Recent Topics

Ads

The Magus/engi buff

Chat about everything else - ask questions, share stories, or just hang out.
User avatar
Azarael
Posts: 5332

Re: The Magus/engi buff

Post#41 » Mon Oct 10, 2016 4:39 pm

warkaiser wrote:- Sorcs/BWs are capable of high single target and AoE damage, but are also draining their own HP while putting out max damage, and do not have a ton of effective CC. Having BWs in your group means youre needing to focus more heals on them instead of healing tanks and melees
I just want to intervene to comment on this.

Backlash is not a drawback. We've known this for years. It's absorbed into the group heal when they're casting, and when they're under pressure they're not going to cast anything that would increase that pressure on them by triggering a backlash.

If you want to justify the BW/Sorc mechanic, which remains one of the most effective in the game, commenting on relative mobility and lack of CC is fine.

Regarding other points: part of the problem is that Engi/Magus turret casts don't use the same system other classes do, by which the pet is cancelled and the cooldown invoked when the master activates the ability again, or when the pet dies. This allows Engi/Magus not only resummoning, but actually casting the turret again to maintain the buff. I've been aware that this is a potential issue, but wanted to see first whether this change would allow these classes to become anywhere near competitive with the Gods of Fire and Ice before proposing anything.

Ads
bloodi
Suspended
Posts: 1725

Re: The Magus/engi buff

Post#42 » Mon Oct 10, 2016 4:47 pm

Azarael wrote:Backlash is not a drawback. We've known this for years. It's absorbed into the group heal when they're casting, and when they're under pressure they're not going to cast anything that would increase that pressure on them by triggering a backlash..
Read what you just said again.

Backslash is not a drawback, you cannot attack at all under pressure but its not a drawback? What does define a drawback then?

Because being unable to attack when under pressure does seem like an huge drawback to me. A major one.

User avatar
Gobtar
Posts: 799

Re: The Magus/engi buff

Post#43 » Mon Oct 10, 2016 4:49 pm

warkaiser wrote:
Spoiler:
Just to put in perspective how effective this range buff is with any sort of terrain advantage, just take a look at T1. An Engi can go to Festenplatz and get on that big rock overhanging the valley between fest and the ramp to Destro's WC and easily pick off everyone trying to come out of the WC and go down the ramp. I can reach into the group of guards there at the ramp entrance with absolutely no risk to myself. To get to me they would have to come down the side of the ramp, then run across the valley, up and around to get up to me - the entire time having me and my turrets raining shots down on them.

I find it kind of funny that people are mentioning things like SWs and Sorcs/BWs killing people in other situations, like out in the open, yet completely overlook the disadvantages of those classes:

- Sorcs/BWs are capable of high single target and AoE damage, but are also draining their own HP while putting out max damage, and do not have a ton of effective CC. Having BWs in your group means youre needing to focus more heals on them instead of healing tanks and melees
- SWs basically have laughable AoE damage, and against heavily armored tanks & melees are very ineffective in T4. The 1 tool they had against them that could bust through that armor (Festering arrow with bypass resistances tactic) has been nerfed to 50% bypass. And guess what. You need to stand still for 3 seconds every time you use it.Their main use in a group now is CC, picking off squishy targets, and a heal debuff. Theyre not exactly the go to class when youre looking for a damage dealer for premades. Can an SW do something like kill a tank in 1 v 1? Sure, but it takes 2 minutes of kiting them around and hoping your CC skills arent blocked or they arent immune at the time. Can they put out good damage? Sure, but it generally comes at a cost such as sacrificing group tactics in exchange for your own DPS, increased AP cost, loss of defensive power, having to get closer, etc.

Neither of those classes has the advantage of a pet/turret which assists them while kiting people around, or that will continue doing damage when you are hit with disarms, stuns, silences, etc. Both of those classes have to run through nearly half of an Engi/Magus's range before they can even start hitting that engi/magus, and by that time they likely have multiple dots on them and have taken some direct damage. Also, unlike the SW, an Engi/Magus has multiple AoEs that can put out a ton of damage when they're combined.

Im also kind of sick of this whole "But an engi has to stand still for 16 seconds" excuse, because of the following:
1) You do not need to stand still. There is a radius around your pet / turret where the buff is maintained, allowing you a small area in which you can kite or get out of LoS before the buff begins to drop off
2) The entire buff does not drop off instantly if you move out of the radius. It takes just as long for the 8 stacks to drop off as it does to build them, so you still have a partial buff while kiting outside of that radius.
3) The buff does not reset with a new turret. You can run, let a couple stacks drop off, then instantly redeploy turret and the buff builds back up from however many stacks you already have, it does not reset to 0 stacks.

