Patchnotes 07/10/16

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Specialpatrol
Posts: 306

Re: Patchnotes 07/10/16

Post#131 » Fri Oct 07, 2016 10:49 pm

Azarael wrote:
bloodi wrote:I assume the engi Lighting rod doesnt get increased damage either?
Damage of Lightning Rod will increase if the damage is credited to the Engineer and not the Lightning Rod.

EM does not place an object. That's an effect.
Lualyrr wrote:Dunno bout other 3 classes, but engie changes are retardedly overpowered - cant even outheal few engies' dmg now..[/ :oops: quote]

Let me introduce you to the concept of balance.

In a balanced game, the following statement should also be valid grounds for an adjustment:

"sorcs are overpowered... cant even outheal few sorcs' dmg now..."

I don't think I need to say anything else.
But in a balance discussion you can't just compare numbers. You have to figure in how classes are designed in relation to each other.

Yes, Bright Wizards/Sorcerers can do a lot of damage, that can be hard to outheal. But the tradeoff is also a very light armored class with a volatile mechanic (i.e they can blow themselves up), that generally need a group around them to fully shine. And that is huge price to pay for being top of the damage food-chain.

This is hardly the case with Engineers/Maguses. They're both more independent classes, with way more survivability than BWs/Sorcs - and way more cc abilities.

Naturally, such classes shouldn't also top damage charts as often as their more explosive colleagues. If they do, it's fundamentally broken. And I do hope that you calculate such basic factors into current and future class adjustments - and that you're not simply comparing numbers.
Last edited by Specialpatrol on Fri Oct 07, 2016 10:54 pm, edited 1 time in total.
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Reesh
Posts: 645

Re: Patchnotes 07/10/16

Post#132 » Fri Oct 07, 2016 10:51 pm

I've playtested for couple of hours my 35 engi and so far I can say - that's a good patch. That doesn't make them overpowered, but an rdps that finally, can be somewhat a threat to the enemy. But, for it to be a one it lacks mobility, even with well oiled machine tactic.
That's definitely a good direction.
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ToXoS
Posts: 671

Re: Patchnotes 07/10/16

Post#133 » Fri Oct 07, 2016 10:53 pm

Spoiler:
Torquemadra wrote:
ToXoS wrote:As Aza said, this is an experimental mode.
But tbh, the damage and range buffs are really good.
It's just that people are used to think that engie and magus are the worst classes.
Well, now they aren't anymore.
Now they are decent RDPS.
But this doesn't mean they are equals.
Engie is still better I'm afraid.
For example,
If we compare a ST spec magus and engie, it's obvious that engie is the best.
For 3 reasons:
- A nice little burst of damage provided by the gun turret that you can synchronize with your own burst (magus doesn't have such thing).
- An armor debuff, provided by the same turret (magi's pink horrors have an elemental debuff, but you still have to apply Glean magic for a spiritual debuff). This will not be an issue if the magus had the equivalent of the following:
- A good burst of damage at level 40, with the skill Focused fire. At level 40, magi have Warpfire, which nobody use because it's really bad. Some will say that Engie doesn't have IFOC, and that this skill can compensate for the lack of burst of a magus. It will be true if IFOC wasn't as obvious to use. A big indigo beam that shows everyone that you're here. Focused fire is more stealthy and a 3 sec cast, and that change everything.

Of course there is also the fact that disrupt is way more easier to stack than dodge.
So yes, they aren't equals.

But as a big fan of the magus, I'm grateful for this changes.
Also, is there a hope to make all daemons/turrets instant cast? As a QoL change?
A free tactic slot would be nice, magus and engie need that.
reasonable points but do not forget that magus just need to stack intelligence while engi suffers from multiple attribute dependency as need ballistic and weapon skill due to being primarily physical damage.[/quote]


Also:
An engie can burst down a target with only the use of Rifleman abilities, which means he just need to apply its armor debuff and then do decent damage. And, armor debuff is not a rare thing at all on a WB, while, elemental and spiritual debuffs are.

At first glance people will think that engie ST tree is weaker because it's physical damage while magus is elemental.
However, a magus need to use Changing tree abilities for its burst rotation, and this abilities are spiritual damage( and have less reach than havoc abilities).

Engies need ONE common kind of debuff and have all the abilities they need in one tree for their burst rotation.
Magi need TWO rare kind of debuff and need another tree for their burst rotation.
Last edited by ToXoS on Sat Oct 08, 2016 2:19 am, edited 2 times in total.

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neutrino
Posts: 187

Re: Patchnotes 07/10/16

Post#134 » Fri Oct 07, 2016 11:08 pm

Probably most discussion about the Engi and Magus classes in a single topic ever.

Thank you for the buff, it was sorely needed. Those moaning about it being op realize it's a tricky feat to get all of the requirements in line to put out the maximum range and damage at any one point.

I'd really be happy if more of the magus dots simply hit harder per tick with less time. That would be something standing next to a pet - dots tick 50-100% faster next to pet.
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megadeath
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Re: Patchnotes 07/10/16

Post#135 » Fri Oct 07, 2016 11:33 pm

Buffing damage was a good idea, but that range is just stupid.
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TenTonHammer
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Re: Patchnotes 07/10/16

Post#136 » Sat Oct 08, 2016 12:02 am

megadeath wrote:Buffing damage was a good idea, but that range is just stupid.
buffing dmg would just make engi/mag into a knock off bw/sorc
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ToXoS
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Re: Patchnotes 07/10/16

Post#137 » Sat Oct 08, 2016 12:36 am

People are complaining but I don't think they even tried to play magus/engie and how restrictive it is.

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porkstar
Posts: 721

Re: Patchnotes 07/10/16

Post#138 » Sat Oct 08, 2016 1:09 am

I've found that it is possible to be quite mobile on the engineer and simultaneously keep at least 6-8 stacks of buff. Using well-oiled machine I can instantly cast the turret with a resulting 5s cool down. I can rotate between three different types of turret since cool down only applies to each particular turret. I would like to test it again because it was laggy but I seemed to maintain the stacks indefinitely while strafing.
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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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sanii
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Re: Patchnotes 07/10/16

Post#139 » Sat Oct 08, 2016 1:27 am

porkstar wrote:I've found that it is possible to be quite mobile on the engineer and simultaneously keep at least 6-8 stacks of buff. Using well-oiled machine I can instantly cast the turret with a resulting 5s cool down. I can rotate between three different types of turret since cool down only applies to each particular turret. I would like to test it again because it was laggy but I seemed to maintain the stacks indefinitely while strafing.
It also drains ur ap REALLY fast as each pet recast costs 55 ap. And every time you summon your pet is time that you could have spent on dpsing or using ur dots , like BWs and Sorcs can for example(imagine you had to spend 55ap every 2 seconds to keep up your mechanic on these classes AND use a tactic to do so).
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peterthepan3
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Re: Patchnotes 07/10/16

Post#140 » Sat Oct 08, 2016 2:10 am

Magus is pretty fun in Caledor Woods now =D I like the idea of being an 'independent' damage dealer: with the group, but out in the distance picking off targets and assisting while your enemies struggle to see where those giant red bolts are coming from.
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