I think you should be able to summon any char on your own account as a mini. However I’m a bit uncertain because if your character looks particularly kitten, than what is the point of ever having another mini out?
I think the suggestion is more towards; “When you obtain a rune and use it, make it bound to that character. No longer does it go straight into a piece of armor, but instead goes into something like a rune/sigil interface. You can unlock up to 6 runes of the same type per character, and use them as you need without the inventory space ((again, think of things like the dye system, unlock a dye – use it whenever you want on that character))” If not, this is certainly what I’m looking for.
OP can’t seem to do much, they can’t even counter stealth mechanic.
Being detected upon hit would only make sense if they buffed stealth in other ways (such as longer durations). Otherwise you’re suggesting that stealth never work again in general. What’s the point in even having close combat as a Thief if every greatsword wielding thug with a single finger on their hand can just press any one of their massive AoE skills and discover the thief immediately? Oh he stealthed? Here let me swing my sword around once because of its huge arch and I’ll find him in .25 seconds!
Sorry OP, your inability to counter stealth doesn’t mean its OP, it means you’re dumb.
But there are no white/blue items in SPvP, all the gears are exotic.
My suggestion would be to have an NPC (such as a Gear-Smasher) that you just double click items on that you want to send for bulk smashing. Instead of using PVP salvage kits, you would just pay a small glory fee per item and it would smash everything at once. This way the only things being salvaged were items you sent into it.
Oh, also plugging my original thread for this request forever ago;
Feel free to necro it if you want!
I’ve always wanted to see things more like the Materia from FF7 implemented. I have a similar idea I’m working on submitting for reworking the trait system to be more fun/intuitive. However, I agree entirely with your idea, we should have the runes/sigils separate from the armor/weapons to make the playstyle of the character more modular/customizable.
Maybe like dyes! Unlock it once, and you just change it out as you want.
They already do this depending on the area. I think they do it after people submit reports for those areas in game though. There was a spot in Metrica Province (an Inquest lab) where the mobs were spawning as soon as you killed them. After players reported it (again, using in game bug report tool) they corrected the respawn rate for that area.
And in the fights like TA Wurm where you can set & forget and just hide behind an object due to the boss being immobile? There are too many of these situations where its easy to exploit invulnerable pets.
Sorry OP, you CLEARLY have never actually played as a Thief. Stealth is weak-sauce as it is right now, and could only use improvements over anything.
As stealth is right now, its short duration, only provides benefits when heavily traited, and already has a cooldown associated with it wearing off. It also breaks on hits, does not mitigate damage, and does not give anything more than access to a stealth #1 skill (which is weaker than most standard weapon skills anyways). It’s only real use is getting away from the enemy.
My recommendation is to provide at least one mid-length stealth skill (20 second duration), and thats it. Everything else about stealth should stay as it is unless devs decide it needs to be better at something.
In all honesty though, you need to invest a lot of time into a stealth character to understand its not as OP as you think. You’re just bad at countering it.
I love this idea, and have +1’d it many times. I want to have my map and stuff up on my second monitor. nod
I agree with the idea, but I disagree with the name! I don’t need anyone superseding my authority!
I agree with most of this, so I’ll +1 it. I don’t think Linux support means much, you don’t game on Linux. However, account bound dyes, guild houses (OR GUILD AIRSHIPS AMIRITE?) and Build templates are things I’ve been waiting for!
Can’t +1 this enough. I want to have access to mini’s on the road. It would make them more valuable and iconic as well. Also sucks when you auto-deposit them back into the bank (invis bags are annoying anyways).
I disagree. Auto-moving has a negative impact on the community, and people often do a set-it-and-forget-it strategy where they are allowed to ignore all the beauty and social aspects of the game in favor of convenience and laziness. And as others have said, this would be super-stupid in WvW and SPvP since it just makes you an easy to kill target. Stop auto-pilot when attacked? Sure, now you can just be killed while afk, why not.
