Showing Posts For Blazedrag.4568:
Well that’s why I think that the only things needing changes are survivability, and like, 1 line of code to the AI. (okay, maybe 2 or 3). I know that turrets have a fair amount of utility; when they’re not out, it’s like you have a gadget, and when deployed, they’re like a mine that also gets a few shots in. But turrets shouldn’t be used like mines. If a weapon sucks for it’s normal use, but still works if used in an odd way, I still think it should be adjusted to work as intended. Although usually that sort of thing leads to new abilities being introduced to work with how the ability worked the old way. However when it comes to turrets, if they just fixed those 2 problems that really shouldn’t take much, then they’d be nearly perfect.
I mean. The net turret is almost usable simply for the extra net shot from the belt, and I’ve heard that the Healing turret is Usable in its current state if you drop, pop, and blow it all at once, but that’s not a turret, it’s a bomb. I would much prefer to actually have turrets be turrets.
(Yes I am a turret junkie in every single game ever)
To be honest it sorta feels a bit outta left field, but it would be kinda cool. Then again I know nothing about balance and whatnot, so it’d probably be better if someone else gave their opinion. Also, tbh more turret traits should probably come after a more general fix. But like I said, it would be a neat idea for the future.
Is it just me or when the idea of an Engineer is brought up as a class for a game, I usually think about gadgets and Turrets, not potions. Sure I can at least see kits, at least since they’re unique to the engineer, but I feel like (what should be) the most iconic things about the class in general are also currently the worst.
They could’ve easily made an entire other class dedicated to Alchemy and had that be separate from the engineer entierly.
Anyways, I agree that turrets really don’t need much to make them more usable, hell changing the AI to focus on what the player is targeting before anything else might make a huge difference in usability alone. On top of that I feel like since Turrets don’t move, they really would make for a better Tank build, so increasing the turrets toughness and health would probably be enough on it’s own. You could still have some turrets be more DPS based, like maybe the Rifle turret, but in general the turrets would probably be fine with just survivability buffs.
Well if I had to add one other thing, it would definitely be agreeing with the cool down changes people keep suggesting. I particularly like the idea of turrets keeping the same cool down, but starting them as soon as the turret is placed. That combined with a slight increase in survivability would make them much more annoying in combat. And then Picking up a turret would also still do the same thing, reducing the cool down, but now that the cool down starts sooner, it might make it be able to immediately be placed again. However that might not be fair, so maybe that would be changed to reducing the remaining cool down by the same percentage.
yeah, if they’re going to add weapons, my personal preferences in order would be:
Maces (Main and Off)
Torches (Off)
Hammer (2h)
not saying that I wouldn’t like hammer, just that I personally thing that maces and torches would not only be a better choice for the theme of the class, but because it also open up a lot of diversity for weapon choices. Right now we can only choose between 3 different sets total. If they simply added Maces for on and off hands, that adds another 5 choices right there, and then torches would add another 2.
Dual shields though seems really weird to me. I do think it would be kinda funny, plus it’d be unique, but it seems very unlikely and I’d rather they work on other things before even thinking about this.
As for the abilities themselves, I was thinking the torch would be a close range fire AoE explosion sorta deal, sort of I guess an alternative to off hand pistol, but instead of an immobilize it would probably have another fire attack, like maybe throwing the torch for a longer ranged fire damage.
With the Mace or hammer, I’d make it electricity style attacks, obviously melee. Probably minor AoE, which would make them a decent choice to differentiate from the rifle and pistols. In fact, you could probably make them pretty much the same in concept, the Hammer being about CC and Mace about Conditions, but with the trade-off being exchanging range for AoE in general. Although maybe the Mace could be more about the inhibiting conditions rather than the damaging ones, like blindness, weakness and so on.
As for some of the other weapon ideas, I don’t like the concept of an engineer with a focus or scepter. Those are pretty much strictly magical weapons, and I was under the impression that the engineer was sorta the “anti” magic class, hence the lack of stuff like signets and use of things like gadgets. And I don’t think that swords would really be our type of thing.
Another thing along the same line of thought would be adding maces as a possible weapon as well. It could be similar in concept to the Hammer, but done in a slightly different way. Like Hammer being AoE and Mace being single focus as a simple example. Or it could be a possible alternative for implementing the same idea.
Not to mention simply adding the ability to wield a mace in either hand would add 5 more potential weapon sets, plus the hammer makes 6.
Of course, that being said I still agree that other problems need to be sorted out first before new weapons are brought into play.
Yeah, for some odd reason, the devs don’t seem to understand how turrets work in pretty much any other game ever. The general idea is that (especially if there are other “pets” in the game) turrets trade off mobility for an extra source of damage and staying power. But here they just die instantly with any decent attack.
Now, I don’t think that they need to necessarily be buffed in damage, but rather in toughness and vitality. The problem is that a buff in damage stacks with the more turrets you put down. So for example a 25% buff in damage for all turrets would be a 75% buff for a guy who runs 3 turrets. However a buff in Toughness/Vitality would only serve to increase the amount of time they spend on the battlefield, which currently, any time above 1 second would be nice. Then turrets would be more about holding a point and serving as just another source of damage that would build up over time. Then the enemy would have to decide between taking damage over time from the turrets, or going after the turrets and letting the engineer do his own thing for a little bit. I’d be fine if people could kill a turret quickly if they focused it for a bit, but they shouldn’t be able to just casually knock out any and all turrets like nobody’s business.
The way I see it, Mesmers have the ability to replace illusions quickly.
Necromancers have numbers and mobility.
Engineers should have Staying power.
I’d support anything to help out the engineer. Not to mention that Turrets are in desperate need of something to make them worthwhile. Although I’d say that they would still need to do something to the turrets themselves to completely fix it, but this type of thing would help too.