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Rift and Magnet

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Luth
Posts: 2840

Re: Rift and Magnet

Post#11 » Tue Dec 08, 2015 5:08 am

Just change it to a "friendly mass pull", so it can only be used defensive to secure members of your realm (maybe it should work only in a certain cone, for better target management). The snare could be applied to hostiles who stand around in 30 feet range of the pulled friendly players.
Problem fixed. :mrgreen:

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TenTonHammer
Posts: 3806

Re: Rift and Magnet

Post#12 » Tue Dec 08, 2015 5:19 am

"friendly pull" could potentially turn it into a griefing tool
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Sulorie
Posts: 7461

Re: Rift and Magnet

Post#13 » Tue Dec 08, 2015 6:01 am

TenTonHammer wrote:"friendly pull" could potentially turn it into a griefing tool
Pull all friendlies to ONE spot -> stuck, snare them and give no immunity, because it was a friendly pull. Sounds good to me!
Dying is no option.

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Karast
Posts: 554

Re: Rift and Magnet

Post#14 » Tue Dec 08, 2015 6:30 am

Maybe the worst thing about the current magnet / rift is a lot of the people who are spec'ing it are not using it properly, and since it is completely broken if and when LoS is fixed they will have no clue how to use it in the future.

On live magnet / right had all sorts of issues. They didn't work well on a lot of slopes. If you had any stupid rocks, trees, short fences, craters, or other junk in the way, people would often snag on them and not go the full distance. You hand to pick your spots if you want to do more reliable magnets, and you always had to deal with semi retarded people running in and spamming AoE knocks backs for no friggen reason. PEW PEW SM PEW PEW I"MMA SOLO THEM ALL PEW PEW.

On order side most engi's aren't even setting up their dps properly before pulling. They completely waste the pull. At minimum you want to put up acid bomb, setup your turret and drop LR. You then pull, use FB, detonate your turret and spam blunderbuss. To take full advantage of this setup you need to have expert skirmisher with yourself target to get quicker casts on magnet and LR.

So many engi's waste their AP tossing up FG / IR / SF, waiting until after magnet to drop LR, or not even detonating their turrets, yeah the KD don't work, but the dps is solid. If you wait for moral 2 you use it after the magnet but before detonate since it's your big dps move.

I love magnet I really do. Used it on live for years. But it is horribly broken right now. Pulling people off walls, through doors, sometimes through floors. I would rather see QQ because the dev's have disabled it now, then the massive QQ from people later when it gets fixed, and they realize how crap it actually was.

Everyone remembers those perfect pulls from live. Nobody remembers the 99 **** pulls due to a bit of server lag or a **** fence in Calendor.

ursvamp
Posts: 29

Re: Rift and Magnet

Post#15 » Tue Dec 08, 2015 8:00 am

The only thing that happens when I come to the forum with class discussion is losing hope
I imagined it to be a closed community would be easier to argue about certain things and get a consensus that makes no sense.

Like Receive 1k 1k 1k800(bb) damage to a combo of BW / Sor having 5k life
2k festering with no moral 2 (huh pass resists) like 50% life in one skill? hurr durr we put all at same level but even then you will be farmed anyway. this is the sense of mythic.
and magnets pulling through impenetrable walls, well lol. being impossible the game function normally without dependency of 3 healers + guard per 12 players sc's.

I see only people defending their class because it wants to be the strong one
and give a damn if for example, a ranged keep running forever and never get a melee engage taking damage for free till death. what classes do you see ganking?
some stealth ones, and majority ranged.
When playing the ranged is easy to be having positive frag in your area. now try playing melee.
you only need 2 healers and 1 guard make a 4x1 and now meele is better its what I see some people talking in this forum.

If this game only works playing in premade. I say this game doesn't work. simple.
And that is why recent games add equivalent numbers of healer for each team,
and even equivalent number of players in premade like robocraft.
(in contrast they added system you need leveling and paying just to level up fast and that are failing the game population)

Progression of this game was what killed the game. c'mon its 2015 we dont have
space for games like this one gear based because this meritocratic vision is distorted.
we never haved space for this game type thats why this type of game is dieing.

Lets making new players into sheeps. In the end even the pvp is pve (and i'm not talkig about rvr)
All is based about farm not about pvp.

As I said the tier 3 is still acceptable. But in the future with tier 4 that the time investment is higher I do not think it will work for new players. becoming a closed comunity that the only thing that can happen is to decrease.

I wish luck dev's, but in the end would not be surprised if this game is over once again.