No thanks.
I like this idea. Why go through all the work to make a legendary (WHICH IS A LOT OF FRIGGIN WORK), and then have it restricted to a single character? This game isn’t supposed to be about setting up a single character, otherwise they wouldn’t give you so many races/classes/character slots to play with. We’ve done the work, let us show it off!
I would like to add to this, and say that I agree. They had, originally before launch – as per Kristen Perry, decided to make them character bound instead of account bound. This limited their ability to become a completion item for players who just wanted to collect all the dyes. I like the idea of collecting them, and will support them becoming account-bound at any given chance.
I would like to see this option as well. It’s far too often that enemy players will refuse to finish you off, knowing that you having to wait for your ticker to go down is a drawback more than just the respawn timer itself. It’s even worse when enemy players will leave, you try to bring yourself back up, and they just wait til you’ve wasted 15+ seconds trying to heal and they come and knock you back down again without finishing. It’s as if you’re only option is either to give up and stop doing anything, or be bullied by an enemy player that just wants to kitten you off.
I like this idea, and I would like to add;
For the buy-orders section of the TP, I would like an option to set a “max bid” I’m willing to allow for items, not to be exceeded. I’ve been trying to get a Colossus for months, but everytime I put in some buy orders for rare hammers, someone decides to 1 up me by a single copper just so I don’t get any. I would like to be able to set a buy-limit of like.. +2 silver per item, that way if someone over-bids me, my bid can be automatically adjusted as needed without me having to pull down all my buy-orders and relist them!
I disagree with this suggestion. On two occasions, even with the dialog, I’ve managed to salvage nice items that I didn’t want to – for people like me (stupid people), removing this confirmation could be horrible. It’s ultimately a very minor inconvenience for those of you that just want to salvage anything. Play it safe, even if it is only for the safety of others.
Bump. I’m not colorblind and some of the stuff in game is STILL hard to see, especially the faint-white outlines and the dull-red ones.
I don’t like to use a slipper slope argument, but this could be a potential catastrophic failure. I think there are better ideas, such as getting rid of karma consumables altogether and turning them into straight-out karma rewards.
I’m sorry you fail to see that people like playing a game with set rules in place for a valid reason. What you’re suggesting is not only stupid, but not thought out, and completely irresponsible. WvW isn’t supposed to be a game decided by who wants to spend the most money on useless WvW guesting items. The victor is not to be decided by how best to be an kitten. It is not to be won through simple. kittened. means.
A suggestion that makes sense? I think you do not know what that word means.
I have to disagree. Things like turrets can be set-forget. What’s the point of even having boss encounters if I can just throw out a swarm of invincible turrets and leave the room?
…
If you don’t mind me asking… what pants are those? ;p
Aetherblade Heavy pants (gemstore)
I love knockbacks/launches, and I wanted to use a hammer. Warrior knockback is a pitiful distance… Also, I wanted to shield stuff from treb attacks in WvW with Sanctuary, but I hear that doesn’t work anymore :S
“We plan on doing kitten like this all the time! Remember when we told you things you shouldn’t expect to see this year? PSYKE!”
1. Chronomancer, Dragoon, Bard, Golemancer classes have been implemented
2. New playable races; Tengu & Largos!
3. 2 new skill types (4 skills each) for all classes
4. All new weapons! Greataxe, spear (land), Musical Instruments, Katars, Fist/Knuckles
BWHAHAHAHA sobs
+1, pay attention to this ANet!
Suggestion: Make it so we can flip the gears positions.
Reason: There are a lot of asymmetrical gears in the game, it would be nice to choose which way they were aligned on our bodies.
Thanks,
-LoreChief
I want to start this off by saying I’m one of the folks who haven’t been able to complete the Liadri fight yet.
I would like to also state though, that this is not due to the intention of the devs in the difficulty of the fight. I believe that there are other factors that have lead to the hardships a lot of players face that are not directly related to their skill.
