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[Magus] Why so weak?

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Jaycub
Posts: 3130

Re: [Magus] Why so weak?

Post#151 » Thu Sep 01, 2016 3:02 pm

Neflak wrote:Saw a magus or two crushing SCs tonight, but I was solo queing and destro had significant levels+magus was in premade :p
>magus in premade

my regards to that poor destro group :^)


also balance forum discussion for magus/engineer when
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Renork
Posts: 1208

Re: [Magus] Why so weak?

Post#152 » Thu Sep 01, 2016 3:09 pm

peterthepan3 wrote:Pet needs to do more damage period tbh. Compared to squigs and lions, the demons do very little damage - and they're stationary! Someone had a pretty cool idea about having the pets mirror the caster's abilities, e.g. a Havoc magus using pink horror can activate a CD that will allow the pet to use its own version of the caster's abilities (Surging Violet Fire, Bolt of Change - whatever), or a Changing magus could use its respective demon to spam more glean magics/pandemoniums/seeds of chaos. Naturally these abilities would be weaker than the caster versions.

Perhaps a prerequisite would be - as footpatrol said above - the 20% damage buff before these 'abilities'/CD would unlock. Something about seeing a magus and his demon both channeling indigo fire or bolts from the nether gets me wet.

Could be cool. I believe WoW had a similar mechanic in place for locks during mop/wod (could've been the caster taking pet abilities or something, i forgot)
While I think our developers are exceptionally skilled, I doubt that they would want to dedicate their time in doing this. This isn't something easy to do and there are other things that are more important. "Balancing" the magus class isn't an easy task that's for sure though. (mandatory lolWOW ;) ).

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peterthepan3
Posts: 6509

Re: [Magus] Why so weak?

Post#153 » Thu Sep 01, 2016 3:11 pm

Renork wrote:
peterthepan3 wrote:Pet needs to do more damage period tbh. Compared to squigs and lions, the demons do very little damage - and they're stationary! Someone had a pretty cool idea about having the pets mirror the caster's abilities, e.g. a Havoc magus using pink horror can activate a CD that will allow the pet to use its own version of the caster's abilities (Surging Violet Fire, Bolt of Change - whatever), or a Changing magus could use its respective demon to spam more glean magics/pandemoniums/seeds of chaos. Naturally these abilities would be weaker than the caster versions.

Perhaps a prerequisite would be - as footpatrol said above - the 20% damage buff before these 'abilities'/CD would unlock. Something about seeing a magus and his demon both channeling indigo fire or bolts from the nether gets me wet.

Could be cool. I believe WoW had a similar mechanic in place for locks during mop/wod (could've been the caster taking pet abilities or something, i forgot)
While I think our developers are exceptionally skilled, I doubt that they would want to dedicate their time in doing this. This isn't something easy to do and there are other things that are more important. "Balancing" the magus class isn't an easy task that's for sure though. (mandatory lolWOW ;) ).
Nah that's true 100%. Other things take priority. Just nice to speculate in my little bubble from time to time =D
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Sido
Posts: 12

Re: [Magus] Why so weak?

Post#154 » Mon Sep 12, 2016 8:50 am

Took me a bunch of time to read the whole thread, but I'd add a point I didn't see : magi don't have ranged auto attack, this is basically a lack of 1-1.5k damages compared to engi in a full dot+dd rotation, if you're not playing close to the target like a mdps.

One small (and not making magi OP) QoL change I'd see is removing the pet death when using the aoe kd, because it either breaks the 20% buff mechanic or forces the magi to re-summon their pet right after, losing half of the 3sec aoekd which in my small magus experience was critical on many occasions.

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normanis
Posts: 1465
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Re: [Magus] Why so weak?

Post#155 » Mon Sep 12, 2016 10:37 am

i dont think magus is weak. i died a lot from magus in sc. if noone heals me i die sooner or later .
"give wh and witch propper aoe like evrywone has it!"

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peterthepan3
Posts: 6509

Re: [Magus] Why so weak?

Post#156 » Mon Sep 12, 2016 11:44 am

Nice suggestion Sido. Never understood why we have to sacrifice our mechanic for 3 seconds of cc =P
normanis wrote:i dont think magus is weak. i died a lot from magus in sc. if noone heals me i die sooner or later .
xD gr8 banter m8! If you have noone in scenarios to heal you, then eventually those 50-second magus dots will get ya!
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Azarael
Posts: 5332

Re: [Magus] Why so weak?

