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Magus' Rend Winds ability - How did it work on live?

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Zealote
Posts: 456

Re: Magus' Rend Winds ability - How did it work on live?

Post#51 » Fri May 29, 2015 6:45 pm

porkstar wrote:Thanks Zealote. I was evidently misinformed about auras. I want to slap some people.

;) :lol:
porkstar wrote:Regarding FB and RW, instead of "fixing" these skills, make use of this accidental opportunity and let the abilities ride to T3 or T4. It's free testing and requires no work. If by T3 and T4 people feel its not a good idea, change it then. There's no reason to be taking steps backward in the case of engie/ magus.
I personally disagree with this approach, at least in this specific case with RW for the reasons I mentioned above - RW castable on the move doesn't seem to be the solution to the actual problems magus had, it just seems to me like a random change/buff. But as I said I don't know anything about design etc so I'm not gonna say I know the definitive, "right" way to go about implementing changes and another's completely wrong :P
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Sulorie
Posts: 7459

Re: Magus' Rend Winds ability - How did it work on live?

Post#52 » Fri May 29, 2015 7:16 pm

How to recognize whether a change is good or necessary, when we don't have all skills available?
Do we need RW to be cast-able on the move or is this opinion only based on the lacking skill set we have currently?
We will see it in T4, any test in advance has no meaning.
Dying is no option.

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porkstar
Posts: 721

Re: Magus' Rend Winds ability - How did it work on live?

Post#53 » Fri May 29, 2015 9:01 pm

Sulorie wrote:How to recognize whether a change is good or necessary, when we don't have all skills available?
Do we need RW to be cast-able on the move or is this opinion only based on the lacking skill set we have currently?
We will see it in T4, any test in advance has no meaning.
You're making my point. We already know what the intended ability did up to T4 since we already played it that way in the live game. By leaving the ability in its current state, we get to watch the effects of the modified ability in every tier up to and including T4 with zero work required. We get to test it in the best environment possible which is our "alpha"; the game that people play every day. Then, after a few weeks in T4, we've already tested this modified ability extensively and can decide immediately whether it is good. I'm not shy to say that now is the time we should be testing ANY potential "changes" so we can experience the changes as a community from T1 to T4. If we change stuff in T4, we'd need testers go back into the low tiers and test the abilities in a "bubble" which is not as good. RW and FB is currently a free opportunity and we shouldn't squander it.
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Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...

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Morf
Posts: 1247

Re: Magus' Rend Winds ability - How did it work on live?

Post#54 » Fri May 29, 2015 9:30 pm

All it would do, making firebomb and RW usable on the move is give engi's and magus some mobility currently and even on official servers all engi's could do while kiting is use dots and hip shot every 10 secs. Magus i never played but im guessing its the same so testing it wouldnt really mean much, its obvious how it would work out.
Thing is engi and magus were designed to be the stationary rdps, even without a range snare they still do pretty dam well as is and in t4 they have access to a range kb which i guess u cud argue makes up for no range snare and fits more inline with the stationary rdps role.
I still think it would be a positive change to engi and magus given the overall feeling of them being the gimped rdps, saying that they will still be more then fine left as is :)
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

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magter3001
Posts: 1284

Re: Magus' Rend Winds ability - How did it work on live?

Post#55 » Fri May 29, 2015 9:39 pm

Morf wrote:All it would do, making firebomb and RW usable on the move is give engi's and magus some mobility currently and even on official servers all engi's could do while kiting is use dots and hip shot every 10 secs. Magus i never played but im guessing its the same so testing it wouldnt really mean much, its obvious how it would work out.
Thing is engi and magus were designed to be the stationary rdps, even without a range snare they still do pretty dam well as is and in t4 they have access to a range kb which i guess u cud argue makes up for no range snare and fits more inline with the stationary rdps role.
I still think it would be a positive change to engi and magus given the overall feeling of them being the gimped rdps, saying that they will still be more then fine left as is :)
The only reason I would consider keeping RW castable on move is because they don't have a range snare. But I would rather change the current melee snare that Engys and Magus have to 65 ft and requiring some dot already on the target to work. Of course i'm not saying to change snare now, i'm just saying that the ability makes absolutely no sense whatsoever as is, we'll wait 'til T4 to make any changes of course. ;)
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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Morf
Posts: 1247

Re: Magus' Rend Winds ability - How did it work on live?

Post#56 » Fri May 29, 2015 9:55 pm

magter3001 wrote: The only reason I would consider keeping RW castable on move is because they don't have a range snare. But I would rather change the current melee snare that Engys and Magus have to 65 ft and requiring some dot already on the target to work. Of course i'm not saying to change snare now, i'm just saying that the ability makes absolutely no sense whatsoever as is, we'll wait 'til T4 to make any changes of course. ;)
Spanner swipe had its uses, i know the game isnt designed around 1v1 but in this case as an engi fighting a melle you would destroy your turret which kd's your target then u spanner swipe and kite but again engi's were not really made for kiting so what u do after this is pretty much jump around in circles until your dots and hip shot need to be recast. Other option is play tank engi and you dont need to spanner swipe or need firebomb to be used on the move as u just sit on your kegs and hope not to be burst down.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

Sulorie
Posts: 7459

Re: Magus' Rend Winds ability - How did it work on live?

Post#57 » Fri May 29, 2015 10:04 pm

Morf wrote:All it would do, making firebomb and RW usable on the move is give engi's and magus some mobility currently and even on official servers all engi's could do while kiting is use dots and hip shot every 10 secs.
What Magus could do were instant casts every 3 (with tactic) and 16 (channel) seconds, combined with 2 single target dots. Enough for kiting. Magus had enough mobility.

Though I never liked the Engi tactic options.
Dying is no option.

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