Re: Changelog 06/12/2016
Posted: Thu Dec 08, 2016 7:44 am
How is the magnet range in tinkerer spec? Same or reduced as well?
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=18792
Magnet is not affected by range , but dunno it aoe radius and aoe cap of magnet has been increased with buff yetSulorie wrote:How is the magnet range in tinkerer spec? Same or reduced as well?
This would be something worth testing for sure.Azarael wrote:Exchanging Surging Power with Changer's Blessing, and adding Flickering Red Fire to the list of its affected skills. I can't change the cast time of FRF without client access.Ravai wrote:- or leave the cast time the same and add a "crit damage % to flickering red fire" tactic somewhere in the tree as both changer's Blessing and Fiery winds are useless. The only problem with creating an individual tactic is that you create another issue of potentially dropping damage from one of the other tactics which are pretty much mandatory. SO you could add the crit damage to surging power tactic, or even make surging power a havoc mastery skill only so it cant be paired with an aoe build. your either aoe or st.
I don't see why the noted complaints have standing. The range point only has meaning if one is talking about a situation where the magus/engi was able to be stationary for the full time frame needed to get to maximum range. If the opposing side allows this to occur, where does the fault lay? Moreover, both sides have a class that can match it's opposite. If a magus is a threat at said range, an engi is as well. This seems to be an argument for including the mirror class as a counter and so increases their value among their own side.Azarael wrote:Bolt of Change and Snipe were brought down because of complaints about the ease of putting out repeated burst rotations and repeated undefendable attacks at 210ft range. Something had to give to make adjusting the other turrets and daemons viable and avoiding complaints, and that was it.
If a better solution is adjusting the range bonus from the Gun Turret and Pink Horror, then let me know.
Actually that is what we are expecting from destro. On Order side you see a lot of new engies in t2, t3.Whitesands wrote: .... Moreover, both sides have a class that can match it's opposite. If a magus is a threat at said range, an engi is as well. This seems to be an argument for including the mirror class as a counter and so increases their value among their own side.
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Agreed. I deleted the big angry discussions. If someone wants to measure epeens, send me a PM. Let's keep this thread clean.Twyxx wrote:Think maybe we should let the big angry discussions move back to the kiddy pools where they belong...
Anyways, thanks for the updates.
Honestly...Engi has way better tools and quicker burst. Ya..a magus can kill a tank with BOC...but the armor argument doesn't hold water. I'm not complaining...just tired of hearing this, almost as much as x-realm whine.Glorian wrote:Actually that is what we are expecting from destro. On Order side you see a lot of new engies in t2, t3.Whitesands wrote: .... Moreover, both sides have a class that can match it's opposite. If a magus is a threat at said range, an engi is as well. This seems to be an argument for including the mirror class as a counter and so increases their value among their own side.
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And not for fun Nuclearpotato is the Bitterstone's top target if he shows up. A well played Magus can do the same as an engineer and in ST damage is even better cause he is not hindered by whatsoever armor the engie has and has crazy crits.
This is not a whine post. The Magus is the Engie bane. It is not stone/paper/scissor. It is you need a sniper to kill a sniper. Or a Siege Cannon. And as a Tinkerer I take the Cannon.