Post#157 » Mon Sep 12, 2016 1:30 pm

Renork wrote:
peterthepan3 wrote:Pet needs to do more damage period tbh. Compared to squigs and lions, the demons do very little damage - and they're stationary! Someone had a pretty cool idea about having the pets mirror the caster's abilities, e.g. a Havoc magus using pink horror can activate a CD that will allow the pet to use its own version of the caster's abilities (Surging Violet Fire, Bolt of Change - whatever), or a Changing magus could use its respective demon to spam more glean magics/pandemoniums/seeds of chaos. Naturally these abilities would be weaker than the caster versions.

Perhaps a prerequisite would be - as footpatrol said above - the 20% damage buff before these 'abilities'/CD would unlock. Something about seeing a magus and his demon both channeling indigo fire or bolts from the nether gets me wet.

Could be cool. I believe WoW had a similar mechanic in place for locks during mop/wod (could've been the caster taking pet abilities or something, i forgot)
While I think our developers are exceptionally skilled, I doubt that they would want to dedicate their time in doing this. This isn't something easy to do and there are other things that are more important. "Balancing" the magus class isn't an easy task that's for sure though. (mandatory lolWOW ;) ).
It's actually not that hard implementation-wise. The main problem is whether or not an animation exists within the casting creature's animation set for the ability in question and whether or not I wrote the handler components with the assumption that they would only be used by players (unchecked casts to Player present, etc.) A number of NPCs cast player abilities.

Balance-wise? Nope nope nope nope nope

ToXoS
Posts: 671

Re: [Magus] Why so weak?

Post#158 » Mon Sep 12, 2016 2:28 pm

normanis wrote:i dont think magus is weak. i died a lot from magus in sc. if noone heals me i die sooner or later .
Well, dots are not something that is unique to magus.
Any classes have dots, and of course if no healer heals you in time, you die. Magus or not.

Ofc if you remove all healers from the game, then magus is OP, because it has a lot of dots.
But healers are a thing in this game, and so magus is weak.
One last thing: if a healer can't keep you alive from a magus, then that's a terrible healer and should reroll.

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Waaghaa
Posts: 215

Re: [Magus] Why so weak?

Post#159 » Mon Sep 12, 2016 2:42 pm

Due to some bug in the past, on some occassions the Magus pet followed you around so the animation for that mechanic should be there, it looked funny as hell having that pet stomping around.

But since the Magus class is paired with Engineer, having the same conditions as them would be preferable.

Their turrets are stationary afaik, I havent played Engi, so I dont know if their turrets do more damage or not, I am seldom near one, but I like turrets, they are happy targets for AE spells when attacking keeps, seems that more get hit by AE when targetting the turret as the engi often places it near the healers and its always there, targettable, not jumping around behind cover disrupting those +3 sec spells.
Spoiler:
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Gobtar
Posts: 799

Re: [Magus] Why so weak?

Post#160 » Mon Sep 12, 2016 3:28 pm

Spoiler:
Waaghaa wrote:Due to some bug in the past, on some occassions the Magus pet followed you around so the animation for that mechanic should be there, it looked funny as hell having that pet stomping around.

But since the Magus class is paired with Engineer, having the same conditions as them would be preferable.

Their turrets are stationary afaik, I havent played Engi, so I dont know if their turrets do more damage or not, I am seldom near one, but I like turrets, they are happy targets for AE spells when attacking keeps, seems that more get hit by AE when targetting the turret as the engi often places it near the healers and its always there, targettable, not jumping around behind cover disrupting those +3 sec spells.
I had an idea a while back, where instead of a turret, the engineer calls in a "Sapper", who would run around and either blast stuff or helped with grenade chucking (Requisition Thunderer, Requisition Miner, Requisition Sapper). The idea is rather than focus on a shoddy turrent, the engineer uses his talents to provide the Sapper with guns and equipment to field test (Dwarf Engi's are basically Q from James Bond, while the whole idea of building a shoddy, temporary piece of equipment goes against much of dwarf philosophy, even if it is from an eccentric dwarf)

Self-Destruct is "problematic"...if we could change the client name of the ability to be something like "Counter-Measures" - Your Sapper activates a Point-defense counter-measures allowing him to make his escape. blah blah blah. Also replace the daemon model with the equivalent daemon minus a summon circle.

There are plenty of instances in warhammer fantasy where powerful Tzeentchian sorcerers were able to summon armies of Daemons to their call once they have proven themselves, surely a magus has gleamed such knowledge by now, at least enough to wrestle control of two Daemons (one being the disk)

I never got the obsession with having a stationary class when the mobility is life.
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