Are the Incursion Sentries too weak?

The sentries are fine.

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A bit weak dmg wise

Putting more reliance on minions will just make the game mode more linear. there should be several win conditions and strategies to keep the game mode from feeling stagnant in strategy, matches feeling repetitive, and overall boring. Using minions to help get the sentries down should only be one strategy of many. I think there should be 3-4 win condition and you need a mix of two of them to beatdown the sentry.

If sentries are going down too fast I think that implies that defense is too weak in the mode. This is a fault of the map design. maybe gearbox should do a level design pass on incursion maps to make them more defendable for the defending team through geometry and adding more turrets. Turrets tend to go down to fast in general which is one of the cause of defense being weak. I like the idea of adding more turrets to the maps. it adds another strategy to the game of resource management. do you spend your shards more on offense through bots or more on defense through turrets. I feel the mode needs more resource management strategy to the mode. Resource management is one of the things that I think made Starcraft so popular as a competitive game. dumbing down the mode won’t make it more fun though.

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I agree specially echelon.

But what happens with economy builds and all the exp from building?

Also devs said the tried to increase defense/power of turrets and the game became build de turret and hide or protect it.

Nah leave Phoebe lol it’s not like she does major damage to the sentry or anything…

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I think the sentry just needs to do more damage or have an added affect as previously stated. I do agree about the map designs however.

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You did it as Shayne the other day, you didn’t destroy the sentry but managed to get a few points of damage in and it won you the game.

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Movement speed works well against it. To a certain point of course

Yeah, that’s part of the problem though. That’s a good example, the sentry should have done a lot of damage to you. Although I don’t remember if there were minions there?

This. Awesome idea!

Hard to say that is something Gearbox will have to playtest. devil is in the details when it comes to game design something that will have to take a lot of play testing to get right. I don’t know if there strength needs to be increased just add more of them. this way battlborn damage will be more distributed between turrets. Playing incursion I feel like there needs to be more of a jungler role in the mode as well. as in someone who grabs thralls builds turrets and collects shards for their team. the xp farm should feel very lucrative to allow assassins characters a more reliable way of leveling up without having to farm off of minion wave or dive the enemy team all the time. it also needs to be done in a way to not make you feel you are fighting a 4V5 due to your jungle off collecting xp.

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If minions become the central and only way to deal dmg to the centry we will have the old incursion. Kill the enemy over minioms as they are a threat to your minions. If both teams destroy minions first then attack each other this will become a wait for a tie and break it by score aka k/d.

If the sentry get a new aoe skill to push away meele characters or a charged skill like wolf to slow down meeles progres, this gives you enough time to push away the enemy. There is a point were meele chsracters just jump around the sentry makeing it imposible to push them away without hard cc as they kamikaze the sentry.
We also need some sort of way to also slow down
Ranged characters to push them away too.

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Junglers have higher movement speed like rath, melka, attikus, pendles, etc. You can increase it with gear and helix.

With the right timing junglers can leave lane without risking for a push. Every 2 waves is the right time to get thralls and shards.

Just saying :v

No minions. Eventually I got low enough after the stun and sentry got me with the bullets

Why wasn’t anyone else there to stop me?

But then is still a 4v5 in mid lane?

So the problem is just that the sentry has real problems hitting you when your moving? Because if that’s the case then maybe they should just enhance the sentry’s accuracy.

And let’s just say, bad coordination and not blame anybody!:wink:

The right time and the enemy will be busy dealing with minioms and your team and a turret. Enough time to teleport back, get shards kill a thrall, send a bot with a Shepard and get back to lane.

Well I went out to kill the Toby… not blaming anybody else :wink:

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I’d argue the minions could already be gone. Range characters should be dealing with them. To be fair I also think this is a pointless debate here as we won’t actually come to an agreement until we see each others sides in person.

However the situation you are describing I will agree with. It’s just there’s so many factors, there may never be a right time without there being risk.

Dont forget the chaos, sometimes not seeing an enemy could mean they are back getting a thrall and bot or around a corner waiting to screw youe push.

Like this attikus who just waited for us to push (when we thought he left the lane)to punce behind us to get me (reyna).

Maybe you can wait for enemy engaged with thrall but there is an other wave comming and you need to stop the turret and deal with 4v5. Even if you push them back to their sentry there is a thrall and fat bot waiting to bring more chaos.

If you want i can provide a video c: