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Rift and Magnet

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Landaren
Posts: 226

Rift and Magnet

Post#1 » Tue Dec 08, 2015 1:49 am

Must be nerfed for the health of the game.

Population is already dropping off every night in t3. We haven't reached the cap sense the release of t3, and honestly it's most likely because of these broken ass abilities.
Casual players could were at least dealing with the premades now you have no chance of getting away from this skill that sucks you in over the entire map and some times even through solid objects.

Everyone knows these skills are absolutely broken in their current form. The reach is absolutely unreasonable at 80', 20 feet in this game means taking 4 steps and you can suddenly pull healers from the back line into this CC body blocking mess.

These abilities will kill this server.

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TenTonHammer
Posts: 3806

Re: Rift and Magnet

Post#2 » Tue Dec 08, 2015 1:56 am

While I understand that the 2 abillites are still bugged as their pulls still go through LoS checks, I find your assumption that the 2 bugged abilities will “kill” the server to be false

The lack of population is understand able, during the day/moring is when it is most active (moring for me anyway as im from the us) as that is when the EU players are on and the server is betweem 700-800 players and later at night EU is at work or sleeping and stuff

The fact that the player cap hasn’t been met since the t3 released is a laughable “fact” considering the that first and foremost the server cap was raised to 1000 players post t3 release
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Azarael
Posts: 5332

Re: Rift and Magnet

Post#3 » Tue Dec 08, 2015 1:58 am

I despise Rift and Electromagnet on game design grounds as well as because of the missing LOS data, but what do you expect us to do about them? Even the idea of blocking EM/Rift where they're most broken (in and around keeps) was met with disgust.

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magter3001
Posts: 1284

Re: Rift and Magnet

Post#4 » Tue Dec 08, 2015 2:13 am

Azarael wrote:I despise Rift and Electromagnet on game design grounds as well as because of the missing LOS data, but what do you expect us to do about them? Even the idea of blocking EM/Rift where they're most broken (in and around keeps) was met with disgust.
Maybe reduce range to 65 ft instead of what it is now.
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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Coryphaus
Posts: 2230

Re: Rift and Magnet

Post#5 » Tue Dec 08, 2015 2:20 am

Azarael wrote:Even the idea of blocking EM/Rift where they're most broken (in and around keeps) was met with disgust.
it was not met with disgust by any one bar those who lack to brain cells to rub together who lacked the foresight to realize that it was to only a temporary change till LoS checks are full implemented
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Mez
Posts: 730

Re: Rift and Magnet

Post#6 » Tue Dec 08, 2015 2:40 am

Let's be honest, WAR, Mythic, Mark Jacobs etc tried to push the MMO limits. A lot of it with success. I like the way they handled stealth openers etc for example. The zealot's winds of insanity is another example, but that was obviously seen as too powerful and nerfed so the zealot had to stand still to channel. 150 foot white lion fetch, was absurd. They experimented, and rift was a huge one. I think with the attraction of AOE groups from dark age, they felt like they needed to leave this one in because underdog sides were using it as a way to cull the bigger zergs, and they had a zerg issue on live. It destroyed dozens of servers. I think it was too much of a staple to remove completely.

I can say that the random-distance 'fix' was actually the real nerf. Sometimes you would only get pulled 20-30 feet, and it wasn't a big deal. Usually you'd only get 1-2 guys on live after the nerf, so everyone dropped it. Also, rift isn't disrupting right now so tanks spamming hold the line when the magus runs up does nothing. You can't cast 1001 because this isn't T4. Right now, rift is king, and in a form not seen since 2009.

At least for US times, it's too powerful because people just log when you wipe them. I'd be for gutting it, and I play a sorc and bw, and love it. But the population concern is always my concern with this project. People HATE losing control of their character.

Who showed disgust? How about the 100's of people who don't come here, and are going inactive? I say let skill+gear decide who wins. Pull and rift is an insult to good positioning and a death sentence that kills gameplay. I've seen this one stupid ability turn the tide in SC, not just to the other way, but from 1 side dominating, to the other side dominating. It's obviously op.
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

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TenTonHammer
Posts: 3806

Re: Rift and Magnet

Post#7 » Tue Dec 08, 2015 2:53 am

Just remove/lock it or make it single target or something.

If it makes Engies and Mag’s dumpster tier again till they have enough points for more abilities next level; raise oh well, it beats having to deal with an ability that has basically no counter play
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SpikyBitz
Posts: 110

Re: Rift and Magnet

Post#8 » Tue Dec 08, 2015 3:16 am

1) Been inactive for reasons having nothing to do w/Rift or Magnet, so have not seen R/EM in action yet.

2) Very fond of Magus class's originality so far (tho, frustratingly, still have him in T1 w/it as it takes forever to pvp lvl w/o a zerg, due to being weak and PBR-focused, yet a cloth type).

3) I was one of the ones initially suggesting alternatives be looked into before flat-out removal or blocking of the skills, as they seem to be (esp on Magus) CENTRAL abilities w/regard class viability, despite supposedly being optional builds.

Nonetheless:

If the LoS checks cannot be locked dn w/them, and ppl continue to be sucked into or out of a keep right through the walls, that's just massively game-breaking. Maybe Az had the right initial idea to make 'em simply not work near a keep at all. IMO, tho the proximity lockout range need not exceed the range of the abilities themselves, as such would prevent the thru-wall-pulls w/o penalizing roaming use. . . Unless, ofc, they can be used for dungeon-wall pull-thrus. IDK if they can be used for this; wasn't a z-axis limiter put in at some point?
Come and get one in the yarbles, if ya have any yarbles, you eunuch jelly thou!

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Ninepaces
Posts: 313

Re: Rift and Magnet

Post#9 » Tue Dec 08, 2015 4:04 am

In a game that's a lot about positioning, these abilities sort of steal the fun. Personally I would just get rid of them or hit them with the nerf bat.

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Vigfuss
Posts: 383

Re: Rift and Magnet

Post#10 » Tue Dec 08, 2015 4:22 am

In the current form these abilities make kiting a zerg nearly impossible. In theory CC should give some tools for smaller groups to work around larger ones, but this pull works the opposite way. The range seems like its more than it was, plus the immunity and los problems everyone's been talking about.

I like to pick on the Engis in SCs to discourage them from pulling us, but in ORVR it's difficult to do much as a 6 man if you're not using your own realm's zerg to your advantage in some way.
Fusscle of Critical Acclaim

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