Aceboltz
Posts: 254

Re: Rift and Magnet

Post#16 » Tue Dec 08, 2015 8:32 am

TenTonHammer wrote:"friendly pull" could potentially turn it into a griefing tool
A lot of conservative idiots said the same about wow priest's leap of faith, in the end everyone loved it. Only the most selfish kids (like 0.01% of the player base) used it to grief.

Tiggo
Former Staff
Posts: 1948

Re: Rift and Magnet

Post#17 » Tue Dec 08, 2015 8:37 am

its ok to discuss rift and magnet, but please stop that doom and gloom threats like "server gonna die with it" etc.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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talissera
Posts: 159

Re: Rift and Magnet

Post#18 » Tue Dec 08, 2015 9:44 am

Some thoughts about my precious rift..
At this moment most of keep defense is under first gates because of very tight place where tanks can block the pass. Rift allows to clear path pulling tanks, random healers and DDs. Dont forget, rift pulls only a couple of targets... which may be critical for defense. Like 2nd healer in wb (I don't talk about crowd because we all know, on battlefield only premade WBs rule).
Without rifting two spherical WBs in vacuum can stay impossibly long, because DOKs heal all damage. No, ssly, all damage.

Also rift is used very effectively in scenes: premade of def tank, two healers, 2 aoe dds and rifter can do smth like "You Shook Me All Night Long". In the case of switching off keep rifting you should switch off scene rifting because basically it is the same - unfair advantage of crowd control.

Aand at last just a point of view from the magus guys side (i'm not care about engis since they have absolutely different style).
We have no direct brunch. ssly, path of havoc was, be and will be absolute crap because of extremely long casts (2-3sec), no insane sorc crits, no high procs, no utility...
Which leads us to dots and 2nd branch, and dots seems to do much more damage (especially when we will burn all our AoEs), and these dots tick every second... and absolutely negated by insane AoE heal.. I hope you still remember that I'm talking about WB premade.. And we are useless. Because sorcs train burn, melee train in higher tiers.. ahh you already know it.

So, I hope, you will think about rift counters (may be it would be some sort of skills, or new advanced tank tactics, and tank won't be pulled), or it may be slight decrease of range (not to 20-30 ft, in this case choppa would be new flying plate).

Best Regards from old magus.

P.S. Oh, I forgot traditions of this forum.. And l2p in groups, grab your friends in party, use your voice connection, think about tactic and you will do much more then stupid crowd who prefer to conquer empty keeps.
Запаснаго плана нѣтъ - на всѣ Господня воля.
Мой запасный планъ - русскій авось, кокаинъ и пистоли.

Talissera 40/42 Sorceress
Valeska 38/40 Witch Hunter
Dominica 29/27 Orthodox WarPope

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areanda
Posts: 234

Re: Rift and Magnet

Post#19 » Tue Dec 08, 2015 11:03 am

i agree with some players reduce the range..
ive seen engineers pulling peeps from well over 150 feet probably cause of hills.
think it doesnt count it but just sucks all in cause i think range isnt affected by steep mountain or anything.

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Renork
Posts: 1208

Re: Rift and Magnet

Post#20 » Tue Dec 08, 2015 1:23 pm

areanda wrote:i agree with some players reduce the range..
ive seen engineers pulling peeps from well over 150 feet probably cause of hills.
think it doesnt count it but just sucks all in cause i think range isnt affected by steep mountain or anything.
This is the part where people start exaggerating things. Do you know how far 150ft is? I seen 80ish feet myself, but you literally almost doubled that number and that's just a silly lie.

In regards to the population drop....

1) Final exams for a lot of people that are in college during this time.
2) People travel during Holiday time to visit their family members = less time gaming
3) Kids have winter breaks and their parents must now watch them (most ROR players are adults).
4) etc..

Sure, some people may leave due to rift/magnet, but to say that those two abilities are causing the game to die is silly.


Lastly, I do think all pulls should be disabled because the whines are excessive.

Give eng's/magi the 20% damage increase whenever they have a pet summoned, regardless if it's close to them or not. Swap IFOC for seed of chaos, this gives you both the chance of getting BoC and IFoC for some potential burstyness. In order to make Daemonology not entirely obsolete, slightly increase the lash radius and damage. Magi/eng stagger should also be raised to 5s-6smax (not 9s please) and increase the damage of agonizing torrent. These changes can be reverted back once the level cap is increased, but if I understand correctly we're going to be stuck at 31 for a while.

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