Feedback:User/Tolmos/Engineer Turret Cooldowns

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Reconsider the cooldown on Engineer turret placement and pickup:

Currently, when a turret is placed and picked back up a relatively long and cumbersome cooldown is activated. Turrets picked up by the player will, upon next dropping, be returned to full health. This cooldown has proven to be a massive issue for Engineers, making the turret all but useless in most situations. This is highly unfortunate, since the concept of the engineer using turrets is highly appealing.

My suggestion is the following: Remove completely the turret cooldown on pickup. Also, remove completely the turret heal on pickup, meaning that whatever health the turret is at when you pick it up is what it will remain at when you put it back down. Once the turret is completely destroyed, either by health hitting 0 or player designated destruction, a 30 second cooldown is activated.

The benefits of this are obvious immediately- turrets will no longer be a useless burden on the players, wasting valuable slots while being generally unable to reach further targets or move along with the combat as it progresses. The inability to completely heal the turret simply by picking it up will balance this, as strategic turret placement and protection will become necessary and users won't be able to simply pick up a turret at 5% health and instantly drop a fresh one moments later. The 30 second cooldown upon destruction will also stop players from using them as quick drop bombs, placing them in swift succession and detonating without cooldown. All together, this is a much needed fix to create more viability for Engineer turret builds.