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[Engie / Magus] Turret and deamon, it's to fix what was never broken

Posted: Fri Feb 14, 2020 7:13 am
by xanderous
Hello,

A while back for some unknown reason, engineers and magus had their pets/turrets damage resistance severally nerfed to which we have still to hear the reasoning behind it, torque said it was a precursor to future changes that never even transpired and the since then nothing has been done to address this and he himself has gone.
As well as to address the have increase to the amount of a AOE players can now be hit by puts these mechanics into a very bad place with no room to apart to beyond simply avoiding using proper rift or dot builds. This disregardes the changes that were made previously and how this would effect the classes in this specific regard, i think its time to revert the changes to these pet mechanic they simply should not die in one second of being spawned, the white lion does not suffer this penalty, neither should any other. Bug trackers have been made, suggestions have been posted and ignored, with no feedback its a bad joke that has gone on long enough and it highlights a disconnect between devs design choice and the actual current climate of RVR, this is not an unreasonable request to have this looked at or at the very least reasoning being explained.

Thanks

Re: [Engie / Magus] Turret and deamon, it's to fix what was never broken

Posted: Fri Feb 14, 2020 7:38 am
by Tankbeardz
What, you don't like your pet insta dying and killing all of your damage / support with it?

Re: [Engie / Magus] Turret and deamon, it's to fix what was never broken

Posted: Fri Feb 14, 2020 8:56 am
by Nidwin
Sov is out now, that's when the true Magus fun and true Magus gameplay comes to light.

Mount up
Move around
Poof the Magus (before the daemon gets even up)
Push respawn button as you will get less and less rezzes because of poof the Magus.

Best was the Mythic patches.
All CC reduced by half -> NERF MAGUS

Re: [Engie / Magus] Turret and deamon, it's to fix what was never broken

Posted: Fri Feb 14, 2020 10:58 am
by mubbl
wl pet got overtuned, pet got abused due to no restrictions to movement trough walls etc. this lead to the decision to remove aoe heal from ALL pets, as compensation ALL pets got better scaling with stats and should only take 10% aoe dmg (correct me if i am wrong). not sure if wl pet still have extra stats, since much got rerolled.
some adjustments for magus/engi would indeed be nice.

Re: [Engie / Magus] Turret and deamon, it's to fix what was never broken

Posted: Fri Feb 14, 2020 1:57 pm
by wargrimnir
Your ranged pets shouldn't be taking damage, they should be placed far away from the damage, at range even. This sounds like pet abuse to me.

Re: [Engie / Magus] Turret and deamon, it's to fix what was never broken

Posted: Fri Feb 14, 2020 3:28 pm
by geezereur
What about the close and mid range pet they have to be close

Re: [Engie / Magus] Turret and deamon, it's to fix what was never broken

Posted: Fri Feb 14, 2020 6:23 pm
by Reesh
It's not like there's a whole tree, that's focused on fighting in melee range...

Re: [Engie / Magus] Turret and deamon, it's to fix what was never broken

Posted: Fri Feb 14, 2020 6:26 pm
by Ototo
Reesh wrote:
Fri Feb 14, 2020 6:23 pm
It's not like there's a whole tree, that's focused on fighting in melee range...
Well, I normally set my turret far behind, then run to the front line and back. Far from optimal, but I guess it's the way it is.

Re: [Engie / Magus] Turret and deamon, it's to fix what was never broken

Posted: Fri Feb 14, 2020 11:02 pm
by xanderous
wargrimnir wrote:
Fri Feb 14, 2020 1:57 pm
Your ranged pets shouldn't be taking damage, they should be placed far away from the damage, at range even. This sounds like pet abuse to me.
But the flame turret and Blue deamon are short ranged specific for close range encounters, also they provide a buff to defence from range to the player but clearly not to themselves or is at least not correctly scaled due to the increased amount of aoe they recieve, its counter productive to have a mastery tree that is clearly for close range aoe damage but have the tool fall apart in a typical close range aoe environment , i'd suggest you take out your magus or engie and just try to keep these pets alive in large scalre rvr because like me and many others you will discover even if extra wounds and toughness tactic for the pet, the aoe just murders it in seconds, especially at keeps and fort defence. It would be perfectly explainable if it was only happening to the single target turret or pink deamon because thats for long range but not the mid to close range ones.

Re: [Engie / Magus] Turret and deamon, it's to fix what was never broken

Posted: Sat Feb 15, 2020 1:14 am
by wargrimnir
xanderous wrote:
Fri Feb 14, 2020 11:02 pm
wargrimnir wrote:
Fri Feb 14, 2020 1:57 pm
Your ranged pets shouldn't be taking damage, they should be placed far away from the damage, at range even. This sounds like pet abuse to me.
But the flame turret and Blue deamon are short ranged specific for close range encounters, also they provide a buff to defence from range to the player but clearly not to themselves or is at least not correctly scaled due to the increased amount of aoe they recieve, its counter productive to have a mastery tree that is clearly for close range aoe damage but have the tool fall apart in a typical close range aoe environment , i'd suggest you take out your magus or engie and just try to keep these pets alive in large scalre rvr because like me and many others you will discover even if extra wounds and toughness tactic for the pet, the aoe just murders it in seconds, especially at keeps and fort defence. It would be perfectly explainable if it was only happening to the single target turret or pink deamon because thats for long range but not the mid to close range ones.
One might even ask, what even is a short range spec good for?