Few things to note:
1) Any class in RR100 gear/LOTD Jewels could do decent DPS. Heck, DPS Zealots could. RR100 gear
won't be implemented (and I'm hoping Aza won't implement LOTD weapons - at least in their OP state)
2) The Riflemen you played with on live that were tearing **** up were probably: a) rr98-100; b) focusing badly geared players/bad players. It's indisputable that against competent players, a Magus and Engineer were /lol'd at.
3) To get the most out of your rotation as a Magus, you need to have your elemental debuff up. This is from the pet. For a Magus to deal its maximum amount of damage, it also needs a spirit resistance debuff up - either via Chillwind or Glean Magic. So put these two abilities on your buffhead (I think the pet elemental debuff is called Daemonic Consumption/Fire), and when you see them appear on you anticipate a burst rotation.
4) The damage buff was necessary because now the class can fill in (somewhat, not really against competitive players I'd still maintain) for a SH/Sorc. All classes ought to be able to fill-in a spot in a group.
5) Why should a class that has to stay still for 16 seconds and remain stationary
not be the most potent RDPS? Sorcerers have enjoyed this position since release, yet their burst rotation/playstyle is incredibly easy to pull-off. This notion that the Magus ought not to be 'as good as the SH/Sorc because they have lots of CC!11' needs to be done away with: they're a
ranged damage class, as per their given archetype.
6) The Magus requires a bit of thought behind their burst rotation and several factors to take into consideration - plus correct usage of a pet. This is why there is an abundance of Sorcerers and SHs, and still - even
with these changes - only 2 or 3 ST Magi that stand out. No class is very hard to play in this game, but there are varying degrees of complexity. Difficulty/risk (standing still, exposing yourself) ought to reward you.
6) It always seems to be the same people complaining monotonously; people that play Marauders, Sorcerers, DoKs, Slayers, Bright Wizards. I can't help but find it somewhat comical, especially when you consider that even now these classes pretty much reign supreme end-game.
7) I don't know why so many people still haven't adjusted to the classes in their current state. Fusion knows how to handle Engineers now, and I honestly think it is simply a case of readjusting your stance and manner when dealing with these classes. Focus the pet (as Aza said, it's survivability has been reduced), force the Magus/Engineer to move = gg.
8) The ST rotation was nerfed (Bolt is now back on a 10 second CD), so the Magus can only put out the hurt every 10 seconds or so. Even with the FRF 50% crit dmg multiplier change, you should not be dying to a Magus that doesn't have Bolt available if you are grouped with competent players.
9) The Magus is reliant on having a tank punting targets, to coincide with its burst rotation, to kill them. I am talking competitively, as pug/disorganised play doesn't concern me and ought not feature when talking balance. I tested the class with Riftbeardz - a very experienced veteran Magus - in several 6v6s, and even with the changes you need to be METICULOUS with your rotation if you want to kill anyone. Good players will be mobile, and keep moving around, and as a Magus you are forced to hard summon the pet when Resummon is off CD, so you are losing stacks:
this is the tradeoff. I am sure he can testify to this.
10) Resummon is on a 20 second cooldown. If you use the instasummon tactic, you are either giving up a damage tactic - thus nerfing your potential damage output - or replacing it with the range on change abilities tactic.
11) The only spec that an Engineer and Magus have that can really rival other DPS now is Havoc and Rifleman. The other specs - while cool and fun to play with the new changes, for sure - will not really threaten anyone. In addition, Surging Power is now in the Havoc tree so the burst from Demonology will be less (Infernal Blast could crit for 1.2k+ on debuffed targets with the tactic). I reiterate: you should not be dying to a Change or Demo Magus, and if you are it is most definitely a L2P problem.
12) The vast majority of these complaints seem to stem from disorganised/pug play. There is a reason that, even now, most premades still prefer to run with other RDPS classes whilst roaming. Sure, you have one or two that are using a Magus/Engi, but what are you bringing that a well-played Bright Wizard or Shadow Warrior couldn't bring?
13) Shadow Warrior has access to a semi-spammable inc heal debuff and amazing sustained damage/spike via M2. It has a plethora of escape tools, too. Yes, the class has Festering Arrow, but in order for it it encroach upon the stationary RDPS territory of the Magus it ought to have to invest a lot for it. You will not see a Change Magus remotely rivaling a well-played Squig Herder as a mobile RDPS, so the Magus/Engineer should still be the top stationary DPS.
14) To get the optimal Magus ST spec (
RoR.builders - Magus) you need to be RR60, whereas other classes (as mentioned previously and on other threads) can pretty much get all of their goodies relatively quick.