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Magus/Engineer range suggestion.

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Irongit
Posts: 33

Re: Magus/Engineer range suggestion.

Post#11 » Sat Jun 18, 2016 5:54 am

I found some sources concerning throwing arm



http://mods.curse.com/news/warhammer-on ... -and-class

patch 1.3 nerfed the distance of throwing arm




http://warhammeronline.wikia.com/wiki/Throwing_Arm

the rather ancient wiki stated throwing arm was enough to push your grenade range to 100feet, and increasing 65 by 50% would be about 100feet



http://everquest.allakhazam.com/wiki/En ... ties_(WAR)

Old list showing 50%

http://i.imgur.com/afrBY5x.png?1 incase the page crashes
Last edited by Irongit on Sat Jun 18, 2016 2:38 pm, edited 1 time in total.

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Glorian
Posts: 5002

Re: Magus/Engineer range suggestion.

Post#12 » Sat Jun 18, 2016 7:04 am

Azarael wrote:... The issue should be fixed by fixing both Havoc/Rifleman and by having the career mechanic actually define the class by giving range and damage in exchange for mobility.
Aye! Can we please have it next Wednesday? ;)

Seriously: is there an eta on when magus/engie will be put on the anvil of The balance forum?

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Renork
Posts: 1208

Re: Magus/Engineer range suggestion.

Post#13 » Sat Jun 18, 2016 10:24 am

Irongit wrote:I found some sources concerning throwing arm



http://mods.curse.com/news/warhammer-on ... -and-class

patch 1.3 nerfed the distance of throwing arm




http://warhammeronline.wikia.com/wiki/Throwing_Arm

the rather ancient wiki stated throwing arm was enough to push your grenade range to 100feet, and increasing 65 by 50% would be about 100feet



http://everquest.allakhazam.com/wiki/En ... ties_(WAR)

Old list showing 50%
Engies <3 looks like the other poster was right.

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Ramasee
Posts: 457

Re: Magus/Engineer range suggestion.

Post#14 » Sat Jun 18, 2016 10:42 am

There is an unseen benefit to havoc tree as well; but it generally only works on people who gear a specific way.

The Havoc tree is the only major source of elemental damage destruction has besides shamans. As such, people who know this and know that magus are rarer than most and even fewer of them go havoc; don't really focus on taking elemental resistance and instead opt for spiritual and corporeal.

As for changing/grenadier ranges: I think the AoE abilities in those trees have acceptable range. The single target abilities could be increased to 80ft (and this be 100ft with the tactic); I doubt this would cause any imbalancing issues.

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Karast
Posts: 554

Re: Magus/Engineer range suggestion.

Post#15 » Sat Jun 18, 2016 10:53 am

I think it was 33%.

I remember before the nerf the range on grenade was around 99ft.

It got nerfed in one of the many Benny Hill attempts at balance to bring AoE in line. As if nerfing two of the worst AoE dots in the game, really fixed anything.

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Glorian
Posts: 5002

Re: Magus/Engineer range suggestion.

Post#16 » Sat Jun 18, 2016 11:05 am

Eddited: Deleted Bull. ;)

It is after testing max range, plus grenade radius.
Last edited by Glorian on Sat Jun 18, 2016 4:01 pm, edited 1 time in total.

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peterthepan3
Posts: 6509

Re: Magus/Engineer range suggestion.

Post#17 » Sat Jun 18, 2016 2:45 pm

Ramasee wrote:There is an unseen benefit to havoc tree as well; but it generally only works on people who gear a specific way.

The Havoc tree is the only major source of elemental damage destruction has besides shamans. As such, people who know this and know that magus are rarer than most and even fewer of them go havoc; don't really focus on taking elemental resistance and instead opt for spiritual and corporeal.

As for changing/grenadier ranges: I think the AoE abilities in those trees have acceptable range. The single target abilities could be increased to 80ft (and this be 100ft with the tactic); I doubt this would cause any imbalancing issues.
Yeah. Range isn't really an issue in my opinion, but it would be nice to have some of the ST abilities put to a normal 100ft range considering they're pretty meh in the first place.
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footpatrol2
Posts: 1093

Re: Magus/Engineer range suggestion.

Post#18 » Wed Jun 29, 2016 1:07 am

I don't think infernal pain tactic is bad.
Redirection is amaze balls.
Mist and IFOC is being reversed is amazing.
I super wish we had that spec line like that.

Redirection tactic would benefit to a more defensive style of play with a heavy focus on HTL.

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Tankbeardz
Posts: 629

Re: Magus/Engineer range suggestion.

Post#19 » Wed Jun 29, 2016 1:34 am

I don't think the bonus was ever higher than 25%. You used to be able to pull warbands through keep doors though (wayyyyy back)...I think that ability alone dropped the population by 25%.

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