Any decent magus / engi isnt going to just run around waiting for someone to get close before they deploy a turret. At the slightest hint that a fight is coming that turret is already deployed and buff is building in preparation. Then IF they find they need to move, they can do so easily with needing to rebuild the buff. As an example, you deploy your turret, starting firing at people, then find your group getting pushed back a bit and need to reposition. You can back up a few feet with no loss of power. If you find you need to back up further, you can move for 8 seconds to get into a better position and still have a 20% damage buff and 25% range buff, use instant redeploy, and build right back up to 40/50% buffs within another 8 seconds.

And you know, the buff itself isn't even all THAT bad if not for the fact that it comes completely free with no downside. No lowered damage on skills, no increased AP cost, no speccing, no tactic slot, no loss of defensive power. Its just there. If there were some cost associated with it, AT LEAST a tactic slot that needs to be used in place of something else, in order to gain the range bonus it would be more reasonable. Preferably it would be something similar to how SWs are setup. You can spec into a range boost for 1 tree of skills only, which requires wasting mastery points to get it AND you need to slot the tactic.
There is a downside, takes time and binds you to a location to stay effective. 8 seconds might not seem a lot of time, but it really is in tier 4. BW/Sorc have no real downside, however they are squisher, the upside is that they have a much faster TTK and less time to set up then a Magus, engineer and they are happy to still kite if they want to.

SH/SWs also don't need to do anything much of anything to get extra damage and additional crit. On top of which the SW mechanic gives out free stats, and they can tank up in an instant, with the greatest amount of CC.

In order to get the 114' that I was saying, the viable maximum range for a magus rotation you need a tactic slot. A little bit of research would show that.
Image

User avatar
Azarael
Posts: 5332

Re: The Magus/engi buff

Post#44 » Mon Oct 10, 2016 4:50 pm

bloodi wrote:Read what you just said again.

Backslash is not a drawback, you cannot attack at all under pressure but its not a drawback? What does define a drawback then?

Because being unable to attack when under pressure does seem like a huge drawback to me.
I'm talking about when you're actually at risk of dying. The backlash is 660 at level 40 with about a 35% chance to trigger, which averages out to 220 damage per GCD if you're spamming instant casts or 1s casts. That's 200 damage per second while casting any ability which builds mechanics points. If you are not spamming instants, it's even less. The average group heal is what, again?

User avatar
Gobtar
Posts: 799

Re: The Magus/engi buff

Post#45 » Mon Oct 10, 2016 4:52 pm

bloodi wrote:
Azarael wrote:Backlash is not a drawback. We've known this for years. It's absorbed into the group heal when they're casting, and when they're under pressure they're not going to cast anything that would increase that pressure on them by triggering a backlash..
Read what you just said again.

Backslash is not a drawback, you cannot attack at all under pressure but its not a drawback? What does define a drawback then?

Because being unable to attack when under pressure does seem like an huge drawback to me. A major one.
To be fair, most DPS that get pressured will detaunt, and won't be attacking whatever is pressuring them unless it is to CC. Most BWs will SDR (if specced), and WH, regardless of the piddly damage they take from backlash.
Image

ToXoS
Posts: 671

Re: The Magus/engi buff

Post#46 » Mon Oct 10, 2016 4:54 pm

Yes, engie/magus can more or less keep the buff stack while moving, by sloting a tactic which allows the pet to be instant cast.
As a ST spec, sloting this tactic is not a good thing because I have to replace my +160 intel tactic with it,and I have no other choice if I want to keep my ST spec.
But sometimes, particularly in scenarios, I do it, even if it's really AP draining.
Meaning: Having this AP draining tactic to gain a little more mobility cost me a lot of dps.

bloodi
Suspended
Posts: 1725

Re: The Magus/engi buff

Post#47 » Mon Oct 10, 2016 5:02 pm

Azarael wrote:I'm talking about when you're actually at risk of dying. The backlash is 660 at level 40 with about a 35% chance to trigger, which averages out to 220 damage per GCD if you're spamming instant casts or 1s casts. That's 200 damage per second. If you are not doing so, it's even less. The average group heal is what, again?
Its 750 at level 40.

