(edited by Nokrum.4691)
Showing Posts For Nokrum.4691:
Hipfire looks so cool. Dont understand all the complaints. Fits perfectly in my oponion
When the engineers fear the nerf, there is tyranny. When the nerf fears the engineers, there is liberty. /Thomas Jefferson – third President of the United States
much love to you guys. good news
Yeah turret engineer = free kill, how’s that good game design?
I actually know the answer to this though. The turrets are the way they are because of spvp. If they make turrets too strong, then engineers would have the advantage defending points. So engineers in the rest of the game have to suffer, because of spvp.
confusion works different in pve and pvp. could be the same for turrets health. the problem getting this balanced is something im aware of. but is has been done fine with confusion. i dont really see a problem here
maybe you can support your turrets (shouldnt it be exactly the opposite way ?) with a rifle . but what if you want to play with p/s p/p ?! i think they should be treated and seen and used as a support to our own firepower. i dont drop them and want to find me in the place having no time to do other things then keeping the mobs away and holding them alive. they should help us. should be a serious harm and threat for foes. not something you can ignore. they have a range – foes can leave this range. and thats good. but in terms of being a threat- that should be compensated by higher base damage – or , which would be better in my opinion – by a low cd when picked up and way more damage reduction on them via trait. ONLY A LIVING TURRET IS A HARM. it is a threat. But is has to be able to be that. Dropping an AoE and just kill / counter my COMPLETE class mechanic as a turret engineer is not really the way this should work. Only dropped turrets, which are holding strong – do have the potential to put pressure on my enemy or make him rethink attacking me and my mechanical firepower army. for right now it is just a “meh turrets – arcane blast” blink-of-an-eye army.
Could be fixed by making them vulnarable to AoE attacks. would help in pve and pvp. they could still be destroyed by focus damage. Maybe via trait like metal plating “60% less dmg and immune to AoE” i would prefer just way more base HP
every time when i am not playing the engineer and i meet one on the battlefield of W3 – i dont have the feeling i have to be frightened of the turrets. And that bothers me, too.
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And for the healing turret – i would highly appreciate it if, if the turret is deployed, it sends its big heal every 40 seconds to the engineer – not the whole party. this way it could be a really good support. right now its either a support for group regen or a self heal. but if deployed for 2 minutes in a boss fight or wvw fight – the engi has no option to get his big heal for himself.
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hm, 60% less damage taken AND 50% CD Reduce when picked up, combined in same trait, would help a lot and should be easy to fix ?!
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I wish the toolbelt skills for some of the turrets (rocket and thumper really) were lower on the base, they seem way too high for what they do.
yep, absolutely. well, a) toolbelt skills cd lowered or b) add an effect, like 1 sec knockdown on Rocket tb skill or maybe just interrupt or 2 sec burning. as the Rocket Turret inflicts both of the effects anyways
Deployable Turrets only works 25% of the way in PvE.
Can u describe in which way this trait doesnt work ? i´ve testet it right now and i cant figure out why it should not work. Could deploy them wherever i wanted
downstate ability #1 does bleed chill and weakness.
30% less damage would make alot if they would scale with players vitality. Appreciate the replies
omg tell me about it! I just had it happen to me and I’m PVE tankcat specced. WE got overwhelmed at this event in one of the camps in orr (explains why they are taken over there was me and one other guy)
I couldn’t keep myself up with 15 mobs at once and they kept pulling me around all over (we really REALLY need a stability buff! seriously, one that’s not an elite skill!)
would fit perfectly in Super speed from slick shoes. Could be so much <3 when super speed grants stability and removes cripple , chill and immo
Hey guys,
Im reading in the Engi forum section nearly every day.
Im aware of all those whiny and/or offensive posts as it comes to turrets and people who try to point out the issues/problems a player has when he wants to use them ( efficiently).
I dont want this post to be another emotional one and i will give my best to write down some ideas i have about the turrets which may help that you ( as a player) or the devs (if they read this) could catch up. As far as i can imagine, its all about communication and helping hands when it comes to an mmo and its progession of just getting better and dish out the problems. So, first of all, english i not my native language, so you may excuse wrong grammar.
For me, the engi is an awesome class. i really love the huge different set ups and the different playstyle experiences we as a player can enjoy, But when it comes down to using turrets, its a bit frustrating in terms of enjoying it.
We have traits that improve our turrets and i think these traits are fine. Some may not agree but i will detail my sight of view which is not about a pve or pvp. its about basic issues with turrets that reduce the enjoying side using or even equipping them.
The Cooldowns.
All our Turret Cooldowns – apart of healing turret and maybe net turret – are way to high. espacially when it comes to internal cds when overcharging them and of course when deploying them. The Rocket turret and Thumper is a good example for this.
We can deploy it once every 60 sec when it is destroyed, the cd will be lower if we pick it up but it still is way to high in a game where it is all about movement and go to another spot ( in terms of running through a dungeon in pve and terms of pvp while getting to another spot. the range and fire rate of our turrets is great as it is.
For example – it we deploy our rocket turret, fight a mob or player, pick it up and move on – we have one of our main dmg and cc turrets on cd for nearly the next minute. If the turret gets destroyed i am willing to accept that in matter of game balancing. we shouldnt be able to pop out a dmg ability every 15 seconds if our enemy (again – mob or player – doesnt matter) destroyed it.
