Showing Posts For Turu.1728:
Honestly guys, as a turreteer player since long before the bug fixes and ‘buff’ patch, I’m very strong while on a point, but very weak if ranged out. A meteor shower+lava font can destroy all of my turrets and without them I’m just a pew-pewing annoying bee, a warrior with stability on and a good focused hammer burst + explosive shot can do as much, or a ranger with LB at 1500 range can easily choose between killing every single turret I have while I cannot do a thing about it, or just luring me down and forcing me to leave the point.
It’s true that against some classes in a 1v1 scenario I’m almost unbeatable due to the enormous area control turrets apply, but I’m just as much screwed against other professions.
I don’t want to say it’s a L2P problem, because it’s a superficial answer, but if a insert a random class here walks directly into my 3 turrets + supply crate ones, taking a huge amount of direct damage + conditions while being stunned/dazed/blinded/knocked back/knocked down/launched/blocked/interrupted, it’s his own incapability of formulating a good strategy against a point holder, not a ‘turrets are op’ issue.
So, in conclusion, if a thief scouts a turret engineer at his close points, the right thing to do isn’t shadowstepping to his unavoidable death inside the turret forest, but shifting to mid or far and sending an appropriate class to dispatch him.
That’s teamwork, you know, and isn’t an AI problem.