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[Engineer] Keg changes

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wonshot
Posts: 1105

[Engineer] Keg changes

Post#1 » Mon Jan 04, 2021 7:10 pm

Goal:
1) Order as a whole have a RDPS solo issue. Taking the sustain away from the Tinker utility tree and trying to make the tree more mobile while fitting the rest of the Tinker theme.
2) Having a healing keg is cute, but it will not scale with the rest of the Tinker stats making it very limmited of an ability.

Suggestion:
The Keg is no longer a Healing ability but instead will make the Engineer drunk unable to aim well:
"You bring forth a fine cask of Bugman's and drink for 2 seconds, the effect instantly affect your focus making you unable to aim will at distance but your Blunderbust will deal increased damage for 15seconds untill you sober up a little"

Expected gameplay:
Engineers are struggling as a class due to their turret mechanic in roaming mobile warband fights where the battlefield is pushed back and forth and there is very little time to stand still and hardcast + letting a turretstack build up. This should hopefully give engineers a 2sec rampup time as the forces clash, then a 15sec mobile powerspike and then after the period ends an other 2sec casttime to recharge. This should help the issue of Order career issue of what builds are viable for DPS-spots in roaming/city. And take a for fun niece ability with no scaling out of the build.

Magus counterpart: I dont have a direct mirror in mind for magus. Magus already have the advantage of a Rift without no delay compared to engineer Electromagnet, this ability should on a 1to1 in the two utility trees make the two mastery trees come a little closer together with Magus bringing the CC and magic damage, and engineer more of a delayed CC role while bringing spamable psyical mobile damage.


Potential issues with this proposal:
Turret stacks + bugmans keg might bring too much damage, depending on the +damage buff on the keg maybe turrets should be disabled during keg-nearsight. As I know the devs are not too happy with Loner builds id assume they want the turret mechanics to still be involved so maybe a +25% damage to blunderbust would be a random good number to slam on this keg and then adjust from there should the idea be liked.
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Przepraszam
Posts: 98

Re: [Engineer] Keg changes

Post#2 » Mon Jan 04, 2021 8:52 pm

and who are those engeeneers that are struggling with '' roaming mobile warband fights'' ?? ( we have 2 turrets that allow to cast on the move remember?? ) Only thing i would like to see is lowering cooldown on redeploy and ofcourse insta turret w/o having to use tactic for it
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wonshot
Posts: 1105

Re: [Engineer] Keg changes

Post#3 » Mon Jan 04, 2021 11:32 pm

Przepraszam wrote: Mon Jan 04, 2021 8:52 pm and who are those engeeneers that are struggling with '' roaming mobile warband fights'' ?? ( we have 2 turrets that allow to cast on the move remember?? ) Only thing i would like to see is lowering cooldown on redeploy and ofcourse insta turret w/o having to use tactic for it
If Engineer was deemed a viable aoe dps, im sure they would be more wanted for cities as an example :P
Granted how much utility they get as baseline in any build. But if you think engineers as a whole are not stationary and doing just fine on level of a chop/slay/wl/mara then all the more power to you. I dont.
Bombling 92BW - Bombthebuilder 82Engi - Bombing 82SL - Bling 81Kobs - Orderling 80WP - Jackinabox 67WH
Gombling 85mSH- Chopling 83Chop - Notbombling 82Sorc - Powerhouse 81Zeal - Goldbag 80Mara - Smurfling 75Sham -Blobling 66BO

User avatar
Crumbs
Posts: 199

Re: [Engineer] Keg changes

Post#4 » Tue Jan 05, 2021 7:41 am

In orvr yes but in city mobility isn't that much of an issue with bombard, it is however with flame turret - like I've said before this turret only gives damage bonus stacks within 25ft range of it, it also cuts your range and it adds up to being the overall most immobile playstyle in the game to attempt to use for damage purposes. It is also required to be in melee range but only gets 50% aoe damage reduction as opposed to mobile squig and lion pets that get 75%? Doesn't make sense, you can't move it and it is constantly getting a beating. Needs more mitigation. It still dies before reaching 4 stacks and then it resets back to 0 when dying or rebuilt to prevent death lol.

As for the bugmans idea, I like it, but blunderbuss doesn't deal damage. So it's back to the suggestion of making BB deal corp damage so it ties in with its respective gear sets and builds. This is the no.1 biggest gap between magus and engi aoe builds.

If this bugmans thing was to be implemented magus doesn't need anything to replace their version of it. An instant 2k wounds boost and (pretty high tooltip) elemental damage reflect aura for 20 seconds is pretty **** good, imagine all those slayers with IDs backlashing on a magus with Aegis.
Mekanik/Cqb [engi] 40/86
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[magus] 40/70

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teiloh
Posts: 691

Re: [Engineer] Keg changes

Post#5 » Thu Jan 07, 2021 12:12 am

Blunderbuss damage is crap and pre-mitigation it does the same as Lash, but it faces armor vs spirit. Unlike almost all other abilities it doesn't get a damage bonus for hitting armor vs. resists.

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kmark101
Posts: 482

Re: [Engineer] Keg changes

Post#6 » Thu Jan 07, 2021 1:38 am

As with half of order classes and 3/4 dwarf classes, physical damage type in the current armor meta makes any possible discussion obsolete until the core of the problem (armor values/armor debuffs) is changed.
Gryyw - Ironbreaker

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Ramlaen
Posts: 201

Re: [Engineer] Keg changes

Post#7 » Thu Jan 07, 2021 10:55 pm

Just make the Keg instant cast.
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