Engineer Turrets Broken as of 30th April
There was another patchnote, but no hotfix for our turrets. Comeone devs we need that fix, or at least your awareness about this issue, our turrets Engineers have been unplayable for about 8 days now!
It makes me wonder if that guy at the costumer service even tried to send my pictures and the informations about the broken traits to the devs…
(edited by Ambrecombe.4398)
There was another patchnote, but no hotfix for our turrets. Comeone devs we need that fix, or at least your awareness about this issue, our turrets Engineers have been unplayable for about 8 days now!
I wonder if that guy at the costumer service even tried to send my pictures and the informations about the broken traits to the devs…
I know the feeling, would be nice if the devs gave some acknowledgement after seeing the work we put in to put out these bugs clear and constructively, instead we are being stone walled, i doubt these days they even care.
hue
hue
hue
Like I asked in the post on broken ranger traits (some since beta) I am wondering what do we need to do to get anet to do their job.
It´s not a little bug what we´re talking about here…
I´m fully conscious that the devs can´t respond indepth to every little issue there is but…
We´re talking ALL turret traits in ONE traitline and a bug that gives turrets HUGE hitboxes.
That´s no minimal issue. It´s highly gameaffecting for engineers who use turret-specs.
So I think a simple statement that anet is working on this issue or at least conscious of it is appropriate.
(edited by Cero.5132)
Hotfix engineer turrets please. The traits are all broken as of 30th April and they are even more laughably useless than normal. Don’t forget Supply Drop while you’re at it plz.
Plus if you could actually give the turrets the ability to survive more than 0.2 seconds in typical WvW engagements sometime this year, that would be nice. This month being the minion/pet month it might have been a nice time for example to remember engineers have also have minion problems rather than breaking the turrets still further.
They don’t last that long in PVE much less PVP atm.
They really just need to buckle down lose the pride and do what other games have already tested at length. I hate to do this but the elephant in the room already fixed this years ago. They made shaman totems immune to AOE (you had to directly target them) they made all pets have a 90% immunity to AOE damage. That pretty much fixed the issue of the pet heavy specs and classes being the weakest classes in the game because their pets would die before they could do damage.
They didn’t need to nerf AOE because they made these changes.
I’m not writing that to cause a flame war but it’s like one of the articles I read recently says, it’s time for maturity, and mmo history to be taken into account with these balance issues, these things were already fixed successfully in other mmo’s years ago.
I agree. As things stand now, even a single HB can destroy all the turrets of our elite skill (due to squishyness and hit box). It’s quite underwhelming.
But imho, they should also revise the traits involved. Maybe a trait could give some passive area buff, or there could be ways to change how they work. Those things could give some depth to turrets. They could pair some other traits to free up space for those.
(for example, let’s say they give us a mace and we can “accidentally” change how turrets work by hitting them with the third skill (akin to overloading, but with crazier results). Flame turret could spit out ice and chill opponents, rifle turret could shoot like crazy in a cone for some seconds and emit a smoke field for some other seconds (while not attacking), rocket turret could shoot some rockets at random in an area around it, thumper could thump continuously and make some shockwaves that can damage and remove stability if not avoided (by jumping, akin to the ones in Molten Facility).
Turret traits need to be fixed, turrets need a damage boost, need to ignore AoE damage, and lastly have their Hitboxes fixed.
But i dont think this will be feasible anytime this year or the next.
Confirming turrets still broken.
Turrets have been conceptually broken since day 1. Let’s look at the only other build that focuses on summoning NPC’s, the necro minion master:
-Much greater variety of minion traits to choose from.
-Flesh golem has much shorter downtime than supply crate.
-Minions are mobile. For sPvP this matter less since you can bunker nodes, but in WvW it’s a huge drawback that can’t be fixed with a small buff or two.
-Necros have 2 weapon sets, which makes up for the lack of utility from filling up your skill slots with minions.
-Necros can wield dual daggers for a permanent speed boost in WvW. Turret engineers have to sacrifice the healing turret for healing kit, or go around at normal speed which is unacceptable.The only advantage that turrets have is that healing and flame turrets can generate water and smoke combo fields respectively, but the ele and bomb kit do these better. So yeah turrets basically suck, bugged traits or not.
Lets strengthen your argument, starting from the top:
Let’s look at the only other build that focuses on summoning…
I think you forgot the Guardian (Spirit Weapons) Ranger (Spirits), Ele (Elementals), Mesmer (Phantasms/Clones), Thief (Thieves) .
Minions are mobile…
All classes minions are mobile (ok ok, both have the potential to be mobile) and suffer from equally long cool downs (Mesmer being the exemption). Except the Engineer, we are the only class that has minions that do not have the potential to move.
As a side note, the Engineer has a wider variety of minions, compared every other class.
Correcting
-Necros can wield dual daggers for a permanent speed boost…
We have speedy kits (which works for every kit, not just the medkit) and gives/has the potential to give us infinite swiftness. We get a boon, which grants a 33% speed boost, vs the necro’s permanent 25% speed boost.
-Ralph Waldo Emerson
(edited by Specterryu Quipter.8412)
Correcting
-Necros can wield dual daggers for a permanent speed boost…
We have speedy kits (which works for every kit, not just the medkit) and gives/has the potential to give us infinite swiftness. We get a boon, which grants a 33% speed boost, vs the necro’s permanent 25% speed boost.
You forgot “Power Shoes” in Invention
Shouldn’t this be merged with the ranger pet thread?
Couldn’t we have some news? Like, if it will be fixed with the Southsun patch?
Couldn’t we have some news? Like, if it will be fixed with the Southsun patch?
We wish -.-
We might get a response one day that lets us know they finally realize there is an eighth class, the engineer, and that everything is working as intended.
Correcting
-Necros can wield dual daggers for a permanent speed boost…
We have speedy kits (which works for every kit, not just the medkit) and gives/has the potential to give us infinite swiftness. We get a boon, which grants a 33% speed boost, vs the necro’s permanent 25% speed boost.You forgot “Power Shoes” in Invention
That only applies when you’re in combat though.
-Ralph Waldo Emerson
I got a new bug, our Turrets won’t shoot at the last boss from Twilight Harbor anymore… Yaaaay!
It feels like we’re being ignored. And that is quite annoying. I can understand that fixing it may need some time…but at least, give us an estimate, an acknowledgement of the problem, something.
So more than week later and patches but not even a word on the effective crippling of engineer traits? Guess I’ll be playing other games and the longer I am there the less chance I will be back here(ever) which means less chance of cash in their pockets. Oh well. Their loss.
GW2 turrets should be like TF2 sentries. Upgradable WMDs.
bump —-——————————————————————-
Bump because this is kind of a big deal.
GW2 turrets should be like TF2 sentries. Upgradable WMDs.
Well, that would reward having those out and alive for a certain time.
Anyway, as now, even them working as intended would be enough. And we have no news about that…
Turrets still broken after yesterday’s patch.
Hmm, maybe if I make a comment about my turrets not working with my newly purchased lion cub miniature we might get a response?
Still having this issue. My lion cub miniature is fine. My class is broken.
New patch and still not fixed.
Ridiculous how a “class mechanic” stays bugged for such a long time.
Supposedly fixed now. https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-May-14-2013/first#post2025110
Although rangers are still borked and long bow has received absolutely no help….at least anet is consistent.
(edited by Bailey.6892)