1. Orbs are indestructible to ranged characters. Often times they spawn on the opposite side of the arena, and due to them being un-rangeable, they become one of the few things in this game that can’t be properly dodged. For some of us this is a crap-shoot. 50/50 chance in this situation that where the unreachable orb spawns will also be a dark beam field to insta-kill us.
2. The dark beam fields are very hard to see when they are charged up. Because of the close-proximity of the camera the entire fight, you can’t tell if you’re in a field or next to a field. The faintly-red aura on the ground is incredibly difficult to make out, even if you’re not color blind. When you’re standing in it (or not), you can’t see the entire area, so you can’t even tell if you’re about to get nuked.
3. Speaking of the camera. The arena walls make our ability to see what’s in our surroundings ridiculously impossible. Often times you’ll be standing next to a light-field trying to drag in the horrendously slow shadows, only to get killed by one that spawned directly next to you that you couldn’t see because the camera wanted to focus on your shoulderblades instead. I would much rather take the chance of falling out of an un-walled arena, than to continue being oppressed by the poor camera control it gives me with walls.
4. Some classes just aren’t suited for this fight. As a Thief I have trouble being effective AND having over 14k health. Yet no matter how many dodges and teleports I have available, the biggest threat to me in this fight is the necro-hands that hit me even when they don’t hit me. Running at full speed? They hit me. Running slowly, they hit me. Changing directions after it’s fired? Still hits me. I only have so much HP, and unlike guardiands/warriors running around with 20k-24k health, it only takes a few necro hands before I’m down for the count.
Anyways, sort of a rant, complaint and suggestions. Please don’t call us unskilled just because we can’t beat the liadri fight. We probably could if not for some of the inherent shortcomings of the game, such as its poor field visibility coloration or kitten y camera.
Thanks,
-Lore
I know that what happens in the Mystic Forge is all mysterious and such, but this is not where babies come from. :-P
Miniature King Logan.
ahem
Pregnant Queen Jennah – and Consort to the Queen, Logan.
Here’s my thinking;
I like Juggernaut, and will put it on my Guardian. Therefore if I got a legendary sword I would put it on my mesmer.
Motions in general trigger the cool effects of Sunrise/Twilight, and iirc, the phantasmal berserker also wears the legendary right? Or wrong? It would show the effect if it did at least.
People on the forums will whine that anet made a zone dedicated to people who just like JP’s.
“How about those of us who hate JP’s?” they will say
I don’t think that is a valid reason. That’s like saying “they made a hub for fractals which is specifically for people who want to run dungeons!” or “they made Heart of the Mists which is specifically for people who like SPvP!” – and then using it as an excuse to not have it.
1. Sounds like it should be in the suggestion forum rather than here
2. Not a bad idea, however I’m not sure how it would implement. Seems a lot of queuing for something already available in open world. It would also spread population even more.
3. Would these be new and exclusive JPs, or existing JPs?
Oh its definitely a suggestion I want to submit, but I wanted to flesh out the idea a bit more with other players input. By my description, we don’t have this available in the world so far. Competitive JP’s (which don’t involve killing each other), actual races, an appropriate reward system for the activity, etc, would be a new situation. Currently we just have the open world JP’s which according to ANet people aren’t that interested in. Probably because their irrelevant rewards, the annoyance of getting to them, and the practical impossibility of setting up any sort of racing event around them.
There would probably be room for exclusive JP’s, but the original intent was just to make all the numerous JP’s we currently have available – in a non-skill/trait environment.
To expand the idea to a more functional and realistic level, I’d like to see Activity lobbies. Not necessarily with all the competitive tools that sPvP has, but the lobbies where players and/or guilds can organize teams and just kind of hang out in it. Rotating maps is fine, or even being limited to the planned activity rotation would be fine. Maybe allow people to convert custom arenas to Activities instead of providing them by default.
