Can we get the ol turret MEGA NERFS fixed already? — Guild Wars 2 Forums
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Can we get the ol turret MEGA NERFS fixed already?

Rezzet.3614Rezzet.3614 Member ✭✭✭
edited January 24, 2020 in Engineer

its been what ? 7 years since turrets got turned unfairly useless
at least explain to us the justification for them being so useless vs everyone else's minions
i will point out why the mega nerf was unfair

heres the factors when the nerf was implemented:

  1. condition+precision was becoming the new meta some smart rare cases ran carrion but most ran rabid gear thus most the complaints came from this players because turrets were uncritable and imune to condi wich hard countered rabid gear entirely
  2. bunker gear was available in pvp and heal scaling was way too high back then so engineers all ran full condi bunker with cc spam and turrets

    the nerf:

  3. Turrets had their armor removed
  4. turrets had their 50% damage resistance trait removed
  5. turrets became vulnerable to crit and conditions
  6. bunker gear got removed
  7. heal scaling got lowered by about 50%
  8. turret overcharge got removed

the problem :
1. turrets not only became vulnerable to crits and conditions they lost the flat 50% damage resistance
2. also lost the 20-25% damage reduction from armor
3. turrets were not compensated in anyway to make up for the nerf
4. turrets had their overcharges removed
5. turrets are outdated and useless for the most part , flame turret only applies 2s burn thus it applies no pressure BECAUSE DEVS FORGOT THEY REWORKED THE BURN CONDITION from Duration Stacking into INTENSITY Stacking , the overcharge is nice but useless cuz it only happens once, rifle turret and rocket turrets are about the only balanced turrets thumper turret needs 120 more radius if you ask me
(give the last 120 radius 50% less damage and cripple duration)
6. supply drop is useless because of how frail turrets are as well as how laughably weak they are offensively
(maybe give it more turrets and wider radius , another rifle turret and a thumper would be nice , that way if enemy ignores them they take decent damage or if they stay in the zone they get crippled to oblivion .)

elite specs blow them out of the water anyways
and because of power creep+ bunker nerfs even if turrets were reverted to launch version the engineer would remain squishy as hecc

maybe revamp the turret boon trait give them shorter cooldown shorter boon duration and 10 target limit on 600 radius that way it can properly support team mates specially in wvw where engi is lacking most would be nice givin more than 3 allies protection and retaliation

Comments

  • Kaizoku.1298Kaizoku.1298 Member ✭✭✭

    Just bring back turret explosion knock back please

  • Jugglemonkey.8741Jugglemonkey.8741 Member ✭✭✭✭

    Every time I see threads like this I remember why I stopped playing engi. It's barely the same class that it was in vanilla, and it's frustrating since it had so many cool things going for it at the time.

    Critical Kit, Deadeye.
    “If you find yourself in a fair fight, your tactics suck.” - John Steinbeck

  • Yasai.3549Yasai.3549 Member ✭✭✭✭
    edited January 28, 2020

    They could also combine all Turrets into a Turret kit, and I'm allowed to poop out turrets without having to sacrifice multiple utility slots.

    If I play a stupid build, I deserve to die.
    If I beat people on a stupid build, I deserve to get away with it.

  • Chaith.8256Chaith.8256 Member ✭✭✭✭

    We'll see what happens next month. There's 900 skill changes coming.

    Just my 2c on it: We need serious functionality reworks on Turrets before they can be un-nerfed.

    Turret builds when they had their day were the lowest common denominator, a true inbred specialization.

    Personally wishing Turrets are reworked in how they contribute so they're not permanent auto-attacking fixtures. Instead, powerful overcharge usages that relies on timing and positioning.

    twitch.tv/chaithh
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  • Samug.6512Samug.6512 Member ✭✭✭

    @Chaith.8256 said:
    We'll see what happens next month. There's 900 skill changes coming.

    Just my 2c on it: We need serious functionality reworks on Turrets before they can be un-nerfed.

    Turret builds when they had their day were the lowest common denominator, a true inbred specialization.

    Personally wishing Turrets are reworked in how they contribute so they're not permanent auto-attacking fixtures. Instead, powerful overcharge usages that relies on timing and positioning.

    Aye. Maybe something along current Spirit Weapons but maybe less powerful and longer-lasting.

    [NUKE]

  • Dawdler.8521Dawdler.8521 Member ✭✭✭✭

    @Chaith.8256 said:
    We'll see what happens next month. There's 900 skill changes coming.

    899 nerfs to engineer because purity of purpose and 1 tooltip update to accurately reflect the amount of stealth on thief skills, no doubt.

    gaggle - /ˈɡaɡ(ə)l/ - noun
    A disorderly group of Asura.
    "The gaggle of Asura tried to agree on whether a phase-shifted thermonuclear energy matrix was sufficiently powerful for a device capable of heating bread"

  • Rezzet.3614Rezzet.3614 Member ✭✭✭
    edited January 31, 2020

    @Dawdler.8521 said:

    @Chaith.8256 said:
    We'll see what happens next month. There's 900 skill changes coming.

    899 nerfs to engineer because purity of purpose and 1 tooltip update to accurately reflect the amount of stealth on thief skills, no doubt.

    yeah my favorite part was how Several of the "changes" were Nerfs to CORE Engineer in all game modes to balance out HOLOSMITH in PVP .

  • Yeah, I want turrets to be immobile pets. Do it, Anet!

    The Commander will end you.