Some more ideas.
As an idea for a source of stability, I have three ideas, each revolving around the seldom-used turrets.
1. An entirely new turret that pulses stability.
2. Make an old turret, such as the Thumper Turret, pulse stability.
3. Or, my idea. You could create a new trait that buffs turrets.
My idea was that you could create a trait that causes all turrets to pulse stability to nearby allies. Because turrets are already extremely fragile, I fail to see how this would be overpowered. It would bring refreshing new gameplay to Engineer PvP and grant him the powerful pointholding he currently lacks, while simultaneously making turrets a much more valuable asset to the team rather than tiny ticks of damage that even the squishiest thief wouldn’t notice. It could be 30 in Inventions, to finally give people a reason to spec 30 in that traitline…I feel as if almost every major trait in that line is completely useless…Most of them are barely noticeable passives, like “reduce damage by 5% when endurance is full.” I’d be happy to see any new traits that buff skill lines or kitswapping rather than incredibly boring passives. Throw out a minefield below X hp, reduce damage by 5%, increase damage by 5%. These are all boring. Maybe useful, but pretty boring.
Anyways, back on turrets: At least make turrets scale with power. They already scale with condition damage. They truly aren’t overpowered in any way in high level PvE or PvP, and they’re fragile on top of that. I know Anet probably wanted to have turrets not do all the work for you to prevent PvE afkers, but right now, the turrets don’t do ANY of the work for you. Currently, out of all the utility turrets, I only use rocket turret for the decent damage and command knockdown. If I ever use any other turrets, it’s because I’m building a crappy build just for fun and wishing turrets were good.
Also, turrets are typically more useful when exploded than when actually up. You can trait them to knock back, and they do flat ~1800 damage irrespective of your Power. Personally, I would make turret knockback base functionality just because turrets are currently so awful.
And finally, on Turrets, the Mortar is completely useless in PvP and general PvE compared to the other elites. Believe me, I’ve tried to make it work. It isn’t affected by your stats at all, not condition damage, power, condition duration, or healing power. The tooltips on the respective skills change, but the actual numbers when you fire the thing are always the same. The Mortar can’t crit, the knockback is on a gigantic spread and unreliable, with a huge cooldown. The heal would be good…if it scaled with healing power. Everything does mediocre damage, and the caltrops calculate damage based on zero condition damage. The 10s Frost Field is the only redeeming aspect of the elite, and I’m not going to take an elite just for that one condition that can be removed. MAYBE it has a niche use in WvW siege, but please, don’t make us the kittened class that has only two usable elites and then one we can sometimes use in just one aspect of the game. Don’t even forget, that if you try to use it in WvW, it can be instantly killed by other enemies with range, because it only has 1400 range and is incredibly easy to break.
And on the topic of the range…why the hell does it have a shorter range than traited grenades? A small cannon has less range than my throwing arm? I would not complain about this elite at all if you just gave it 5000 range. It wouldn’t be powerful, but it would have extreme ranged support, and it would be possible to provide small support on distant points in PvP and WvW. Apparently, the Elite Supplies trait doesn’t even affect this elite yet, and some turret traits affect this while others don’t. Please clarify trait descriptions and give us more interesting traits. We’re the engineers, after all. We leap into the air like crazy idiots and drink elixirs of questionable origin. We shouldn’t have such stagnant traits.
(edited by Aegael.6938)