Now, within those Activities, I certainly wouldn’t mind more things like Sanctum Sprint or the Mad King’s Clocktower…
I could see a lobby/hub for mini-games and JP’s mixed, but I think the cities/maps themselves should be the lobbies for organizing parties. I wouldn’t want to see JP’s get mixed into HoM, because the Mists are for battle – and also technically where WvW takes place. Something themed more to mini-games and JP’s would be preferable, and wouldn’t result in overflows at HoM.
So we have mini-games, and we have SPvP.
SPvP gets Heart of the Mists. How about something specifically for Jumping Puzzles? I’m talking a little zone that queues you into a random jumping puzzle with other people. Instead of traditional player-vs-player where you try to kill each other, you instead race each other to the end of a JP. This would be a great way to introduce new JP’s, and there are even some variations of my idea below;
1. Completing a JP on any character on your account “unlocks” the JP in the hub. If a score of people queue for random JP and you do not have the JP unlocked that they are inside, you will be told in the interface that you cannot do the current JP until it is unlocked (name of the JP will be included in this message)
2. Skills and traits do not apply to JP’s in this fashion, that way everyone is on equal footing.
3. Titles and Jumping Puzzle-themed armor skins (things that make you look more aerodynamic or something) are the reward for doing the challenges
4. Weekly “Jumping Puzzle Tournaments” where players complete 5 random JP’s in a row, with the top 3 places chosen the same way it would in Mario Kart.
5. The JP hub itself is a training ground for JP’s. You can wander around it and practice on a number of different JP mechanics you’ll see in the puzzles themselves, such as strong-winds, disappearing platforms, etc.
I think this would be a great way to introduce new JP’s, keep track of completed JP’s (out in the world), get people interested in doing more JP’s, and reward people for doing great in JP’s. I personally love JP’s and am disappointed to hear from ANet that they will be prioritizing them far less than they currently do in the future because players “don’t show enough interest”.
Thoughts?
EDIT: Added in #5.
I’m just saying that the drop rate doesn’t feel like it’s actually 1/50. I only have my own anecdotal evidence to go off of really, but 375+ chests (as of today) is abysmally low. It seems like the 1/50 statistic is not correct, or not working as intended.
Hi everyone, I wanted to call attention to something I’ve noticed about SAB. I’ll explain below.
I have three accounts I’ve been playing for this event, two of them belong to family whom are unable to do the event due to it causing them to be nauseous & headached. My account personally has 10 characters, theirs have 5/6 respectively.
I do the chest events on every character every day, which amounts to 63 boss chests per day. I’ve been doing this since last Monday, which means I’ve opened about 378 chests in total. Of these chests, I have received 3 skins (1 greatsword, 2 shield), and I got all 3 of these on Monday (one per account). Since then, I have not had the fortune of finding even one new skin since. So out of 315 other boss chest opens, I have found 0 skins.
By Josh Foreman’s stats, I should have found somewhere in the ballpark of 6 additional skins. I realize that “1 in 50 chance” does not mean I’ll get one just because I open 50 chances. Statistically it’s possible that I’ll never get a skin drop, obviously since that’s how probability works. However, with them having failed implementations of boss chests in the past (dungeon chests and dragon chests accidentally configured to be affected by diminishing returns for loot), it raises the question to whether or not they might have accidentally done it yet again.
I consider myself insanely lucky that I was able to get 3 skin drops on 3 accounts the first full day of the event, but I’m completely confused as to whether that shivved my chances for the unforseeable future due to diminishing returns.
Just some food for thought, and possibly a request from Josh Foreman to make sure that it’s not happening this way…
Thanks for reading!
-LoreChief
I’ve got a GeForce GTX 550ti running driver version 9.18.13.1422. I’ve tested this on/off and turning off Aero results in screen tearing, keeping Aero on does not result in screen tearing.
Unfortunately I want Aero turned off though, because without the screen tearing, I gain about 5-6 FPS with it disabled.
