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Grunbag
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Posts: 1881

Re: Cry.

Post#21 » Mon Jan 02, 2017 12:02 pm

Panzerkasper wrote:
Grunbag wrote:Im just telling that we can see a lot of engineer thread but not so much about magus
That should even more make you think about the Engi......
I don't think a rifleman is better than a havoc spec . Magus can do the same on top of wall keep
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Panzerkasper
Posts: 582

Re: Cry.

Post#22 » Mon Jan 02, 2017 12:07 pm

Azarael wrote:The only way to make something "less frustrating to deal with" is to nerf it. "Frustrating to deal with" is usually code for "poor balance curve", i.e. OP in disorganized or weak play and balanced to underpowered in organized or strong play.
Wrong conclusion. Have you ever played against a 6man rdps group? Especially against an order rdps group?
Frustrating, especially if you dont have a Mara to counter the perma snare, range KD kiting experience.
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Grunbag
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Posts: 1881

Re: Cry.

Post#23 » Mon Jan 02, 2017 12:14 pm

Thayli wrote:
Grunbag wrote:Magus can also kill anyone is 3-5 sec and has the same range , but no one complaining .
Grunbag wrote:Im just telling that we can see a lot of engineer thread but not so much about magus
Well, I did mention Magus. Engineer has some tools that Magus does not have, however. Also, Engineer is a lot more popular than Magus, a trend for most RDPS on Order, actually. Not a balance issue by any means, but it does magnify existing issues and frustrations.

Also, can we please make the distinction between asking for a nerf and asking for something to be not as frustrating to deal with? The majority of problems with Engineer fall in the latter category, in my opinion.
Afaik azarael said that he can't reduce sniper range only til he doesn't have client control control . Maybe sniper will be adjusted later .
Detaunt range is your issue ?
Grunbag - 40 - 33 Squig Herder
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Aurandilaz
Posts: 1896

Re: Cry.

Post#24 » Mon Jan 02, 2017 12:16 pm

Real balance will be achieved when there is a similar number of threads crying about magus and engi. :)
Also which popular destro healer cannot cleanse engi?

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Thayli
Posts: 134

Re: Cry.

Post#25 » Mon Jan 02, 2017 12:26 pm

Azarael wrote:The only way to make something "less frustrating to deal with" is to nerf it. "Frustrating to deal with" is usually code for "poor balance curve", i.e. OP in disorganized or weak play and balanced to underpowered in organized or strong play.
I respectfully disagree. Coming from several years of MOBAs, which are essentially small scale MMOs in a way, plenty of things got changed in those games, (yet stayed roughly equal in power) simply because they were mechanically annoying. Nobody is saying it's easy or straightforward, but it is possible.

I also disagree that frustration automatically implies a poor balance curve. It's not because something is frustrating that it means is OP in any situation, organized or not. Frustration often simply comes from the feeling that there is nothing you could have done against a certain class, ability or playstyle that would have made a difference. I'd define that as a design problem, not a balance problem per se.
Grunbag wrote:Afaik azarael said that he can't reduce sniper range only til he doesn't have client control control . Maybe sniper will be adjusted later .
Detaunt range is your issue ?
Honestly, I don't play Engineer or Magus so I fully realize I'm pretty biased here. But my issue comes from being hit by huge damage (enough to kill me well within 5 seconds) in a way that I feel I can't do anything against. I do not feel I'm being outplayed, nor out of position, yet all I can do is hope the other healer outheals it, or roll over and die. Is it broken in terms of damage? Probably not. Is it frustrating? Very effing much. Either way, I'll try and research a bit more what exactly is doing this so I can give a screenie or something.
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Lektroluv
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Posts: 243

Re: Cry.

Post#26 » Mon Jan 02, 2017 12:27 pm

Azarael wrote:
Thayli wrote:200ft
This meme needs to stop. You know full well that Snipe and Bolt of Change are the only skills that can reach that far and neither kills someone by itself.
While it is true Snipe alone can't kill anyone, the Snipe + hollow points tactic can reach a 2,8k damage in only one ability + the granted DoT on squigh herders, a class which use to have around 5,5 or 6k wounds in the current state of game, and base all the class supervivance in the posibility of kite the enemy.

Since the squigh herders abilities are 65-100 feets range, or máx 105-110 feets range in case he use horned Pet (almost nobody giving up spiked pet for horned one) and the mandatory extend 3th path abilities range tactic, the chances of run out of Snipe range 150-210 feets? Are none in the best case, and gamebreaking in worst one.
Last edited by Lektroluv on Mon Jan 02, 2017 12:51 pm, edited 4 times in total.

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Blasio
Posts: 195

Re: Cry.

Post#27 » Mon Jan 02, 2017 12:33 pm

The only reason the two engineers could pull out these numbers because there was an actual melee line and they must have been stayed together.

However - we don't see the bottom of the list - it seems order had not a single dedicated healer. And - if its a cry thread already let me cry :) - I would say class inbalance in scenarios are a bigger problem than a recently good performing class.

My experiences are that destro has at least 2 more healers than order in almost every sc. Destro melee mostly consist two-handed tanks while order is lucky if it has one tank in the whole game. I usually start my sc games with swearing when I see the legions of BWs and SWs in the group. :)

But what do I explain here? We all know hows it going usually. Tanks meleetarin themself into the order squishies. With no healers and tanks these pansy clothies flee to the spawnpoint and the renown farm has already began. At least this is what I see day by day.

And as the picture says: Destruction is VICTORIOUS! So I can't really feel your pain.
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7rere7
Posts: 166

Re: Cry.

Post#28 » Mon Jan 02, 2017 12:57 pm

Yea that screen shot is commonly similar to whats is happening in SC's,atleast in Nordenwatch.

The heal keg heals every player in a certain radius?
Willpower increases the healing of the keg?
The healing and radius of the keg is increased by stacks?

IF its all yes then its certainly a problem.

With the new stack buff for engies ,all they do it sit on that 40% damage bonus put all stats into willpower and disrupt and camp at a BO while guarded and disrupt 70% of all incoming magic attacks.
If destruction manages to kill off the engie and recap the BO the SC is already half over.

Magus "Angius Orange Fire" doesn't increase heal with stack buff ,why not.

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Aurandilaz
Posts: 1896

Re: Cry.

Post#29 » Mon Jan 02, 2017 1:13 pm

my sc experience tells me that whenever I log healer our side performs well thanks to good heals :)

how do you rate this anecdote?

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Glorian
Posts: 5004

Re: Cry.

Post#30 » Mon Jan 02, 2017 1:17 pm

7rere7 wrote:Yea that screen shot is commonly similar to whats is happening in SC's,atleast in Nordenwatch.

The heal keg heals every player in a certain radius?
Willpower increases the healing of the keg?
The healing and radius of the keg is increased by stacks?

IF its all yes then its certainly a problem.
Yes, but it didn't heal damaged first.

Yes, stacks with Willpower

No, is unafacted in Range and number of heals by buffs, be it bombard or flame turret.

And if you go full Willpower you can bring the health ticks to 450 every 3/secs (need to make some tests on it. Maybe on my Ruin Gear). But would melt to melee in seconds.
Last edited by Glorian on Mon Jan 02, 2017 1:20 pm, edited 1 time in total.

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