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[Engi/Magus] mechanic

Structured balance proposals should be posted here. Posts in this section will be taken into account during class balance reviews.
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anarchypark
Posts: 2075

[Engi/Magus] mechanic

Post#1 » Wed Mar 03, 2021 5:09 pm

since 8 stacks implemented, class got many changes.
though basic concept has remained - stationary.

here's suggestion first.
devide stationary mechanic into 2 parts.
pet stack and casting time.

reasons.
Issue 1
outside of siege, it's really hard.

Issue 2
gap between 0 and 8 stack.
ppl don't do average. either 0 or 8. complain about 0, silence about 8.
8 stack is OP.
still, it's overlooked because 0 is weak.
it seems ok as stationary build up mechanic but point is too much gap.

Issue 3
there had been cast time buffs.
8 stacks + long casting was problem even for stationary. targets ran off range while casting.
probably required more damage to compensate problems.

Suggestions
1. distribute stationary mechanic into 2 part.
pet stack and casting time.
term of stationary is not only for stay foot near pet.
long casting is also stationary.
2s cast is considered as it can't be mobile.
3s is safe to say stationary.
if their casts are mixed with 2s and 3s, it'll accomplish stationary concept.

2. moving around should give less penalty.
repeat getting and losing bonuses frequently.

3. revert casting times back.

Result
pet stack back to 4
but 4stack bonus is 75% of current 8 stacks. faster build up and down.
redeploy CD reduce to 10s.
it will maintain stationary class mechanic and provide minimum mobility to work with others in wb.

here's cast time buffs i tracked down from patchnotes.
Spoiler:
ReturnOfReckoning wrote: Sat Aug 04, 2018 8:13 am
Magus
- Mutating Blue Fire is a 2s cast by request.
this is one of hardest hitting magic. plus dot, without flying time.
originally 3s.
if this remains 2sec. dmg should be reduced.

ReturnOfReckoning wrote: Sat Jan 05, 2019 11:02 am

[Engineer and Magus]

- Crack Shot and Perils of the Warp (specable disarms) have had their cast times reduced to 1 second (from 2 seconds) but their damage has also been cut in half.
disarm as defensive trick, 1sec is fine.

ReturnOfReckoning wrote: Wed Dec 09, 2020 12:24 pm
Image
Balance Changes

- Quick Reloader: The effect of this tactic is changed to "The cast times of all your abilities in the Path of the Rifleman are reduced by 25%."
increase auto attack speed instead. shot on moving.
SM8, SW8, AM8, WL7, KoBS5, BW5, WP8, WH7, IB7, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm5, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

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