Please fix.
I’ve just started having a tearing issue today. I’ve not changed my GPU or in-game settings, but regardless of whether V-Sync is on or not, I’m seeing a large amount of noticeable tearing.
I’ve been maxed out on bank slots for about 4 months now. I want more bank slots – but I can’t get anymore because you won’t sell me anymore!
Why? Why don’t you want my money!?
Sincerely,
-People who like to keep stuff.
Hey everyone, I just wanted to cover all my bases here… are there any helms for female norn heavy armor wearers OTHER THAN the HoM reward one, that actually are a helm + hair? So far from what I can tell, every single helm hides hair….
Thanks!
Just give us Speedy’s shortbow for a weapon set, full of gadgety arrows like lightning fields and such.
@Aristio: I thought having a rig-shop would be a fun added bonus for playing Engineer personally, and would also be a good way for players to test a turret without changing it a minute later, and actually learning how the different styles could work.
@Kamahl: I don’t play a ranger, so I’m not 100% on this, but is the problem with ranger pets that they don’t attack what you tell them to?
I’ve always kind of wished personally that they’d split the Engi up into two classes, Engineer & Commando; give the non-engineer skills to the commando, and put them in heavy armor, leave the engineer in medium but replace all our now-missing skills with stuff that actually sounds like something an engi would use.
So how about this; turret has no direct target ability, but instead keeps F2, F3 (defensive and offensive moves) as well as movement. For targetting, it will simply only attack whatever it is we’re attacking?
EDIT: This would remove the similarity to ranger in that we have the same F1 key. Then all 3 remaining mechanic skills are different from what Ranger has.
I think the biggest thing that will be hard to change, is not the mobility – but the fact that what turrets suffer from the most right now is our inability to tell them what to target. Seems to be a great oversight even for a NON-Asuran engineer.. to have a turret that shoots dirt mounds or dead corpses. I feel the only solution to it will be the same as the one the Ranger has, in that there is an “attack this” button, or it would be like a mesmer shatter command, “fight this and go on cooldown for 10 seconds”.
Passive Attribute: You can only have one of these
1. Red Shells: Everytime you activate an offensive or defensive turret ability, your turrets next attack will inflict 5s of burning.
2. Blue Chassis: Your turret emits a regenerating mist every 15s which lasts for 5s and effects surrounding allies (and itself).
3. Yellow Battery: If your turret dies, it explodes in an area dealing burning and knockback to nearby enemies.
Key changes required to Engineers:
1. Tool belt skills will need to go away, as there will be too many class mechanics on one bar. However, I don’t feel that this would be a problem, since the tool-belt skills exist in their current form to account for the utility skills being eaten up by kits, and the fact that we didn’t have a class mechanic otherwise. This is a benefit, as I’ll state below…
2. Weapon swapping will need to be enabled on engineers! Kit skills will still take up a spot without providing an extra skill. This can be accounted for by allowing engineers to have weapon swapping. This is more important due to the fact that Engineers will now have more..
3. Weapon combinations! We currently have Pistol/Pistol, Rifle, and Pistol/Shield (in addition to kits if used). We need a real, viable, melee option, and I think that will be allowing the following additional weapon combinations to be possible:
* Hammer
* Mace
4. The above weapon skill additions, in conjunction with the configuration possibilities of the redesigned turrets, will allow engineers to spec into a melee build that does not depend on the Wrench skill.
5. The wrench kit has not been accounted for just yet, neither has the missing utility/healing skills as a result of the now missing 5 turrets. Traits, similarly, are also not yet accounted for.
6. Many parts of Engineer are still broken, non-functional, and non-synergetic. We don’t have a wide variety of builds, and some skills are substantially better than others. This redesign does not account for that, and there will still need to be balancing work done all across the board to make this a whole class.
