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Changelog 06/12/2016

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Sulorie
Posts: 7458

Re: Changelog 06/12/2016

Post#131 » Thu Dec 08, 2016 7:44 am

How is the magnet range in tinkerer spec? Same or reduced as well?
Dying is no option.

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Grunbag
Former Staff
Posts: 1881

Re: Changelog 06/12/2016

Post#132 » Thu Dec 08, 2016 7:50 am

Sulorie wrote:How is the magnet range in tinkerer spec? Same or reduced as well?
Magnet is not affected by range , but dunno it aoe radius and aoe cap of magnet has been increased with buff yet
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Ravai
Posts: 99

Re: Changelog 06/12/2016

Post#133 » Thu Dec 08, 2016 7:58 am

Azarael wrote:
Ravai wrote:- or leave the cast time the same and add a "crit damage % to flickering red fire" tactic somewhere in the tree as both changer's Blessing and Fiery winds are useless. The only problem with creating an individual tactic is that you create another issue of potentially dropping damage from one of the other tactics which are pretty much mandatory. SO you could add the crit damage to surging power tactic, or even make surging power a havoc mastery skill only so it cant be paired with an aoe build. your either aoe or st.
Exchanging Surging Power with Changer's Blessing, and adding Flickering Red Fire to the list of its affected skills. I can't change the cast time of FRF without client access.
This would be something worth testing for sure.

Could possibly make it too powerful if its being paired with "flame's kiss" tactic (undefendable FRF) but again, not sure what you'd actually give up to take this as you'd suffer in other areas if so, would also depend on what numbers its hitting with crits.

Bright wizard does have "Burn through" tactic though, FRF would be 1sec less cast time (and more range), the damage we're yet to see.

Other than flame's kiss potentially taking it over the edge of power FRF should be a worthy filler for rotations.
Gitrate - Rysto - Nuclearpotato - Tato - Billsmith - Avgor - Svarz - Svz - Dug - Mrglass - Ravz - Ripgor

Whitesands
Posts: 59

Re: Changelog 06/12/2016

Post#134 » Thu Dec 08, 2016 8:51 am

Azarael wrote:Bolt of Change and Snipe were brought down because of complaints about the ease of putting out repeated burst rotations and repeated undefendable attacks at 210ft range. Something had to give to make adjusting the other turrets and daemons viable and avoiding complaints, and that was it.

If a better solution is adjusting the range bonus from the Gun Turret and Pink Horror, then let me know.
I don't see why the noted complaints have standing. The range point only has meaning if one is talking about a situation where the magus/engi was able to be stationary for the full time frame needed to get to maximum range. If the opposing side allows this to occur, where does the fault lay? Moreover, both sides have a class that can match it's opposite. If a magus is a threat at said range, an engi is as well. This seems to be an argument for including the mirror class as a counter and so increases their value among their own side.

I don't see the Bolt of Change rotation being easy, as the conditions to be at full force require being stationary for a rather long time: something the flow of combat rarely allows, unless in a siege situation. If in a siege, the opposing side has walls so there is cover.

I'm not clear on the force of the 'repeated burst rotation' complaint. Even at full force a magus Bolt of Change rotation cannot kill a target if at full health. It would require concentrated fire, or the same target remained in range with no healing so as to be hit with another rotation to be dropped. If the opposing group lacks healers or has distracted healers, where does the fault lay?

The merit of the changes to the Flamer and Blue Horror remains to be seen and are being tested, but I don't think such justifies the unmooring of the single target spec.

If nothing else, it would be better to adjust the range bonus of the gun turret and pink horror to preserve the ability of the single target spec to actually kill.
Magus: Daemonfire
Engi: Handcannon

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Glorian
Posts: 5002

Re: Changelog 06/12/2016

Post#135 » Thu Dec 08, 2016 9:55 am

Whitesands wrote: .... Moreover, both sides have a class that can match it's opposite. If a magus is a threat at said range, an engi is as well. This seems to be an argument for including the mirror class as a counter and so increases their value among their own side.

...
Actually that is what we are expecting from destro. On Order side you see a lot of new engies in t2, t3.
And not for fun Nuclearpotato is the Bitterstone's top target if he shows up. A well played Magus can do the same as an engineer and in ST damage is even better cause he is not hindered by whatsoever armor the engie has and has crazy crits.

This is not a whine post. The Magus is the Engie bane. It is not stone/paper/scissor. It is you need a sniper to kill a sniper. Or a Siege Cannon. And as a Tinkerer I take the Cannon.

Penril
Posts: 4441

Re: Changelog 06/12/2016

Post#136 » Thu Dec 08, 2016 12:45 pm

Twyxx wrote:Think maybe we should let the big angry discussions move back to the kiddy pools where they belong...
Anyways, thanks for the updates.
Agreed. I deleted the big angry discussions. If someone wants to measure epeens, send me a PM. Let's keep this thread clean.

Tankbeardz
Posts: 629

Re: Changelog 06/12/2016

Post#137 » Thu Dec 08, 2016 1:10 pm

Glorian wrote:
Whitesands wrote: .... Moreover, both sides have a class that can match it's opposite. If a magus is a threat at said range, an engi is as well. This seems to be an argument for including the mirror class as a counter and so increases their value among their own side.

...
Actually that is what we are expecting from destro. On Order side you see a lot of new engies in t2, t3.
And not for fun Nuclearpotato is the Bitterstone's top target if he shows up. A well played Magus can do the same as an engineer and in ST damage is even better cause he is not hindered by whatsoever armor the engie has and has crazy crits.

This is not a whine post. The Magus is the Engie bane. It is not stone/paper/scissor. It is you need a sniper to kill a sniper. Or a Siege Cannon. And as a Tinkerer I take the Cannon.
Honestly...Engi has way better tools and quicker burst. Ya..a magus can kill a tank with BOC...but the armor argument doesn't hold water. I'm not complaining...just tired of hearing this, almost as much as x-realm whine.

**Edit. With the 12/8 changes, magus m2 should is basically even with engi. I even like the fact that you have to use a master point to get it, while the engi doesn't. Engi still has faster burst and the option of a huge single target burst but you can't have it all.
Last edited by Tankbeardz on Thu Dec 08, 2016 4:32 pm, edited 1 time in total.

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Natherul
Developer
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Re: Changelog 06/12/2016

Post#138 » Thu Dec 08, 2016 1:18 pm

edited in something that was omitted from the patch notes.

When using Flamer as a Magus IFoC is excluded from the abilities that can be used while moving.

I apologize for this missing note.

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Rebuke
Posts: 388

Re: Changelog 06/12/2016

Post#139 » Thu Dec 08, 2016 1:25 pm

Not that I really care or are knowledgable about the entire magus/engie discussion going on I would like to state this; the fact that a magus can kill tanks (the most powerful/influential achetype in the game) easier than the engie can makes him superior to the engie regarding realm balance.

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Akalukz
Posts: 1790

Re: Changelog 06/12/2016

Post#140 » Thu Dec 08, 2016 1:44 pm

Wasn't BoC changed to the 5 sec cooldown and moved to the 13pt spot because of the cooldown change? if we are going back to 10 sec cooldown, shouldn't be we be moving it back to the original spot?

If not, i like the idea of changing some tactics. As a mastery tactic Changer's Blessing could be changed to a 50% crit damage tactic for all path of havoc skills. Similarly located at the 7 pt tactic slot like WE and Mara crit damage tactics. Could add the 50% heal into swift flames tactic.
-= Agony =-

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