge kittening ever, even in paids.
Seeing as how you, an engi, don’t even know about it I’m not surprised no ones dodged it yet, it REALLY makes turrets a lot stronger because, you know, people stop killing them because all it does is get them mauled especially in team fights.
…or equip ranged weapons to destroy them from far enough away to be safe.
It’s hilarious to see enemies with those big whirling attacks that zoom across the ground run into a Healing Turret, especially, and get knocked back, though.
(edited by Anymras.5729)
Oh, so they stay all bunched up in a group as a slow, slow, SLOW knockdown rocket shuffles over to their spot, and not one thinks to dodge it?
Or are you referring to all 3 simultaneously walking into the thumper’s radius without even considering killing it from outside its range?
Either way, we’re talking industrial-strength stupid opponents here.
I’m talking about the trait where when your turrets die they explode and whenever your turret explodes it LAUNCHES ALL NEARBY FOES, you know, something that no one I’ve seen dodge kittening ever, even in paids.
Seeing as how you, an engi, don’t even know about it I’m not surprised no ones dodged it yet, it REALLY makes turrets a lot stronger because, you know, people stop killing them because all it does is get them mauled especially in team fights.
There isn’t a minimum range for turrets, if you don’t get that those opponents are idiots, there’s not much else we can say to make you think otherwise.