(edited by santenal.1054)
Recent patch healing turret not sufficient
More video proof: https://youtu.be/-KNeJwMlYwk
I can’t rely on my heal at all when it only gives me 2.5k and no condi cleanse half the time.
Maybe also think about why we engis ALWAYS detonate the turrets instead of keeping them.
Having a single-use enforced overcharge on them does exactly the opposite of what you had in mind with the recent changes, noone will have a turret out at all anymore.
Yeah.. overcharging turrets is not working…
After placing a turret on ground i can only detonate it.
“Death From Above!” – anonymous engineer’s last
words after switching kits in the air.
Yeah.. overcharging turrets is not working…
After placing a turret on ground i can only detonate it.
Read the patch notes when you summon the turrets they get overcharged automaticly and its changed so you can do it only that one time.
Maybe also think about why we engis ALWAYS detonate the turrets instead of keeping them.
Having a single-use enforced overcharge on them does exactly the opposite of what you had in mind with the recent changes, noone will have a turret out at all anymore.
It is my observation that engineers routinely leave turrets, especially the healing turret, out without detonating it. Anecdotes are just that: our observations are too small in number to know what engineers “always” do.
The developers, on the other hand, do have actual numbers for how many engineers fall into the “always”, “sometimes”, and “never” buckets for their turrets, and can compare them before and after this change.
Instead of arguing about what “everyone” does, you should focus on why you think the change fails, explaining that, as well as describing whatever you think a better situation is, and why (and how) it would make the game better.
LOL My engy has never detonate a turret to produce damage to mobs since beta.
My engy is a turret engy with the turrets: gun, missile, and flamethrower plus that special package of turrets and heals – 4 pack of turrets out in play.
My turret comes out and stays out unless I’m moving to a new location.
I’m just not getting it – detonate a heal turret to damage mobs…
I mean I have bombs and flamethrower skills (done 480 000 damage on boss).
On that note…the syringe gun works good for healing.
LOL maybe the healing turret sucked , probably why I never played a healing engy.
How I play is – I play with the rules and skills that are in place and adjust.
I DETEST “balancing”, “nerfing”, “new rules” for a class, any class that started when the game went live.
(edited by Fuzdom.6493)
We can debate the effectiveness of the turret change (I’m personally not a fan), but this post is pointing out that it’s actually BROKEN in its current state. It does not overcharge when used rapidly in combat. See the linked videos for examples.
Let me copy this from the Engi forum here, it perfectly sums up the issues that came with the change:
The current version prevents tactical usage of the turrets overcharges.
Some examples: You can’t cleanse the fear from sloth anymore, you can’t use the healing turret for might or stealth stacks anymore (unless you precast it somewhere else), you can’t delay the smoke or water field in mid combat to blast them anymore, you can’t use thumper or rocket turret’s cc for time gated break bars anymore.
Those are the things turrets where great for, and they need that potential back! This means we require the overcharge on demand.
Ye Turrets need a more sophisticated, well thought out solution but im afraid that the best we can hope for in the coming days is a lousy hotfix solving only a part of the created problems or a total reversion.
(edited by santenal.1054)
5 Game updates and you were very fast ofc in :
“Increased the respawn time on several centaur spawns in Lake Doric.”
How about a similiar one regarding the Turrets ?
5 Game updates and you were very fast ofc in :
“Increased the respawn time on several centaur spawns in Lake Doric.”How about a similiar one regarding the Turrets ?
It’s not going to happen: while you may not like it, the current behaviour is the intended behaviour, so you probably should just accept that is how it is gonna be for the next three months or so.
That’s indended behavior? Same input, different result 50% of the time?
Looks bugged to me..
That’s indended behavior? Same input, different result 50% of the time?
Looks bugged to me..
Huh. Yeah, that doesn’t sound right. Good job demonstrating the problem exists, and I’m sorry to have doubted it.
I confirm the bug.
Please just roll back this change. It doesn’t help at all just makes us more unreliable and it screws up CLARITY OF PURPOSE when leaving your turrets up is most of the time useless as you can’t overcharge it.
you can’t use the healing turret for might or stealth stacks anymore (unless you precast it somewhere else)
No that’s gotta be wrong. Field priority applies. See wiki: https://wiki.guildwars2.com/wiki/Combo
“The finisher will trigger on the earliest entered initiator; a blast finisher will give Might instead of Healing if a water field overlaps an existing fire field and the fire field was entered earlier than the water field.”
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