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Rift and Magnet

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Gobtar
Posts: 799

Re: Rift and Magnet

Post#31 » Tue Dec 08, 2015 2:40 pm

The keep part of this conversation was started before T3 came out, we laughed at the situation but we knew that this would be a real issue, the devs tried to implement a fix so that pulling through keep doors was impossible but this didn't work, There might be reasons why engineers and magus need thier pulls at keeps but it isn't as good as the reason why they shouldn't have it here. having pull in SCs or skirmishing is fine, it's brutal but it's in the spirit of the original game. Disable Magnet and Rift at all keeps and any BOs that have one door entrances (Tavern, Bugmans, V.Tower)

When making buffs / Nerfs just remember: "A friend to all is a friend to none".
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Jaycub
Posts: 3130

Re: Rift and Magnet

Post#32 » Tue Dec 08, 2015 2:43 pm

It's kind of a big ****! to engineers whose only viable spec is magnet, at least magus have a decent dps spec in t3.

Disabling it near the doors I could see, but removing it from keep siege completely would be ghetto
<Lords of the Locker Room> <Old School>

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Renork
Posts: 1208

Re: Rift and Magnet

Post#33 » Tue Dec 08, 2015 2:45 pm

Jaycub wrote:It's kind of a big ****! to engineers whose only viable spec is magnet, at least magus have a decent dps spec in t3.

Disabling it near the doors I could see, but removing it from keep siege completely would be ghetto
No such thing as decent dps spec for t3 (for both classes). If you stand on a purple mist for 30 seconds you deserve to die. You can always suggest how to tweak eng's if magnet gets disabled too you know.
Last edited by Renork on Tue Dec 08, 2015 2:46 pm, edited 1 time in total.

Bogatyr
Posts: 7

Re: Rift and Magnet

Post#34 » Tue Dec 08, 2015 2:46 pm

No the server will not die because of rift/magnet, but still, its a f**** annoying bug, just disable this abilities and dont speak about no more.

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peterthepan3
Posts: 6509

Re: Rift and Magnet

Post#35 » Tue Dec 08, 2015 3:06 pm

Lol, people saying "just ban the ability no more questions" seriously do not understand how gimped the Magus and Engi would be without this.

By all means, nerf it or remove it. But Magus/Engi MUST be given something to compensate for the loss of their only career-defining ability; the one thing that warrants even bringing one into a WB/party (and even then, that is not guaranteed)

I like what renork said: at least, for now, swap the position of seed with IFOC, and allow the 20% damage to persist regardless of distance from the minion.

But if people are seriously calling for rift/magnet to be removed and expect magi/engis to be happy with that, then lol.
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Renork
Posts: 1208

Re: Rift and Magnet

Post#36 » Tue Dec 08, 2015 3:12 pm

peterthepan3 wrote:Lol, people saying "just ban the ability no more questions" seriously do not understand how gimped the Magus and Engi would be without this.

By all means, nerf it or remove it. But Magus/Engi MUST be given something to compensate for the loss of their only career-defining ability; the one thing that warrants even bringing one into a WB/party (and even then, that is not guaranteed)

I like what renork said: at least, for now, swap the position of seed with IFOC, and allow the 20% damage to persist regardless of distance from the minion.

But if people are seriously calling for rift/magnet to be removed and expect magi/engis to be happy with that, then lol.

Ohhh that was your magus I killed the other day at the dwarf lair, my bad :>

edit: Still waiting for Jaycub's response in regards to that viable dps spec that magi have in t3 :geek:
Last edited by Renork on Tue Dec 08, 2015 3:15 pm, edited 1 time in total.

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peterthepan3
Posts: 6509

Re: Rift and Magnet

Post#37 » Tue Dec 08, 2015 3:14 pm

S'all good, haha!

But no, I liked your suggestions and think it would - at least for now - make Magus a viable DPS assist with access to 20% dmg and BOC/IFOC. Not sure about Engi as I've never played, and I believe they're a bit more aoe-centric.
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Bogatyr
Posts: 7

Re: Rift and Magnet

Post#38 » Tue Dec 08, 2015 3:16 pm

i agree with this : ban rift/magnet and upgrade the dps

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antiquities
Posts: 38

Re: Rift and Magnet

Post#39 » Tue Dec 08, 2015 3:18 pm

A couple suggestions as to how to balance this skill back out so it's not as broken:

1. Put a player cap on the amount of players that the skill can pull. This cap could be 4-6 and the skill still be functional, and it would make positioning on the opposing faction achievable again, so healers/ranged wouldn't have to worry about being pulled into a zerg, and even in small scale fights would have the ability to avoid it.

2. Put it on a longer cool-down. This in combination, or singularly, with the aforementioned suggestion would balance the skill out whole-sale. Raising the the cooldown on it from 30s to 45s or even 60s would make it less of a hassle to deal with. Also, in line with this, raising the immunity timers on this skill could also be another solution to it.

3. Obviously, reducing the range that it pulls is an eclipsing point that needs to be looked in to. The range in this game is broken as it is, so in correlation, I do not think that an all inclusive AoE ability should have an 80 foot range; it just seems a little absurd. Reducing the range to a much more manageable condition like 50-65 feet would make the risk/reward ratio for the player speccing in to the ability higher.

4. Fixing the z-axis issues associated with a different number of skills (EM, Rift, Pounce) should be looked in to. If these skills were to be reverted back to their original mainstay (x-/y- axis skills), this could also have the ability to balance the skill back out. It just seems a little odd that having the ability to pull people off of keeps, without the ability to get back in to the keep through the postern doors, is a thing.

So in conclusion, I think the OP's concerns for Rift/EM are justified, however, these two skills are not "killing the game."
i play some terrible WE and some terrible WH

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peterthepan3
Posts: 6509

Re: Rift and Magnet

Post#40 » Tue Dec 08, 2015 3:21 pm

Bogatyr wrote:i agree with this : ban rift/magnet and upgrade the dps
Do not ban it. Just configure it a bit: reduce the range and amount of people who can be pulled, the z-axis stuff - voila.
Removing the ability completely is just overkill. While we're at it, let's remove SL, FArrow, BAL, etc etc!
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