As we all know the magus and engineer are the least valued classes in cities for a myriad of reason- One being their turrets and how quickly they get destroyed or die, resulting in a big loss of their damage potential.
My suggestion to partially alleviate this issue is to create a new base ability that negates their incoming AE damage for 15 seconds with a one minute CD.
They can still be easily destroyed, you just need to target them, at least for those 15 seconds.
Something like: “Emergency field repair kit” or “Emergency field defense,” which would use the unused “auto loader” animation.
*I’ve used the wounds tactic, and it only helps the turret last 1 additional second.
New Engineer/Magus ability
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
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Re: New Engineer/Magus ability
If only their pets worked the same as oh let’s say a white lions pet? What makes the wl pet special besides nothing? I think all pets should take the same aoe damage as the wl, problem solved.
- catholicism198
- Posts: 1092
Re: New Engineer/Magus ability
People don’t use lions or squigs in cities, so there’s no way to gather any data or feedback. Their pets also have more wounds, so they can survive longer.
This change/ability would make use of a dead animation and help remedy one of their many shortcoming without inciting rage from people about them being oped.
15 seconds... 1 minute CD... still susceptible to s/t attacks.
Re: New Engineer/Magus ability
Engi / Magi have some tactics Reinforced Casing and Infernal flesh which are increasing the turret / daemon wounds with 160. But it's using a tactic slot and i haven't seen anyone using that.
Re: New Engineer/Magus ability
Just make turrets able to receive heals, problem solved.
Re: New Engineer/Magus ability
Maybe if it would also increase Engi / Magus wounds... but idk, I haven't played Engi / Magus enough.
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- Posts: 524
Re: New Engineer/Magus ability
All pets need AoE damage reduction, not just WL pets. With the change to the 24 AoE cap on this server it's basically a necessity to keep them alive in any sort of close range fight.
Re: New Engineer/Magus ability
Well instead of inventing an entirely new ability they should just turn on the reduced aoe damage debuff for the grenade and flamer thrower turret that WL pet gets exclusively.
engie, magus and SH has suffered from this issue for the longest time and the veterans who still play them have all come to the same conclusion that the powers that be simply have no desire to fix it.
engie, magus and SH has suffered from this issue for the longest time and the veterans who still play them have all come to the same conclusion that the powers that be simply have no desire to fix it.
Bashgutz RR82 Borc Vaseryn RR61 SM Krantz RR82 Knight Corvinus RR70 Chosen Mormonty RR72 IB
Starkus RR70 BG Snaptz RR83 SH Plagueis RR81 Magus Alec RR85 Engie Sourgazt RR69 Shaman
Kreaver RR80 Marauder Dugald RR75 Slayer
Starkus RR70 BG Snaptz RR83 SH Plagueis RR81 Magus Alec RR85 Engie Sourgazt RR69 Shaman
Kreaver RR80 Marauder Dugald RR75 Slayer
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