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[Engineer,Magus]Keg,Aegis change v.2

These proposals have passed an internal review and are implemented in some way on the server. Review for specific implementation details.
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Sigimund
Posts: 658

Re: [Engineer,Magus]Keg,Aegis change v.2

Post#101 » Sun Dec 18, 2016 2:39 pm

megadeath wrote:order healing classes are better then destro healing classes aswell.
Pretty much sums up this thread. Got any proof?

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Grunbag
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Re: [Engineer,Magus]Keg,Aegis change v.2

Post#102 » Sun Dec 18, 2016 2:42 pm

Maybe you didn't understood why I took this %, you have more ppl that spec dps (so they've mostly use keg as a self heal?) than tinkerer that use keg to support their team mate
Of course you can have sniper build with keg ability .
But who would you heal so far away from melee fight ?
As I explain lately , it's not interredting to spam you keg when you have to do your sniper rotation (look above)
Plus the issue was keg stack in funnel / lord room and snipers doesn't stayed in lordroom neither in funnel (they are on walls)
If a sniper goes too close from melee aoe he'd die fast
That why tinkerer spec def to use properly the keg
Snipers are not the one that spam keg like mad to help their teammate
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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megadeath
Posts: 153

Re: [Engineer,Magus]Keg,Aegis change v.2

Post#103 » Sun Dec 18, 2016 3:42 pm

Spoiler:
Grunbag wrote: (they are on walls)
So you actually build your spec around sitting on walls? Amazing!
Consistent low quality posts will have you removed from the balance forums for not following the rules.
User warned for this post.

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"I came, I saw, I ran away"
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Grunbag
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Re: [Engineer,Magus]Keg,Aegis change v.2

Post#104 » Sun Dec 18, 2016 3:44 pm

I'm not sniper build , but that's what snipers do in def keep siege .
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Penril
Posts: 4441

Re: [Engineer,Magus]Keg,Aegis change v.2

Post#105 » Sun Dec 18, 2016 5:14 pm

Ok, people have had enough warnings. From now on, any ****-post will come with a Balance Discussion forum ban.

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Natherul
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Re: [Engineer,Magus]Keg,Aegis change v.2

Post#106 » Sun Dec 18, 2016 8:08 pm

Lets start with that I had no intention to take part in this discussion at all to begin with because I dont feel like I can formulate myself well enough on these matters but reading through the topic made me feel like I needed to post. And sorry for the wall of text. :P

My personal issue with the keg (yes I think it should not exist as it does today) consists of a few points:
  1. A non healer class should never have any big significance when it comes to healing, they should definitely not be able to beat a real healer in healer charts (even if it's spread to multiple people that you cannot control)
  • It has the potential to scale in ridiculous ways when larger numbers are taken into account. What I mean by this is if you have 5 Engis who place down the keg they (assuming it heals randomly, I dont know the exact mechanic) it could heal someone for all the tics at the same time making a significant difference in the damage needed to kill them.
  • Then you also have the fact that some AOEs do not stack when cast from different players, then why should a hot be able to?
Im glad that this discussion was finally lifted as even if the keg does not get a change it was/is a discussion that really needed to happen.

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Grunbag
Former Staff
Posts: 1881

Re: [Engineer,Magus]Keg,Aegis change v.2

Post#107 » Sun Dec 18, 2016 8:15 pm

Natherul wrote:Lets start with that I had no intention to take part in this discussion at all to begin with because I dont feel like I can formulate myself well enough on these matters but reading through the topic made me feel like I needed to post. And sorry for the wall of text. :P

My personal issue with the keg (yes I think it should not exist as it does today) consists of a few points:
  1. A non healer class should never have any big significance when it comes to healing, they should definitely not be able to beat a real healer in healer charts (even if it's spread to multiple people that you cannot control)
  • It has the potential to scale in ridiculous ways when larger numbers are taken into account. What I mean by this is if you have 5 Engis who place down the keg they (assuming it heals randomly, I dont know the exact mechanic) it could heal someone for all the tics at the same time making a significant difference in the damage needed to kill them.
  • Then you also have the fact that some AOEs do not stack when cast from different players, then why should a hot be able to?
Im glad that this discussion was finally lifted as even if the keg does not get a change it was/is a discussion that really needed to happen.
If keg is op for dps engineer spec ,then just swap it with electromagnet you'll have way less engineer that would take it that high in tinkerer tree . But let it for real tinkerer that make support build , if you remove or nerf it , why wb would chose any def tinkerer that had actually a range debuffed and have to sacrifice his BS to have survivability in melee ?
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Thayli
Posts: 134

