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Engineer serious discussions (Turret and all)

in Engineer

Posted by: Chash.7961

Chash.7961

Some changes that I thought of: (Healing turrets may be excluded)
- Fix the bugs...there are too many of them
- Make the ground targeting turrets drop down able to stun in the traits like the elite.
i.e. Stun for 1 sec if it hits with that small radius with a internal cooldown of 15 - 20 sec to prevent spamming
- Rocket turret new toolbelt is nice looking but at max range who are you going to hit? You need some insane foresight to land it (3-4 sec to land? I did not count)
- Alternative to above, change a trait where droping a turret down would create an effect similar to Kit refinement.
i.e. Flame turrets gives might or creates a fire field?
That would provide turrets with some support
- Give us a way to make the immobile, mobile
i.e. If you pick up a dropped turret it should be a significant reduction to cool down (Healing turret is fine)...We went to pick it back up and not hit F1-F4 (15 sec sounds good?)
If it blows up, our fault as long as it can take at least 1 AoE from bosses
- Overcharge effect seem "meeehh", given it is a second skill on top of another one
My thoughts, make it pack a punch but be 1 time trigger (Next shot) and then a long cool down so now we will have to think before using it.
But triggering it reset the shot timer so we know we got it off.
- Make turrets viable for all builds (Knight, Berseker, Carrion, etc), aka Condition and Pure damage
- No traits to lower the cool down of turrets?
- Turret traits need to be reworked or changed, see above for ideas or insert your own.
- There are more I am sure so include yours!

How to actually fix the turrets, I honestly do not know. How do you balance a unique mechanic with no base line (Trial and error is my best bet)
I may have missed major points and that it natural. I wrote this on a whim.

Feel free to pitch in some ideas. We can make things happen...Hopefully
I am trying to be a objective as possible without saying "Hey make Engi OP"

Let do a detailed analysis of where turrets/Engis are so Anet can make informed decisions on what is the next major issue.
Lets all help our dedicated Engi community!

"Coming together is a beginning.
Keeping together is progress.
Working together is success."
- Henry Ford

Lets make this happen

Cheers to all
~Cxash

Engineer serious discussions (Turret and all)

in Engineer

Posted by: Chash.7961

Chash.7961

I would like to say that the following is MY opinion and my own.
Some may agree and some may disagree and this will create the basis of a discussion.
This is also my first post, I do apologise for typos (Grammar kittens) and for what I have not read that may have already been covered.

First off be grateful to Anet for releasing content every 2 weeks, that is more than any MMO so we know they are working hard.
Balances are always needed so do not demand a change, if it is broken put down the time to explain your reasoning and if it is, it will be fixed…eventually

Now, let’s get started.

Why we as Engineer should stop comparing.
-Illusions and Phantasms are the core of mesmers, they are what makes the mesmer a mesmer.
-Illusions are short cooldown and single target burst (Not accounting for AoE damage)
-Minions are what make necromancers necro
-Minions are long cooldown allies that will follow you anywhere (even in death “Again”)
Their damage is mediocre at best from seeing my brother’s Necro (I do not have a necro) but they are meat shields

Following that reasoning, Turrets should be unique to engineers and there is nothing similar in the game.
I do not want my turret to be single use then boom(Remember folks, these are my opinions) but turrets need some change

Why I believe turrets need a major redesign.
-Guild wars 2 is a highly mobile game hence why mobility and dodge managements are important in PvP
-Nothing in the game is static except for turrets
-Not enough health to warrant being static
-In usual PvE turret will only be effective for the first shot against small targets before you have to pick it up again or blow it up
Against bosses with AoE…need I say more here?
-There are more… I am not listing them all

Now there are counter arguments for each of these the most used one will be:
“Place them well”
I agree good placement will be key to playing turrets but not in their current state.
Why?
Let’s start in PvE: Good placement usually means out of reach. Now out of reach of Bosses will usually mean the turret won’t be in reach of the boss either.
Against small regular mobs placement does not really matter.
Now in PvP and WvW: Any competent player if he sees an Engi bunkered behind turrets will either AoE or flat out not engage (Unless you are a Warrior/Guardian, then power to you!)
And frankly if you are running turrets in sPvP you are asking to get destroyed and picked on (Here I mean full utility turrets)

I can’t objectively offer solutions to the problems as I main an Engi with over 1200 hours on it and not once have I had a turrets build (Not saying I did not try)
but changes that should not be made are:
-Increase turret range to over 1200
-Buff damage to the point of being equal to another player
Pretty sure they were not the answer for Anet anyways.

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