Benefits of the redesign:
1. Engineers will feel more like engineers.
2. Engineers will have more of a connection to their race.
3. Some (if not all) of the pangs of poor weapon choice, weapon combination and weapon skinning should be alleviated by the racial turrets, and non-dependance on kit-skills.
4. Turrets will finally be viable in all situations, not just PvE leveling. This is a result of allowing the player to choose how their turrets will act, as well as allowing them to have a targetting skill.
5. Engineers should find themselves no longer the least popular class to play.
Power vs. Range – 8 varying levels.
Mobility vs. Attack Speed – 8 varying levels.
Defensive attributes – 1 selectable
Offensive attributes – 1 selectable
Passive attributes – 1 selectable
PWR vs. RNG (slider)
Level___Damage__Range___Crit Dmg____Condition
Lvl 1____320_____2000____49.00%_______0
Lvl 2____370_____1800____42.00%_______75
Lvl 3____430_____1600____35.00%_______150
Lvl 4____480_____1400____28.00%_______225
Lvl 5____530_____1200____21.00%_______300
Lvl 6____580_____1000____14.00%_______375
Lvl 7____630_____800_____7.00%________450
Lvl 8____680_____600_____0.00%________525
MOV vs. A-SPD (slider)
Level___Mov Speed___Atk Speed___Offense CD__Defense CD
Lvl 1____150.00%_____1 per 3.1s____CD -49%____CD -0%
Lvl 2____130.00%_____1 per 2.8s____CD -42%____CD -7%
Lvl 3____110.00%_____1 per 2.5s____CD -35%____CD -14%
Lvl 4____90.00%______1 per 2.2s____CD -28%____CD -21%
Lvl 5____70.00%______1 per 1.9s____CD -21%____CD -28%
Lvl 6____50.00%______1 per 1.6s____CD -14%____CD -35%
Lvl 7____25.00%______1 per 1.3s____CD -7%_____CD -42%
Lvl 8____0.00%_______1 per 1.0s____CD -0%_____CD -49%
Defensive Abilities (F2): You can only have one of these
1. Armored Shell (30s cooldown):
Passive (not lost upon skill usage): Turret gains an additional 500 armor
Active: Turret gains 2 stacks of aegis for 5 seconds.
2. Smoke Screen (30s cooldown):
Passive (not lost upon skill usage): Absorbs 10% of damage taken by Engi
Active: Turret sprays blinding gas for 5 seconds (Combo field: Smoke)
3. Space Distortion (30s cooldown):
Passive (not lost upon skill usage): Energy regeneration +25%
Active: Engi teleports 900 range away in random direction
Offensive Abilities (F3): You can only have one of these
1. Sure Shot (30s cooldown):
Passive (not lost upon skill usage): All turret attacks pierce their target
Active: The next turret attack crits for 100% extra damage
2. Rapid Fire (30s cooldown):
Passive (not lost upon skill usage): All turret attacks have a 50% chance to bounce to an adjacent target for 50% damage
Active: Turrets attack speed doubles for 5 seconds
3. Explosive Shells (30s cooldown):
Passive (not lost upon skill usage): Every seventh turret shot dazes the target for .25 seconds
Active: Turrets next attack knocks the enemy down
Hello everyone! It’s been a long time since I posted one of my brainstorming sessions here. I felt inspired though, so I thought I would share my latest rendition of ideas with everyone. Feel free to contribute, or criticize, or flame/bash/what have you.
If you have trouble getting what I wrote here, look at the attached .RTF or ask me for clarification! Thanks ahead of time for reading, it’s quite a lot.
The premise behind these changes is solve multiple issues people have with Engineer;
1. Engineers are unpopular, these changes may result in a short flavor-of-the-month feel at first, but should bring them to standard popularity with other classes.
2. It will resolve some of the image issues behind engineers being non-engineerish
3. It will simplify, yet make more attractive, one of the more underpopular skill trees in game
These changes are designed specifically for turret engineers, to bring about a new class mechanic that is both fun, unique, and intuitive, while iconifying the class as a whole.