And averages mean jackshit in a game where burst is king, if you are under pressure, a backlash eats a major part of your life, more than 10%, when you are under any kind of wounds debuff, that is actually a lot more. And dont get me started if you are under any kind of healdebuff, now the group heal doesnt even heal the backslash damage.

Yeah, when you are 100ft from any danger and there is a guy spamming gheal, the mechanic benefits outweight the drawbacks by an huge margin but from there to say "oh, its just free damage and nothing more" its quite different.

Its like saying the slayer mechanic is a flat +50% damage as long as no one attacks you, yeah, no ****.

Being unable to fight back when attacked is a tremendous drawback, a major one, stop saying there isnt any.
Gobtar wrote:To be fair, most DPS that get pressured will detaunt, and won't be attacking whatever is pressuring them unless it is to CC. Most BWs will SDR (if specced), and WH, regardless of the piddly damage they take from backlash.
Most dps can continue attacking while they are being attacked without losing damage to setbacks in cast times and without screwing up their rotations, hell mdps will just aoe detaunt and assist a target, there is no aoe detaunt for rpds, there is no escape when you are under pressure unless teammates save you, you can detaunt 1 guy and eat full damage from everyone else and also have to stop attacking.

Those are major drawbacks.

Bluestreak2k5
Posts: 12

Re: The Magus/engi buff

Post#48 » Mon Oct 10, 2016 5:56 pm

These are the 2 biggest things I see with the new changes, although they were there before the changes.

1. Engineers healing turret, it's pretty ridiculous that a class can have both supreme range and the ability to heal one self (does it heal group players as well?). The Magus has no such complementary feature. They can basically stand on top of the castle with bombard turrets, healing themselves, while picking off single targets more then 100 feet away. I think this should simply be got rid of.

2. Engineer Turrets do not follow Line of Sight rules. I keep getting attacked through walls by the turrets and since they are instant shots, any LOS you give them you will get a FULL attack from the turret even though you just stepped inside a door, or into their range for a brief second. The bullets will follow you through walls, doors, and any other obstacle.

This compares to Magus Pets which have a casting time of 3 seconds for the long range pet. If Line of Sight is lost between the start and finish, usually the pet will not attack. On top of that it seems like the bullets from the turret do much more damage then my pet will ever do to a target. The only benefit is that it reduces the targets elemental resist, but that doesn't help Magus much at all because most attacks are spirit.

I would make turrets have a casting time like Magus pets do so they can follow the same LOS rules better, or simply reduce all turrets damage (20-30%) output due to the problems of bullets following you everywhere. On top of this make bullets only travel to the max range of the turret and then disappear, no more following the target 300 feet even though they only came into the range of the turret by 1FT.

Ads
User avatar
wheezill
Posts: 34

Re: The Magus/engi buff

Post#49 » Mon Oct 10, 2016 6:04 pm

my experience as well, +1 on all your points.
===============================
Choppa - Gurglenutz RR8x
Shaman - Stainz RR8x
BO - Tufskul RR8x
Squiggy - Blamf RR8x
Sorc - Voxium RR8x
Marauder - Xanax RR8x
WE - Selrith RR7x
Magus - Aerobie RR4x
DoK - Sarlacc RR4x

User avatar
peterthepan3
Posts: 6509

Re: The Magus/engi buff

Post#50 » Mon Oct 10, 2016 6:10 pm

Blue's points are exactly why I mentioned the importance - in this particular case - of making a distinction between the Magus and the Engineer when balancing/fine-tuning these buffs, regardless of the fact that they are 'mirrors': there are plenty of people complaining about the Engineer, yet maybe one or two (of whom none are yet to make convincing arguments with evidence to justify their stance) complaining about the Magus.

Also any RDPS class that is under pressure can not really do damage so that's a moot point.

@Warkaiser
1) T1 does not = T4.
2) Actually, it takes 16 seconds to get that buff.
3) Please don't spread lies. Everyone knows Magus AOE Dots hit like wet noodles (Infernal Blast being somewhat of an exception IF rift spec'd and IF 50% crit dmg and IF in melee range to cast it!)
4) If you want to maintain the buff in 6v6 or fast-paced PvP, it actually DOES necessitate using a tactic slot (instapet/resummon AP free). Please do your research.
Image

Who is online

Users browsing this forum: Peijakas and 10 guests