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[Pet Update] Some Questions

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roadkillrobin
Posts: 2773

Re: [Pet Update] Some Questions

Post#11 » Tue Nov 29, 2016 3:16 pm

Azarael wrote:

For the Gun Turret and Pink Horror, this is a nerf, yes. I doubt too many will be upset given that I still get complaints about Engineers.
A bit of topic but, the problem with the Gun Turrets is that you can actually buff it with the empowered Flames of Ruin (Crown of Fire, Fueld From Within) And the Machine Gun abillity just hits for an insane amount. When you combine it with the Engie's Focused Fire build it just shreds like mad. Were 50% of your damage actually comes from the BW buffs.
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Glorian
Posts: 5007

Re: [Pet Update] Some Questions

Post#12 » Tue Nov 29, 2016 3:23 pm

Hmm. The Damage thing I understand. Gun Turret hits healers bad in the past.

But that HP nerf means I have to resummon it more often. Dropping damage buff and rotation.
So Gunturret is then dead for me.
Neglectable damage and lowered HP.
Then I need to switch to Grenade or Flame.

When these two get different buffs than Range in the near future everyone can rejoice as the Engie then lost its Range buff.

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Teefz
Posts: 100

Re: [Pet Update] Some Questions

Post#13 » Tue Nov 29, 2016 3:29 pm

Azarael wrote:
Teefz wrote:The base range of Spiked Squig is now 65ft, does 'Shooting Wif Da' Wind' affect it?
SWDW affects the caster only.
And that won't change, even with these changes I suppose? - Don't get me wrong, it is nice to see pet's getting more love, but this "range nerf" - If I understood it correctly - seems to hit Squig Herders especially hard and will only raise the same problems of this class, as Spiked Squig will die just as rapidly as they did pre hotfix 15/08/16(Range fix.). This will ultimately just raise the skillcap in terms of pet control, which ain't a bad thing, but with the long 30s cooldown on pet's that starts when the pet dies results in Squigs Herder losing a lot of dmg output(Spiked Squig, 5%crit, AA on the run).

Waiting to test it out, see what happens 8-)
Last edited by Teefz on Wed Nov 30, 2016 1:21 am, edited 1 time in total.

wpc56
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Posts: 118

Re: [Pet Update] Some Questions

Post#14 » Wed Nov 30, 2016 12:25 am

I know we are at step 1 of pet update, but are there any plans for pet scaling?

IE. Will all pet permanently have the same dps at level 40 regardless of what the owner wear? Will they do the same dmg in green and in annihilator set or weapon?

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Grunbag
Former Staff
Posts: 1881

Re: [Pet Update] Some Questions

Post#15 » Thu Dec 01, 2016 7:01 pm

Glorian wrote:
When these two get different buffs than Range in the near future everyone can rejoice as the Engie then lost its Range buff.
We clearly needs to find différents buff for turrets .

But I doubt that ppl will stop complaining even if we removed range buff . As a tinkerer I don't take benefit of range buf cause I play in the melee most of time . Ppl still send me PM to telling me that engineer is op since dev up the class ( I don't have sniper / crit / and not much BS)
Now we got turret nerf hope ppl will stop complaining .
There s one thing I would change : when I use autodestruction I still lose my 4 stack .
Can you think about it ? As a tinkerer I have to use autodestruction with the magnet , And I got instant nerf dps . I agree that we need to lose stack when we summon new turret , but the autodestruction should be different ( like for squig) with 60sec CD we can't abuse it anyway .
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Luth
Posts: 2840

Re: [Pet Update] Some Questions

Post#16 » Thu Dec 01, 2016 7:18 pm

Glorian wrote: Was the 100dps from the turret/squiggy wrong/different than life?
The twohanded RR75 weapons had 101 DPS; hard to believe that pets had the same values. Particularly range pets who can attack from afar, as there are no classes with twohanded weapons that use autoattacks on range.
Furthermore we don't have a "1.4.8 situation" here on RoR with geared RR75+ players everywhere.
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