BUT – if we have picked it up, so, saved it – the cd for deploying again should at least be dropped by 50% secs or to 15sec.. Same for the overcharge cds on the turrets when picked up.
It is for the healing turret. and its not imbalanced in any situation in the game – let it be pve or pvp. So may it be imbalanced if this would be the same on our other turrets. ? i dont think so and if i am missing a point please let me know.
To go on. May it be possible to add Turret recharge time via traitline – maybe expanding the trait that increases the turret health by 30% by recharging the turrets 50% faster when the player picks them up ?
Its so annoying to fight a mob or player , move on and straight into the next battle without ur utility spells for nearly a minute.
To prevent folks that argument in a way like “what about class xy that has a 40 or 50 sec dmg utility skill?” well, your spell cant be destroyed. maybe it can be blocked, dodged or absorbed but this can be done to our turret projectiles ( net / rocket/ thumper also) but these turrets can be destroyed. And thats good. They need to be.
Wouldnt it be fine and better if our turrets had no gobal cooldown when we deploy them ? i mean – if an engi wnats to drop lets say – 3 turrets – he had 3 seconds where he can do nothing. 3 seconds of been attacked, 3 seconds of no dmg done or prevent taken. Our toolbelt skills have no gcd, i think it wouldnt be imbalanced if deploying turrets would also have no cd. missing a point again ?
The life or our turrets is not imbalanced. We even can make them tougher for another 30% via trait. good. missing recharge time decrease ? yes. missing scale with players vitality stat – maybe ?
I appreciate every comment or other opinions. Give me some feedback to my ideas or just set up new ones.
So, wall of text for just a few point that would be great
*turrets recharge time lowered by trait only when picked up
*turrets life scale with players vitality stat by xy amount of %
*remove gcd when deploying turrets.
- invulnerable turrets while they are overcharged ?!
turrets are a loveable and enjoyable designed mechanic and its so dissapointing that we cant use this mechanic in a way we could. Full turret engineer. i would love that idea.
have a nice day
Nok
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Hello, im running a nice build that i ever come back to when it comes to wvw.
it offers a good amount of survivability and control. And, thanks to the rifle – good averall dmg.
You can change Elixir S if you want, sometimes im using C or R instead.
The Tool Kit is only for blocking burst opening damage from Thieves or Warriors, and pull back enemies when they run away.
Im wearing full Berserk Am, Rings and Earrings, the rest of my Gear is Knights Gear with Centaur Runes.
English is not my native language – sry
Overall im doing fine. Only Mesmer is and i guess, will ever be a nightmare .
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Metal Plating isnt worth it. turrets will still go down to quickly. just try both
…should just work as the #4 on EG. easy change – happy engi community <3
just figured out today that if ur running heal turret and thumper turret, ur able to support and selfheal for huge amounts. first cast regenerating mist and combine that with shockwave ( both toolbelt skills ) for regen and aoe heal, then or if needed deploy heal turret and detonate it for selfheal from deplroying and another aoe heal + regen. we we´re running wvwvw today, 2 engis and both heal and thumper turret. was amazing fun while capturing points in 2vs4 situations
huge healings <3
btw just figured out today that if ur running heal turret and thumper turret, ur able to support and selfheal for huge amounts. first cast regenerating mist and combine that with shockwave ( both toolbelt skills ) for regen and aoe heal, then or if needed deploy heal turret and detonate it for selfheal from deplroying and another aoe heal + regen. we we´re running wvwvw today, 2 engis and both heal and thumper turret. was amazing fun while capturing points in 2vs4 situations
huge healings <3
(edited by Nokrum.4691)
BTW i have a question about Backpack Regenerator. Seems that it does not work atm. I just dont get regen when using / swapping to Medkit or EG. Anyone else noticed ?
it doesnt actually show as a regen buff it does work tho- just take falling damage and watch the ticks. 125 heal a sec doesnt sound much but thats 7500 per minute passive heal
Also super elixir you can cure your own conditions by firing through the field – AS long as you are close to your target
AHHH, Thanks
Just PBR, Elixir B +R or Slick Shoes. And im really disappointed about having no Stun Breaker on SS. Especially because it would be a perfect fit in to its TB Skill. Needless to say that the more different opinions or player views on engi i read/hear, the more i learn. Just <3 this class.
OP isnt at max, so he will switch around his build so many times.
nonkit elixir+gadget engi disagreed here
yep you have to throw it. ever thought about PBR ? I like it for its TB Cripple and Knockback, Saved my Life some times and gave me some time to breath
BTW i have a question about Backpack Regenerator. Seems that it does not work atm. I just dont get regen when using / swapping to Medkit or EG. Anyone else noticed ?
A Stun breaker.
Elixir R is a good choice.
<3 the AoE Revive on Toss. In PvE for self revive and for support
“Slick Shoes” or its Tool Belt Skill “Super Speed” should get a cripple removal. Thats all. No Stunbreaker or anything, just a better way to play an Gadget Engi.
Why ? Cause it fits in perfectly and would still be well balanced cause of the high CD even if Gadget CDs are traited.
Just my 2 cents.
Cause Gadgets are really really cool, and i really miss it in this Utility. from the heart. <3 BTW Sry for the not so perfect English.