Re: [Engineer,Magus]Keg,Aegis change v.2

Post#108 » Sun Dec 18, 2016 8:22 pm

Grunbag wrote:
Spoiler:
Natherul wrote:Lets start with that I had no intention to take part in this discussion at all to begin with because I dont feel like I can formulate myself well enough on these matters but reading through the topic made me feel like I needed to post. And sorry for the wall of text. :P

My personal issue with the keg (yes I think it should not exist as it does today) consists of a few points:
  1. A non healer class should never have any big significance when it comes to healing, they should definitely not be able to beat a real healer in healer charts (even if it's spread to multiple people that you cannot control)
  • It has the potential to scale in ridiculous ways when larger numbers are taken into account. What I mean by this is if you have 5 Engis who place down the keg they (assuming it heals randomly, I dont know the exact mechanic) it could heal someone for all the tics at the same time making a significant difference in the damage needed to kill them.
  • Then you also have the fact that some AOEs do not stack when cast from different players, then why should a hot be able to?
Im glad that this discussion was finally lifted as even if the keg does not get a change it was/is a discussion that really needed to happen.
If keg is op for dps engineer spec ,then just swap it with electromagnet you'll have way less engineer that would take it that high in tinkerer tree . But let it for real tinkerer that make support build , if you remove or nerf it , why wb would chose any def tinkerer that had actually a range debuffed and have to sacrifice his BS to have survivability in melee ?
If it is made unstackable, there is literally no difference for ONE engineer speccing into it. All it will achieve is making it a little less retarded when there's 10 engineers putting it down in a keep.
Thayli - SH
Thlayli - SQ


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Grunbag
Former Staff
Posts: 1881

Re: [Engineer,Magus]Keg,Aegis change v.2

Post#109 » Sun Dec 18, 2016 9:15 pm

Thayli wrote:
Grunbag wrote:
Spoiler:
Natherul wrote:Lets start with that I had no intention to take part in this discussion at all to begin with because I dont feel like I can formulate myself well enough on these matters but reading through the topic made me feel like I needed to post. And sorry for the wall of text. :P

My personal issue with the keg (yes I think it should not exist as it does today) consists of a few points:
  1. A non healer class should never have any big significance when it comes to healing, they should definitely not be able to beat a real healer in healer charts (even if it's spread to multiple people that you cannot control)
  • It has the potential to scale in ridiculous ways when larger numbers are taken into account. What I mean by this is if you have 5 Engis who place down the keg they (assuming it heals randomly, I dont know the exact mechanic) it could heal someone for all the tics at the same time making a significant difference in the damage needed to kill them.
  • Then you also have the fact that some AOEs do not stack when cast from different players, then why should a hot be able to?
Im glad that this discussion was finally lifted as even if the keg does not get a change it was/is a discussion that really needed to happen.
If keg is op for dps engineer spec ,then just swap it with electromagnet you'll have way less engineer that would take it that high in tinkerer tree . But let it for real tinkerer that make support build , if you remove or nerf it , why wb would chose any def tinkerer that had actually a range debuffed and have to sacrifice his BS to have survivability in melee ?
If it is made unstackable, there is literally no difference for ONE engineer speccing into it. All it will achieve is making it a little less retarded when there's 10 engineers putting it down in a keep.
So Why tinkerer would spec for it ? Tinkerer already stoped using self destruction because of stack lose (when we use self destruction in our magnet rotation we lose half survivability against caster and half dmg boost , plus we have to add a summon turret in our rotation) , if our heal can be targeted /destroyed or not sure it would work as intended , wb would take tinkerer just for magnet and ap tactic ? I think It'd brokedown support tree
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Sgttimmen
Posts: 53

Re: [Engineer,Magus]Keg,Aegis change v.2

Post#110 » Sun Dec 18, 2016 10:10 pm

Yes sure remove the stackable kegs out of party but let it actually heal, like 750 a tick. As a stationary ranged dps the keg is needed, otherwise engies would need kiting Tools like an SH or Shaman, and i dont Think anyone would like it since it breaks the class.
If you spec tinkerer you do it to support and want to be of any use, and my suggestion would make it more useful.

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