Turrets currently exist in the following form;
Healing: Healing Turret
Utility: Rifle, Rocket, Thumper, Net, Flame
Elite: None
By consolidating all turrets into one turret-based class mechanic (inevitibly replacing the tool belt skills), there can be one overall turret available to the engineer at all times, with different customizations (performed at the Turret Workshop, detailed below).
Turrets will be given independant stats from their owner, also customizable in the same manner. The below stat tables indicate level 80 values (scale appropriately for lower levels).
Rules of Turrets:
-They will have a static 25% chance to crit for 10% crit damage by default.
-They will have 0 natural condition damage by default.
-They will have 5000 HP by default.
-They will have 2000 armor by default.
-Their attack speed, movement speed & cooldown reduction is static, and determined by their configuration.
-The look of the turret is determined by the race of the Engineer. It cannot be changed unless the race of the engineer is changed.
-Turrets will follow the engineer unless directed to a specific location or they are out of range
Look and feel:
The turret will resemble a design similar to it’s race of creation. Asuran turrets will be similar to floating golem construction, whereas charr turrets will be closer to a harrier-jet with a rifle mounted on it. Human would resemble a small propeller-driven wind-ship, and I’m not sure about Sylvari or Norn, but they might have designs with borrowed assistance from one of the other races. This is an attempt at making the player relate more to their Engi and their racial choice, which currently only reflects in that all turrets appear to be of Charr design regardless of race.
Turret Interface:
F1 = Attack my target. The turret does not automatically attack a target, you must tell it when to start combat. Alternatively, you can press F1 again to tell it to stop attacking.
F2 = Defensive Skill. This skill is chosen in the turret workshop and consists of both a passive effect as well as an active one.
F3 = Offensive Skill. This skill is chosen in the turret workshop and consists of both a passive effect as well as an active one.
F4 = Assign Turret. This skill will set your turret to stand in a designated area (ground targetting) with a range of 1200. Using it again will recall your turret to your position. Assign turret is on a 30s cooldown.
Healing a turret:
-Your turrets primary source of healing will be out of combat where it will regenerate health in the same manner as a player, ranger pet, or NPC.
-If your turret dies and you are still in combat, you can [F] interact with it to regen it the same way you would a player, ranger pet, or NPC. This will take a shorter amount of time due to significantly decreased turret health as opposed to any of the above examples.
-If your turret dies and you are out of combat, you can either [F] interact as stated above, or it will slowly regenerate over a period of 20 seconds (unless combat starts in which it will stop)
Turret Workshop:
The user will be able to go to a turret workshop, and customize the turret to fit their playstyle. The turret workshop is located in every capital city including Lions Arch, and has a theme designed to it it’s designated city/race. Configuration is done through an intuitive user interface window which is only available at the workshop itself, and allows the user to create what should usually result in a balanced turret situation at all times. The first two parameters listed below are adjusted with sliders that go toward/away from one of the titles or another. The second 3 are selected either via Radio button or Drop-down. The parameters are as follows:
Attachments:
(edited by LoreChief.8391)
This is great news to hear And a confirmation that it does in fact function properly while I’m at work is also good!
Now for the next concerted effort; FIX TURRET TARGETTING!
I wouldn’t even say they need a survivability increase, they just need a “stop firing at the empty dirt pile in the opposite direction” fix.
Just a reminder. Deployable Turrets remains broken after 184 days post-launch.
The issue for anyone that gives a kitten is that the turret trait; Deployable Turrets, does not allow the player to use ground-targeted turrets outside of SPvP. In WvW/PvE, there are only 2 turrets which properly function with the trait – the others are still placed at your feet.
An additional reminder; ANet has not acknowledged this as an issue yet.
This is perhaps the most dynamic, iconic & important trait for any Engineer planning on traiting turrets. It’s not by any means the only issue with turret engi’s, but still a big one.
Thanks all,
-LoreChief